noname/character/offline/skill.js

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import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//龙起襄樊
//关羽
//界界关羽
dragchaojue: {
trigger: { player: "phaseZhunbeiBegin" },
filter(event, player) {
if (!game.hasPlayer(target => target != player)) return false;
return player.countCards("h", card => _status.connectMode || lib.filter.cardDiscardable(card, player));
},
async cost(event, trigger, player) {
event.result = await player
.chooseToDiscard(get.prompt2("dragchaojue"), "h")
.set("ai", card => {
const player = get.event("player");
if (!game.hasPlayer(target => get.attitude(player, target) < 0)) return 0;
return 7.5 - get.value(card);
})
.set("logSkill", "dragchaojue")
.forResult();
},
popup: false,
async content(event, trigger, player) {
const targets = game.filterPlayer(target => target != player).sortBySeat();
if (targets.length) {
const suits = event.cards
.reduce((list, card) => list.add(get.suit(card, player)), [])
.sort((a, b) => {
return lib.suit.indexOf(a) - lib.suit.indexOf(b);
});
player.line(targets);
for (const i of targets) {
i.addTempSkill("dragchaojue_buff");
i.markAuto("dragchaojue_buff", suits);
}
for (const target of targets) {
const {
result: { bool },
} = await target
.chooseToGive(
player,
(card, player) => {
return get.event("suits").includes(get.suit(card));
},
"h",
"give"
)
.set("suits", suits)
.set("ai", card => {
const player = get.event("player"),
target = get.event().getParent().player;
const att = get.attitude(player, target);
if (att > 0) return 7.5 - get.value(card);
if (att == 0 && get.attitude(target, player) == 0) return 0;
if (
att < 0 &&
get.attitude(target, player) < 0 &&
player.getSkills(null, false, false).some(skill => {
if (get.is.locked(skill, player)) return false;
const info = get.info(skill);
return info && info.ai && (info.ai.maixie || info.ai.maixie_hp || info.ai.maixie_defend);
}) &&
player.getHp() > 2
)
return 0;
return 7.5 - get.value(card);
})
.set("prompt", "超绝:交给" + get.translation(player) + "一张" + get.translation(suits) + "手牌,或本回合非锁定技失效");
if (!bool) target.addTempSkill("fengyin");
}
}
},
subSkill: {
buff: {
onremove: true,
charlotte: true,
mod: {
cardEnabled2(card, player) {
if (player.getStorage("jsrgguanjue_ban").includes(get.suit(card))) return false;
},
},
marktext: "绝",
intro: { content: "本回合内不能使用或打出$牌" },
},
},
},
dragjunshen: {
mod: {
targetInRange(card, player) {
if (get.suit(card) == "diamond" && card.name == "sha") return true;
},
},
locked: false,
enable: ["chooseToUse", "chooseToRespond"],
filterCard(card, player) {
return get.color(card) == "red";
},
viewAsFilter(player) {
return player.countCards("hes", { color: "red" });
},
position: "hes",
viewAs: { name: "sha" },
prompt: "将一张红色牌当作【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;
},
ai: {
order(item, player) {
if (!player || !_status.event.type || _status.event.type != "phase") {
return 0.1;
}
return get.order({ name: "sha" }, player) + 0.3;
},
respondSha: true,
skillTagFilter(player) {
if (!player.countCards("hes", { color: "red" })) return false;
},
},
group: ["dragjunshen_add", "dragjunshen_damage"],
subSkill: {
add: {
trigger: { player: "useCard2" },
filter(event, player) {
if (event.card.name != "sha" || get.suit(event.card) != "heart") return false;
return game.hasPlayer(target => {
return target != player && !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target) && lib.filter.targetInRange(event.card, player, target);
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("dragjunshen_add"), "为" + get.translation(trigger.card) + "额外指定一个目标", (card, player, target) => {
const evt = get.event().getTrigger();
return target != player && !evt.targets.includes(target) && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target);
})
.set("ai", target => get.effect(target, _status.event.getTrigger().card, _status.event.player))
.forResult();
},
content() {
trigger.targets.addArray(event.targets);
},
},
damage: {
trigger: { source: "damageBegin1" },
filter(event, player) {
const evt = event.getParent(2);
return evt.name == "useCard" && evt.skill == "dragjunshen";
},
logTarget: "player",
prompt2(event, player) {
return "令" + get.translation(event.player) + "选择弃置装备区所有牌或令此伤害+1";
},
async content(event, trigger, player) {
const target = trigger.player;
let result;
if (!target.countDiscardableCards(target, "e")) result = { index: 1 };
else
result = await target
.chooseControl()
.set("choiceList", ["弃置装备区所有牌", "令此伤害+1"])
.set("ai", () => {
const player = get.event("player"),
trigger = get.event().getTrigger();
if (
player.getHp() <= 2 ||
player.getDiscardableCards(player, "e").reduce((sum, card) => {
return sum + get.value(card, player);
}, 0) < 7
)
return 0;
return 1;
})
.forResult();
if (result.index == 0) {
await target.discard(target.getDiscardableCards(target, "e"));
} else trigger.increase("num");
},
},
},
},
//龙曹仁
draglizhong: {
trigger: { player: "phaseJieshuBegin" },
async cost(event, trigger, player) {
let choiceList = ["将任意张装备牌至于任意名角色的装备区", "令你或任意名装备区里有牌的角色摸一张牌"],
choices = ["置入装备", "团体摸牌", "cancel2"];
if (
!player.countCards("he", card => {
if (get.type(card) != "equip") return false;
return game.hasPlayer(target => {
return target.canEquip(card);
});
})
) {
choices.shift();
choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
}
const {
result: { control },
} = await player
.chooseControl(choices)
.set("prompt", "###" + get.prompt("draglizhong") + "###选择首先执行的一项")
.set("choiceList", choiceList)
.set("ai", () => {
return get.event("controls")[0];
});
event.result = { bool: control != "cancel2", cost_data: control };
},
async content(event, trigger, player) {
let choices = ["置入装备", "团体摸牌"],
used = false;
if (event.cost_data == "团体摸牌") choices.reverse();
choices.push(event.cost_data);
for (let i = 1; i <= 3; i++) {
if (i == 3 && used) break;
switch (choices[i - 1]) {
case "置入装备": {
while (
player.hasCard(card => {
if (get.type(card) != "equip") return false;
return game.hasPlayer(target => {
return target.canEquip(card);
});
}, "he")
) {
const {
result: { bool, cards, targets },
} = await player.chooseCardTarget({
prompt: "厉战:将一张装备牌置于一名角色的装备区",
filterCard(card) {
return get.type(card) == "equip";
},
position: "he",
filterTarget(card, player, target) {
return target.canEquip(card);
},
ai1(card) {
return 6 - get.value(card);
},
ai2(target) {
const player = get.event("player");
const att = get.attitude(player, target);
if (att <= 0 || target.countCards("e")) return 0;
return att * (target == player ? 1 : 3);
},
});
if (bool) {
if (i == 1 && !used) used = true;
const card = cards[0],
target = targets[0];
player.line(target);
if (target != player) {
player.$give(card, target, false);
}
await game.asyncDelay(0.5);
await target.equip(card);
} else break;
}
break;
}
case "团体摸牌": {
const { result } = await player
.chooseTarget(
"厉战:令你或任意名装备区有牌的角色摸一张牌",
(card, player, target) => {
if (target != player && !target.countCards("e")) return false;
if (ui.selected.targets.length) {
const choose = ui.selected.targets[0];
if (choose == player && !player.countCards("e")) return false;
}
return true;
},
[1, Infinity]
)
.set("multitarget", true)
.set("complexTarget", true)
.set("ai", target => {
const player = get.event("player");
if (!player.countCards("e")) {
if (
game.countPlayer(choose => {
return choose.countCards("e") && get.attitude(player, choose) > 0;
}) > 1 &&
target == player
)
return 0;
}
return get.attitude(player, target);
});
if (result.bool) {
if (i == 1 && !used) used = true;
const targets = result.targets.sortBySeat();
player.line(targets);
choices.addArray(targets);
for (let j = 0; j < targets.length; j++) {
await targets[j].draw("nodelay");
}
await game.asyncDelayx();
}
break;
}
}
}
choices = choices.slice(3);
if (choices.length) {
choices.sortBySeat();
player.line(choices);
for (const target of choices) {
target.addTempSkill("draglizhong_effect", "roundStart");
}
await game.asyncDelayx();
}
},
subSkill: {
effect: {
charlotte: true,
mod: {
maxHandcard(player, num) {
return num + 2;
},
},
enable: "chooseToUse",
filterCard: true,
position: "e",
viewAs: { name: "wuxie" },
filter(event, player) {
return player.countCards("e") > 0;
},
viewAsFilter(player) {
return player.countCards("e") > 0;
},
prompt: "将一张装备区的牌当作【无懈可击】使用",
check(card) {
return 8 - get.equipValue(card);
},
mark: true,
marktext: "守",
intro: { content: "手牌上限+2可将装备区的牌当作【无懈可击】使用" },
},
},
},
//撅碎(难视
dragjuesui: {
trigger: { global: "dying" },
filter(event, player) {
return !player.getStorage("dragjuesui").includes(event.player) && event.player.hasEnabledSlot();
},
check(event, player) {
const target = event.player;
if (get.attitude(player, target) <= 0) return false;
return player.countCards("hs", card => player.canSaveCard(card, target)) + target.countCards("hs", card => target.canSaveCard(card, target)) < 1 - target.hp;
},
logTarget: "player",
async content(event, trigger, player) {
const target = trigger.player;
player.markAuto("dragjuesui", [target]);
const {
result: { bool },
} = await target.chooseBool("是否将体力值回复至1点并废除装备栏");
if (bool) {
await target.recoverTo(1);
let disables = [];
for (let i = 1; i <= 5; i++) {
for (let j = 0; j < target.countEnabledSlot(i); j++) {
disables.push(i);
}
}
if (disables.length) await target.disableEquip(disables);
target.addSkill("dragjuesui_wusheng");
} else {
target.chat("拒绝!");
}
},
init(player) {
if (player.getStorage("dragjuesui").length) {
player.markSkill("dragjuesui");
}
},
intro: { content: "已对$发动过此技能" },
subSkill: {
wusheng: {
charlotte: true,
mark: true,
marktext: "碎",
intro: { content: "殊死一搏!可将黑色非基本牌当作无次数限制的【杀】使用" },
mod: {
cardUsable(card, player, num) {
if (card.storage && card.storage.dragjuesui) return Infinity;
},
},
enable: ["chooseToUse", "chooseToRespond"],
filterCard(card, player) {
return get.color(card) == "black" && get.type(card) != "basic";
},
position: "hse",
viewAs: { name: "sha", storage: { dragjuesui: true } },
viewAsFilter(player) {
if (
!player.countCards("hes", card => {
return get.color(card) == "black" && get.type(card) != "basic";
})
)
return false;
},
prompt: "将一张黑色非基本牌当作无次数限制的【杀】使用或打出",
check(card) {
return 7 - get.value(card);
},
ai: {
order(item, player) {
if (!player || !_status.event.type || _status.event.type != "phase") {
return 0.1;
}
return get.order({ name: "sha" }, player) * 0.99;
},
respondSha: true,
skillTagFilter(player) {
if (
!player.countCards("hes", card => {
return get.color(card) == "black" && get.type(card) != "basic";
})
)
return false;
},
},
},
},
},
//吕常×SP淳于琼√
dragjuwu: {
trigger: { target: "shaBefore" },
filter(event, player) {
return !game.hasNature(event.card) && game.countPlayer(target => event.player.inRange(target)) >= 3;
},
forced: true,
content() {
trigger.cancel();
},
ai: {
effect: {
target(card, player, target) {
if (card.name == "sha" && !game.hasNature(card) && game.countPlayer(targetx => player.inRange(targetx)) >= 3) return "zerotarget";
},
},
},
},
dragshouxiang: {
trigger: { player: "phaseDrawBegin2" },
filter(event, player) {
if (!game.hasPlayer(target => target.inRange(player))) return false;
return !event.numFixed;
},
check(event, player) {
if (player.skipList.includes("phaseUse")) return true;
return (
player.countCards("h") +
event.num +
Math.min(
5,
game.countPlayer(target => {
return target.inRange(player);
})
) -
game.countPlayer(target => {
return target != player && get.attitude(player, target) > 0;
}) <=
player.getHandcardLimit()
);
},
content() {
trigger.num += Math.min(
5,
game.countPlayer(target => target.inRange(player))
);
player.skip("phaseUse");
player.addTempSkill("dragshouxiang_effect");
},
subSkill: {
effect: {
charlotte: true,
trigger: { player: "phaseDiscardBegin" },
filter(event, player) {
return game.hasPlayer(target => target.inRange(player));
},
forced: true,
async content(event, trigger, player) {
const num = Math.min(
5,
game.countPlayer(target => target.inRange(player))
);
if (num) {
if (_status.connectMode) game.broadcastAll(() => (_status.noclearcountdown = true));
let list = [];
while (
num - list.length > 0 &&
player.hasCard(card => {
return !list.some(list => list[1] == card);
}, "h") &&
game.hasPlayer(target => {
return target != player && !list.some(list => list[0] == target);
})
) {
const {
result: { bool, targets, cards },
} = await player
.chooseCardTarget({
prompt: "守襄:你可以交给任意名角色各一张手牌",
prompt2: "(还可分配" + (num - list.length) + "张)",
position: "h",
animate: false,
filterCard(card, player) {
return !get.event("list").some(list => list[1] == card);
},
filterTarget(card, player, target) {
return target != player && !get.event("list").some(list => list[0] == target);
},
ai1(card) {
if (card.name == "shan") return 1;
return Math.random();
},
ai2(target) {
return get.attitude(get.event("player"), target);
},
})
.set("list", list);
if (bool) {
list.push([targets[0], cards[0]]);
player.addGaintag(cards, "olsujian_given");
} else break;
}
if (_status.connectMode) {
game.broadcastAll(() => {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
if (list.length) {
await game
.loseAsync({
gain_list: list,
player: player,
cards: list.slice().map(list => list[1]),
giver: player,
animate: "giveAuto",
})
.setContent("gaincardMultiple");
}
}
},
},
},
},
//天书乱斗虚拟偶像线下化
//小杀
vtbguisha: {
audio: 1,
trigger: { global: "useCard" },
direct: true,
shaRelated: true,
filter: function (event, player) {
return event.player != player && event.card.name == "sha" && player.countCards("he") > 0 && event.player.isPhaseUsing();
},
content: function () {
"step 0";
var go = false,
d1 = false;
if (get.attitude(player, trigger.player) > 0) {
d1 = true;
if (trigger.player.hasSkill("jueqing") || trigger.player.hasSkill("gangzhi")) d1 = false;
for (var target of trigger.targets) {
if (
!target.mayHaveShan(
player,
"use",
target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
) ||
trigger.player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: trigger.card,
},
true
)
) {
if (!target.hasSkill("gangzhi")) d1 = false;
if (
target.hasSkillTag("filterDamage", null, {
player: trigger.player,
card: trigger.card,
}) ||
get.attitude(player, target) >= 0
)
d1 = false;
}
}
if (trigger.addCount === false || !trigger.player.isPhaseUsing()) go = false;
else if (!trigger.player.hasSkill("paoxiao") && !trigger.player.hasSkill("tanlin3") && !trigger.player.hasSkill("zhaxiang2") && !trigger.player.hasSkill("fengnu") && !trigger.player.getEquip("zhuge")) {
var nh = trigger.player.countCards("h");
if (player == trigger.player) {
go = player.countCards("h", "sha") > 0;
} else if (nh >= 4) {
go = true;
} else if (player.countCards("h", "sha")) {
if (nh == 3) {
go = Math.random() < 0.8;
} else if (nh == 2) {
go = Math.random() < 0.5;
}
} else if (nh >= 3) {
if (nh == 3) {
go = Math.random() < 0.5;
} else if (nh == 2) {
go = Math.random() < 0.2;
}
}
}
}
go = go * Math.random() + d1 * Math.random() > 0.4;
//AI停顿
if (
go &&
!event.isMine() &&
!event.isOnline() &&
player.hasCard(function (card) {
return get.value(card) < 6 && lib.filter.cardDiscardable(card, player, event.name);
}, "he")
) {
game.delayx();
}
var next = player.chooseToDiscard(get.prompt("vtbguisha"), "弃置一张牌,令" + get.translation(trigger.player) + "本次使用的【杀】不计入使用次数,且对" + get.translation(trigger.targets) + "造成的伤害+1", "he");
next.logSkill = ["vtbguisha", trigger.player];
next.set("ai", function (card) {
if (_status.event.go) {
return 6 - get.value(card);
}
return 0;
});
next.set("go", go);
"step 1";
if (result.bool) {
if (trigger.addCount !== false) {
trigger.addCount = false;
trigger.player.getStat().card.sha--;
}
trigger.player.addTempSkill("vtbguisha_bonus");
if (!trigger.card.storage) trigger.card.storage = {};
trigger.card.storage.vtbguisha_targets = trigger.targets;
}
},
ai: {
expose: 0.2,
},
subSkill: {
bonus: {
trigger: {
source: "damageBegin1",
},
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
return event.card && event.card.name == "sha" && event.card.storage && event.card.storage.vtbguisha_targets && event.card.storage.vtbguisha_targets.includes(event.player);
},
content: function () {
trigger.num++;
},
},
},
},
vtbshuli: {
audio: 1,
trigger: {
global: "damageSource",
},
usable: 2,
filter: function (event, player) {
return event.source && event.source != player && event.card && event.card.name == "sha" && event.source.isIn();
},
check: function (event, player) {
return get.attitude(player, event.source) >= 0 || (get.attitude(player, event.source) >= -4 && get.distance(_status.currentPhase, player, "absolute") > get.distance(_status.currentPhase, event.source, "absolute"));
},
content: function () {
"step 0";
var drawers = [trigger.source, player].sortBySeat(_status.currentPhase);
game.asyncDraw(drawers);
},
},
//小闪
vtbshanwu: {
audio: 1,
trigger: {
global: "useCardToTarget",
},
filter: function (event, player) {
return (
event.card.name == "sha" &&
event.target != player &&
event.isFirstTarget &&
player.hasCard(card => {
return get.name(card) == "shan" || _status.connectMode;
})
);
},
direct: true,
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt("vtbshanwu"), "弃置一张【闪】,取消此【杀】对" + get.translation(trigger.targets) + "的目标", { name: "shan" })
.set("logSkill", "vtbshanwu")
.set("ai", card => {
if (_status.event.goon) return 6 - get.value(card);
return 0;
})
.set(
"goon",
(function () {
var effect = 0;
for (var target of trigger.targets) {
var eff = get.effect(target, trigger.card, trigger.player, player);
if (
!target.mayHaveShan(
player,
"use",
target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
) ||
trigger.player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: trigger.card,
},
true
)
) {
eff *= 1.25;
}
if (target.hp <= 2) eff *= 1.1;
effect += eff;
}
return effect < 0;
})()
);
"step 1";
if (result.bool) {
game.log(player, "取消了", trigger.card, "的所有目标");
trigger.targets.length = 0;
trigger.getParent().triggeredTargets2.length = 0;
trigger.untrigger();
}
},
ai: {
expose: 0.2,
},
},
vtbxianli: {
audio: 1,
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
usable: 2,
filter: function (event, player) {
if (!_status.currentPhase || !_status.currentPhase.isIn() || !_status.currentPhase.countGainableCards(player, "he")) return false;
var evt = event.getl(player);
return (
evt &&
evt.cards2 &&
evt.cards2.some(card => {
return get.name(card, false) == "shan";
})
);
},
check: function (event, player) {
return get.effect(_status.currentPhase, { name: "shunshou_copy2" }, player, player) > 0;
},
prompt2: function (event, player) {
return "获得" + get.translation(_status.currentPhase) + "的一张牌";
},
logTarget: () => _status.currentPhase,
content: function () {
"step 0";
player.gainPlayerCard(_status.currentPhase, "he", true);
},
ai: {
expose: 0.15,
},
},
//小桃
vtbtaoyan: {
audio: 1,
trigger: {
player: "phaseBegin",
},
direct: true,
content: function () {
"step 0";
if (!_status.vtbtaoyan_count) {
_status.vtbtaoyan_count = 5;
}
player.chooseTarget(get.prompt("vtbtaoyan"), "令一或两名其他角色摸一张牌并从游戏外获得一张【桃】♥6", lib.filter.notMe, [1, 2]).set("ai", target => {
var player = _status.event.player;
return get.recoverEffect(target, player, player) / 2 + get.attitude(player, target);
});
"step 1";
if (result.bool) {
var targets = result.targets.slice();
targets.sortBySeat();
player.logSkill("vtbtaoyan", targets);
game.broadcastAll(function () {
if (!lib.inpile.includes("tao")) {
lib.inpile.add("tao");
}
});
player.addSkill("vtbtaoyan_remove");
for (var target of targets) {
target.draw();
if (!_status.vtbtaoyan_count) continue;
if (!_status.vtbtaoyan_cards) _status.vtbtaoyan_cards = [];
_status.vtbtaoyan_count--;
var card = game.createCard("tao", "heart", 6);
_status.vtbtaoyan_cards.push(card.cardid);
target.gain(card, "gain2");
}
}
},
ai: {
expose: 0.3,
threaten: 3.2,
},
subSkill: {
remove: {
trigger: {
global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter", "equipAfter"],
},
forced: true,
charlotte: true,
popup: false,
firstDo: true,
forceDie: true,
filter: function (event, player) {
if (typeof _status.vtbtaoyan_count != "number") return false;
var cards = event.getd();
return cards.some(card => {
return _status.vtbtaoyan_cards.includes(card.cardid);
});
},
content: function () {
var cards = trigger.getd(),
remove = [];
for (var card of cards) {
if (_status.vtbtaoyan_cards.includes(card.cardid)) {
_status.vtbtaoyan_cards.remove(card.cardid);
remove.push(card);
}
}
if (remove.length) {
remove.forEach(i => {
i.remove();
_status.vtbtaoyan_count++;
});
game.log(remove, "被移出了游戏");
}
},
},
},
},
vtbyanli: {
audio: 1,
trigger: {
global: "dying",
},
filter: function (event, player) {
if (player.hasSkill("vtbyanli_used")) return false;
if (_status.currentPhase == player) return false;
return event.player.hp <= 0;
},
check: function (event, player) {
return get.recoverEffect(event.player, player, player) > 0;
},
content: function () {
"step 0";
player.addTempSkill("vtbyanli_used", "roundStart");
trigger.player.recover(1 - trigger.player.hp);
trigger.player.draw();
},
subSkill: {
used: {
charlotte: true,
},
},
},
//小乐
vtbleyu: {
audio: 1,
trigger: {
global: "phaseBegin",
},
direct: true,
filter: function (event, player) {
return player.countCards("he") >= 3;
},
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt2("vtbleyu", trigger.player), 3, "he")
.set("ai", card => {
if (ui.selected.cards.length == 2) return 10 - get.value(card);
if (_status.event.effect > 0) {
return 6 - get.value(card);
}
return 0;
})
.set("effect", trigger.player.hasJudge("lebu") ? 0 : get.effect(trigger.player, { name: "lebu" }, player, player))
.set("logSkill", ["vtbleyu", trigger.player]);
"step 1";
if (result.bool) {
trigger.player.judge(lib.card.lebu.judge).judge2 = lib.card.lebu.judge2;
} else event.finish();
"step 2";
if (!result.bool) {
trigger.player.skip("phaseUse");
}
},
ai: {
expose: 0.3,
threaten: 2.9,
},
},
vtbyuanli: {
audio: 1,
trigger: { global: ["phaseUseSkipped", "phaseUseCancelled"] },
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("vtbyuanli"), lib.filter.notMe).set("ai", target => get.attitude(_status.event.player, target) + 1);
