import { lib, game, ui, get, ai, _status } from "../../noname.js"; /** @type { importCharacterConfig['skill'] } */ const skills = { //族钟繇 clanchengqi: { hiddenCard(player, name) { if (get.type(name) != "basic" && get.type(name) != "trick") return false; if (player.getStorage("clanchengqi_effect").includes(name)) return false; return player.countCards("hs") > 1 && lib.inpile.includes(name); }, audio: 2, enable: "chooseToUse", filter(event, player) { if (player.countCards("hs") < 2) return false; return get .inpileVCardList(info => { const name = info[2]; if (get.type(name) != "basic" && get.type(name) != "trick") return false; return !player.getStorage("clanchengqi_effect").includes(name); }) .some(card => event.filterCard({ name: card[2], nature: card[3] }, player, event)); }, chooseButton: { dialog(event, player) { const list = get .inpileVCardList(info => { const name = info[2]; if (get.type(name) != "basic" && get.type(name) != "trick") return false; return !player.getStorage("clanchengqi_effect").includes(name); }) .filter(card => event.filterCard({ name: card[2], nature: card[3] }, player, event)); return ui.create.dialog("承启", [list, "vcard"]); }, check(button) { if (get.event().getParent().type != "phase") return 1; return get.event("player").getUseValue({ name: button.link[2], nature: button.link[3], }); }, backup(links, player) { return { audio: "clanchengqi", filterCard: true, complexCard: true, selectCard: [2, Infinity], popname: true, viewAs: { name: links[0][2], nature: links[0][3], }, filterOk() { return ( (ui.selected.cards || []).reduce((sum, card) => { return sum + get.cardNameLength(card); }, 0) >= get.cardNameLength(lib.skill.clanchengqi_backup.viewAs.name) ); }, check(card) { const player = get.event("player"); const name = lib.skill.clanchengqi_backup.viewAs.name; if (ui.selected.cards.length > 1 || card.name == name) return 0; if ( ui.selected.cards.length && game.hasPlayer(target => { return get.effect(target, { name: "draw" }, player, player) > 0; }) ) { if (get.cardNameLength(name) <= get.cardNameLength(card) + get.cardNameLength(ui.selected.cards[0])) { return 10 / (get.value(card) || 0.5); } } return 1 / (get.value(card) || 0.5); }, position: "hs", precontent() { player.addTempSkill("clanchengqi_effect"); player.markAuto("clanchengqi_effect", [event.result.card.name]); }, }; }, prompt(links, player) { return "将至少两张手牌当作" + get.translation(links[0][3] || "") + "【" + get.translation(links[0][2]) + "】使用"; }, }, ai: { order(item, player) { if (player && get.event().type == "phase") { let list = get .inpileVCardList(info => { const name = info[2]; if (get.type(name) != "basic" && get.type(name) != "trick") return false; return !player.getStorage("clanchengqi_effect").includes(name); }) .map(card => { return { name: card[2], nature: card[3] }; }) .filter(card => player.getUseValue(card, true, true) > 0); if (!list.length) return 0; list.sort((a, b) => (player.getUseValue(b, true, true) || 0) - (player.getUseValue(a, true, true) || 0)); return get.order(list[0], player) * 0.99; } return 0.001; }, respondSha: true, respondShan: true, skillTagFilter(player, tag, arg) { if (arg == "respond") return false; const name = tag == "respondSha" ? "sha" : "shan"; return get.info("clanchengqi").hiddenCard(player, name); }, result: { player: 1 }, }, subSkill: { backup: { audio: "clanchengqi" }, effect: { charlotte: true, onremove: true, trigger: { player: "useCard" }, filter(event, player) { return ( event.skill == "clanchengqi_backup" && get.cardNameLength(event.card) == (event.cards || []).reduce((sum, card) => { return sum + get.cardNameLength(card); }, 0) ); }, async cost(event, trigger, player) { event.result = await player .chooseTarget("承启:是否令一名角色摸一张牌?") .set("ai", target => { const player = get.event("player"); return get.effect(target, { name: "draw" }, player, player); }) .forResult(); }, popup: false, content() { player.line(event.targets); event.targets[0].draw(); }, }, }, }, clanjieli: { audio: 2, trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return game.hasPlayer(target => { return target.countCards("h"); }); }, async cost(event, trigger, player) { const num = player.getHistory("useCard").length > 0 ? Math.max(...player.getHistory("useCard").map(history => get.cardNameLength(history.card))) : 0; const str = num > 0 ? "并观看牌堆顶" + get.cnNumber(num) + "张牌,然后你可以交换其中任意张牌" : ""; event.result = await player .chooseTarget(get.prompt("clanjieli"), "观看一名角色的牌名字数最多的手牌" + str, (card, player, target) => { return target.countCards("h"); }) .set("ai", target => { const player = get.event("player"); const num = Math.max(...target.getCards("h").map(card => get.cardNameLength(card))); return num + 0.0001 * get.attitude(player, target); }) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; const num = player.getHistory("useCard").length > 0 ? Math.max(...player.getHistory("useCard").map(history => get.cardNameLength(history.card))) : 0; const limit = Math.max(...target.getCards("h").map(card => get.cardNameLength(card))); const cards = target.getCards("h", card => get.cardNameLength(card) == limit); if (num > 0) { const topCards = get.cards(num); await game.cardsGotoOrdering(topCards); const result = await player .chooseToMove("诫厉:交换其中任意张牌") .set("list", [ [get.translation(target) + "牌名字数最多的手牌", cards, "dcsushou_tag"], ["牌堆顶", topCards], ]) .set("filterMove", (from, to) => { return typeof to != "number"; }) .set("filterOk", moved => { return moved[1].some(card => get.owner(card)); }) .set("processAI", list => { const num = Math.min(list[0][1].length, list[1][1].length); const player = get.event("player"), target = get.event().getParent().targets[0]; const sgn = get.sgn(get.sgn(get.attitude(player, target)) - 0.5); const cards1 = list[0][1].slice().sort((a, b) => get.value(a, "raw") * sgn - get.value(b, "raw") * sgn); const cards2 = list[1][1].slice().sort((a, b) => get.value(b, "raw") * sgn - get.value(a, "raw") * sgn); return [cards1.slice().addArray(cards2.slice(0, num)), cards2.slice().addArray(cards1.slice(0, num))]; }) .forResult(); if (result.bool) { const lose = result.moved[1].slice(); const gain = result.moved[0].slice().filter(i => !get.owner(i)); if (lose.some(i => get.owner(i))) await target.lose( lose.filter(i => get.owner(i)), ui.special ); for (let i = lose.length - 1; i--; i >= 0) { ui.cardPile.insertBefore(lose[i], ui.cardPile.firstChild); } game.updateRoundNumber(); if (gain.length) await target.gain(gain, "draw"); } else { for (let i = topCards.length - 1; i--; i >= 0) { ui.cardPile.insertBefore(topCards[i], ui.cardPile.firstChild); } game.updateRoundNumber(); } } else { const content = ['###诫厉###
' + get.translation(target) + "牌名字数最多的手牌
", cards]; await player.chooseControl("ok").set("dialog", content); } }, }, //族王明山 clantanque: { audio: 2, trigger: { player: "useCardAfter" }, usable: 1, filter(event, player) { const evt = lib.skill.dcjianying.getLastUsed(player, event); if (!evt || !evt.card) return false; const curCard = event.card, prevCard = evt.card; const curNum = get.number(curCard), prevNum = get.number(prevCard); if (typeof curNum != "number" || typeof prevNum != "number") return false; const delNum = Math.abs(curNum - prevNum); if (delNum === 0) return false; return game.hasPlayer(current => { return current.getHp() === delNum; }); }, locked: false, async cost(event, trigger, player) { const evt = lib.skill.dcjianying.getLastUsed(player, trigger); const curCard = trigger.card, prevCard = evt.card; const