"step 1";
if (result.bool) {
player.logSkill("vtbyuanli", result.targets[0]);
game.asyncDraw([player, result.targets[0]].sortBySeat(_status.currentPhase));
}
},
ai: {
expose: 0.1,
},
},
vtbmeiniang: {
audio: 1,
trigger: { global: "phaseUseBegin" },
filter: function (event, player) {
return event.player != player;
},
check: function (event, player) {
return get.attitude(player, event.player) > 0 && event.player.getUseValue("jiu") >= 0;
},
logTarget: "player",
content: function () {
trigger.player.chooseUseTarget("jiu", true, false);
},
},
vtbyaoli: {
audio: 1,
trigger: { global: "useCardAfter" },
filter: function (event, player) {
return event.card.name == "jiu" && event.player != player && event.player.isPhaseUsing();
},
logTarget: "player",
check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
content: function () {
trigger.player.addTempSkill("vtbyaoli_effect");
trigger.player.addMark("vtbyaoli_effect", 1, false);
},
ai: {
expose: 0.15,
},
subSkill: {
effect: {
audio: "vtbyaoli",
charlotte: true,
trigger: { player: "useCard2" },
forced: true,
popup: false,
onremove: true,
nopop: true,
filter: function (event, player) {
return event.card.name == "sha" && player.countMark("vtbyaoli_effect") > 0;
},
content: function () {
"step 0";
trigger.directHit.addArray(game.filterPlayer());
var num = player.countMark("vtbyaoli_effect");
if (
!game.hasPlayer(current => {
return !trigger.targets.includes(current) && lib.filter.targetEnabled2(trigger.card, player, current);
})
)
event.finish();
else
player
.chooseTarget("媱丽:是否为" + get.translation(trigger.card) + "额外指定" + (num > 1 ? "至多" : "") + get.cnNumber(num) + "个目标?", num == 1 ? 1 : [1, num], (card, player, target) => {
return !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target);
})
.set("sourcex", trigger.targets)
.set("ai", target => {
var player = _status.event.player;
return get.effect(target, _status.event.card, player, player);
})
.set("card", trigger.card);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
player.logSkill("vtbyaoli_effect", event.targets);
trigger.targets.addArray(event.targets);
player.removeSkill("vtbyaoli_effect");
},
marktext: "媱",
intro: {
content: "下一张【杀】不可被响应且可以额外指定&个目标",
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return arg.card.name == "sha";
},
},
},
},
},
//官盗S特015神马超
psshouli: {
audio: "shouli",
enable: ["chooseToUse", "chooseToRespond"],
hiddenCard: function (player, name) {
if (player != _status.currentPhase && (name == "sha" || name == "shan")) return true;
},
filter: function (event, player) {
if (event.responded || event.psshouli || event.type == "wuxie") return false;
if (
game.hasPlayer(function (current) {
return current.getEquips(4).length > 0;
}) &&
event.filterCard(
get.autoViewAs(
{
name: "sha",
storage: { psshouli: true },
},
"unsure"
),
player,
event
)
)
return true;
if (
game.hasPlayer(function (current) {
return current.getEquips(3).length > 0;
}) &&
event.filterCard(
get.autoViewAs(
{
name: "shan",
storage: { psshouli: true },
},
"unsure"
),
player,
event
)
)
return true;
return false;
},
delay: false,
locked: true,
filterTarget: function (card, player, target) {
var event = _status.event,
evt = event;
if (event._backup) evt = event._backup;
var equip3 = target.getCards("e", card => get.is.defendingMount(card, false));
var equip4 = target.getCards("e", card => get.is.attackingMount(card, false));
if (
equip3.length &&
equip3.some(card =>
evt.filterCard(
get.autoViewAs(
{
name: "shan",
storage: { psshouli: true },
},
[card]
),
player,
event
)
)
)
return true;
return equip4.some(card => {
var sha = get.autoViewAs(
{
name: "sha",
storage: { psshouli: true },
},
[card]
);
if (evt.filterCard(sha, player, event)) {
if (!evt.filterTarget) return true;
return game.hasPlayer(function (current) {
return evt.filterTarget(sha, player, current);
});
}
});
},
prompt: "将场上的一张坐骑牌当做【杀】或【闪】使用或打出",
content: function () {
"step 0";
var evt = event.getParent(2);
evt.set("psshouli", true);
var list = [];
var equip3 = target.getCards("e", card => get.is.defendingMount(card, false));
var equip4 = target.getCards("e", card => get.is.attackingMount(card, false));
var backupx = _status.event;
_status.event = evt;
try {
if (
equip3.length &&
equip3.some(card => {
var shan = get.autoViewAs(
{
name: "shan",
storage: { psshouli: true },
},
[card]
);
if (evt.filterCard(shan, player, event)) return true;
return false;
})
) {
list.push("shan");
}
if (
equip4.length &&
equip4.some(card => {
var sha = get.autoViewAs(
{
name: "sha",
storage: { psshouli: true },
},
[card]
);
if (
evt.filterCard(sha, player, evt) &&
(!evt.filterTarget ||
game.hasPlayer(function (current) {
return evt.filterTarget(sha, player, current);
}))
)
return true;
return false;
})
) {
list.push("sha");
}
} catch (e) {
game.print(e);
}
_status.event = backupx;
if (list.length == 1) {
event.cardName = list[0];
var cards = list[0] == "shan" ? equip3 : equip4;
if (cards.length == 1)
event._result = {
bool: true,
links: [cards[0]],
};
else
player
.choosePlayerCard(true, target, "e")
.set("filterButton", function (button) {
return _status.event.cards.includes(button.link);
})
.set("cards", cards);
} else
player.choosePlayerCard(true, target, "e").set("filterButton", function (button) {
var card = button.link;
return get.is.attackingMount(card) || get.is.defendingMount(card);
});
"step 1";
var evt = event.getParent(2);
if (result.bool && result.links && result.links.length) {
var name = event.cardName || (get.is.attackingMount(result.links[0]) ? "sha" : "shan");
if (evt.name == "chooseToUse") {
game.broadcastAll(
function (result, name) {
lib.skill.psshouli_backup.viewAs = {
name: name,
cards: [result],
storage: { psshouli: true },
};
lib.skill.psshouli_backup.prompt = "选择" + get.translation(name) + "" + get.translation(result) + ")的目标";
},
result.links[0],
name
);
evt.set("_backupevent", "psshouli_backup");
evt.backup("psshouli_backup");
evt.set("openskilldialog", "选择" + get.translation(name) + "" + get.translation(result.links[0]) + ")的目标");
evt.set("norestore", true);
evt.set("custom", {
add: {},
replace: { window: function () {} },
});
} else {
delete evt.result.skill;
delete evt.result.used;
evt.result.card = get.autoViewAs(
{
name: name,
cards: [result.links[0]],
storage: { psshouli: true },
},
result.links
);
evt.result.cards = [result.links[0]];
target.$give(result.links[0], player, false);
if (player != target) target.addTempSkill("fengyin");
target.addTempSkill("psshouli_thunder");
player.addTempSkill("psshouli_thunder");
evt.redo();
return;
}
}
evt.goto(0);
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter: function (player, tag) {
var func = get.is[tag == "respondSha" ? "attackingMount" : "defendingMount"];
return game.hasPlayer(function (current) {
return current.hasCard(card => func(card, false), "e");
});
},
order: 2,
result: {
player: function (player, target) {
var att = Math.max(8, get.attitude(player, target));
if (_status.event.type != "phase") return 9 - att;
if (!player.hasValueTarget({ name: "sha" })) return 0;
return 9 - att;
},
},
},
group: "psshouli_init",
subSkill: {
thunder: {
charlotte: true,
trigger: { player: "damageBegin1" },
forced: true,
mark: true,
content: function () {
trigger.num++;
game.setNature(trigger, "thunder");
},
marktext: "⚡",
intro: {
content: "受到的伤害+1且改为雷属性",
},
ai: {
effect: {
target: (card, player, target) => {
if (!get.tag(card, "damage")) return;
if (target.hasSkillTag("nodamage") || target.hasSkillTag("nothunder")) return "zeroplayertarget";
if (
target.hasSkillTag("filterDamage", null, {
player: player,
card: new lib.element.VCard(
{
name: card.name,
nature: "thunder",
},
[card]
),
})
)
return;
return 2;
},
},
},
},
init: {
audio: "psshouli",
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
logTarget: () => game.filterPlayer(),
equips: [
["heart", 5, "chitu"],
["diamond", 13, "zixin"],
["spade", 5, "jueying"],
["diamond", 13, "hualiu"],
["club", 5, "dilu"],
["spade", 13, "dawan"],
["heart", 13, "zhuahuang"],
["heart", 3, "jingfanma"],
],
content: function () {
"step 0";
event.targets = game.filterPlayer().sortBySeat(_status.firstAct2 || game.zhong || game.zhu || _status.firstAct || player);
event.target = event.targets.shift();
game.delayx();
"step 1";
player.line(target, "green");
target
.chooseToUse("狩骊:使用一张坐骑牌并摸一张牌,或使用一张坐骑牌指示物", function (card, player, event) {
if (get.subtype(card) != "equip3" && get.subtype(card) != "equip4" && get.subtype(card) != "equip6") return false;
return lib.filter.filterCard.apply(this, arguments);
})
.set("ai", () => 1);
"step 2";
if (result.bool) target.draw();
else {
var cardx = lib.skill.psshouli_init.equips.randomRemove();
if (!cardx) return;
cardx = {
suit: cardx[0],
number: cardx[1],
name: cardx[2],
};
var card = game.createCard(cardx);
if (!_status.psshouli_equips) _status.psshouli_equips = [];
_status.psshouli_equips.push(card.cardid);
if (card) {
target.chooseUseTarget(card, true, "nopopup", "noanimate");
player.addSkill("psshouli_remove");
}
}
"step 3";
event.target = event.targets.shift();
if (event.target) {
event.goto(1);
}
},
},
remove: {
trigger: {
global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter", "equipAfter"],
},
forced: true,
charlotte: true,
popup: false,
firstDo: true,
forceDie: true,
filter: function (event, player) {
if (!_status.psshouli_equips || !_status.psshouli_equips.length) return false;
var cards = event.getd();
return cards.filter(i => _status.psshouli_equips.includes(i.cardid)).length;
},
content: function () {
var cards = trigger.getd(),
remove = [];
for (var card of cards) {
if (_status.psshouli_equips.includes(card.cardid)) {
_status.psshouli_equips.remove(card.cardid);
remove.push(card);
}
}
if (remove.length) {
game.cardsGotoSpecial(remove);
lib.skill.psshouli_init.equips.addArray(remove.map(i => [i.suit, i.number, i.name]));
game.log("坐骑指示物", remove, "被移出了游戏");
}
},
},
},
},
psshouli_backup: {
sourceSkill: "psshouli",
precontent: function () {
"step 0";
delete event.result.skill;
event.result._apply_args = { throw: false };
var cards = event.result.card.cards;
event.result.cards = cards;
var owner = get.owner(cards[0]);
event.target = owner;
owner.$throw(cards[0]);
player.popup(event.result.card.name, "metal");
game.delayx();
event.getParent().addCount = false;
"step 1";
if (player != target) target.addTempSkill("fengyin");
target.addTempSkill("psshouli_thunder");
player.addTempSkill("psshouli_thunder");
},
filterCard: function () {
return false;
},
prompt: "请选择【杀】的目标",
selectCard: -1,
},
pshengwu: {
audio: "hengwu",
mod: {
aiOrder: (player, card, num) => {
if (num > 0 && get.tag(card, "draw") && ui.cardPile.childNodes.length + ui.discardPile.childNodes.length < 20) return 0;
},
aiValue: (player, card, num) => {
if (num > 0 && card.name === "zhuge") return 20;
},
aiUseful: (player, card, num) => {
if (num > 0 && card.name === "zhuge") return 10;
},
},
trigger: { player: ["useCard", "respond"] },
direct: true,
locked: false,
filter: function (event, player) {
return game.hasPlayer(i => i.countCards("ej", cardx => get.type(cardx) == "equip" && get.suit(event.card) == get.suit(cardx)));
},
content: function () {
"step 0";
var suit = get.suit(trigger.card),
extra = game
.filterPlayer()
.map(i =>
i.countCards("ej", cardx => {
return get.type(cardx) == "equip" && get.suit(trigger.card) == get.suit(cardx);
})
)
.reduce((p, c) => p + c);
var prompt2 = "弃置任意张" + get.translation(suit) + "手牌然后摸X张牌X为你弃置的牌数+" + extra + "";
player
.chooseToDiscard("h", [1, player.countCards("h", { suit: suit })], { suit: suit })
.set("prompt", get.prompt("pshengwu"))
.set("prompt2", prompt2)
.set("ai", card => {
if (_status.event.tie) return 0;
let player = _status.event.player;
if (_status.event.goon) return 12 - get.value(card);
if (player == _status.currentPhase) {
if (["shan", "caochuan", "tao", "wuxie"].includes(card.name)) return 8 - get.value(card);
return 6 - get.value(card);
}
return 5.5 - get.value(card);
})
.set("goon", player.countCards("h", { suit: suit }) == 1)
.set("tie", extra > ui.cardPile.childNodes.length + ui.discardPile.childNodes.length)
.set("logSkill", "pshengwu");
"step 1";
if (result.bool) {
var num = result.cards.length;
player.draw(
num +
game
.filterPlayer()
.map(i => i.countCards("ej", cardx => get.type(cardx) == "equip" && get.suit(trigger.card) == get.suit(cardx)))
.reduce((p, c) => p + c)
);
}
},
ai: {
threaten: 100,
reverseEquip: true,
effect: {
player: (card, player, target) => {
if (typeof card !== "object") return;
let suit = get.suit(card);
if (
!lib.suit.includes(suit) ||
player.hasCard(function (i) {
return get.suit(i, player) == suit;
}, "h")
)
return;
return [
1,
game.countPlayer(current => {
return current.countCards("e", card => {
return get.suit(card, current) == suit;
});
}),
];
},
target: (card, player, target) => {
if (
card.name === "sha" &&
!player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: card,
},
true
) &&
game.hasPlayer(current => {
return current.hasCard(cardx => {
return get.subtype(cardx) === "equip3";
}, "e");
})
)
return [0, -0.5];
},
},
},
},
//战役篇田丰
gzsuishi: {
audio: "suishi",
preHidden: ["gzsuishi2"],
trigger: { global: "dying" },
forced: true,
//priority:6.5,
check: function () {
return false;
},
filter: function (event, player) {
return event.player != player && event.parent.name == "damage" && event.parent.source && event.parent.source.isFriendOf(player);
},
content: function () {
player.draw();
},
ai: {
halfneg: true,
},
group: "gzsuishi2",
},
gzsuishi2: {
audio: "suishi",
trigger: { global: "dieAfter" },
forced: true,
check: function () {
return false;
},
filter: function (event, player) {
return event.player.isFriendOf(player);
},
content: function () {
player.loseHp();
},
},
//战役篇孔融
zymingshi: {
audio: "mingshi",
forced: true,
trigger: { target: "useCardToBefore" },
priority: 15,
filter: function (event, player) {
if (!player.hasEmptySlot(2)) return false;
if (event.card.name != "sha") return false;
return game.hasNature(event.card);
},
content: function () {
trigger.cancel();
},
ai: {
effect: {
target: function (card, player, target) {
if (card.name === "sha" && game.hasNature(card) && target.hasEmptySlot(2)) return "zeroplayertarget";
if (get.subtype(card) == "equip2" && target.isEmpty(2)) return [0.6, -0.8];
},
},
},
},
//战役篇蒋钦
zyshangyi: {
audio: "shangyi",
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player != target;
},
content: function () {
"step 0";
target.viewHandcards(player);
"step 1";
if (!target.countCards("h")) event.finish();
else player.chooseCardButton(target, target.getCards("h"));
"step 2";
if (result.bool) {
target.discard(result.links[0]);
}
},
ai: {
order: 11,
result: {
target: function (player, target) {
return -target.countCards("h");
},
},
threaten: 1.1,
},
},
//官盗K系列杜预
pkwuku: {
audio: "spwuku",
trigger: { global: "useCard" },
forced: true,
preHidden: true,
filter: function (event, player) {
if (get.type(event.card) != "equip") return false;
return player.countMark("pkwuku") < 3;
},
content: function () {
player.addMark("pkwuku", 1);
},
marktext: "库",
intro: {
content: "mark",
},
ai: {
combo: "pksanchen",
threaten: 3.6,
},
},
pksanchen: {
audio: "spsanchen",
trigger: { player: "phaseJieshuBegin" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "gray",
filter: function (event, player) {
return player.countMark("pkwuku") > 2;
},
content: function () {
player.awakenSkill("pksanchen");
player.gainMaxHp();
player.recover();
player.addSkills("pkmiewu");
},
ai: {
combo: "pkwuku",
},
derivation: "pkmiewu",
},
pkmiewu: {
audio: "spmiewu",
enable: ["chooseToUse", "chooseToRespond"],
filter: function (event, player) {
if (!player.countMark("pkwuku") || player.hasSkill("pkmiewu2")) return false;
for (var i of lib.inpile) {
var type = get.type(i);
if ((type == "basic" || type == "trick") && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true;
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name == "sha") {
if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["基本", "", "sha"]);
for (var nature of lib.inpile_nature) {
if (event.filterCard(get.autoViewAs({ name, nature }, "unsure"), player, event)) list.push(["基本", "", "sha", nature]);
}
} else if (get.type(name) == "trick" && event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["锦囊", "", name]);
else if (get.type(name) == "basic" && event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["基本", "", name]);
}
return ui.create.dialog("灭吴", [list, "vcard"]);
},
//これ 要らない(そよりん声线)
//filter:function(button,player){
// return _status.event.getParent().filterCard({name:button.link[2]},player,_status.event.getParent());
//},
check: function (button) {
if (_status.event.getParent().type != "phase") return 1;
var player = _status.event.player;
if (["wugu", "zhulu_card", "yiyi", "lulitongxin", "lianjunshengyan", "diaohulishan"].includes(button.link[2])) return 0;
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
},
backup: function (links, player) {
return {
audio: "spmiewu",
filterCard: () => false,
selectCard: -1,
popname: true,
viewAs: { name: links[0][2], nature: links[0][3] },
precontent: function () {
player.addTempSkill("pkmiewu2");
player.removeMark("pkwuku", 1);
},
};
},
prompt: function (links, player) {
return "视为使用" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "并摸一张牌";
},
},
hiddenCard: function (player, name) {
if (!lib.inpile.includes(name)) return false;
var type = get.type(name);
return (type == "basic" || type == "trick") && player.countMark("pkwuku") > 0 && !player.hasSkill("pkmiewu2");
},
ai: {
combo: "pkwuku",
fireAttack: true,
respondSha: true,
respondShan: true,
skillTagFilter: function (player) {
if (!player.countMark("pkwuku") || player.hasSkill("pkmiewu2")) return false;
},
order: 1,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
},
pkmiewu2: {
trigger: { player: ["useCardAfter", "respondAfter"] },
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
return event.skill == "pkmiewu_backup";
},
content: function () {
player.draw();
},
},
pkmiewu_backup: { audio: "pkmiewu" },
//官盗S系列关羽
pszhonghun: {
audio: "zhongyi",
trigger: { player: ["useCard", "respond"] },
filter: function (event, player) {
return get.color(event.card) == "red";
},
frequent: true,
content: function () {
"step 0";
var card = game.cardsGotoOrdering(get.cards()).cards[0];
event.card = card;
game.updateRoundNumber();
player.showCards(card, get.translation(player) + "发动了【忠魂】");
"step 1";
if (get.color(card) == "red") player.gain(card, "gain2");
},
},
//官盗S系列郭嘉·一版
psqizuo: {
audio: 2,
trigger: { global: ["damageBegin1", "damageBegin3"] },
filter: function (event, player, name) {
return (name == "damageBegin1" && event.source && event.source.isIn() && player.inRange(event.source)) || (name == "damageBegin3" && event.player && event.player.isIn() && player.inRange(event.player));
},
direct: true,
content: function () {
"step 0";
var name = event.triggername;
var source = get.translation(trigger.source),
target = get.translation(trigger.player),
num = trigger.num;
var targetx = trigger[name == "damageBegin1" ? "source" : "player"];
var str = name == "damageBegin1" ? source + "即将对" + target + "造成" + num + "点伤害" : target + "即将受到" + source + "造成的" + num + "点伤害";
player
.chooseToDiscard(get.prompt("psqizuo", targetx), str + ",是否弃置一张牌并判定,若结果颜色与此牌相同,你可以令此伤害+1或-1", "he")
.set("ai", card => {
if (_status.event.goon) return 5.25 - get.value(card) + (get.color(card) == get.color(_status.pileTop) ? 0.75 : 0);
return 0;
})
.set(
"goon",
(function () {
var eff = get.damageEffect(trigger.player, trigger.source, player);
if (
eff > 5 &&
!trigger.player.hasSkillTag("filterDamage", null, {
player: player,
card: trigger.card,
})
)
return true;
if (eff < -5) return true;
return false;
})()
)
.set("logSkill", ["psqizuo", targetx]);
"step 1";
if (result.bool) {
event.color = get.color(result.cards[0], player);
player.judge(function (card) {
if (get.color(card) == _status.event.getParent("psqizuo").color) return 1;
return 0;
});
} else event.finish();
"step 2";
if (result.bool) {
player
.chooseControl("+1", "-1", "cancel2")
.set("prompt", "是否令此伤害+1或-1")
.set("ai", () => {
if (_status.event.eff < 0) return 1;
return 0;
})
.set("eff", get.damageEffect(trigger.player, trigger.source, player));
} else event.finish();
"step 3";
if (result.index == 0) {
trigger.num++;
player.popup(" +1 ", "fire");
game.log(player, "令此伤害+1");
}
if (result.index == 1) {
trigger.num--;
player.popup(" -1 ", "water");
game.log(player, "令此伤害-1");
}
},
ai: {
threaten: 0.8,
},
},
//官盗S系列郭嘉·二版
psquanmou: {
audio: 2,
trigger: {
global: "useCardAfter",
},
direct: true,
filter: function (event, player) {
return get.type2(event.card) == "trick" && event.player != player && event.targets && event.targets.includes(player) && event.cards.filterInD("odj").length && player.countCards("h");
},
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt("psquanmou"), "弃置一张" + get.translation(get.color(trigger.card)) + "手牌,获得" + get.translation(trigger.cards), "h", (card, player) => {
return get.color(card) == _status.event.color;
})
.set("ai", card => {
return _status.event.value - get.value(card);
})
.set("logSkill", "psquanmou")
.set("value", get.value(trigger.cards, player))
.set("color", get.color(trigger.card));
"step 1";
if (result.bool) {
var cards = trigger.cards.filterInD("odj");
if (cards.filterInD("od").length) player.gain(cards.filterInD("od"), "gain2");
if (cards.filterInD("j").length) player.gain(cards.filterInD("j"), get.owner(cards.filterInD("j")[0]), "give");
}
},
},
//官盗S赵云·一版
pshuiqiang: {
audio: 2,
trigger: { player: ["shaMiss", "eventNeutralized"] },
direct: true,
filter: function (event, player) {
if (!event.card || event.card.name != "sha") return false;
return event.target.isIn() && player.canUse("sha", event.target, false) && (player.hasSha() || (_status.connectMode && player.countCards("h")));
},
content: function () {
"step 0";
player
.chooseToUse(
get.prompt2("pshuiqiang", trigger.target),
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
trigger.target,
-1
)
.set("addCount", false).logSkill = "pshuiqiang";
},
},
pshuntu: {
audio: 2,
trigger: { source: "damageSource" },
usable: 1,
filter: function (event, player) {
return event.card && event.card.name == "sha" && event.getParent(2).player == player && event.notLink() && player.isPhaseUsing();
},
direct: true,
content: function () {
"step 0";
player
.chooseToUse(
get.prompt2("pshuntu", trigger.player),
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
trigger.player,
-1
)
.set("addCount", false).logSkill = "pshuntu";
"step 1";
if (!result.bool) player.storage.counttrigger.pshuntu--;
},
},
//官盗S赵云·二版
psqijin: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
"step 0";
trigger.changeToZero();
event.cards = get.cards(7);
game.cardsGotoOrdering(event.cards);
event.videoId = lib.status.videoId++;
game.broadcastAll(
function (player, id, cards) {
var str = "七进";
if (player == game.me && !_status.auto) str += ":获得一种颜色的所有牌";
var dialog = ui.create.dialog(str, cards);
dialog.videoId = id;
},
player,
event.videoId,
event.cards
);
event.time = get.utc();
game.addVideo("showCards", player, ["七进", get.cardsInfo(event.cards)]);
game.addVideo("delay", null, 2);
"step 1";
var list = [];
for (var i of cards) list.add(get.color(i, false));
list.sort();
var next = player.chooseControl(list);
next.set("ai", function () {
return _status.event.choice;
}).set(
"choice",
(function () {
if (list.length == 0) return list[0];
var color = list[0];
var cards1 = cards.filter(i => get.color(i) == color),
cards2 = cards.filter(i => get.color(i) == list[1]);
if (get.value(cards1) * cards1.length > get.value(cards2) * cards2.length) return list[0];
return list[1];
})()
);
"step 2";
event.color = result.control;
var time = 1000 - (get.utc() - event.time);
if (time > 0) game.delay(0, time);
"step 3";
game.broadcastAll("closeDialog", event.videoId);
player.gain(
cards.filter(i => get.color(i, false) == event.color),
"gain2"
);
},
ai: {
threaten: 1.5,
},
},
psqichu: {
audio: 2,
enable: ["chooseToUse", "chooseToRespond"],
hiddenCard: function (player, name) {
if (player != _status.currentPhase && !player.hasSkill("psqichu_used") && get.type(name) == "basic" && lib.inpile.includes(name)) return true;
},
filter: function (event, player) {
if (event.responded || player == _status.currentPhase || player.hasSkill("psqichu_used")) return false;
for (var i of lib.inpile) {
if (get.type(i) == "basic" && event.filterCard({ name: i }, player, event)) return true;
}
return false;
},
delay: false,
content: function () {
"step 0";
player.addTempSkill("psqichu_used");
var evt = event.getParent(2);
var cards = get.cards(2);
for (var i = cards.length - 1; i >= 0; i--) {
ui.cardPile.insertBefore(cards[i].fix(), ui.cardPile.firstChild);
}
var aozhan = player.hasSkill("aozhan");
player
.chooseButton(["七出:选择要" + (evt.name == "chooseToUse" ? "使用" : "打出") + "的牌", cards])
.set("filterButton", function (button) {
return _status.event.cards.includes(button.link);
})
.set(
"cards",
cards.filter(function (card) {
if (get.type(card) != "basic") return false;
if (aozhan && card.name == "tao") {
return (
evt.filterCard(
{
name: "sha",
isCard: true,
cards: [card],
},
evt.player,
evt
) ||
evt.filterCard(
{
name: "shan",
isCard: true,
cards: [card],
},
evt.player,
evt
)
);
}
return evt.filterCard(card, evt.player, evt);
})
)
.set("ai", function (button) {
var evt = _status.event.getParent(3);
if (evt && evt.ai) {
var tmp = _status.event;
_status.event = evt;
var result = (evt.ai || event.ai1)(button.link, _status.event.player, evt);
_status.event = tmp;
return result;
}
return 1;
});
"step 1";
var evt = event.getParent(2);
if (result.bool && result.links && result.links.length) {
var name = result.links[0].name,
aozhan = player.hasSkill("aozhan") && name == "tao";
if (aozhan) {
name = evt.filterCard(
{
name: "sha",
isCard: true,
cards: [card],
},
evt.player,
evt
)
? "sha"
: "shan";
}
if (evt.name == "chooseToUse") {
game.broadcastAll(
function (result, name) {
lib.skill.psqichu_backup.viewAs = {
name: name,
cards: [result],
isCard: true,
};
lib.skill.psqichu_backup.prompt = "选择" + get.translation(result) + "的目标";
},
result.links[0],
name
);
evt.set("_backupevent", "psqichu_backup");
evt.backup("psqichu_backup");
} else {
delete evt.result.skill;
delete evt.result.used;
evt.result.card = get.autoViewAs(result.links[0]);
if (aozhan) evt.result.card.name = name;
evt.result.cards = [result.links[0]];
evt.redo();
return;
}
}
evt.goto(0);
},
ai: {
effect: {
target: function (card, player, target, effect) {
if (target.hasSkill("psqichu_used")) return;
if (get.tag(card, "respondShan")) return 0.7;
if (get.tag(card, "respondSha")) return 0.7;
},
},
order: 11,
respondShan: true,
respondSha: true,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
subSkill: {
backup: {
precontent: function () {
delete event.result.skill;
var name = event.result.card.name;
event.result.cards = event.result.card.cards;
event.result.card = get.autoViewAs(event.result.cards[0]);
event.result.card.name = name;
},
filterCard: function () {
return false;
},
selectCard: -1,
},
used: { charlotte: true },
},
},
pslongxin: {
audio: 2,
trigger: { player: "phaseJudgeBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("j") && player.countCards("h");
},
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt2("pslongxin"), { type: "equip" }, "he")
.set("logSkill", "pslongxin")
.set("ai", card => {
if (_status.event.goon) return 15 - get.value(card);
return 0;
})
.set(
"goon",
player.hasCard(card => {
var cardj = card.viewAs ? { name: card.viewAs } : card;
return get.effect(player, cardj, player, player) < 0;
}, "j")
);
"step 1";
if (result.bool) {
player.discardPlayerCard(player, "j", true);
}
},
},
//官盗S周瑜·一版
psoldshiyin: {
audio: 2,
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
frequent: true,
filter: function (event, player) {
if (player != _status.currentPhase) return false;
return event.getg(player).filter(i => get.owner(i) == player).length > 0;
},
content: function () {
"step 0";
player.showCards(
trigger.getg(player).filter(i => get.owner(i) == player),
get.translation(player) + "发动了【识音】"
);
"step 1";
var suits = [],
cards = trigger.getg(player).filter(i => get.owner(i) == player);
for (var card of cards) suits.add(get.suit(card, player));
player.addTempSkill("psoldshiyin_effect");
if (!player.storage.psoldshiyin_effect) player.storage.psoldshiyin_effect = 0;
player.storage.psoldshiyin_effect = Math.max(player.storage.psoldshiyin_effect, suits.length);
if (suits.length >= 2) player.addMark("psoldshiyin_damage", 1, false);
},
subSkill: {
effect: {
trigger: { player: "useCard" },
charlotte: true,
forced: true,
onremove: ["psoldshiyin_effect", "psoldshiyin_damage"],
content: function () {
var num = player.countMark("psoldshiyin_effect");
if (num >= 1) trigger.directHit.addArray(game.players);
if (num >= 2 && get.tag(trigger.card, "damage")) trigger.baseDamage += player.countMark("psoldshiyin_damage");
if (num >= 3) player.draw();
player.removeSkill("psoldshiyin_effect");
},
mod: {
aiOrder: function (player, card, num) {
var numx = player.countMark("psoldshiyin_effect");
if (numx >= 2 && get.tag(card, "damage")) return num + 10;
},
},
},
},
},
//官盗S周瑜·二版
psshiyin: {
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
locked: false,
direct: true,
group: "psshiyin_change",
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
"step 0";
player.chooseCard(get.prompt("psshiyin"), "将一张手牌置于武将牌上,称为“杂音”牌").set("ai", card => 20 - get.value(card));
"step 1";
if (result.bool) {
player.logSkill("psshiyin");
player.addToExpansion(result.cards, player, "give").gaintag.add("psshiyin");
}
},
marktext: "音",
intro: {
name: "杂音",
name2: "杂音",
content: "expansion",
markcount: "expansion",
},
subSkill: {
change: {
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return player.getExpansions("psshiyin").length && player.countCards("h");
},
content: function () {
"step 0";
var card = player.getExpansions("psshiyin")[0];
player
.chooseCard(get.prompt("psshiyin"), "用一张手牌替换“杂音”牌(" + get.translation(card) + "")
.set("ai", card => {
if (_status.event.suit && get.suit(card) == _status.event.suit) return 8 - get.value(card);
return 0;
})
.set(
"suit",
(function () {
var suits = lib.suit
.slice()
.map(i => [i, (get.suit(card) == i ? 1 : 0) + player.countCards("h", { suit: i })])
.filter(i => i[1] > 0);
suits.sort((a, b) => a[1] - b[1]);
if (suits.length > 0) return suits[0][0];
return null;
})()
);
"step 1";
if (result.bool) {
player.logSkill("psshiyin");
player.addToExpansion(result.cards[0], "give", player).gaintag.add("psshiyin");
var card = player.getExpansions("psshiyin")[0];
if (card) player.gain(card, "gain2");
}
},
},
},
},
psquwu: {
audio: 2,
forced: true,
trigger: { target: "useCardToBefore" },
filter: function (event, player) {
return player.getExpansions("psshiyin").length && get.suit(player.getExpansions("psshiyin")[0]) == get.suit(event.card);
},
content: function () {
trigger.cancel();
},
ai: {
threaten: 1.1,
combo: "psshiyin",
effect: {
target: function (card, player, target, current) {
var list = target.getExpansions("psshiyin");
for (var cardx of list) {
if (get.suit(cardx) == get.suit(card)) return "zeroplayertarget";
}
},
},
},
mod: {
cardEnabled2: function (card, player) {
var list = player.getExpansions("psshiyin");
for (var cardx of list) {
if (get.suit(cardx) == get.suit(card)) return false;
}
},
cardRespondable: function (card, player) {
var list = player.getExpansions("psshiyin");
for (var cardx of list) {
if (get.suit(cardx) == get.suit(card)) return false;
}
},
cardSavable: function (card, player) {
var list = player.getExpansions("psshiyin");
for (var cardx of list) {
if (get.suit(cardx) == get.suit(card)) return false;
}
},
},
},
psliaozou: {
audio: 2,
enable: "phaseUse",
locked: false,
filter: function (event, player) {
return !player.hasSkill("psliaozou_blocker", null, null, false) && player.getExpansions("psshiyin").length > 0;
},
content: function () {
"step 0";
player.showHandcards(get.translation(player) + "发动了【聊奏】");
"step 1";
var cards = player.getExpansions("psshiyin"),
bool = true;
for (var card of cards) {
var suit = get.suit(card);
if (player.hasCard(cardx => get.suit(cardx) == suit)) {
bool = false;
break;
}
}
if (bool) player.draw();
else
player.addTempSkill("psliaozou_blocker", {
player: ["useCard1", "useSkillBegin", "phaseUseEnd"],
});
},
subSkill: {
blocker: { charlotte: true },
},
mod: {
aiValue: function (player, card, num) {
var suit = get.suit(card);
if (player.isPhaseUsing() && player.getExpansions("psshiyin").some(i => get.suit(i) == suit)) return num / 5;
},
aiUseful: function () {
return lib.skill.psliaozou.mod.aiValue.apply(this, arguments);
},
},
ai: {
combo: "psshiyin",
order: 9.9,
result: {
player: function (player) {
var cards = player.getExpansions("psshiyin"),
bool = true;
for (var card of cards) {
var suit = get.suit(card);
if (player.hasCard(cardx => get.suit(cardx) == suit)) return 0;
}
return 1;
},
},
},
},
//官盗S武将传晋司马
psquanyi: {
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
group: "psquanyi_tianbian",
content: function () {
"step 0";
player.chooseToCompare(target, function (card) {
if (typeof card == "string" && lib.skill[card]) {
var ais =
lib.skill[card].check ||
function () {
return 0;
};
return ais();
}
var player = get.owner(card);
var getn = function (card) {
if (player.hasSkill("tianbian") && get.suit(card) == "heart") return 13;
return get.number(card);
};
var event = _status.event.getParent();
var to = player == event.player ? event.target : event.player;
var addi = get.value(card) >= 8 && get.type(card) != "equip" ? -6 : 0;
if (card.name == "du") addi -= 5;
if (get.color(card) == "black") addi -= 6;
if (player == event.player) {
if (event.small) {
return -getn(card) - get.value(card) / 2 + addi;
}
return getn(card) - get.value(card) / 2 + addi;
} else {
if (get.attitude(player, to) <= 0 == Boolean(event.small)) {
return -getn(card) - get.value(card) / 2 + addi;
}
return getn(card) - get.value(card) / 2 + addi;
}
});
"step 1";
if (result.tie) event.finish();
else {
var targets = [player, target];
if (!result.bool) targets.reverse();
var suits = [result.player, result.target].map(i => get.suit(i, false));
event.targets = targets;
event.suits = suits;
}
"step 2";
if (event.suits.includes("heart")) {
if (targets[1].countGainableCards("hej", targets[0]) > 0) {
targets[0].gainPlayerCard(targets[1], "hej", true);
}
}
"step 3";
if (event.suits.includes("diamond")) {
targets[1].damage(targets[0]);
}
"step 4";
if (event.suits.includes("spade")) {
targets[0].loseHp();
}
"step 5";
if (event.suits.includes("club")) {
if (targets[0].countDiscardableCards(targets[0], "he")) {
targets[0].chooseToDiscard(2, true, "he");
}
}
},
ai: {
order: 6,
result: {
target: -1,
},
},
subSkill: {
tianbian: {
audio: "psquanyi",
enable: "chooseCard",
check: function (event) {
var player = _status.event.player;
if (player.hasSkill("smyyingshi")) {
var card = ui.cardPile.childNodes[0];
if ((get.color(card) == "black" && get.number(card) <= 4) || (get.color(card) == "red" && get.number(card) >= 11)) return 20;
}
return !player.hasCard(function (card) {
var val = get.value(card);
return val < 0 || (get.color(card) == "black" && val <= 4) || (get.color(card) == "red" && get.number(card) >= 11);
}, "h")
? 20
: 0;
},
filter: function (event) {
return event.type == "compare" && !event.directresult;
},
onCompare: function (player) {
return game.cardsGotoOrdering(get.cards()).cards;
},
},
},
},
//官盗S曹植
psliushang: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
forced: true,
filter: function (event, player) {
return !event.numFixed;
},
group: "psliushang_give",
content: function () {
"step 0";
trigger.changeToZero();
player.draw(1 + Math.max(3, game.countPlayer()));
event.targets = game.filterPlayer(i => i != player);
"step 1";
var current = targets.shift();
if (!player.countCards("h")) event.finish();
else
player.chooseCardTarget({
prompt: "流殇:将一张牌置于" + get.translation(current) + "武将牌上",
current: current,
filterCard: true,
forced: true,
filterTarget: function (card, player, target) {
return target == _status.event.current;
},
selectTarget: -1,
ai1: function (card) {
var current = _status.event.current;
return get.value(card, current) * get.attitude(_status.event.player, current);
},
ai2: () => 1,
});
"step 2";
if (result.bool) {
result.targets[0].addToExpansion(result.cards, player, "give").gaintag.add("psliushang");
}
if (targets.length) event.goto(1);
},
marktext: "殇",
intro: {
content: "expansion",
markcount: "expansion",
},
subSkill: {
give: {
trigger: { global: "phaseZhunbeiBegin" },
filter: function (event, player) {
return event.player != player && event.player.getExpansions("psliushang").length;
},
forced: true,
logTarget: "player",
content: function () {
"step 0";
var cards = trigger.player.getExpansions("psliushang"),
name = get.translation(cards);
event.cards = cards;
trigger.player
.chooseControl()
.set("choiceList", ["获得" + name + ",且于本回合防止对" + get.translation(player) + "的伤害", "将" + name + "置入弃牌堆"])
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
if (get.damageEffect(player, trigger.player, trigger.player) <= 0) return 0;
if (get.value(cards, trigger.player) < 0) return 1;
if (
trigger.player.hasCard(card => {
return get.tag(card, "damage") && trigger.player.canUse(card, player) && get.effect(player, card, trigger.player, trigger.player) > 0;
}, "hs")
)
return 1;
return 0;
})()
);
"step 1";
if (result.index == 0) {
trigger.player.gain(cards, "gain2");
trigger.player.addTempSkill("psliushang_prevent");
trigger.player.markAuto("psliushang_prevent", [player]);
} else {
trigger.player.loseToDiscardpile(cards);
}
"step 2";
game.delayx();
},
},
prevent: {
trigger: { source: "damageBegin2" },
filter: function (event, player) {
return player.getStorage("psliushang_prevent").includes(event.player);
},
forced: true,
onremove: true,
charlotte: true,
logTarget: "player",
content: function () {
trigger.cancel();
},
ai: {
effect: {
target: function (card, player, target, current) {
if (player.getStorage("psliushang_prevent").includes(target) && get.tag(card, "damage")) {
return "zeroplayertarget";
}
},
},
},
},
},
},
psqibu: {
trigger: { player: "dying" },
filter: function (event, player) {
return player.hp <= 0;
},
limited: true,
skillAnimation: true,
animationColor: "water",
content: function () {
"step 0";
player.awakenSkill("psqibu");
var cards = game.cardsGotoOrdering(get.cards(7)).cards;
game.updateRoundNumber();
event.cards = cards;
player.showCards(cards, get.translation(player) + "发动了【流殇】");
"step 1";
var num = cards.filter(i => get.suit(i) == "heart").length;
var gains = cards.filter(i => get.suit(i) == "club");
if (num > 0) player.recover(num);
if (gains.length) player.gain(gains, "gain2");
},
},
//官盗S曹丕
psjianwei: {
audio: 2,
trigger: { player: "phaseBegin" },
skillAnimation: true,
animationColor: "water",
limited: true,
direct: true,
filter: function (event, player) {
return player.hp >= 1;
},
content: function () {
"step 0";
player.chooseTarget(get.prompt2("psjianwei"), lib.filter.notMe).set("ai", target => {
var player = _status.event.player;
if (player.hp == 1 && !player.canSave(player)) return 0;
var sgn = get.sgnAttitude(player, target);
var valMine = [0, 0],
valHis = [0, 0];
player.getCards("hej", card => {
if (get.position(card) == "j") {
valMine[0] += get.effect(player, card, player);
valMine[1] += get.effect(target, card, player);
} else {
valMine[0] += get.value(card, player);
valMine[1] += get.value(card, target) * sgn;
}
});
target.getCards("hej", card => {
if (get.position(card) == "j") {
valHis[0] += get.effect(player, card, player);
valHis[1] += get.effect(target, card, player);
} else {
valHis[0] += get.value(card, player);
valHis[1] += get.value(card, target) * sgn;
}
});
return valMine[1] - valMine[0] + valHis[0] - valHis[1] >= 60;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("psjianwei", target);
player.awakenSkill("psjianwei");
player.loseHp();
} else event.finish();
"step 2";
if (player.isIn() && target.isIn()) {
var next = game.createEvent("psjianwei_swap");
next.player = player;
next.target = target;
next.set("cards1", player.getCards("hej"));
next.set("cards2", target.getCards("hej"));
next.setContent(lib.skill.psjianwei.swapRegioncards);
}
},
swapRegioncards: function () {
"step 0";
player.$giveAuto(event.cards1, target);
target.$giveAuto(event.cards2, player);
"step 1";
event.h1 = event.cards1.filter(i => get.position(i) == "h");
event.e1 = event.cards1.filter(i => get.position(i) == "e");
event.j1 = event.cards1.filter(i => get.position(i) == "j");
event.h2 = event.cards2.filter(i => get.position(i) == "h");
event.e2 = event.cards2.filter(i => get.position(i) == "e");
event.j2 = event.cards2.filter(i => get.position(i) == "j");
game.loseAsync({
lose_list: [
[player, event.cards1],
[target, event.cards2],
],
}).setContent("chooseToCompareLose");
"step 2";
var todis = [];
for (var i = 0; i < event.j1.length; i++) {
if (target.isDisabledJudge() || target.hasJudge(event.j1[i].viewAs || event.j1[i].name)) todis.push(event.j1[i]);
}
for (var i = 0; i < event.j2.length; i++) {
if (player.isDisabledJudge() || player.hasJudge(event.j2[i].viewAs || event.j2[i].name)) todis.push(event.j2[i]);
}
if (todis.length) game.cardsDiscard(todis);
"step 3";
game.loseAsync({
gain_list: [
[player, event.h2.filter(i => get.position(i, true) == "o")],
[target, event.h1.filter(i => get.position(i, true) == "o")],
],
}).setContent("gaincardMultiple");
for (var i = 0; i < event.e2.length; i++) {
if (get.position(event.e2[i], true) == "o") player.equip(event.e2[i]);
}
for (var i = 0; i < event.e1.length; i++) {
if (get.position(event.e1[i], true) == "o") target.equip(event.e1[i]);
}
for (var i = 0; i < event.j2.length; i++) {
if (get.position(event.j2[i], true) == "o") player.addJudge(event.j2[i]);
}
for (var i = 0; i < event.j1.length; i++) {
if (get.position(event.j1[i], true) == "o") target.addJudge(event.j1[i]);
}
"step 4";
game.delayx();
},
},
//官盗S司马懿
pszhonghu: {
audio: 2,
trigger: { global: "dieAfter" },
global: "pszhonghu_skip",
filter: function (event, player) {
return player != _status.currentPhase;
},
content: function () {
"step 0";
var evt = trigger.getParent("phaseUse");
if (evt && evt.name == "phaseUse") {
evt.skipped = true;
}
var evt = trigger.getParent("phase");
if (evt && evt.name == "phase") {
game.log(evt.player, "结束了回合");
evt.finish();
evt.untrigger(true);
}
_status._pszhonghu = player;
},
subSkill: {
skip: {
trigger: { player: "phaseBeforeStart" },
forced: true,
priority: Infinity,
popup: false,
firstDo: true,
filter: function (event, player) {
if ((_status._pszhonghu && !_status._pszhonghu.isIn()) || event.player == _status._pszhonghu) delete _status._pszhonghu;
return _status._pszhonghu && event.player != _status._pszhonghu;
},
content: function () {
trigger.cancel(null, null, "notrigger");
},
},
},
},
//官盗S虎啸龙吟司马懿&诸葛亮
pshuxiao: {
audio: 2,
trigger: { player: "phaseBegin" },
frequent: true,
content: function () {
"step 0";
player.judge(function (card) {
if (get.type(card) == "basic" || get.type(card) == "trick") return 3;
return -1;
});
"step 1";
if (result.bool) {
player.addTempSkill("pshuxiao_use");
player.storage.pshuxiao_use = {
card: { name: result.name, nature: result.card.nature },
number: result.number,
suit: result.suit,
};
}
},
subSkill: {
use: {
charlotte: true,
onremove: true,
enable: "chooseToUse",
popname: true,
position: "hs",
hiddenCard: function (player, name) {
return player.storage.pshuxiao_use.card.name == name;
},
filter: function (event, player) {
if (!player.storage.pshuxiao_use) return false;
if (!player.countCards("h")) return false;
return event.filterCard(player.storage.pshuxiao_use.card, player, event);
},
viewAs: function (cards, player) {
return player.storage.pshuxiao_use.card;
},
filterCard: function (card, player) {