curNum = get.number(curCard), prevNum = get.number(prevCard); const delNum = Math.abs(curNum - prevNum); event.result = await player .chooseTarget(get.prompt("clantanque"), `对一名体力值为${delNum}的角色造成1点伤害`, (card, player, target) => { return target.getHp() === get.event("delNum"); }) .set("delNum", delNum) .set("ai", target => { return get.damageEffect(target, get.player(), get.player()); }) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; await target.damage(); await game.asyncDelayx(); }, mod: { aiOrder(player, card, num) { if (typeof card != "object") return; const evt = lib.skill.dcjianying.getLastUsed(player); if (!evt || !evt.card) return; const curNum = get.number(card), prevNum = get.number(evt.card); if (typeof curNum != "number" || typeof prevNum != "number") return; const pairs = game .filterPlayer() .map(current => { return [current.getHp(), get.damageEffect(current, player, player)]; }) .filter(pair => pair[1] > 0); if (!pairs.length) return; const delNum = Math.abs(curNum - prevNum); for (const [hp, eff] of pairs) { if (hp != delNum) continue; return num + 10 + pairs.filter(pair => pair[0] === hp).sort((a, b) => b[1] - a[1])[0][1] / 20; } }, }, }, clanshengmo: { audio: 2, enable: "chooseToUse", hiddenCard(player, name) { if (get.type(name) != "basic") return false; if (!player.getStorage("clanshengmo").includes(name) && (get.event("clanshengmo_cards") || []).length > 0) return true; }, filter(event, player) { if (event.responded) return false; const names = lib.inpile.filter(name => get.type(name) == "basic" && !player.getStorage("clanshengmo").includes(name)), cards = get.event("clanshengmo_cards") || []; return ( cards.length > 0 && names.some(name => { return event.filterCard({ name, isCard: true }, player, event); }) ); }, onChooseToUse(event) { if (game.online) return; if (!event.clanshengmo_cards) { let cards = []; game.checkGlobalHistory("cardMove", evt => { if (evt.name != "cardsDiscard" && (evt.name != "lose" || evt.position != ui.discardPile)) return; cards.addArray(evt.cards.filter(card => get.position(card, true) == "d")); }); const numbers = cards.map(card => get.number(card, false)).unique(); const [min, max] = [Math.min(...numbers), Math.max(...numbers)]; event.set( "clanshengmo_cards", cards.filter(card => { const num = get.number(card, false); return num > min && num < max; }) ); } }, async content(event, trigger, player) { const evt = event.getParent(2); const names = lib.inpile.filter(name => get.type(name) == "basic" && !player.getStorage("clanshengmo").includes(name)), cards = evt.clanshengmo_cards; const links = await player .chooseButton(["剩墨:获得其中一张牌", cards], true) .set("ai", button => { return get.value(button.link); }) .forResultLinks(); if (!links || !links.length) return; const list = []; for (const name of names) { const card = { name, isCard: true }; if (evt.filterCard(card, player, evt)) { list.push(["基本", "", name]); } if (name == "sha") { for (const nature of lib.inpile_nature) { card.nature = nature; if (evt.filterCard(card, player, evt)) { list.push(["基本", "", name, nature]); } } } } if (!list.length) return; const links2 = await player .chooseButton(["视为使用一张未以此法使用过的基本牌", [list, "vcard"]], true) .set("ai", button => { return get.player().getUseValue(button.link) + 1; }) .forResultLinks(); const name = links2[0][2], nature = links2[0][3]; game.broadcastAll( (name, nature, toGain) => { lib.skill.clanshengmo_backup.viewAs = { name, nature, isCard: true, }; lib.skill.clanshengmo_backup.prompt = `选择${get.translation(nature)}【${get.translation(name)}】的目标`; lib.skill.clanshengmo_backup.cardToGain = toGain; }, name, nature, links[0] ); evt.set("_backupevent", "clanshengmo_backup"); evt.backup("clanshengmo_backup"); evt.set("openskilldialog", `选择${get.translation(nature)}【${get.translation(name)}】的目标`); evt.set("norestore", true); evt.set("custom", { add: {}, replace: { window() {} }, }); evt.goto(0); }, marktext: "墨", intro: { content: "已以此法使用过$", }, subSkill: { backup: { precontent() { delete event.result.skill; event.result.card.storage.clanshengmo = true; player.markAuto("clanshengmo", event.result.card.name); player.gain(lib.skill.clanshengmo_backup.cardToGain, "gain2"); }, filterCard: () => false, selectCard: -1, }, }, ai: { order: 3, result: { player(player) { if (get.event().dying) return get.attitude(player, get.event().dying); if (get.event().type != "phase") return 1; const names = lib.inpile.filter(name => get.type(name) == "basic" && !player.getStorage("clanshengmo").includes(name)); if (Array.isArray(names)) { return names.some(name => { return player.getUseValue({ name }) > 0; }); } return 0; }, }, }, }, //族贝斯塔[doge] clanlilun: { audio: 2, enable: "phaseUse", filter(event, player) { return player.hasCard(card => get.info("clanlilun").filterCard(card, player), "h"); }, filterCard(card, player) { if (player.getStorage("clanlilun").includes(card.name)) return false; if (ui.selected.cards.length && ui.selected.cards[0].name != card.name) return false; const cards = player.getCards("h", cardx => player.canRecast(cardx)); return cards.includes(card) && cards.filter(i => i.name == card.name).length > 1; }, selectCard: 2, position: "h", check(card) { const player = get.event("player"); const value = function (card, player) { const num = player.getUseValue(card); return num > 0 ? num + 1 / (get.value(card) || 0.5) + 7 : 7 - get.value(card); }; if (ui.selected.cards.length && value(card, player) < value(ui.selected.cards[0], player)) return 20 - get.value(card); return value(card, player); }, complexCard: true, discard: false, lose: false, delay: 0, usable: 1, async content(event, trigger, player) { await player.recast(event.cards); if (!player.storage.clanlilun) { player.when({ global: "phaseAfter" }).then(() => { player.unmarkSkill("clanlilun"); delete player.storage.clanlilun; }); } player.markAuto( "clanlilun", event.cards.slice().map(card => card.name) ); const cards = event.cards.filterInD("d"); if (cards.some(card => player.hasUseTarget(card))) { const { result: { bool, links }, } = await player .chooseButton(["离论:是否使用其中的一张牌?", cards]) .set("filterButton", button => { return get.event("player").hasUseTarget(button.link); }) .set("ai", button => { return get.event("player").getUseValue(button.link); }); if (bool) { const card = links[0]; player.$gain2(card, false); await game.asyncDelayx(); await player.chooseUseTarget(true, card, false); } } }, onremove: true, intro: { content: "本回合已重铸过$" }, ai: { order(item, player) { let cards = player.getCards("h", card => get.info("clanlilun").filterCard(card, player) && player.getUseValue(card) > 0); cards = cards.filter(card => cards.filter(i => i.name == card.name).length > 1); if (!cards.length) return 1; cards.sort((a, b) => get.order(b) - get.order(a)); return get.order(cards[0]) - 0.001; }, result: { player: 1 }, }, }, clanjianji: { unique: true, limited: true, audio: 2, trigger: { global: "phaseJieshuBegin" }, filter(event, player) { if (!event.player.isIn()) return false; const targets = game.filterPlayer(target => { return event.player.getPrevious() == target || event.player.getNext() == target; }); if (!targets.length) return false; const card = new lib.element.VCard({ name: "sha" }); return ( !targets.some(target => { return target.getHistory("useCard").length; }) || (player.hasUseTarget(card) && !targets.some(target => { return game.hasPlayer2(current => { return current.getHistory("useCard", evt => { return evt.targets && evt.targets.includes(target); }).length; }); })) ); }, skillAnimation: true, animationColor: "watar", prompt2(event, player) { let str = ""; const card = new lib.element.VCard({ name: "sha" }); const targets = game.filterPlayer(target => { return event.player.getPrevious() == target || event.player.getNext() == target; }), bool = !targets.some(target => { return target.getHistory("useCard").length; }), goon = player.hasUseTarget(card) && !targets.some(target => { return game.hasPlayer2(current => { return current.getHistory("useCard", evt => { return evt.targets && evt.targets.includes(target); }).length; }); }); if (bool) { if (goon) str += "你可以"; str += "与" + get.translation(get.translation(event.player)) + "各摸一张牌"; } if (goon) { if (bool) str += ",然后你可以"; str += "视为使用一张【杀】"; } return str; }, check(event, player) { const card = new lib.element.VCard({ name: "sha" }); const targets = game.filterPlayer(target => { return event.player.getPrevious() == target || event.player.getNext() == target; }), bool = !targets.some(target => { return target.getHistory("useCard").length; }), goon = player.hasUseTarget(card) && !targets.some(target => { return game.hasPlayer2(current => { return current.getHistory("useCard", evt => { return evt.targets && evt.targets.includes(target); }).length; }); }); return (bool && (get.attitude(player, event.player) > 0 || event.player.countCards("h") > player.countCards("h"))) || (goon && player.hasValueTarget(card)); }, logTarget: "player", async content(event, trigger, player) { player.awakenSkill("clanjianji"); const card = new lib.element.VCard({ name: "sha" }); const targets = game.filterPlayer(target => { return trigger.player.getPrevious() == target || trigger.player.getNext() == target; }), boolx = !targets.some(target => { return target.getHistory("useCard").length; }), goon = player.hasUseTarget(card) && !targets.some(target => { return game.hasPlayer2(current => { return current.getHistory("useCard", evt => { return evt.targets && evt.targets.includes(target); }).length; }); }); if (boolx) { let draw = false; if (goon) { const { result: { bool }, } = await player.chooseBool("是否与" + get.translation(trigger.player) + "各摸一张牌?").set("choice", get.attitude(player, trigger.player) > 0 || trigger.player.countCards("h") > player.countCards("h")); if (bool) draw = true; } else draw = true; if (draw) { await player.draw("nodelay"); await trigger.player.draw(); } } if (goon) await player.chooseUseTarget(card, false, !boolx); }, }, //族吴乔 clanqiajue: { audio: 2, trigger: { player: "phaseDrawBegin" }, filter(event, player) { return ( player.countCards("he", card => { if (_status.connectMode && get.position(card) == "h") return true; return get.color(card, player) == "black" && lib.filter.cardDiscardable(card, player); }) > 0 ); }, direct: true, async content(event, trigger, player) { const { result: { bool }, } = await player .chooseToDiscard((card, player) => { return get.color(card, player) == "black" && lib.filter.cardDiscardable(card, player); }, "he") .set("prompt", "当前手牌点数和为" + player.getCards("h").reduce((sum, card) => sum + get.number(card), 0) + "," + get.prompt("clanqiajue")) .set("prompt2", lib.translate.clanqiajue_info.slice(lib.translate.clanqiajue_info.indexOf("弃置")).slice(0, -1)) .set("ai", card => { const player = get.event("player"), goon = get.position(card) == "h"; let num = player.getCards("h").reduce((sum, card) => sum + get.number(card), 0); if (num - (goon ? get.number(card) : 0) > 30) return 0; return goon ? get.number(card) : 1 / (get.value(card) || 0.5); }) .set("logSkill", "clanqiajue"); if (bool) { player .when({ player: ["phaseDrawEnd", "phaseDrawCancelled", "phaseUseSkipped"], }) .filter(evt => evt == trigger) .then(() => { const