return get.number(card) == player.storage.pshuxiao_use.number || get.suit(card) == player.storage.pshuxiao_use.suit;
},
prompt: function (event) {
var player = _status.event.player;
return "将一张" + get.translation(player.storage.pshuxiao_use.suit) + "牌或点数为" + get.strNumber(player.storage.pshuxiao_use.number) + "的牌当作" + get.translation(player.storage.pshuxiao_use.card) + "使用";
},
},
},
},
psguanxing: {
audio: "guanxing",
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
preHidden: true,
content: function () {
"step 0";
var num = 5;
var cards = get.cards(num);
game.cardsGotoOrdering(cards);
var next = player.chooseToMove();
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
next.set("prompt", "观星:点击将牌移动到牌堆顶或牌堆底");
next.processAI = function (list) {
var cards = list[0][1],
player = _status.event.player;
var top = [];
var judges = player.getCards("j");
var stopped = false;
if (!player.hasWuxie()) {
for (var i = 0; i < judges.length; i++) {
var judge = get.judge(judges[i]);
cards.sort(function (a, b) {
return judge(b) - judge(a);
});
if (judge(cards[0]) < 0) {
stopped = true;
break;
} else {
top.unshift(cards.shift());
}
}
}
var bottom;
if (!stopped) {
cards.sort(function (a, b) {
return get.value(b, player) - get.value(a, player);
});
while (cards.length) {
if (get.value(cards[0], player) <= 5) break;
top.unshift(cards.shift());
}
}
bottom = cards;
return [top, bottom];
};
"step 1";
var top = result.moved[0];
var bottom = result.moved[1];
top.reverse();
for (var i = 0; i < top.length; i++) {
ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild);
}
for (i = 0; i < bottom.length; i++) {
ui.cardPile.appendChild(bottom[i]);
}
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶");
game.updateRoundNumber();
game.delayx();
},
ai: {
threaten: 1.2,
},
},
pslongyin: {
audio: 2,
enable: ["chooseToUse", "chooseToRespond"],
filter: function (event, player) {
if (!player.countCards("hse") || player.hasSkill("pslongyin_used")) return false;
for (var i of lib.inpile) {
var type = get.type(i);
if ((type == "basic" || type == "trick") && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true;
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name == "sha") {
if (event.filterCard({ name: name }, player, event)) list.push(["基本", "", "sha"]);
for (var j of lib.inpile_nature) {
if (event.filterCard({ name: name, nature: j }, player, event)) list.push(["基本", "", "sha", j]);
}
} else if (get.type(name) == "trick" && event.filterCard({ name: name }, player, event)) list.push(["锦囊", "", name]);
else if (get.type(name) == "basic" && event.filterCard({ name: name }, player, event)) list.push(["基本", "", name]);
}
return ui.create.dialog("虎啸", [list, "vcard"]);
},
filter: function (button, player) {
return _status.event.getParent().filterCard({ name: button.link[2], nature: button.link[3] }, player, _status.event.getParent());
},
check: function (button) {
if (_status.event.getParent().type != "phase") return 1;
var player = _status.event.player;
if (["wugu", "zhulu_card", "yiyi", "lulitongxin", "lianjunshengyan", "diaohulishan"].includes(button.link[2])) return 0;
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
},
backup: function (links, player) {
return {
filterCard: function (card, player) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return get.number(card) + num <= 13;
},
selectCard: [1, Infinity],
filterOk: function () {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return num == 13;
},
audio: "pslongyin",
popname: true,
complexCard: true,
check: function (card) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num + get.number(card) == 13) return 5.5 - get.value(card);
if (ui.selected.cards.length == 0) {
var cards = _status.event.player.getCards("h");
for (var i = 0; i < cards.length; i++) {
for (var j = i + 1; j < cards.length; j++) {
if (get.number(cards[i]) + get.number(cards[j]) == 13) {
if (cards[i] == card || cards[j] == card) return 6 - get.value(card);
}
}
}
}
return 0;
},
position: "hes",
viewAs: { name: links[0][2], nature: links[0][3] },
precontent: function () {
player.addTempSkill("pslongyin_used");
},
};
},
prompt: function (links, player) {
return "将任意张点数和为13牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用";
},
},
hiddenCard: function (player, name) {
if (!lib.inpile.includes(name)) return false;
var type = get.type(name);
return (type == "basic" || type == "trick") && player.countCards("she") > 0 && !player.hasSkill("pslongyin_used");
},
ai: {
fireAttack: true,
respondSha: true,
respondShan: true,
skillTagFilter: function (player) {
if (!player.countCards("hse") || player.hasSkill("pslongyin_used")) return false;
},
order: 1,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
subSkill: {
used: { charlotte: true },
},
},
//官盗S武将传诸葛亮
pszhiji: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
if (!ui.selected.targets.length) return true;
return target.group != ui.selected.targets[0].group;
},
selectTarget: 2,
complexTarget: true,
multitarget: true,
multiline: true,
filterCard: true,
selectCard: 2,
check: function (card) {
return 6 - get.value(card);
},
content: function () {
"step 0";
targets.sortBySeat();
if (targets[0].canUse("sha", targets[1], false)) targets[0].useCard({ name: "sha", isCard: true }, targets[1], false, "noai");
"step 1";
if (targets[1].canUse("sha", targets[0], false)) targets[1].useCard({ name: "sha", isCard: true }, targets[0], false, "noai");
},
ai: {
order: 2.5,
result: {
player: 1,
target: function (player, target) {
if (ui.selected.targets.length) {
var targetx = ui.selected.targets[0];
if (get.effect(targetx, { name: "sha" }, target, player) + get.effect(target, { name: "sha" }, targetx, player) < 0) return 0;
return -1;
}
return -1;
},
},
},
},
psjiefeng: {
audio: 2,
enable: "phaseUse",
filterCard: true,
selectCard: 2,
check: function (card) {
return 6 - get.value(card);
},
content: function () {
"step 0";
var cards = game.cardsGotoOrdering(get.cards(5)).cards;
event.cards = cards;
player.showCards(cards, get.translation(player) + "发动了【借风】");
"step 1";
if (cards.filter(i => get.color(i) == "red").length >= 2) {
player.chooseUseTarget("wanjian", true);
}
},
ai: {
order: 9,
result: {
player: function (player) {
if (player.getUseValue({ name: "wanjian" }) < 0) return 0;
return 1;
},
},
},
},
//官盗S马超
psweihou: {
trigger: { player: "judgeBegin" },
filter: function (event, player) {
return !event.directresult;
},
content: function () {
"step 0";
var cards = get.cards(2);
for (var i = cards.length - 1; i >= 0; i--) {
ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild);
}
game.updateRoundNumber();
event.cards = cards;
event.videoId = lib.status.videoId++;
game.broadcastAll(
function (player, id, cards) {
var str;
if (player == game.me && !_status.auto) str = "威侯:选择一张作为本次判定结果";
else str = get.translation(player) + "发动了【威侯】";
var dialog = ui.create.dialog(str, cards);
dialog.videoId = id;
},
player,
event.videoId,
event.cards
);
game.addVideo("showCards", player, ["威侯", get.cardsInfo(event.cards)]);
if (!event.isMine() && !event.isOnline()) game.delayx();
"step 1";
player
.chooseButton(["威侯:选择一张作为本次判定结果", cards], true)
.set("ai", button => {
return _status.event.getTrigger().judge(button.link);
})
.set("dialog", event.videoId);
"step 2";
game.broadcastAll("closeDialog", event.videoId);
if (result.bool) {
trigger.directresult = result.links[0];
game.cardsDiscard(cards.removeArray(result.links).filter(i => get.position(i) == "c"));
}
"step 3";
game.updateRoundNumber();
},
},
//官盗S1066★贾诩
psqupo: {
audio: 2,
trigger: { global: "phaseBegin" },
filter: function (event, player) {
return player.countCards("he");
},
direct: true,
content: function () {
"step 0";
var cards = player.getCards("he");
var current = trigger.player;
var ai1 = function (card) {
var player = _status.event.player,
current = _status.event.current;
var card = get.color(card);
if (color == "black") {
if (!current.hasSha() || !current.hasUseTarget({ name: "sha" })) return 0;
if (targets.length) return 5.5 - get.value(card);
} else if (color == "red") {
if (get.attitude(player, current) <= 0) return 0;
if (
current.hasCard(card => {
if (!get.tag(card, "damage")) return false;
var targetsx = game.filterPlayer(currentx => {
if (currentx == current || current == player) return false;
return current.canUse(card, currentx) && get.effect(currentx, card, current, player) > 0;
});
targets2.addArray(targetsx);
return targetsx.length;
}, "hs")
)
return 5.5 - get.value(card);
}
return 0;
};
var targets = game.filterPlayer(currentx => {
if (currentx == current || current == player) return false;
return !current.canUse("sha", currentx) || (get.effect(currentx, { name: "sha" }, current, player) > 0 && get.attitude(player, currentx) > -3);
});
targets.sort((a, b) => get.attitude(player, b) - get.attitude(player, a));
var targets2 = [];
var cardx = cards.sort((a, b) => ai1(b) - ai1(a))[0];
targets2.sort((a, b) => get.threaten(b, current) - get.threaten(a, current));
var next = player.chooseCardTarget({
filterCard: true,
prompt: get.prompt2("psqupo"),
current: trigger.player,
filterTarget: function (card, player, target) {
return player != target && target != _status.event.current;
},
ai1: function (card) {
return card == _status.event.cardx ? 1 : 0;
},
ai2: function (target) {
return target == _status.event.targetx ? 1 : 0;
},
});
if (ai1(cardx) > 0) {
next.cardx = cardx;
if (get.color(cardx) == "black") {
if (targets.length) next.targetx = targets[0];
} else {
if (targets2.length) next.targetx = targets2[0];
}
}
"step 1";
if (result.bool) {
var target = result.targets[0],
cards = result.cards;
player.logSkill("psqupo", target);
player.give(cards, target);
var color = get.color(cards[0]);
if (color == "black") {
_status.currentPhase.addTempSkill("psqupo_black");
_status.currentPhase.markAuto("psqupo_black", [target]);
} else if (color == "red") {
target.addTempSkill("psqupo_red");
target.addMark("psqupo_red", 1, false);
}
}
},
subSkill: {
black: {
trigger: { player: "useCardToTarget" },
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
if (event.card.name != "sha") return false;
var targets = player.getStorage("psqupo_black").slice();
targets.remove(event.target);
return targets.length;
},
content: function () {
var targets = player.getStorage("psqupo_black").slice();
targets.remove(trigger.target);
player.loseHp(targets.length);
},
},
red: {
trigger: { player: "damageBegin3" },
charlotte: true,
forced: true,
onremove: true,
content: function () {
player.loseHp(player.countMark("psqupo_red"));
player.removeSkill("psqupo_red");
},
},
},
},
psbaoquan: {
audio: 2,
trigger: { player: "damageBegin4" },
filter: function (event, player) {
return player.countCards("h", { type: ["trick", "delay"] }) || _status.connectMode;
},
direct: true,
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt2("psbaoquan"), { type: ["trick", "delay"] })
.set("logSkill", "psbaoquan")
.set("ai", card => {
if (_status.event.goon) return 7 - get.value(card);
return 0;
})
.set("goon", get.damageEffect(player, trigger.source, player) < -5);
"step 1";
if (result.bool) {
trigger.cancel();
}
},
},
//官盗S吕布
pssheji: {
audio: 2,
enable: "phaseUse",
filterCard: true,
selectCard: -1,
position: "h",
locked: false,
filter: function (event, player) {
if (player.hasSkill("pssheji_used")) return false;
var hs = player.getCards("h");
if (!hs.length) return false;
for (var card of hs) {
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 === false) return false;
}
return event.filterCard(get.autoViewAs({ name: "sha" }, hs));
},
viewAs: {
name: "sha",
storage: { pssheji: true },
},
onuse: function (links, player) {
player.addTempSkill("pssheji_used", "phaseUseAfter");
},
ai: {
order: 1,
threaten: 1.1,
},
mod: {
targetInRange: function (card, player, target) {
if (card.storage && card.storage.pssheji) return true;
},
},
subSkill: {
used: {
audio: "pssheji",
trigger: { source: "damageSource" },
charlotte: true,
forced: true,
popup: false,
logTarget: "player",
filter: function (event, player) {
return (
event.card.storage &&
event.card.storage.pssheji &&
event.player.hasCard(card => {
if (!lib.filter.canBeGained(card, player, event.player)) return false;
return ["equip1", "equip3", "equip4", "equip6"].includes(get.subtype(card));
}, "e")
);
},
content: function () {
var cards = trigger.player.getCards("e", card => {
if (!lib.filter.canBeGained(card, player, trigger.player)) return false;
return ["equip1", "equip3", "equip4", "equip6"].includes(get.subtype(card));
});
if (cards.length) player.gain(cards, "giveAuto", trigger.player);
},
},
},
},
//战役篇国战将转身份
//钟会
zyquanji: {
audio: "gzquanji",
trigger: {
player: "damageEnd",
source: "damageSource",
},
frequent: true,
filter: function (event, player, name) {
if (name == "damageEnd") return true;
var evt = event.getParent();
if (evt.player != player) return false;
return evt.card && evt.type == "card" && evt.targets.length == 1;
},
content: function () {
"step 0";
player.draw();
"step 1";
var hs = player.getCards("he");
if (hs.length > 0) {
if (hs.length == 1) event._result = { bool: true, cards: hs };
else player.chooseCard("he", true, "选择一张牌作为“权”");
} else event.finish();
"step 2";
if (result.bool) {
var cs = result.cards;
player.addToExpansion(cs, player, "give").gaintag.add("zyquanji");
}
},
intro: {
content: "expansion",
markcount: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
locked: false,
mod: {
maxHandcard: function (player, num) {
return num + player.getExpansions("zyquanji").length;
},
},
},
zypaiyi: {
audio: "gzpaiyi",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.getExpansions("zyquanji").length > 0;
},
chooseButton: {
dialog: function (event, player) {
return ui.create.dialog("排异", player.getExpansions("zyquanji"), "hidden");
},
backup: function (links, player) {
return {
audio: "gzpaiyi",
filterTarget: true,
filterCard: function () {
return false;
},
selectCard: -1,
card: links[0],
delay: false,
content: lib.skill.zypaiyi.contentx,
ai: {
order: 10,
result: {
target: function (player, target) {
if (target != player) return 0;
if (player.getExpansions("zyquanji").length <= 1 || (player.needsToDiscard() && !player.getEquip("zhuge") && !player.hasSkill("new_paoxiao"))) return 0;
return 1;
},
},
},
};
},
prompt: function () {
return "请选择【排异】的目标";
},
},
contentx: function () {
"step 0";
var card = lib.skill.zypaiyi_backup.card;
player.loseToDiscardpile(card);
"step 1";
var num = player.getExpansions("zyquanji").length;
if (num > 0) target.draw(Math.min(7, num));
"step 2";
if (target.countCards("h") > player.countCards("h")) {
target.damage();
}
},
ai: {
order: function (item, player) {
var num = player.getExpansions("zyquanji").length;
if (num == 1) return 8;
return 1;
},
result: {
player: 1,
},
combo: "zyquanji",
},
},
//孙綝
zyshilu: {
audio: "gzshilu",
preHidden: true,
trigger: { global: "dieAfter" },
prompt2: function (event, player) {
return "将其的所有武将牌" + (player == event.source ? "及武将牌库里的一张随机武将牌" : "") + "置于武将牌上作为“戮”";
},
logTarget: "player",
content: function () {
var list = [],
target = trigger.player;
if (target.name1 && !target.isUnseen(0) && target.name1.indexOf("gz_shibing") != 0 && _status.characterlist.includes(target.name1)) list.push(target.name1);
if (target.name2 && !target.isUnseen(1) && target.name2.indexOf("gz_shibing") != 0 && _status.characterlist.includes(target.name1)) list.push(target.name2);
_status.characterlist.removeArray(list);
if (player == trigger.source) list.addArray(_status.characterlist.randomRemove(1));
if (list.length) {
player.markAuto("zyshilu", list);
game.log(player, "将", "#g" + get.translation(list), "置于武将牌上作为", "#y“戮”");
game.broadcastAll(
function (player, list) {
var cards = [];
for (var i = 0; i < list.length; i++) {
var cardname = "huashen_card_" + list[i];
lib.card[cardname] = {
fullimage: true,
image: "character:" + list[i],
};
lib.translate[cardname] = get.rawName2(list[i]);
cards.push(game.createCard(cardname, "", ""));
}
player.$draw(cards, "nobroadcast");
},
player,
list
);
}
},
marktext: "戮",
intro: {
content: "character",
onunmark: function (storage, player) {
if (storage && storage.length) {
_status.characterlist.addArray(storage);
storage.length = 0;
}
},
mark: function (dialog, storage, player) {
if (storage && storage.length) {
dialog.addSmall([storage, "character"]);
} else {
return "没有“戮”";
}
},
// content:function(storage,player){
// return '共有'+get.cnNumber(storage.length)+'张“戮”';
// },
},
group: "zyshilu_zhiheng",
subSkill: {
zhiheng: {
audio: "zyshilu",
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
return player.getStorage("zyshilu").length > 0 && player.countCards("he") > 0;
},
direct: true,
content: function () {
"step 0";
var num = Math.min(player.getStorage("zyshilu").length, player.countCards("he"));
player.chooseToDiscard("he", get.prompt("zyshilu"), "弃置至多" + get.cnNumber(num) + "张牌并摸等量的牌", [1, num]).logSkill = "zyshilu_zhiheng";
"step 1";
if (result.bool && result.cards && result.cards.length) player.draw(result.cards.length);
},
},
},
},
zyxiongnve: {
audio: "gzxiongnve",
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return player.getStorage("zyshilu").length > 0;
},
content: function () {
"step 0";
player
.chooseButton([get.prompt("zyxiongnve"), [player.storage.zyshilu, "character"]])
.set("ai", function (button) {
if (!_status.event.goon) return 0;
return 1;
})
.set(
"goon",
player.countCards("hs", function (card) {
return get.tag(card, "damage") && player.hasValueTarget(card);
}) > 1
);
"step 1";
if (result.bool) {
player.logSkill("zyxiongnve");
lib.skill.zyxiongnve.throwCharacter(player, result.links);
game.delayx();
player
.chooseControl()
.set("prompt", "选择获得一项效果")
.set("choiceList", ["本回合造成的伤害+1", "本回合造成伤害时,获得其一张牌", "本回合使用牌没有次数限制"])
.set("ai", function () {
var player = _status.event.player;
if (
player.countCards("hs", function (card) {
return get.name(card) == "sha" && player.hasValueTarget(card);
}) > player.getCardUsable("sha")
)
return 0;
return get.rand(1, 2);
});
} else event.finish();
"step 2";
var skill = "zyxiongnve_effect" + result.index;
player.addTempSkill(skill);
game.log(player, "本回合", "#g" + lib.skill[skill].promptx);
},
group: "zyxiongnve_end",
throwCharacter: function (player, list) {
player.unmarkAuto("zyshilu", list);
_status.characterlist.addArray(list);
game.log(player, "从", "#y“戮”", "中移去了", "#g" + get.translation(list));
game.broadcastAll(
function (player, list) {
var cards = [];
for (var i = 0; i < list.length; i++) {
var cardname = "huashen_card_" + list[i];
lib.card[cardname] = {
fullimage: true,
image: "character:" + list[i],
};
lib.translate[cardname] = get.rawName2(list[i]);
cards.push(game.createCard(cardname, "", ""));
}
player.$throw(cards, 1000, "nobroadcast");
},
player,
list
);
},
subSkill: {
effect0: {
promptx: "造成的伤害+1",
charlotte: true,
onremove: true,
audio: "zyxiongnve",
intro: {
content: "当你造成伤害时,此伤害+1",
},
trigger: { source: "damageBegin1" },
forced: true,
logTarget: "player",
content: function () {
trigger.num++;
},
},
effect1: {
promptx: "造成伤害后,获得其一张牌",
charlotte: true,
onremove: true,
audio: "zyxiongnve",
intro: {
content: "对其他角色造成伤害时,获得其一张牌",
},
trigger: { source: "damageBegin1" },
forced: true,
filter: function (event, player) {
return player != event.player && event.player.countGainableCards(player, "he") > 0;
},
logTarget: "player",
content: function () {
player.gainPlayerCard(trigger.player, true, "he");
},
},
effect2: {
promptx: "使用牌没有次数限制",
charlotte: true,
onremove: true,
intro: {
content: "使用牌没有次数限制",
},
mod: {
cardUsable: () => Infinity,
},
},
effect3: {
charlotte: true,
audio: "zyxiongnve",
mark: true,
intro: {
content: "受到的伤害-1",
},
trigger: { player: "damageBegin4" },
forced: true,
filter: function (event, player) {
return event.source != player && event.source && event.source.isIn();
},
content: function () {
trigger.num--;
},
ai: {
effect: {
target: function (card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return;
var num = get.tag(card, "damage");
if (num) {
if (num > 1) return 0.5;
return 0;
}
},
},
},
},
end: {
trigger: { player: "phaseUseEnd" },
direct: true,
filter: function (event, player) {
return player.getStorage("zyshilu").length > 1;
},
content: function () {
"step 0";
player.chooseButton(["凶虐:是否移去两张“戮”获得减伤?", [player.storage.zyshilu, "character"]], 2).set("ai", function (button) {
var player = _status.event.player;
if (game.countPlayer() * 1.5 + player.storage.zyshilu.length / 2 > 8) return 1;
if (player.hp <= 2) return 1;
return 0;
});
"step 1";
if (result.bool) {
player.logSkill("zyxiongnve");
lib.skill.zyxiongnve.throwCharacter(player, result.links);
player.addTempSkill("zyxiongnve_effect3", { player: "phaseBegin" });
game.delayx();
}
},
},
},
ai: {
combo: "zyshilu",
},
},
//孟达
qiuan: {
audio: 2,
trigger: { player: "damageBegin4" },
filter: function (event, player) {
return event.cards && event.cards.filterInD().length > 0 && !player.getExpansions("qiuan").length;
},
check: function (event, player) {
if (get.damageEffect(player, event.source || player, player, event.nature) >= 0) return false;
return true;
},
preHidden: true,
content: function () {
var cards = trigger.cards.filterInD();
player.addToExpansion("gain2", cards).gaintag.add("qiuan");
trigger.cancel();
},
ai: {
combo: "liangfan",
},
intro: {
content: "expansion",
markcount: "expansion",
},
marktext: "函",
},
liangfan: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return player.getExpansions("qiuan").length > 0;
},
content: function () {
"step 0";
var cards = player.getExpansions("qiuan");
player.gain(cards, "gain2").gaintag.add("liangfan");
player.addTempSkill("liangfan2");
"step 1";
player.loseHp();
},
ai: {
combo: "qiuan",
},
},
liangfan2: {
audio: "liangfan",
mark: true,
mod: {
aiOrder: function (player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("liangfan")) return num + 0.1;
},
},
intro: { content: "使用“量反”牌造成伤害后,可获得目标角色的一张牌" },
trigger: { source: "damageEnd" },
logTarget: "player",
charlotte: true,
onremove: function (player) {
player.removeGaintag("liangfan");
},
prompt: event => "量反:是否获得" + get.translation(event.player) + "的一张牌?",
filter: function (event, player) {
var evt = event.getParent(2);
if (evt.name != "useCard" || evt.card != event.card) return false;
if (!event.player.countGainableCards(player, "he")) return false;
return (
player.getHistory("lose", function (evt2) {
if (evt2.getParent() != evt) return false;
for (var i in evt2.gaintag_map) {
if (evt2.gaintag_map[i].includes("liangfan")) return true;
}
return false;
}).length > 0
);
},
marktext: "反",
content: function () {
player.gainPlayerCard(trigger.player, true, "he");
},
},
//文钦
gzjinfa: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
player.countCards("he") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("he") > 0;
})
);
},
filterCard: true,
position: "he",
filterTarget: function (card, player, target) {
return target != player && target.countCards("he") > 0;
},
check: function (card) {
return 6 - get.value(card);
},
content: function () {
"step 0";
target
.chooseCard("he", "交给" + get.translation(player) + "一张装备牌,或令其获得你的一张牌", { type: "equip" })
.set("ai", function (card) {
if (_status.event.goon && get.suit(card) == "spade") return 8 - get.value(card);
return 5 - get.value(card);
})
.set("goon", target.canUse("sha", player, false) && get.effect(player, { name: "sha" }, target, target) > 0);
"step 1";
if (!result.bool) {
player.gainPlayerCard(target, "he", true);
event.finish();
} else target.give(result.cards, player);
"step 2";
if (result.bool && result.cards && result.cards.length && target.isIn() && player.isIn() && get.suit(result.cards[0], target) == "spade" && target.canUse("sha", player, false)) target.useCard({ name: "sha", isCard: true }, false, player);
},
ai: {
order: 6,
result: {
player: function (player, target) {
if (
target.countCards("e", function (card) {
return get.suit(card) == "spade" && get.value(card) < 8;
}) &&
target.canUse("sha", player, false)
)
return get.effect(player, { name: "sha" }, target, player);
return 0;
},
target: function (player, target) {
var es = target.getCards("e").sort(function (a, b) {
return get.value(b, target) - get.value(a, target);
});
if (es.length) return -Math.min(2, get.value(es[0]));
return -2;
},
},
},
},
//一战成名·群雄逐鹿·长安之战专属神贾诩
zybishi: {
audio: 2,
trigger: { target: "useCardToTargeted" },
filter: function (event, player) {
return event.card.name == "sha" && event.player != player;
},
check: function (event, player) {
var effect = 0;
if (event.targets && event.targets.length) {
for (var i = 0; i < event.targets.length; i++) {
effect += get.effect(event.targets[i], event.card, event.player, player);
}
}
if (effect < 0) {
var target = event.targets[0];
if (target == player) {
return !player.countCards("h", "shan");
} else {
return target.hp == 1 || (target.countCards("h") <= 2 && target.hp <= 2);
}
}
return false;
},
content: function () {
player.line(trigger.player, "green");
trigger.player.draw();
var evt = trigger.getParent();
evt.targets.length = 0;
evt.all_excluded = true;
game.log(evt.card, "被无效了");
},
},
zyjianbing: {
audio: 2,
trigger: { global: "damageBegin3" },
logTarget: "player",
filter: function (event, player) {
return event.player != player && event.player.isIn() && event.card && event.card.name == "sha" && event.player.countGainableCards(player, "he") > 0;
},
content: function () {
"step 0";
player.gainPlayerCard(trigger.player, true, "he");
"step 1";
if (result.bool && result.cards && result.cards.length) {
var card = result.cards[0];
if (get.suit(card, trigger.player) == "heart") {
trigger.player.recover();
}
}
},
},
//战役篇改王允
zylianji: {
audio: "wylianji",
trigger: { player: "phaseUseEnd" },
filter: function (event, player) {
return player.hasHistory("useCard", evt => evt.getParent("phaseUse") == event);
},
direct: true,
content: function () {
"step 0";
var types = [];
player.getHistory("useCard", evt => {
if (evt.getParent("phaseUse") != trigger) return false;
types.add(get.type2(evt.card));
});
event.num = types.length;
event.logged = false;
player.chooseTarget(get.prompt("zylianji"), "令一名角色摸一张牌").set("ai", target => {
var player = _status.event.player;
if (target == player && player.needsToDiscard(1)) return 1;
return get.effect(target, { name: "draw" }, player, player);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
if (!event.logged) {
event.logged = true;
player.logSkill("zylianji", target);
}
target.draw();
}
if (event.num <= 1) event.finish();
"step 2";
if (player.isHealthy()) event._result = { bool: false };
else player.chooseBool(get.prompt("zylianji"), "回复1点体力").set("ai", () => true);
"step 3";
if (result.bool) {
if (!event.logged) {
event.logged = true;
player.logSkill("zylianji");
}
player.recover();
}
if (event.num <= 2) event.finish();
"step 4";
player.chooseTarget(get.prompt("zylianji"), "跳过本回合的剩余阶段,然后令一名其他角色执行这些阶段", lib.filter.notMe).set("ai", target => {
var att = get.attitude(_status.event.player, target),
num = target.needsToDiscard(),
numx = player.needsToDiscard();
if (att < 0 && num > 0) return (-att * Math.sqrt(num)) / 3 + numx;
var skills = target.getSkills();
var val = 0;
for (var skill of skills) {
var info = get.info(skill);
if (info.trigger && info.trigger.player && (info.trigger.player.indexOf("phaseJieshu") == 0 || (Array.isArray(info.trigger.player) && info.trigger.player.some(i => i.indexOf("phaseJieshu") == 0)))) {
var threaten = info.ai && info.ai.threaten ? info.ai.threaten : 1;
if (info.ai && info.ai.neg) val -= 3 * threaten;
else if (info.ai && info.ai.halfneg) val -= 1.5 * threaten;
else val += threaten;
}
}
return (att * val) / 2 + numx;
});
"step 5";
if (result.bool) {
var target = result.targets[0];
if (!event.logged) {
event.logged = true;
player.logSkill("zylianji", target);
} else player.line(target);
player.addTempSkill("zylianji_skip");
player.storage.zylianji_insert = target;
}
},
subSkill: {
skip: {
trigger: {
player: ["phaseZhunbeiBefore", "phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore", "phaseDiscardBefore", "phaseJieshuBefore"],
},
init: function (player) {
if (!player.storage.zylianji_skip) player.storage.zylianji_skip = [];
},
forced: true,
charlotte: true,
group: "zylianji_insert",
onremove: true,
content: function () {
trigger.cancel();
player.storage.zylianji_skip.push(trigger.name);
},
},
insert: {
trigger: { player: "phaseEnd" },
filter: function (event, player) {
return player.storage.zylianji_skip && player.storage.zylianji_skip.length && player.storage.zylianji_insert && player.storage.zylianji_insert.isIn();
},
forced: true,
charlotte: true,
onremove: true,
getStr: function (str) {
switch (str) {
case "phaseDraw":
return "player.phaseDraw();if(!player.noPhaseDelay){if(player==game.me){game.delay()}else{game.delayx()}}";
case "phaseDiscard":
return "game.broadcastAll(function(){if(ui.tempnowuxie){ui.tempnowuxie.close();delete ui.tempnowuxie;}});player.phaseDiscard();if(!player.noPhaseDelay){game.delayx()};delete player._noSkill;";
default:
return "player." + str + "();";
}
},
content: function () {
"step 0";
var func = "";
for (var i = 0; i < player.storage.zylianji_skip.length; i++) {
var phase = player.storage.zylianji_skip[i];
func += "\n'step" + " " + i + "'\n";
func += lib.skill.zylianji_insert.getStr(phase);
}
player.line(player.storage.zylianji_insert);
player.storage.zylianji_insert.insertPhase().setContent(new Function(func))._noTurnOver = true;
},
},
},
},
zymoucheng: {
enable: "phaseUse",
usable: 1,
viewAs: { name: "jiedao" },
filterCard: { color: "black" },
position: "he",
check: function (card) {
return 4.5 - get.value(card);
},
},
//用间篇豪华版盒子甄姬
yjluoshen: {
audio: "luoshen",
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
content: function () {
"step 0";
event.cards = [];
"step 1";
var next = player.judge(function (card) {
var color = get.color(card);
var evt = _status.event.getParent("yjluoshen");
if (evt) {
if (!evt.color) evt.color = color;
else if (evt.color != color) return -1;
}
return 1;
});
next.judge2 = function (result) {
return result.bool;
};
if (get.mode() != "guozhan" && !player.hasSkillTag("rejudge"))
next.set("callback", function () {
if (get.position(card, true) == "o") player.gain(card, "gain2");
});
else
next.set("callback", function () {
event.getParent().orderingCards.remove(card);
});
"step 2";
if (result.judge > 0) {
event.cards.push(result.card);
player.chooseBool("是否再次发动【洛神】?").set("frequentSkill", "yjluoshen");
} else {
for (var i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i], true) != "o") {
event.cards.splice(i, 1);
i--;
}
}
if (event.cards.length) {
player.gain(event.cards, "gain2");
}
event.finish();
}
"step 3";
if (result.bool) {
event.goto(1);
} else {
if (event.cards.length) {
player.gain(event.cards, "gain2");
}
}
},
},
//用间篇豪华版盒子贾诩
yjzhenlve: {
audio: "zhenlue",
inherit: "zhenlue",
content: function () {
trigger.directHit.addArray(game.players);
},
},
yjjianshu: {
audio: "jianshu",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
filterTarget: function (card, player, target) {
if (target == player) return false;
if (ui.selected.targets.length) {
return ui.selected.targets[0] != target && !ui.selected.targets[0].hasSkillTag("noCompareSource") && target.countCards("h") && !target.hasSkillTag("noCompareTarget");
}
return true;
},
filterCard: true,
discard: false,
lose: false,
delay: false,
check: function (card) {
if (_status.event.player.hp == 1) return 8 - get.value(card);
return 6 - get.value(card);
},
selectTarget: 2,
targetprompt: ["发起者", "拼点对象"],
multitarget: true,
content: function () {
"step 0";
player.give(cards, targets[0], "give");
"step 1";
targets[0].chooseToCompare(targets[1]);
"step 2";
if (result.bool) {
targets[1].loseHp();
} else if (result.tie) {
targets[0].loseHp();
targets[1].loseHp();
} else {
targets[0].loseHp();
}
},
ai: {
expose: 0.4,
order: 4,
result: {
target: function (player, target) {
if (ui.selected.targets.length) return -1;
return -0.5;
},
},
},
},
yjyongdi: {
audio: "yongdi",
unique: true,
limited: true,
trigger: { player: "phaseZhunbeiBegin" },
animationColor: "thunder",
skillAnimation: "legend",
mark: true,
intro: {
content: "limited",
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("yjyongdi"), function (card, player, target) {
return target.hasSex("male") || target.name == "key_yuri";
})
.set("ai", function (target) {
if (!_status.event.goon) return 0;
var player = _status.event.player;
var att = get.attitude(player, target);
if (att <= 1) return 0;
var mode = get.mode();
if (mode == "identity" || (mode == "versus" && _status.mode == "four")) {
if (target.name && lib.character[target.name]) {
for (var i = 0; i < lib.character[target.name][3].length; i++) {
if (lib.skill[lib.character[target.name][3][i]].zhuSkill) {
return att * 2;
}
}
}
}
return att;
})
.set("goon", !player.hasUnknown());
"step 1";
if (result.bool) {
player.awakenSkill("yjyongdi");
player.logSkill("yjyongdi", result.targets);
var target = result.targets[0];
target.gainMaxHp(true);
target.recover();
var mode = get.mode();
if (mode == "identity" || (mode == "versus" && _status.mode == "four") || mode == "doudizhu") {
if (target.name && lib.character[target.name]) {
var skills = lib.character[target.name][3];
target.storage.zhuSkill_yjyongdi = [];
for (var i = 0; i < skills.length; i++) {
var info = lib.skill[skills[i]];
if (info.zhuSkill) {
target.storage.zhuSkill_yjyongdi.push(skills[i]);
if (info.init) {
info.init(target);
}
if (info.init2) {
info.init2(target);
}
}
}
}
}
}
},
ai: {
expose: 0.2,
},
},
//用间篇豪华版盒子许攸
yjshicai: {
audio: "spshicai",
enable: "phaseUse",
usable: 1,
filterCard: true,
position: "he",
prompt: function () {
var str = "弃置一张牌,然后获得";
if (get.itemtype(_status.pileTop) == "card") str += get.translation(_status.pileTop);
else str += "牌堆顶的一张牌";
return str;
},
check: function (card) {
var player = _status.event.player;
var cardx = _status.pileTop;
if (get.itemtype(cardx) != "card") return 0;
var val = player.getUseValue(cardx, null, true);
if (!val) return 0;
var val2 = player.getUseValue(card, null, true);
return (val - val2) / Math.max(0.1, get.value(card));
},
group: ["yjshicai_mark"],
content: function () {
var card = get.cards()[0];
player.gain(card, "gain2").gaintag.add("yjshicai_clear");
player.addTempSkill("yjshicai_clear", "phaseUseAfter");
},
ai: {
order: 3,
result: { player: 1 },
},
subSkill: {
mark: {
trigger: { player: "phaseBegin" },
silent: true,
firstDo: true,
content: function () {
player.addTempSkill("spshicai2");
},
},
clear: {
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
onremove: function (player, skill) {
player.removeGaintag(skill);
},
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
if (event.name == "lose") {
for (var i in event.gaintag_map) {
if (event.gaintag_map[i].includes("yjshicai_clear")) return true;
}
return false;
}
return player.hasHistory("lose", function (evt) {
if (evt.getParent() != event) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("yjshicai_clear")) return true;
}
});
},
content: function () {
delete player.getStat("skill").yjshicai;
},
},
},
},
yjchenggong: {
audio: "chenggong",
trigger: {
global: "useCardToPlayered",
},
filter: function (event, player) {
return event.isFirstTarget && event.targets.length > 1 && event.player.isIn();
},
check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
logTarget: "player",
content: function () {
trigger.player.draw();
},
ai: { expose: 0.2 },
},
yjzezhu: {
audio: "zezhu",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
var zhu = get.mode() == "identity" ? get.zhu(player) : game.filterPlayer(i => i.getSeatNum() == 1)[0];
if (!zhu) return false;
return zhu.countGainableCards(player, zhu == player ? "ej" : "hej");
},
filterTarget: function (card, player, target) {
var zhu = get.mode() == "identity" ? get.zhu(player) : game.filterPlayer(i => i.getSeatNum() == 1)[0];
return target == zhu;
},
selectTarget: 1,
content: function () {
"step 0";
player.gainPlayerCard(target, player == target ? "ej" : "hej", true);
"step 1";
if (!player.countCards("he") || player == target) event.finish();
else player.chooseCard("择主:交给" + get.translation(target) + "一张牌", "he", true);
"step 2";
player.give(result.cards, target);
},
ai: {
order: 2.9,
result: { player: 1 },
},
},
//用间beta董卓
yjtuicheng: {
audio: 2,
enable: "phaseUse",
viewAs: { name: "tuixinzhifu", isCard: true },
filterCard: () => false,
selectCard: -1,
log: false,
precontent: function () {
player.logSkill("yjtuicheng");
player.loseHp();
},
ai: {
effect: {
player: function (card, player) {
if (get.name(card) != "tuixinzhifu" || _status.event.skill != "yjtuicheng") return;
if (player.hp < 3) return "zeroplayertarget";
if (player.hasSkill("yjshicha") && !player.hasHistory("useSkill", evt => evt.skill == "yjtuicheng")) return [1, 2];
return "zeroplayertarget";
},
},
},
},
yjyaoling: {
audio: 2,
trigger: {
player: "phaseUseEnd",
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("yjyaoling"), "减1点体力上限选择一名其他角色A和一名角色B令A选择对B使用杀或被你弃牌", 2, (card, player, target) => {
if (!ui.selected.targets.length) return target != player;
return ui.selected.targets[0].canUse("sha", target, false);
})
.set("targetprompt", ["打人", "被打"])
.set("complexSelect", true)
.set("ai", target => {
var player = _status.event.player;
if (!ui.selected.targets.length) return get.effect(target, { name: "guohe_copy2" }, player, player);
var targetx = ui.selected.targets[0];
return get.effect(target, { name: "sha" }, targetx, player) + 5;
});
"step 1";
if (result.bool) {
var targets = result.targets;
event.targets = targets;
player.logSkill("yjyaoling", targets, false);
player.line2(targets);
player.loseMaxHp();
targets[0]
.chooseToUse(
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
"耀令:对" + get.translation(targets[1]) + "使用一张杀,或令" + get.translation(player) + "弃置你的一张牌"
)
.set("targetRequired", true)
.set("filterTarget", function (card, player, target) {
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
return lib.filter.filterTarget.apply(this, arguments);
})
.set("sourcex", targets[1]);
} else event.finish();
"step 2";
if (!result.bool && targets[0].countDiscardableCards(player, "he")) {
player.discardPlayerCard(targets[0], "he", true);
}
},
},
yjshicha: {
audio: 2,
trigger: { player: "phaseDiscardBegin" },
forced: true,
filter: function (event, player) {
var tuicheng = false,
yaoling = false;
player.getHistory("useSkill", evt => {
if (evt.skill == "yjtuicheng") tuicheng = true;
if (evt.skill == "yjyaoling") yaoling = true;
});
return !(tuicheng && yaoling);
},
content: function () {
player.addTempSkill("yjshicha_limit");
},
subSkill: {
limit: {
charlotte: true,
mark: true,
intro: { content: "本回合手牌上限为1" },
mod: {
maxHandcard: () => 1,
},
},
},
ai: {
neg: true,
},
},
yjyongquan: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
zhuSkill: true,
filter: function (event, player) {
return (
player.hasZhuSkill("yjyongquan") &&
game.hasPlayer(current => {
return current != player && player.hasZhuSkill(current) && current.group == "qun";
})
);
},
logTarget: function (event, player) {
return game.filterPlayer(current => {
return current != player && player.hasZhuSkill(current) && current.group == "qun";
});
},
content: function () {
"step 0";
var targets = lib.skill.yjyongquan.logTarget(trigger, player);
event.targets = targets;
"step 1";
var target = targets.shift();
event.target = target;
target
.chooseCard("拥权:是否交给" + get.translation(player) + "一张牌?", "he")
.set("ai", card => {
if (_status.event.goon) return 4.5 - get.value(card);
return 0;
})
.set("goon", get.attitude(target, player) > 3);
"step 2";
if (result.bool) {
target.line(player);
target.give(result.cards, player);
}
"step 3";
if (targets.length) event.goto(1);
},
},
//用间beta甘宁的新版
yjjielve: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return !player.hasSkill("yjjielve_ban");
},
viewAs: { name: "chenghuodajie" },
filterCard: function (card, player) {
if (ui.selected.cards.length) return get.color(card) == get.color(ui.selected.cards[0]);
var cards = player.getCards("hes");
for (var cardx of cards) {
if (card != cardx && get.color(card) == get.color(cardx)) return true;
}
return false;
},
position: "hes",
selectCard: 2,
complexCard: true,
check: function (card) {
return 5 - get.value(card);
},
onuse: function (links, player) {
player.addTempSkill("yjjielve_check");
},
subSkill: {
check: {
trigger: { source: "damageSource" },
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
return event.card && event.card.name == "chenghuodajie" && event.getParent().skill == "yjjielve";
},
content: function () {
player.addTempSkill("yjjielve_ban");
},
},
ban: { charlotte: true },
},
},
//用间beta张飞
yjmangji: {
audio: 2,
forced: true,
trigger: {
player: ["loseAfter", "damageEnd", "loseHpEnd", "recoverEnd"],
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
direct: true,
filter: function (event, player) {
if (player.hp < 1 || !player.countDiscardableCards(player, "h")) return false;
if (["damage", "loseHp", "recover"].includes(event.name)) return true;
var evt = event.getl(player);
if (event.name == "equip" && event.player == player) return !evt || evt.cards.length != 1;
if (!evt || !evt.es.length) return false;
return game.hasPlayer(current => player.canUse("sha", current, false));
},
content: function () {
"step 0";
player.chooseCardTarget({
prompt: "莽击:弃置一张手牌,视为对一名其他角色使用一张【杀】",
forced: true,
filterCard: lib.filter.cardDiscardable,
filterTarget: function (card, player, target) {
return player.canUse("sha", target, false);
},
ai2: function (target) {
return get.effect(target, { name: "sha" }, _status.event.player);
},
});
"step 1";
if (result.bool) {
var target = result.targets[0],
cards = result.cards;
player.logSkill("yjmangji", target);
player.discard(cards);
if (player.canUse("sha", target, false)) player.useCard({ name: "sha", isCard: true }, target, false);
}
},
},
//用间beta曹洪
yjlifeng: {
audio: 2,
enable: "phaseUse",
usable: 1,
locked: false,
filter: function (event, player) {
for (var card of ui.discardPile.childNodes) {
if (get.type(card) == "equip") return true;
}
return false;
},
content: function () {
"step 0";
var cards = Array.from(ui.discardPile.childNodes).filter(i => get.type(i) == "equip");
player.chooseButton(["厉锋:获得一张装备牌", cards], cards.length > 0).set("ai", get.buttonValue);
"step 1";
if (result.bool) {
var card = result.links[0];
player.gain(card, "gain2");
}
},
ai: {
order: 10,
result: { player: 1 },
effect: {
target: function (card, player, target) {
if (card && get.type(card) == "equip" && _status.event.skill == "_gifting") return 0;
},
},
},
mod: {
cardGiftable: function (card, player) {
return get.type(card) == "equip";
},
},
},
//用间篇李儒
yjdumou: {
audio: 2,
forced: true,
mod: {
cardname: function (card, player, name) {
if (player == _status.currentPhase && card.name == "du") return "guohe";
},
aiValue: function (player, card, num) {
if (card.name == "du") return get.value({ name: "guohe" });
},
},
init: () => {
game.addGlobalSkill("yjdumou_du");
},
onremove: () => {
if (!game.hasPlayer(i => i.hasSkill("yjdumou"), true)) game.removeGlobalSkill("yjdumou_du");
},
subSkill: {
du: {
mod: {
cardname: function (card, player, name) {
if (_status.currentPhase && player != _status.currentPhase && _status.currentPhase.hasSkill("yjdumou") && get.color(card) == "black") return "du";
},
aiValue: function (player, card, num) {
if (get.name(card) == "du" && card.name != "du") return get.value({ name: card.name });
},
},
trigger: { player: "dieAfter" },
filter: () => {
return !game.hasPlayer(i => i.hasSkill("yjdumou"), true);
},
silent: true,
forceDie: true,
content: () => {
game.removeGlobalSkill("yjdumou_du");
},
},
},
ai: { threaten: 2.1 },
},
yjweiquan: {
audio: 2,
enable: "phaseUse",
skillAnimation: true,
animationColor: "soil",
filterTarget: true,
limited: true,
selectTarget: () => [1, game.roundNumber],
contentBefore: function () {
"step 0";
player.awakenSkill("yjweiquan");
player.chooseTarget("威权:选择获得牌的角色", true).set("ai", target => {
var att = get.attitude(_status.event.player, target),
num = target.needsToDiscard(targets.filter(i => i != target && i.countCards("h")).length);
if (att > 0 && num <= 2) return 0;
if (att < 0 && target.needsToDiscard(-5)) return -att - Math.sqrt(num);
return att - Math.sqrt(num);
});
"step 1";
event.getParent()._yjweiquan = result.targets[0];
},
content: function () {
"step 0";
var targetx = event.getParent()._yjweiquan;
if (target == targetx || !target.countCards("h")) event.finish();
else target.chooseCard("威权:将一张手牌交给" + get.translation(targetx), true);
"step 1";
if (result.bool) {
var targetx = event.getParent()._yjweiquan;
target.give(result.cards, targetx);
}
},
contentAfter: function () {
var targetx = event.getParent()._yjweiquan;
if (targetx.countCards("h") > targetx.hp) {
var next = targetx.phase();
event.next.remove(next);
event.getParent().after.push(next);
next.player = targetx;
next._noTurnOver = true;
next._triggered = null;
next.setContent(function () {
game.broadcastAll(function () {
if (ui.tempnowuxie) {
ui.tempnowuxie.close();
delete ui.tempnowuxie;
}
});
player.phaseDiscard();
if (!player.noPhaseDelay) game.delayx();
delete player._noSkill;
});
}
},
ai: {
order: 6,
result: {
player: function (player) {
var num = game.countPlayer(current => get.attitude(player, current) < 0 && current.countCards("h"));
if (
(game.roundNumber < num && player.hp > 2) ||
!game.hasPlayer(current => {
return (get.attitude(player, current) > 0 && current.needsToDiscard(num) < 2) || (get.attitude(player, current) < 0 && current.needsToDiscard(-5));
})
)
return -10;
return 1;
},
target: -1,
},
},
},
yjrenwang: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
for (var card of ui.discardPile.childNodes) {
if (get.color(card) == "black" && get.type(card) == "basic") return true;
}
return false;
},
content: function () {
"step 0";
var cards = Array.from(ui.discardPile.childNodes).filter(i => get.color(i) == "black" && get.type(i) == "basic");
player.chooseButton(["人望:选择一张黑色基本牌", cards], cards.length > 0).set("ai", get.buttonValue);
"step 1";
if (result.bool) {
var card = result.links[0];
event.card = card;
player.chooseTarget("选择一名角色获得" + get.translation(card), true).set("ai", target => get.attitude(_status.event.player, target));
} else event.finish();
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target);
target.gain(card, "gain2");
}
},
ai: {
order: 10,
result: { player: 1 },
},
},
//群曹操
yjxiandao: {
trigger: { player: "giftAccepted" },
usable: 1,
forced: true,
locked: false,
filter: (event, player) => event.target != player && event.target.isIn(),
logTarget: "target",
content: function () {
"step 0";
event.target = trigger.target;
event.card = trigger.card;
event.target.markAuto("yjxiandao_block", [get.suit(event.card, false)]);
event.target.addTempSkill("yjxiandao_block");
"step 1";
var type = get.type(card, false);
if (type == "trick") player.draw(2);
if (type == "equip") {
if (
target.countGainableCards(player, "he", function (cardx) {
return cardx != card;
}) > 0
)
player
.gainPlayerCard(target, "he", true)
.set("card", card)
.set("filterButton", function (button) {
return button.link != _status.event.card;
});
if (get.subtype(card, false) == "equip1") target.damage();
}
},
subSkill: {
block: {
charlotte: true,
onremove: true,
mod: {
cardEnabled: function (card, player) {
if (player.getStorage("yjxiandao_block").includes(get.suit(card))) return false;
},
cardRespondable: function (card, player) {
if (player.getStorage("yjxiandao_block").includes(get.suit(card))) return false;
},
cardSavable: function (card, player) {
if (player.getStorage("yjxiandao_block").includes(get.suit(card))) return false;
},
},
mark: true,
intro: { content: "不能使用或打出$牌" },
},
},
},
yjsancai: {
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
player.showHandcards();
var hs = player.getCards("h");
if (hs.length > 1) {
var type = get.type2(hs[0], player);
for (var i = 1; i < hs.length; i++) {
if (get.type(hs[i]) != type) {
event.finish();
return;
}
}
}
"step 1";
player.chooseCardTarget({
prompt: "是否赠予一张手牌?",
filterCard: true,
filterTarget: lib.filter.notMe,
});
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
player.gift(result.cards, target);
}
},
},
yjyibing: {
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
direct: true,
filter: function (event, player) {
if (event.getParent().name == "gift") return false;
if (event.getParent("yjyibing").player == player) return false;
var evt = event.getParent("phaseDraw"),
hs = player.getCards("h"),
cards = event.getg(player);
return (
cards.length > 0 &&
(!evt || evt.player != player) &&
cards.filter(function (card) {
return hs.includes(card) && game.checkMod(card, player, "unchanged", "cardEnabled2", player) !== false;
}).length == cards.length &&
player.hasUseTarget(
{
name: "sha",
cards: event.cards,
},
false
)
);
},
content: function () {
var cards = trigger.getg(player);
player.chooseUseTarget(get.prompt("yjyibing"), "将" + get.translation(cards) + "当做【杀】使用", "sha", cards, false, "nodistance").logSkill = "yjyibing";
},
},
//龙羽飞
longyi: {
enable: ["chooseToUse", "chooseToRespond"],
filter: function (event, player) {
if (event.type == "wuxie") return false;
var hs = player.getCards("h");
if (!hs.length) return false;
for (var i of hs) {
if (game.checkMod(i, player, "unchanged", "cardEnabled2", player) === false) return false;
}
for (var i of lib.inpile) {
if (i != "du" && get.type(i) == "basic" && event.filterCard({ name: i, cards: hs }, player, event)) return true;
if (i == "sha") {
var list = ["fire", "thunder", "ice"];
for (var j of list) {
if (event.filterCard({ name: i, nature: j, cards: hs }, player, event)) return true;
}
}
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var vcards = [],
hs = player.getCards("h");
for (var i of lib.inpile) {
if (i != "du" && get.type(i) == "basic" && event.filterCard({ name: i, cards: hs }, player, event)) vcards.push(["基本", "", i]);
if (i == "sha") {
for (var j of lib.inpile_nature) {
if (event.filterCard({ name: i, nature: j, cards: hs }, player, event)) vcards.push(["基本", "", i, j]);
}
}
}
return ui.create.dialog("龙裔", [vcards, "vcard"]);
},
check: function (button, player) {
if (_status.event.getParent().type != "phase") return 1;
return _status.event.player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
},
backup: function (links, player) {
return {
audio: "longyi",
popname: true,
viewAs: { name: links[0][2], nature: links[0][3] },
filterCard: true,
selectCard: -1,
position: "h",
};
},
prompt: function (links, player) {
return "将所有手牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用或打出";
},
},
hiddenCard: function (player, name) {
return name != "du" && get.type(name) == "basic" && player.countCards("h") > 0;
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter: function (player) {
return player.countCards("h") > 0;
},
order: 0.5,
result: {
player: function (player) {
if (_status.event.dying) {
return get.attitude(player, _status.event.dying);
}
if (_status.event.type == "respondShan") return 1;
var val = 0,
hs = player.getCards("h"),
max = 0;
for (var i of hs) {
val += get.value(i, player);
if (get.type(i, player) == "trick") max += 5;
}
if (player.hasSkill("zhenjue")) max += 7;
return val <= max ? 1 : 0;
},
},
},
group: "longyi_effect",
subSkill: {
effect: {
trigger: { player: ["useCard", "respond"] },
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
if (event.skill != "longyi_backup") return false;
for (var i of event.cards) {
var type = get.type2(i, player);
if (type == "equip" || type == "trick") return true;
}
return false;
},
content: function () {
var map = {};
for (var i of trigger.cards) {
map[get.type2(i, player)] = true;
}
if (map.trick) player.draw();
if (map.equip && trigger.directHit) trigger.directHit.addArray(game.players);
},
},
backup: {},
},
},
zhenjue: {
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return player.countCards("h") == 0;
},
logTarget: "player",
content: function () {
"step 0";
trigger.player
.chooseToDiscard("he", "弃置一张牌,或令" + get.translation(player) + "摸一张牌")
.set("ai", function (card) {
if (_status.event.goon) return 7 - get.value(card);
return -get.value(card);
})
.set("goon", get.attitude(trigger.player, player) < 0);
"step 1";
if (!result.bool) player.draw();
},
},
//群刘备
jsprende: {
audio: "rerende",
enable: "phaseUse",
filterCard: true,
selectCard: [1, Infinity],
discard: false,
lose: false,
delay: false,
filterTarget: function (card, player, target) {
return player != target;
},
onremove: true,
check: function (card) {
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0;
if (!ui.selected.cards.length && card.name == "du") return 20;
var player = get.owner(card);
if (ui.selected.cards.length >= Math.max(2, player.countCards("h") - player.hp)) return 0;
if (player.hp == player.maxHp || player.storage.jsprende < 0 || player.countCards("h") <= 1) {
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (players[i].hasSkill("haoshi") && !players[i].isTurnedOver() && !players[i].hasJudge("lebu") && get.attitude(player, players[i]) >= 3 && get.attitude(players[i], player) >= 3) {
return 11 - get.value(card);
}
}
if (player.countCards("h") > player.hp) return 10 - get.value(card);
if (player.countCards("h") > 2) return 6 - get.value(card);
return -1;
}
return 10 - get.value(card);
},
content: function () {
"step 0";
var evt = _status.event.getParent("phaseUse");
if (evt && evt.name == "phaseUse" && !evt.jsprende) {
var next = game.createEvent("jsprende_clear");
_status.event.next.remove(next);
evt.after.push(next);
evt.jsprende = true;
next.player = player;
next.setContent(function () {
delete player.storage.jsprende;
});
}
player.give(cards, target);
if (typeof player.storage.jsprende != "number") {
player.storage.jsprende = 0;
}
if (player.storage.jsprende >= 0) {
player.storage.jsprende += cards.length;
if (player.storage.jsprende >= 2) {
var list = [];
if (
lib.filter.cardUsable({ name: "sha", isCard: true }, player, event.getParent("chooseToUse")) &&
game.hasPlayer(function (current) {
return player.canUse("sha", current);
})
) {
list.push(["基本", "", "sha"]);
}
for (var i of lib.inpile_nature) {
if (
lib.filter.cardUsable({ name: "sha", nature: i, isCard: true }, player, event.getParent("chooseToUse")) &&
game.hasPlayer(function (current) {
return player.canUse({ name: "sha", nature: i, isCard: true }, current);
})
) {
list.push(["基本", "", "sha", i]);
}
}
if (
lib.filter.cardUsable({ name: "tao", isCard: true }, player, event.getParent("chooseToUse")) &&
game.hasPlayer(function (current) {
return player.canUse("tao", current);
})
) {
list.push(["基本", "", "tao"]);
}
if (
lib.filter.cardUsable({ name: "jiu", isCard: true }, player, event.getParent("chooseToUse")) &&
game.hasPlayer(function (current) {
return player.canUse("jiu", current);
})
) {
list.push(["基本", "", "jiu"]);
}
if (list.length) {
player.chooseButton(["是否视为使用一张基本牌?", [list, "vcard"]]).set("ai", function (button) {
var player = _status.event.player;
var card = {
name: button.link[2],
nature: button.link[3],
isCard: true,
};
if (card.name == "tao") {
if (player.hp == 1 || (player.hp == 2 && !player.hasShan()) || player.needsToDiscard()) {
return 5;
}
return 1;
}
if (card.name == "sha") {
if (
game.hasPlayer(function (current) {
return player.canUse(card, current) && get.effect(current, card, player, player) > 0;
})
) {
if (card.nature == "fire") return 2.95;
if (card.nature == "thunder" || card.nature == "ice") return 2.92;
return 2.9;
}
return 0;
}
if (card.name == "jiu") {
return 0.5;
}
return 0;
});
} else {
event.finish();
}
player.storage.jsprende = -1;
} else {
event.finish();
}
} else {
event.finish();
}
"step 1";
if (result && result.bool && result.links[0]) {
var card = { name: result.links[0][2], nature: result.links[0][3], isCard: true };
player.chooseUseTarget(card, true);
}
},
ai: {
fireAttack: true,
order: function (skill, player) {
if (player.hp < player.maxHp && player.storage.jsprende < 2 && player.countCards("h") > 1) {
return 10;
}
return 4;
},
result: {
target: function (player, target) {
if (target.hasSkillTag("nogain")) return 0;
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") {
if (target.hasSkillTag("nodu")) return 0;
return -10;
}
if (target.hasJudge("lebu")) return 0;
var nh = target.countCards("h");
var np = player.countCards("h");
if (player.hp == player.maxHp || player.storage.jsprende < 0 || player.countCards("h") <= 1) {
if (nh >= np - 1 && np <= player.hp && !target.hasSkill("haoshi")) return 0;
}
return Math.max(1, 5 - nh);
},
},
effect: {
target: function (card, player, target) {
if (player == target && get.type(card) == "equip") {
if (player.countCards("e", { subtype: get.subtype(card) })) {
if (
game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 0;
})
) {
return 0;
}
}
}
},
},
threaten: 0.8,
},
},
//曹安民
nskuishe: {
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target != player && target.countCards("he") > 0;
},
content: function () {
"step 0";
player.choosePlayerCard(target, "he", true).set("ai", get.buttonValue);
"step 1";
if (result.bool) {
var card = result.cards[0];
event.card = card;
player
.chooseTarget("将" + get.translation(target) + "的" + (get.position(card) == "h" && !player.hasSkillTag("viewHandcard", null, target, true) ? "手牌" : get.translation(card)) + "交给一名角色", true, function (target) {
return target != _status.event.getParent().target;
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (_status.event.du) {
if (target.hasSkillTag("nodu")) return 0;
return -att;
}
if (target.hasSkillTag("nogain")) return 0.1;
if (att > 0) {
return att + Math.max(0, 5 - target.countCards("h"));
}
return att;
})
.set("du", event.card.name == "du");
} else event.finish();
"step 2";
if (result.bool) {
var target2 = result.targets[0];
target.line(target2, "green");
target2.gain(target, card, "giveAuto").giver = player;
} else event.finish();
"step 3";
target
.chooseToUse(
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
"是否对" + get.translation(player) + "使用一张杀?"
)
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
return lib.filter.filterTarget.apply(this, arguments);
})
.set("sourcex", player);
},
ai: {
order: 6,
expose: 0.2,
result: {
target: -1.5,
player: function (player, target) {
if (!target.canUse("sha", player)) return 0;
if (target.countCards("h") == 1) return 0.1;
if (player.hasShan()) return -0.5;
if (player.hp <= 1) return -2;
if (player.hp <= 2) return -1;
return 0;
},
},
},
},
//文和乱武
nsyangwu: {
enable: "phaseUse",
usable: 1,
filterCard: { suit: "heart" },
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > player.countCards("h");
},
filter: function (event, player) {
var info = lib.skill.nsyangwu;
return (
player.countCards("h", info.filterCard) &&
game.hasPlayer(function (target) {
return info.filterTarget(null, player, target);
})
);
},
check: function (card) {
var num = 0;
var player = _status.event.player;
game.countPlayer(function (current) {
if (current != player && get.attitude(player, current) < 0) num = Math.max(num, current.countCards("h") - player.countCards("h"));
});
return Math.ceil((num + 1) / 2) * 2 + 4 - get.value(card);
},
content: function () {
var num = Math.ceil((target.countCards("h") - player.countCards("h")) / 2);
if (num) player.gainPlayerCard(target, true, "h", num, "visible");
},
ai: {
order: 4,
result: {
target: function (player, target) {
return player.countCards("h") - target.countCards("h");
},
},
},
},
nslulve: {
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current.countCards("e") > 0 && current.countCards("e") <= player.countCards("he");
});
},
filterCard: function () {
if (ui.selected.targets.length) return false;
return true;
},
position: "he",
selectCard: [1, Infinity],
complexSelect: true,
complexCard: true,
filterTarget: function (card, player, target) {
return target != player && target.countCards("e") > 0 && ui.selected.cards.length == target.countCards("e");
},
check: function (card) {
var player = _status.event.player;
if (
game.hasPlayer(function (current) {
return current != player && current.countCards("e") > 0 && ui.selected.cards.length == current.countCards("e") && get.damageEffect(current, player, player) > 0;
})
)
return 0;
switch (ui.selected.cards.length) {
case 0:
return 8 - get.value(card);
case 1:
return 6 - get.value(card);
case 2:
return 3 - get.value(card);
default:
return 0;
}
},
content: function () {
target.damage("nocard");
},
ai: {
damage: true,
order: 2,
result: {
target: function (player, target) {
return get.damageEffect(target, player);
},
},
expose: 0.3,
},
},
nsfeixiong: {
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return (
player.countCards("h") > 0 &&
game.hasPlayer(function (current) {
return current != player && player.canCompare(current);
})
);
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("nsfeixiong"), function (card, player, target) {
return player != target && player.canCompare(target);
})
.set("ai", function (target) {
var player = _status.event.player;
var hs = player.getCards("h").sort(function (a, b) {
return b.number - a.number;
});
var ts = target.getCards("h").sort(function (a, b) {
return b.number - a.number;
});
if (!hs.length || !ts.length) return 0;
if (hs[0].number > ts[0].number) return get.damageEffect(target, player, player);
return 0;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("nsfeixiong", target);
if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.2);
player.chooseToCompare(target);
} else event.finish();
"step 2";
if (!result.tie) {
var targets = [player, target];
if (result.bool) targets.reverse();
targets[0].damage(targets[1]);
}
},
},
nscesuan: {
trigger: { player: "damageBegin3" },
forced: true,
content: function () {
"step 0";
trigger.cancel();
event.lose = player.loseMaxHp();
"step 1";
if (event.lose && event.lose.loseHp) player.draw();
},
ai: {
halfneg: true,
filterDamage: true,
skillTagFilter: function (player, tag, arg) {
if (tag === "filterDamage" && arg && arg.player) {
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
}
},
},
},
//S贾诩
nsyice: {
trigger: {
player: "loseAfter",
global: ["cardsDiscardAfter", "loseAsyncAfter"],
},
filter: function (event, player) {
if (event.name != "cardsDiscard") {
if (event.type != "discard") return false;
var evt = event.getl(player);
return evt.cards2 && evt.cards2.filterInD("d").length > 0;
} else {
var evt = event.getParent();
if (evt.name != "orderingDiscard" || !evt.relatedEvent || evt.relatedEvent.player != player || !["useCard", "respond"].includes(evt.relatedEvent.name)) return false;
return event.cards.filterInD("d").length > 0;
}
},
forced: true,
content: function () {
"step 0";
var evt = trigger.getParent().relatedEvent;
if ((trigger.name == "discard" && !trigger.delay) || (evt && evt.name == "respond")) game.delayx();
"step 1";
var cards;
if (trigger.getl) cards = trigger.getl(player).cards2.filterInD("d");
else cards = trigger.cards.filterInD("d");
if (cards.length == 1) event._result = { bool: true, links: cards };
else {
var dialog = ["遗策:选择要放置的卡牌", '<div class="text center">(从左到右为从旧到新,后选择的后置入)</div>', cards];
var cards2 = player.getExpansions("nsyice");
cards2.reverse();
if (cards2.length) {
dialog.push('<div class="text center">原有“策”</div>');
dialog.push(cards2);
}
player
.chooseButton(dialog, true, cards.length)
.set("filterButton", function (button) {
return _status.event.cards.includes(button.link);
})
.set("cards", cards);
}
"step 2";
player.addToExpansion(result.links, "gain2").gaintag.add("nsyice");
"step 3";
var storage = player.getExpansions("nsyice");
var bool = false;
for (var i = 0; i < storage.length; i++) {
for (var j = storage.length - 1; j > i; j--) {
if (get.number(storage[i]) == get.number(storage[j])) {
bool = true;
break;
}
}
if (bool) break;
}
if (bool) {
event.cards = storage.splice(i, j - i + 1);
} else event.finish();
"step 4";
var cardsx = [];
cardsx.push(cards.shift());
cardsx.push(cards.pop());
if (cards.length) player.gain(cards, "gain2");
event.cards = cardsx;
"step 5";
player.chooseButton(["将一张牌置于牌堆顶,将另一张牌置于牌堆底", cards], true);
"step 6";
player.lose(event.cards, ui.cardPile).set("topper", result.links[0]).insert_index = function (event, card) {
if (card == event.topper) return ui.cardPile.firstChild;
return null;
};
if (_status.dying.length) event.finish();
"step 7";
player.chooseTarget("对一名角色造成1点伤害", true).set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 8";
if (result.bool) {
var target = result.targets[0];
player.line(target);
target.damage("nocard");
}
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
marktext: "策",
intro: {
content: "expansion",
markcount: "expansion",
},
},
//用间篇
yjxuepin: {
enable: "phaseUse",
usable: 1,
filterTarget: function (event, player, target) {
return player.inRange(target) && target.countDiscardableCards(player, "he") > 0;
},
content: function () {
"step 0";
player.loseHp();
"step 1";
if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, 2, "he", true);
else event.finish();
"step 2";
if (result.bool && result.cards.length == 2 && get.type2(result.cards[0], result.cards[0].original == "h" ? target : false) == get.type2(result.cards[1], result.cards[1].original == "h" ? target : false)) player.recover();
},
ai: {
order: 4,
result: {
player: function (player, target) {
if (player.hp == 1) return -8;
if (target.countCards("e") > 1) return 0;
if (player.hp > 2 || target.countCards("h") > 1) return -0.5;
return -2;
},
target: function (player, target) {
if (target.countDiscardableCards(player, "he") < 2) return 0;
return -2;
},
},
},
},
nsjianglie: {
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
return event.card.name == "sha" && event.target.countCards("h") > 0;
},
check: function (event, player) {
return get.attitude(player, event.target) < 0;
},
logTarget: "target",
content: function () {
"step 0";
trigger.target.showHandcards();
"step 1";
var cards = trigger.target.getCards("h");
var list = [];
for (var i = 0; i < cards.length; i++) {
list.add(get.color(cards[i]));
}
if (list.length == 1) event._result = { control: list[0] };
else {
list.sort();
trigger.target
.chooseControl(list)
.set("prompt", "选择弃置一种颜色的所有手牌")
.set("ai", function () {
var player = _status.event.player;
if (get.value(player.getCards("h", { color: "red" })) >= get.value(player.getCards("h", { color: "black" }))) return "black";
return "red";
});
}
"step 2";
trigger.target.discard(trigger.target.getCards("h", { color: result.control }));
},
},
//桌游志贴纸
spyinzhi: {
trigger: { player: "damageEnd" },
frequent: true,
content: function () {
"step 0";
event.count = trigger.num;
"step 1";
event.count--;
var cards = game.cardsGotoOrdering(get.cards(2)).cards;
player.showCards(cards);
event.count2 = 0;
for (var i = 0; i < cards.length; i++) {
if (get.suit(cards[i]) == "spade") {
event.count2++;
cards.splice(i--, 1);
}
}
event.cards = cards;
if (!event.count2 || !trigger.source) event.goto(4);
"step 2";
event.count2--;
if (trigger.source.countCards("h") > 0) {
player
.chooseTarget("令一名角色获得" + get.translation(trigger.source) + "的一张手牌", function (card, player, target) {
var source = _status.event.source;
return target != source && source.countGainableCards(target, "h") > 0;
})
.set("source", trigger.source);
} else event.goto(4);
"step 3";
if (result.bool) {
var target = result.targets[0];
player.line([trigger.source, target], "green");
target.gainPlayerCard(trigger.source, "h", true);
if (event.count2) event.goto(2);
}
"step 4";
if (cards.length) player.gain(cards, "gain2", "log");
"step 5";
if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
player.chooseBool(get.prompt2("spyinzhi")).set("frequentSkill", event.name);
} else event.finish();
"step 6";
if (result.bool) {
player.logSkill("spyinzhi");
event.goto(1);
}
},
},
spmingjian: {
trigger: { global: "phaseBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("he") > 0;
},
content: function () {
"step 0";
var next = player.chooseCard(get.prompt2("spmingjian", trigger.player), "he");
next.set("ai", function (card) {
var target = _status.event.getTrigger().player;
var player = _status.event.player;
if (get.attitude(player, target) > 0 && target.countCards("j") > 0) return 5 - get.value(card);
return -1;
});
next.set("filterCard", function (card, player) {
if (get.position(card) == "e") return lib.filter.cardDiscardable.apply(this, arguments);
return true;
});
//next.set('logSkill',['spmingjian',trigger.player]);
"step 1";
if (result.bool) {
player.logSkill("spmingjian", trigger.player);
var card = result.cards[0];
event.card = card;
if (get.position(card) == "e") event._result = { index: 0 };
else if (!lib.filter.cardDiscardable(card, player, event)) event._result = { index: 1 };
else {
var name = get.translation(trigger.player);
player
.chooseControl()
.set("choiceList", ["令" + name + "跳过本回合的判定阶段", "令" + name + "于本回合的判定中不触发「判定结果生效前」的时机"])
.set("ai", function () {
return 0;
});
}
} else event.finish();
"step 2";
if (result.index == 0) {
player.discard(card);
trigger.player.skip("phaseJudge");
} else {
trigger.player.addToExpansion(card, player, "giveAuto").gaintag.add("spmingjian_charlotte");
trigger.player.addSkill("spmingjian_charlotte");
}
},
ai: {
expose: 0.25,
},
},
spmingjian_charlotte: {
trigger: { player: ["judgeBefore", "phaseAfter"] },
forced: true,
firstDo: true,
silent: true,
popup: false,
charlotte: true,
content: function () {
if (trigger.name == "phase") player.removeSkill(event.name);
else trigger.noJudgeTrigger = true;
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
marktext: "鉴",
intro: {
name: "明鉴",
content: "expansion",
markcount: "expansion",
},
},
spshude: {
trigger: { player: "phaseJieshuBegin" },
frequent: true,
filter: function (event, player) {
return player.countCards("h") < player.maxHp;
},
content: function () {
player.drawTo(player.maxHp);
},
},
spfuluan: {
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player.inRange(target);
},
selectCard: 3,
position: "he",
check: function (card) {
return 5 - get.value(card);
},
complexCard: true,
filterCard: function (card, player) {
if (!ui.selected.cards.length) return player.countCards("he", { suit: get.suit(card) }) > 2;
return get.suit(card) == get.suit(ui.selected.cards[0]);
},
content: function () {
target.turnOver();
player.addTempSkill("spfuluan2");
},
ai: {
order: 1,
result: {
target: function (player, target) {
if (target.isTurnedOver()) return 2;
return -1;
},
},
},
},
spfuluan2: {
mod: {
cardEnabled: function (card) {
if (card.name == "sha") return false;
},
},
},
spzhaoxin: {
trigger: { player: "phaseDrawEnd" },
check: function (event, player) {
return player.getUseValue({ name: "sha", isCard: true }) > 0;
},
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
player.showHandcards();
"step 1";
player.chooseUseTarget("sha", false);
},
},
splanggu: {
trigger: { player: "damageEnd" },
filter: function (event, player) {
return get.itemtype(event.source) == "player";
},
logTarget: "source",
content: function () {
"step 0";
player.judge();
"step 1";
if (trigger.source.countCards("h") > 0) {
var next = player.discardPlayerCard(trigger.source, "h", [1, Infinity]);
next.set("suit", result.suit);
next.set("filterButton", function (button) {
return get.suit(button.link) == _status.event.suit;
});
next.set("visible", true);
}
},
group: "splanggu_rewrite",
},
splanggu_rewrite: {
trigger: { player: "judge" },
filter: function (event, player) {
return player.countCards("hs") > 0 && event.getParent().name == "splanggu";
},
direct: true,
content: function () {
"step 0";
player
.chooseCard("狼顾的判定结果为" + get.translation(trigger.player.judging[0]) + ",是否打出一张手牌进行代替?", "hs", function (card) {
var player = _status.event.player;
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
if (mod != "unchanged") return mod;
return true;
})
.set("ai", function (card) {
return -1;
});
"step 1";
if (result.bool) {
player.respond(result.cards, "highlight", "splanggu", "noOrdering");
} else {
event.finish();
}
"step 2";
if (result.bool) {
if (trigger.player.judging[0].clone) {
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
game.broadcast(function (card) {
if (card.clone) {
card.clone.classList.remove("thrownhighlight");
}
}, trigger.player.judging[0]);
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0] = result.cards[0];
trigger.orderingCards.addArray(result.cards);
game.log(trigger.player, "的判定牌改为", result.cards[0]);
game.delay(2);
}
},
},
sphantong: {
trigger: {
player: "loseEnd",
},
frequent: true,
filter: function (event, player) {
return event.type == "discard" && event.getParent(3).name == "phaseDiscard" && event.cards.filterInD("d").length > 0;
},
content: function () {
if (!player.storage.sphantong) player.storage.sphantong = [];
var cards = trigger.cards.filterInD("d");
player.storage.sphantong.addArray(cards);
player.$gain2(cards);
game.log(player, "将", cards, "置于武将牌上");
player.markSkill("sphantong");
},
group: ["sphantong_gain"],
derivation: ["hujia", "jijiang", "jiuyuan", "xueyi"],
marktext: "诏",
intro: {
content: "cards",
onunmark: "throw",
},
},
sphantong_gain: {
trigger: { global: "phaseBegin" },
direct: true,
filter: function (event, player) {
return player.storage.sphantong && player.storage.sphantong.length > 0;
},
content: function () {
"step 0";
player.chooseButton([get.prompt("sphantong"), player.storage.sphantong], function (button) {
var player = _status.event.player;
if (_status.currentPhase == player) {
//血裔
if (
(player.hasJudge("lebu") || player.skipList.includes("phaseUse")) &&
game.hasPlayer(function (current) {
return current != player && current.group == "qun";
})
)
return 1;
//激将
if (
!player.hasJudge("lebu") &&
!player.skipList.includes("phaseUse") &&
game.hasPlayer(function (current) {
return current != player && current.group == "shu" && current.hasSha() && get.attitude(player, current) > 0 && get.attitude(current, player) > 0;
}) &&
game.hasPlayer(function (target) {
return player.canUse({ name: "sha" }, target) && get.effect(target, { name: "sha" }, player, player) > 0;
})
)
return 1;
}
//护驾
else if (
!player.hasShan() &&
game.hasPlayer(function (current) {
return current != player && current.group == "wei" && current.mayHaveShan(player, "respond") && get.attitude(player, current) > 0 && get.attitude(current, player) > 0;
})
)
return 1;
return -1;
});
"step 1";
if (result.bool) {
player.logSkill("sphantong");
var card = result.links[0];
player.$throw(card);
game.log(player, "将", card, "置入了弃牌堆");
player.storage.sphantong.remove(card);
player[player.storage.sphantong.length > 0 ? "markSkill" : "unmarkSkill"]("sphantong");
game.cardsDiscard(card);
var list = ["hujia", "jijiang", "jiuyuan", "xueyi"];
for (var i = 0; i < list.length; i++) {
if (player.hasSkill(list[i])) list.splice(i--, 1);
}
if (list.length) {
player
.chooseControl(list)
.set("prompt", "选择获得以下技能中的一个")
.set("ai", function () {
var player = _status.event.player;
if (_status.currentPhase == player) {
//血裔
if (
(player.hasJudge("lebu") || player.skipList.includes("phaseUse")) &&
game.hasPlayer(function (current) {
return current != player && current.group == "qun";
})
)
return "xueyi";
//激将
if (
!player.hasJudge("lebu") &&
!player.skipList.includes("phaseUse") &&
game.hasPlayer(function (current) {
return current != player && current.group == "shu" && current.hasSha() && get.attitude(player, current) > 0 && get.attitude(current, player) > 0;
}) &&
game.hasPlayer(function (target) {
return player.canUse({ name: "sha" }, target) && get.effect(target, { name: "sha" }, player, player) > 0;
})
)
return "jijiang";
}
//护驾
else if (
!player.hasShan() &&
game.hasPlayer(function (current) {
return current != player && current.group == "wei" && current.mayHaveShan(player, "respond") && get.attitude(player, current) > 0 && get.attitude(current, player) > 0;
})
)
return "hujia";
});
} else event.finish();
} else event.finish();
"step 2";
var skill = result.control;
player.addTempSkills(skill);
// player.popup(skill,'wood');
// game.log(player,'获得了技能','#g【'+get.translation(skill)+'】');
},
},
sphuangen: {
trigger: { global: "useCardToPlayered" },
filter: function (event, player) {
if (!event.isFirstTarget) return false;
if (get.type(event.card) != "trick") return false;
if (get.info(event.card).multitarget) return false;
if (event.targets.length < 2) return false;
return player.hp > 0;
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("sphuangen"), [1, Math.min(player.hp, trigger.targets.length)], function (card, player, target) {
return _status.event.targets.includes(target);
})
.set("ai", function (target) {
return -get.effect(target, trigger.card, trigger.player, _status.event.player);
})
.set("targets", trigger.targets);
"step 1";
if (result.bool) {
player.logSkill("sphuangen", result.targets);
trigger.excluded.addArray(result.targets);
player.draw();
}
},
},
spyicong: {
trigger: { player: "phaseDiscardEnd" },
direct: true,
locked: false,
filter: function (event, player) {
return player.countCards("he") > 0;
},
content: function () {
"step 0";
player.chooseCard("he", [1, player.countCards("he")], get.prompt2("spyicong")).set("ai", function (card) {
if (card.name == "du") return 10;
if (ui.selected.cards.length) return -1;
return 4 - get.value(card);
});
"step 1";
if (result.bool) {
player.logSkill("spyicong");
player.addToExpansion(result.cards, player, "give").gaintag.add("spyicong");
}
},
mod: {
globalTo: function (from, to, num) {
return num + to.getExpansions("spyicong").length;
},
},
marktext: "扈",
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
intro: {
name: "义从",
content: function (storage, player) {
return "共有" + get.cnNumber(player.getExpansions("spyicong").length) + "张“扈”";
},
markcount: "expansion",
},
},
sptuji: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
locked: false,
filter: function (event, player) {
return player.getExpansions("spyicong").length > 0;
},
content: function () {
var cards = player.getExpansions("spyicong");
var num = cards.length;
player.addMark("sptuji2", num, false);
player.addTempSkill("sptuji2");
player.loseToDiscardpile(cards);
if (num <= 1) player.draw();
},
ai: {
combo: "spyicong",
},
},
sptuji2: {
onremove: true,
charlotte: true,
mod: {
globalFrom: function (from, to, num) {
return num - from.countMark("sptuji2");
},
},
marktext: "突",
intro: {
name: "突骑",
content: "至其他角色的距离-#",
},
},
xinfu_yanyu: {
trigger: {
global: "phaseUseBegin",
},
direct: true,
filter: function (event, player) {
return player.countCards("he") > 0;
},
content: function () {
"step 0";
var next = player.chooseToDiscard(get.prompt("xinfu_yanyu"), get.translation("xinfu_yanyu_info"), "he").set("logSkill", "xinfu_yanyu");
if (player == trigger.player) {
next.set(
"goon",
(function () {
var map = {
basic: 0,
trick: 0.1,
};
var hs = trigger.player.getCards("h");
var sha = false;
var jiu = false;
for (var i = 0; i < hs.length; i++) {
if (trigger.player.hasValueTarget(hs[i])) {
if (hs[i].name == "sha" && !sha) {
sha = true;
map.basic += 2;
}
if (hs[i].name == "tao") map.basic += 6;
if (hs[i].name == "jiu") {
jiu = true;
map.basic += 2.5;
}
if (get.type(hs[i]) == "trick") map.trick += get.value(hs[i], player, "raw");
}
}
return map;
})()
);
next.set("ai", function (card) {
var map = _status.event.goon;
var type = get.type(card, "trick");
if (!map[type]) return -1;
return map[type] - get.value(card);
});
} else {
next.set("ai", function (cardx) {
var map = {
basic: 0,
trick: 0,
};
var hs = trigger.player.getCards("h");
var sha = false;
var jiu = false;
for (var i = 0; i < hs.length; i++) {
if (hs[i] != cardx && trigger.player.hasValueTarget(hs[i])) {
if (hs[i].name == "sha" && !sha) {
sha = true;
map.basic += 2;
}
if (hs[i].name == "tao") map.basic += 6;
if (hs[i].name == "jiu") {
jiu = true;
map.basic += 3;
}
if (get.type(hs[i]) == "trick") map.trick += player.getUseValue(hs[i]);
}
}
var type = get.type(cardx, "trick");
if (!map[type]) return -get.value(cardx);
return map[type] - get.value(cardx);
});
}
"step 1";
if (result.bool) {
player.storage.xinfu_yanyu = get.type(result.cards[0], "trick");
player.addTempSkill("xinfu_yanyu2", "phaseUseAfter");
}
},
},
xinfu_yanyu2: {
init: function (player, skill) {
player.storage[skill] = 0;
},
onremove: function (player, skill) {
delete player.storage.xinfu_yanyu;
delete player.storage.xinfu_yanyu2;
},
trigger: {
global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"],
},
direct: true,
filter: function (event, player) {
if (player.storage.xinfu_yanyu2 >= 3) return false;
var type = player.storage.xinfu_yanyu,
cards = event.getd();
for (var i = 0; i < cards.length; i++) {
if (get.type(cards[i], "trick") == type && get.position(cards[i], true) == "d") return true;
}
return false;
},
content: function () {
"step 0";
event.logged = false;
event.cards = [];
var type = player.storage.xinfu_yanyu;
var cards = trigger.getd();
for (var i = 0; i < cards.length; i++) {
if (get.type(cards[i], "trick") == type && get.position(cards[i], true) == "d") event.cards.push(cards[i]);
}
"step 1";
if (player.storage.xinfu_yanyu2 >= 3) event.finish();
else
player.chooseCardButton(event.cards, "【燕语】:是否将其中的一张牌交给一名角色?").ai = function (card) {
if (card.name == "du") return 10;
return get.value(card);
};
"step 2";
if (result.bool) {
player.storage.xinfu_yanyu2++;
if (!event.logged) {
player.logSkill("xinfu_yanyu");
player.addExpose(0.25);
event.logged = true;
}
event.togain = result.links[0];
event.cards.remove(event.togain);
player
.chooseTarget(true, "请选择要获得" + get.translation(event.togain) + "的角色")
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
var card = _status.event.card;
var val = get.value(card);
if (player.storage.xinfu_yanyu2 < 3 && target == _status.currentPhase && target.hasValueTarget(card, null, true)) att = att * 5;
else if (target == player && !player.hasJudge("lebu") && get.type(card) == "trick") att = att * 3;
if (target.hasSkillTag("nogain")) att /= 10;
return att * val;
})
.set("card", event.togain);
} else event.finish();
"step 3";
var target = result.targets[0];
player.line(target, "green");
target.gain(event.togain, "gain2");
if (event.cards.length) event.goto(1);
},
},
xinfu_xiaode: {
subSkill: {
remove: {
unique: true,
charlotte: true,
trigger: {
player: "phaseAfter",
},
forced: true,
popup: false,
content: function () {
player.removeAdditionalSkill("xinfu_xiaode");
player.removeSkill("xinfu_xiaode_remove");
},
},
},
trigger: {
global: "dieAfter",
},
direct: true,
filter: function (skill, event) {
return !event.hasSkill("xinfu_xiaode_remove");
},
content: function () {
"step 0";
var list = [];
var listm = [];
var listv = [];
if (trigger.player.name1 != undefined) listm = lib.character[trigger.player.name1][3];
else listm = lib.character[trigger.player.name][3];
if (trigger.player.name2 != undefined) listv = lib.character[trigger.player.name2][3];
listm = listm.concat(listv);
var func = function (skill) {
var info = get.info(skill);
if (info.charlotte || info.zhuSkill || (info.unique && !info.limited) || info.juexingji || info.dutySkill || info.hiddenSkill) return false;
return true;
};
for (var i = 0; i < listm.length; i++) {
if (func(listm[i])) list.add(listm[i]);
}
if (list.length) {
player
.chooseControl(list, "cancel2")
.set("prompt", get.prompt("xinfu_xiaode"))
.set("prompt2", get.translation("xinfu_xiaode_info"))
.set("ai", function () {
return list.randomGet();
});
} else event.finish();
"step 1";
if (result.control && result.control != "cancel2") {
player.logSkill("xinfu_xiaode");
player.popup(result.control, "thunder");
game.log(player, "获得了技能", "#g【" + get.translation(result.control) + "】");
player.addAdditionalSkill("xinfu_xiaode", [result.control]);
player.addSkill("xinfu_xiaode_remove");
}
},
},
chixin: {
group: ["chixin1", "chixin2"],
mod: {
cardUsableTarget: function (card, player, target) {
if (card.name == "sha" && !target.hasSkill("chixin3") && player.inRange(target)) return true;
},
},
trigger: { player: "useCardToPlayered" },
silent: true,
firstDo: true,
locked: false,
content: function () {
trigger.target.addTempSkill("chixin3");
},
},
chixin1: {
enable: ["chooseToRespond", "chooseToUse"],
filterCard: { suit: "diamond" },
position: "hes",
viewAs: { name: "sha" },
prompt: "将一张♦牌当杀使用或打出",
check: function (card) {
return 5 - get.value(card);
},
ai: {
respondSha: true,
},
},
chixin2: {
enable: ["chooseToUse", "chooseToRespond"],
filterCard: { suit: "diamond" },
viewAs: { name: "shan" },
position: "hes",
prompt: "将一张♦牌当闪使用或打出",
check: function (card) {
return 5 - get.value(card);
},
ai: {
respondShan: true,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "respondShan") && current < 0) return 0.8;
},
},
},
},
chixin3: { charlotte: true },
suiren: {
trigger: { player: "phaseZhunbeiBegin" },
skillAnimation: true,
animationColor: "gray",
filter: function (event, player) {
return !player.storage.suiren;
},
intro: {
content: "limited",
},
mark: true,
direct: true,
unique: true,
limited: true,
content: function () {
"step 0";
var check = player.hp == 1 || (player.hp == 2 && player.countCards("h") <= 1);
player
.chooseTarget(get.prompt2("suiren"))
.set("ai", function (target) {
if (!_status.event.check) return 0;
return get.attitude(_status.event.player, target);
})
.set("check", check);
"step 1";
if (result.bool) {
player.storage.suiren = true;
player.awakenSkill("suiren");
player.logSkill("suiren", result.targets);
player.removeSkills("reyicong");
player.gainMaxHp();
player.recover();
result.targets[0].draw(3);
}
},
},
xinmanjuan: {
audio: "manjuan",
forced: true,
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
filter: function (event, player) {
var hs = player.getCards("h");
return (
event.type != "xinmanjuan" &&
event.getg(player).filter(function (card) {
return hs.includes(card);
}).length > 0
);
},
content: function () {
"step 0";
var hs = player.getCards("h"),
cards = trigger.getg(player).filter(function (card) {
return hs.includes(card);
});
event.cards = cards;
event.rawCards = cards.slice(0);
player.loseToDiscardpile(cards);
if (_status.currentPhase != player) event.finish();
"step 1";
event.card = event.cards.shift();
event.togain = [];
var number = get.number(event.card);
for (var i = 0; i < ui.discardPile.childNodes.length; i++) {
var current = ui.discardPile.childNodes[i];
if (!event.rawCards.includes(current) && get.number(current) == number) event.togain.push(current);
}
if (!event.togain.length) event.goto(4);
"step 2";
player.chooseButton(["是否获得其中的一张牌?", event.togain]).ai = function (button) {
return get.value(button.link);
};
"step 3";
if (result.bool) {
player.gain(result.links[0], "gain2").type = "xinmanjuan";
}
"step 4";
if (event.cards.length) event.goto(1);
},
ai: {
threaten: 4.2,
nogain: 1,
skillTagFilter: function (player) {
return player != _status.currentPhase;
},
},
},
manjuan: {
audio: true,
trigger: { global: "loseAfter" },
filter: function (event, player) {
if (event.type != "discard") return false;
if (event.player == player) return false;
if (!player.countCards("he")) return false;
for (var i = 0; i < event.cards2.length; i++) {
if (get.position(event.cards2[i], true) == "d") {
return true;
}
}
return false;
},
direct: true,
unique: true,
gainable: true,
content: function () {
"step 0";
if (trigger.delay == false) game.delay();
"step 1";
var cards = [];
var suits = ["club", "spade", "heart", "diamond"];
for (var i = 0; i < trigger.cards2.length; i++) {
if (get.position(trigger.cards2[i], true) == "d") {
cards.push(trigger.cards2[i]);
suits.remove(get.suit(trigger.cards2[i]));
}
}
if (cards.length) {
var maxval = 0;
for (var i = 0; i < cards.length; i++) {
var tempval = get.value(cards[i]);
if (tempval > maxval) {
maxval = tempval;
}
}
maxval += cards.length - 1;
var next = player.chooseToDiscard("he", { suit: suits });
next.set("ai", function (card) {
return _status.event.maxval - get.value(card);
});
next.set("maxval", maxval);
next.set("dialog", [get.prompt(event.name), "hidden", cards]);
next.logSkill = event.name;
event.cards = cards;
}
"step 2";
if (result.bool) {
player.gain(event.cards, "gain2", "log");
}
},
ai: {
threaten: 1.3,
},
},
zuixiang: {
skillAnimation: true,
animationColor: "gray",
audio: true,
unique: true,
limited: true,
trigger: { player: "phaseZhunbeiBegin" },
content: function () {
"step 0";
player.awakenSkill("zuixiang");
event.cards = player.showCards(get.cards(3)).cards;
player.addToExpansion(event.cards, "gain2").gaintag.add("zuixiang2");
"step 1";
if (lib.skill.zuixiang.filterSame(cards)) {
player.gain(cards, "gain2").type = "xinmanjuan";
} else {
trigger._zuixiang = true;
player.addSkill("zuixiang2");
}
},
filterSame: function (c) {
for (var i = 0; i < c.length; i++) {
for (var j = i + 1; j < c.length; j++) {
if (get.number(c[i]) == get.number(c[j])) return true;
}
}
return false;
},
},
zuixiang2: {
intro: {
content: "expansion",
markcount: "expansion",
},
mod: {
cardEnabled: function (card, player) {
var type = get.type2(card);
var list = player.getExpansions("zuixiang2");
for (var i of list) {
if (get.type2(i, false) == type) return false;
}
},
cardRespondable: function () {
return lib.skill.zuixiang2.mod.cardEnabled.apply(this, arguments);
},
cardSavable: function () {
return lib.skill.zuixiang2.mod.cardEnabled.apply(this, arguments);
},
},
trigger: {
player: "phaseZhunbeiBegin",
target: "useCardToBefore",
},
forced: true,
charlotte: true,
filter: function (event, player) {
if (event.name == "phaseZhunbei") return !event._zuixiang;
var type = get.type2(event.card);
var list = player.getExpansions("zuixiang2");
for (var i of list) {
if (get.type2(i) == type) return true;
}
return false;
},
content: function () {
"step 0";
if (event.triggername == "useCardToBefore") {
trigger.cancel();
event.finish();
return;
}
var cards = get.cards(3);
player.addToExpansion("gain2", cards).gaintag.add("zuixiang2");
"step 1";
var cards = player.getExpansions("zuixiang2");
player.showCards(cards);
if (lib.skill.zuixiang.filterSame(cards)) {
player.gain(cards, "gain2", "log").type = "xinmanjuan";
player.removeSkill("zuixiang2");
}
},
ai: {
effect: {
target: function (card, player, target) {
var type = get.type2(card);
var list = target.getExpansions("zuixiang2");
for (var i of list) {
if (get.type2(i) == type) return "zeroplayertarget";
}
},
},
},
},
yanxiao: {
audio: 2,
enable: "phaseUse",
filterCard: { suit: "diamond" },
filterTarget: function (card, player, target) {
return target.canAddJudge({ name: "yanxiao_card" });
},
check: function (card) {
return 7 - get.value(card);
},
position: "he",
filter: function (event, player) {
return player.countCards("he", { suit: "diamond" }) > 0;
},
discard: false,
lose: false,
delay: false,
prepare: "give",
content: function () {
"step 0";
game.addGlobalSkill("yanxiao_global");
target.addJudge({ name: "yanxiao_card" }, cards);
"step 1";
game.delay();
},
ai: {
order: 8,
result: {
target: function (player, target) {
if (
target.countCards("j", function (card) {
return (
get.effect(
target,
{
name: card.viewAs || card.name,
cards: [card],
},
target,
target
) < 0
);
})
)
return 1;
return 0;
},
},
},
},
yanxiao_global: {
trigger: { player: "phaseJudgeBegin" },
forced: true,
filter: function (event, player) {
return player.countCards("j") > 0 && player.hasJudge("yanxiao_card");
},
content: function () {
player.gain(player.getCards("j"), "gain2");
},
ai: {
effect: {
target: function (card, player, target) {
if (get.type(card) == "delay" && target.hasJudge("yanxiao_card")) return [0, 0, 0, 0.1];
},
},
},
},
anxian: {
audio: 2,
group: ["anxian_source", "anxian_target"],
subSkill: {
source: {
audio: "anxian",
trigger: { source: "damageBegin2" },
filter: function (event, player) {
return event.card && event.card.name == "sha";
},
check: function (event, player) {
if (get.damageEffect(event.player, player, player) <= 0) return true;
return false;
},
content: function () {
"step 0";
if (trigger.player.countCards("h")) {
trigger.player.chooseToDiscard(true);
}
"step 1";
player.draw();
trigger.cancel();
},
},
target: {
audio: "anxian",
trigger: { target: "useCardToTargeted" },
direct: true,
filter: function (event, player) {
return event.card.name == "sha" && player.countCards("h");
},
content: function () {
"step 0";
var next = player.chooseToDiscard(get.prompt2("anxian"));
next.set("ai", function (card) {
var player = _status.event.player;
var trigger = _status.event.getTrigger();
if (get.attitude(player, trigger.player) > 0) {
return 9 - get.value(card);
}
if (player.countCards("h", { name: "shan" })) return -1;
return 7 - get.value(card);
});
next.logSkill = "anxian";
"step 1";
if (result.bool) {
trigger.player.draw();
trigger.getParent().excluded.push(player);
}
},
},
},
},
junwei: {
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return player.getExpansions("yinling").length >= 3;
},
content: function () {
"step 0";
var cards = player.getExpansions("yinling");
if (cards.length > 3) {
player.chooseButton(3, [get.prompt("junwei"), "hidden", cards]).set("ai", function (button) {
return 1;
});
} else {
player
.chooseBool()
.set("createDialog", [get.prompt("junwei"), "hidden", cards])
.set("dialogselectx", true)
.set("choice", true);
event.cards = cards.slice(0);
}
"step 1";
if (result.bool) {
player.logSkill("junwei");
var cards = event.cards || result.links;
player.loseToDiscardpile(cards);
player
.chooseTarget(true, function (card, player, target) {
return player != target;
})
.set("ai", function (target) {
return -get.attitude(_status.event.player, target) / Math.sqrt(1 + target.hp);
});
} else {
event.finish();
}
"step 2";
if (result.bool && result.targets && result.targets.length) {
var target = result.targets[0];
player.line(result.targets);
event.target = target;
var nshan = target.countCards("h", function (card) {
if (_status.connectMode) return true;
return card.name == "shan";
});
if (nshan == 0) {
event.directfalse = true;
} else {
target
.chooseCard("交给" + get.translation(player) + "一张【闪】或失去1点体力", function (card) {
return card.name == "shan";
})
.set("ai", function (card) {
if (_status.event.nshan > 1) return 1;
if (_status.event.player.hp >= 3) return 0;
return 1;
})
.set("nshan", nshan);
}
} else {
event.finish();
}
"step 3";
if (!event.directfalse && result.bool) game.delay();
ui.clear();
"step 4";
if (!event.directfalse && result.bool) {
event.cards = result.cards;
event.target.$throw(result.cards);
player
.chooseTarget("将" + get.translation(event.cards) + "交给一名角色", true, function (card, player, target) {
return target != _status.event.getParent().target;
})
.set("ai", function (target) {
return get.attitude(_status.event.player, target) / (target.countCards("h", "shan") + 1);
});
} else {
event.target.loseHp();
delete event.cards;
}
"step 5";
if (event.cards) {
player.line(result.targets, "green");
result.targets[0].gain(event.cards, "gain2").giver = player;
game.log(player, "将", event.cards, "交给", result.targets[0]);
event.finish();
} else {
if (event.target.countCards("e")) {
player.choosePlayerCard("e", "将" + get.translation(event.target) + "的一张装备牌移出游戏", true, event.target);
} else {
event.finish();
}
}
"step 6";
if (result.bool) {
var card = result.links[0];
target.addToExpansion(card, target, "give").gaintag.add("junwei2");
target.addSkill("junwei2");
}
},
ai: {
combo: "yinling",
},
},
junwei2: {
mark: true,
intro: {
content: "expansion",
markcount: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
trigger: { player: "phaseJieshuBegin" },
forced: true,
charlotte: true,
content: function () {
"step 0";
var cards = player.getExpansions("junwei2").filter(function (card) {
return player.canEquip(card, true);
});
if (cards.length) {
player.$give(cards[0], player, false);
game.delay(0.5);
player.equip(cards[0]);
event.redo();
}
"step 1";
player.removeSkill("junwei2");
},
},
yinling: {
enable: "phaseUse",
filterCard: { color: "black" },
position: "he",
marktext: "锦",
intro: {
content: "expansion",
markcount: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
filter: function (event, player) {
return player.countCards("he", { color: "black" }) > 0 && player.getExpansions("yinling").length < 4;
},
filterTarget: function (card, player, target) {
return target.countCards("he") > 0 && target != player;
},
check: function (card) {
return 6 - get.value(card);
},
content: function () {
"step 0";
player.choosePlayerCard("hej", target, true);
"step 1";
if (result.bool && result.links && result.links.length) {
player.addToExpansion(result.links, target, "give").gaintag.add("yinling");
}
},
ai: {
order: 10.1,
expose: 0.1,
result: {
target: function (player, target) {
if (target.hasSkill("tuntian")) return 0;
var es = target.getCards("e");
var nh = target.countCards("h");
var noe = es.length == 0 || target.hasSkillTag("noe");
var noe2 = es.length == 1 && es[0].name == "baiyin" && target.hp < target.maxHp;
var noh = nh == 0 || target.hasSkillTag("noh");
if (noh && noe) return 0;
if (noh && noe2) return 0.01;
if (get.attitude(player, target) <= 0) return target.countCards("he") ? -1.5 : 1.5;
var js = target.getCards("j");
if (js.length) {
var jj = js[0].viewAs ? { name: js[0].viewAs } : js[0];
if (jj.name == "guohe") return 3;
if (js.length == 1 && get.effect(target, jj, target, player) >= 0) {
return -1.5;
}
return 2;
}
return -1.5;
},
},
},
},
fenyong: {
audio: 2,
trigger: { player: "damageEnd" },
content: function () {
player.addTempSkill("fenyong2");
},
},
fenyong2: {
audio: "fenyong",
mark: true,
intro: {
content: "防止你受到的所有伤害",
},
trigger: { player: "damageBegin3" },
forced: true,
content: function () {
trigger.cancel();
},
ai: {
maixie: true,
maixie_hp: true,
nofire: true,
nothunder: true,
nodamage: true,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage")) return [0, 0];
},
},
},
},
xuehen: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
forced: true,
locked: false,
filter: function (event, player) {
return player.hasSkill("fenyong2") && event.player.isIn();
},
content: function () {
"step 0";
player.removeSkill("fenyong2");
player
.chooseControl("弃牌", "出杀", function () {
var player = _status.event.player;
var trigger = _status.event.getTrigger();
if (get.attitude(player, trigger.player) < 0) {
var he = trigger.player.countCards("he");
if (he < 2) return "出杀";
if (player.maxHp - player.hp >= 2 && he <= 3) {
return "弃牌";
}
if (player.maxHp - player.hp >= 3 && he <= 5) {
return "弃牌";
}
if (player.maxHp - player.hp > 3) {
return "弃牌";
}
return "出杀";
}
return "出杀";
})
.set("prompt", "弃置" + get.translation(trigger.player) + get.cnNumber(player.maxHp - player.hp) + "张牌,或对任意一名角色使用一张杀");
"step 1";
if (result.control == "弃牌") {
player.line(trigger.player, "green");
if (player.hp < player.maxHp && trigger.player.countCards("he")) {
player.discardPlayerCard(trigger.player, true, "he", player.maxHp - player.hp);
}
} else {
player.chooseUseTarget({ name: "sha" }, true, false, "nodistance");
}
},
ai: {
combo: "fenyong",
},
},
mouduan: {
audio: 1,
init2: function (player) {
game.broadcastAll(function (player) {
player._mouduan_mark = player.mark("武", {
content: "拥有技能【激昂】、【谦逊】",
});
}, player);
player.addAdditionalSkill("mouduan", ["jiang", "qianxun"]);
},
onremove: function (player) {
game.broadcastAll(function (player) {
if (player._mouduan_mark) {
player._mouduan_mark.delete();
delete player._mouduan_mark;
}
}, player);
player.removeAdditionalSkills("mouduan");
},
trigger: { player: "loseEnd" },
forced: true,
locked: false,
filter: function (event, player) {
return player._mouduan_mark && player._mouduan_mark.name == "武" && player.countCards("h") <= 2;
},
content: function () {
game.broadcastAll(function (player) {
if (!player._mouduan_mark) return;
player._mouduan_mark.name = "文";
player._mouduan_mark.skill = "文";
player._mouduan_mark.firstChild.innerHTML = "文";
player._mouduan_mark.info.content = "拥有技能【英姿】、【克己】";
}, player);
player.addAdditionalSkills("mouduan", ["yingzi", "keji"]);
},
group: "mouduan2",
},
mouduan2: {
audio: 1,
trigger: { global: "phaseZhunbeiBegin" },
//priority:5,
filter: function (event, player) {
return player._mouduan_mark && player._mouduan_mark.name == "文" && player.countCards("h") > 2;
},
direct: true,
content: function () {
"step 0";
player.chooseToDiscard("he", "谋断:是否弃置一张牌将标记变为“武”?").ai = function () {
return -1;
};
"step 1";
if (result.bool && player.countCards("h") > 2) {
game.broadcastAll(function (player) {
if (!player._mouduan_mark) return;
player._mouduan_mark.name = "武";
player._mouduan_mark.skill = "武";
player._mouduan_mark.firstChild.innerHTML = "武";
player._mouduan_mark.info.content = "拥有技能【激昂】、【谦逊】";
}, player);
player.addAdditionalSkills("mouduan", ["jiang", "qianxun"]);
}
},
},
tanhu: {
audio: 1,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
player.chooseToCompare(target);
"step 1";
if (result.bool) {
target.addTempSkill("tanhu2");
}
},
ai: {
result: {
target: function (player, target) {
var hs = player.getCards("h");
if (hs.length < 3) return 0;
var bool = false;
for (var i = 0; i < hs.length; i++) {
if (hs[i].number >= 9 && get.value(hs[i]) < 7) {
bool = true;
break;
}
}
if (!bool) return 0;
return -1;
},
},
order: 9,
},
group: "tanhu3",
},
tanhu2: {
mark: true,
intro: {
content: "已成为探虎目标",
},
},
tanhu3: {
mod: {
globalFrom: function (from, to) {
if (to.hasSkill("tanhu2")) return -Infinity;
},
wuxieRespondable: function (card, player, target) {
if (target && target.hasSkill("tanhu2")) return false;
},
},
},
jie: {
audio: 1,
trigger: { source: "damageBegin1" },
filter: function (event) {
return event.card && event.card.name == "sha" && get.color(event.card) == "red" && event.notLink();
},
forced: true,
content: function () {
trigger.num++;
},
},
dahe: {
audio: true,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
player.chooseToCompare(target).set("preserve", "win");
"step 1";
if (result.bool && result.target) {
event.type = true;
event.card = result.target;
player
.chooseTarget("将" + get.translation(result.target) + "交给一名角色", function (card, player, target) {
return target.hp <= player.hp;
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (_status.event.du) return -att;
return att;
})
.set("du", event.card.name == "du");
target.addTempSkill("dahe2");
} else {
event.type = false;
if (player.countCards("h")) {
player.showHandcards();
player.chooseToDiscard("h", true);
}
}
"step 2";
if (event.type) {
if (result.bool) {
player.line(result.targets, "green");
result.targets[0].gain(event.card, "gain2");
}
}
},
ai: {
result: {
target: function (player, target) {
var hs = player.getCards("h");
if (hs.length < 3) return 0;
var bool = false;
for (var i = 0; i < hs.length; i++) {
if (hs[i].number >= 9 && get.value(hs[i]) < 7) {
bool = true;
break;
}
}
if (!bool) return 0;
if (player.canUse("sha", target) && player.countCards("h", "sha")) {
return -2;
}
return -0.5;
},
},
order: 9,
},
},
dahe2: {
mark: true,
intro: {
content: "非红桃闪无效",
},
mod: {
cardRespondable: function (card, player) {
if (card.name == "shan") {
const suit = get.suit(card);
if (suit != "heart" && suit != "unsure") return false;
}
},
cardEnabled: function (card, player) {
if (card.name == "shan") {
const suit = get.suit(card);
if (suit != "heart" && suit != "unsure") return false;
}
},
},
},
shichou: {
//audio:1,
skillAnimation: true,
animationColor: "orange",
unique: true,
limited: true,
mark: false,
trigger: { player: "phaseZhunbeiBegin" },
zhuSkill: true,
direct: true,
filter: function (event, player) {
if (!player.hasZhuSkill("shichou")) return false;
if (player.countCards("he") < 2) return false;
return game.hasPlayer(function (current) {
return current != player && current.group == "shu";
});
},
init: function (player) {
if (player.hasZhuSkill("shichou")) {
player.markSkill("shichou");
player.storage.shichou = false;
}
},
content: function () {
"step 0";
player.chooseCardTarget({
prompt: get.prompt2("shichou"),
selectCard: 2,
filterTarget: function (card, player, target) {
return target.group == "shu" && target != player;
},
filterCard: true,
position: "he",
ai1: function (card) {
return 7 - get.value(card);
},
ai2: function (target) {
var player = _status.event.player;
if (player.hasUnknown()) return 0;
var att = get.attitude(player, target);
if (att <= 0) {
if (target.hp == 1) return (10 - att) / 2;
return 10 - att;
} else {
if (target.hp == 1) return 0;
return (10 - att) / 4;
}
},
});
"step 1";
if (!result.bool) return;
var target = result.targets[0];
var cards = result.cards;
player.storage.shichou = true;
player.logSkill("shichou", target);
player.awakenSkill("shichou");
player.give(cards, target);
player.storage.shichou_target = target;
player.addSkill("shichou2");
target.markSkillCharacter("shichou", player, "誓仇", "代替" + get.translation(player) + "承受伤害直到首次进入濒死状态");
},
intro: {
content: "limited",
},
},
shichou2: {
group: "shichou3",
trigger: { player: "damageBegin3" },
forced: true,
popup: false,
content: function () {
trigger.player = player.storage.shichou_target;
trigger.shichou4 = true;
trigger.player.addSkill("shichou4");
player.logSkill("shichou2", player.storage.shichou_target);
game.delay(0.5);
},
ai: {
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (get.attitude(player, target) > 0) return [0, 0];
var eff = get.damageEffect(target.storage.shichou_target, player, target);
if (eff > 0) {
return [0, 1];
} else if (eff < 0) {
return [0, -2];
} else {
return [0, 0];
}
}
},
},
},
},
shichou3: {
trigger: { global: ["dying", "dieBegin"] },
forced: true,
popup: false,
//priority:10,
filter: function (event, player) {
return event.player == player.storage.shichou_target;
},
content: function () {
trigger.player.unmarkSkill("shichou");
delete player.storage.shichou_target;
player.removeSkill("shichou2");
},
},
shichou4: {
trigger: { player: ["damageAfter", "damageCancelled"] },
forced: true,
popup: false,
audio: false,
content: function () {
if (!trigger.shichou4) return;
if (event.triggername == "damageAfter" && trigger.num) {
player.draw(trigger.num);
}
player.removeSkill("shichou4");
},
},
zhaolie: {
trigger: { player: "phaseDrawBegin2" },
direct: true,
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("zhaolie"), function (card, player, target) {
return target != player && player.inRange(target);
})
.set("ai", function (target) {
var player = _status.event.player;
if (get.attitude(player, target) > 0) return 0;
return get.damageEffect(target, player, player);
});
"step 1";
if (result.bool) {
trigger.num--;
player.storage.zhaolie = result.targets[0];
player.logSkill("zhaolie", result.targets);
player.addTempSkill("zhaolie2", "phaseDrawAfter");
}
},
},
zhaolie2: {
trigger: { player: "phaseDrawEnd" },
forced: true,
popup: false,
content: function () {
"step 0";
event.cards = get.cards(3);
player.showCards(event.cards);
"step 1";
event.basic = [];
event.nonbasic = [];
event.todis = [];
for (var i = 0; i < event.cards.length; i++) {
if (get.type(event.cards[i]) == "basic") {
if (event.cards[i].name == "tao") {
event.todis.push(event.cards[i]);
} else {
event.basic.push(event.cards[i]);
}
} else {
event.todis.push(event.cards[i]);
event.nonbasic.push(event.cards[i]);
}
}
game.cardsDiscard(event.todis);
var num = event.nonbasic.length;
if (num == 0) {
if (event.basic.length == 0) {
event.finish();
return;
}
player.storage.zhaolie
.chooseTarget(
function (card, player, target) {
var source = _status.event.source;
return target == source || target == source.storage.zhaolie;
},
true,
"选择一个目标获得" + get.translation(event.basic)
)
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
})
.set("source", player);
} else {
player.storage.zhaolie
.chooseToDiscard(num, "he", "弃置" + get.cnNumber(num) + "张牌并令" + get.translation(player) + "拿牌,或受到" + get.cnNumber(num) + "点伤害并拿牌")
.set("ai", function (card) {
var player = _status.event.player;
switch (_status.event.num) {
case 1:
return player.hp > 1 ? 0 : 7 - get.value(card);
case 2:
return 8 - get.value(card);
case 3:
return 10 - get.value(card);
default:
return 0;
}
})
.set("num", num);
}
"step 2";
var num = event.nonbasic.length;
var undone = false;
if (num == 0) {
if (event.basic.length) {
result.targets[0].gain(event.basic, "gain2", "log");
}
} else {
if (result.bool) {
if (event.basic.length) {
player.gain(event.basic, "gain2", "log");
}
} else {
player.storage.zhaolie.damage(num);
if (event.basic.length) {
undone = true;
}
}
}
if (!undone) {
delete player.storage.zhaolie;
event.finish();
}
"step 3";
if (player.storage.zhaolie.isIn()) {
player.storage.zhaolie.gain(event.basic, "gain2", "log");
} else {
game.cardsDiscard(event.basic);
}
delete player.storage.zhaolie;
},
},
fulu: {
trigger: { player: "useCard1" },
filter: function (event, player) {
if (event.card.name == "sha" && !game.hasNature(event.card)) return true;
},
audio: true,
check: function (event, player) {
var eff = 0;
for (var i = 0; i < event.targets.length; i++) {
var target = event.targets[i];
var eff1 = get.damageEffect(target, player, player);
var eff2 = get.damageEffect(target, player, player, "thunder");
eff += eff2;
eff -= eff1;
}
return eff >= 0;
},
content: function () {
game.setNature(trigger.card, "thunder");
if (get.itemtype(trigger.card) == "card") {
var next = game.createEvent("fulu_clear");
next.card = trigger.card;
event.next.remove(next);
trigger.after.push(next);
next.setContent(function () {
game.setNature(card, []);
});
}
},
},
fuji: {
trigger: { global: "damageBegin1" },
filter: function (event) {
return event.source && event.source.isIn() && event.hasNature("thunder");
},
check: function (event, player) {
return get.attitude(player, event.source) > 0 && get.attitude(player, event.player) < 0;
},
prompt: function (event) {
return get.translation(event.source) + "即将对" + get.translation(event.player) + "造成伤害," + get.prompt("fuji");
},
logTarget: "source",
content: function () {
trigger.source.judge().callback = lib.skill.fuji.callback;
},
callback: function () {
var evt = event.getParent(2);
if (event.judgeResult.color == "black") {
//game.cardsDiscard(card);
evt._trigger.num++;
} else {
evt._trigger.source.gain(card, "gain2");
}
},
},
};
export default skills;