cards = player.getCards("h"), num = cards.reduce((sum, card) => sum + get.number(card), 0); if (cards.length) player.showCards(cards, get.translation(player) + "【跒倔】展示"); if (num > 30) { player.popup("杯具"); lib.skill.chenliuwushi.change(player, -2); } else { player.popup("洗具"); const next = player.phaseDraw(); event.next.remove(next); trigger.getParent("phase").next.push(next); } }); } }, }, //族荀攸 clanbaichu: { derivation: "qice", audio: 2, trigger: { player: "useCardAfter" }, filter(event, player) { const storage = player.storage.clanbaichu || {}; if (Object.values(storage).includes(event.card.name)) return true; const suit = get.suit(event.card); if (suit == "none") return false; if (!player.hasSkill("qice")) return true; const key = `${suit}+${get.type2(event.card)}`; return !(key in storage); }, forced: true, content() { "step 0"; var storage = player.storage.clanbaichu || {}, suit = get.suit(trigger.card); if (suit != "none") { var key = `${suit}+${get.type2(trigger.card)}`; if (key in storage) { if (!player.hasSkill("qice")) { player.addTempSkills("qice", "roundStart"); player.popup("奇策"); // game.log(player,'获得了技能','#g【奇策】'); } event.goto(2); } else { var list = lib.inpile.filter(name => get.type(name) == "trick"); list.removeArray(Object.values(storage)); if (list.length > 0) { var dialog = ["百出:选择记录一种普通锦囊牌", [list, "vcard"]]; player.chooseButton(dialog, true).set("ai", function (button) { var player = _status.event.player, name = button.link[2]; if (name == _status.event.getTrigger().card.name) return 1919810; if (name == "wuxie") return 114514; return get.effect(player, { name: name }, player, player) * (1 + player.countCards("hs", name)); }); } else event.goto(2); } } else event.goto(2); "step 1"; if (result.bool) { var key = `${get.suit(trigger.card)}+${get.type2(trigger.card)}`, name = result.links[0][2]; if (!player.storage.clanbaichu) player.storage.clanbaichu = {}; player.storage.clanbaichu[key] = name; player.markSkill("clanbaichu"); game.log(player, "记录了", "#y" + get.translation(name)); game.delayx(); } "step 2"; if (Object.values(player.getStorage("clanbaichu")).includes(trigger.card.name)) { player.chooseDrawRecover(true); } }, intro: { markcount(storage) { return Object.keys(storage).length; }, content(storage) { if (!storage) return "当前暂无记录"; const keys = Object.keys(storage).map(i => i.split("+")); keys.sort((a, b) => { if (a[0] != b[0]) return lib.suit.indexOf(b[0]) - lib.suit.indexOf(a[0]); return lib.sort.name(a[1], b[1]); }); return keys .map(item => { return `
  • ${get.translation(item[0])}+${get.translation(item[1])}:【${get.translation(storage[item.join("+")])}】`; }) .join("
    "); }, }, }, //族王沦 clanqiuxin: { audio: 2, enable: "phaseUse", filterTarget: lib.filter.notMe, usable: 1, content() { "step 0"; var str = get.translation(player); target .chooseControl() .set("choiceList", [str + "下次对你使用【杀】后,其视为对你使用任意普通锦囊牌", str + "下次对你使用任意普通锦囊牌后,其视为对你使用【杀】"]) .set("ai", function () { var target = _status.event.player; var player = _status.event.target; var num1 = get.effect(target, get.autoViewAs({ name: "sha" }, []), player, player); if (!player.canUse(get.autoViewAs({ name: "sha" }, []), target)) num1 = 0; var num2 = 0; for (var name of lib.inpile) { if (get.type(name) != "trick") continue; if (!player.canUse(get.autoViewAs({ name: name }, []), target)) continue; if (num2 < get.effect(target, get.autoViewAs({ name: name }, []), player, player)) num2 = get.effect(target, get.autoViewAs({ name: name }, []), player, player); } return num1 >= num2 ? 1 : 0; }) .set("target", player); "step 1"; player.addSkill("clanqiuxin_effect"); player.markAuto("clanqiuxin_effect", [[target, result.index]]); }, ai: { order: 9, result: { target(player, target) { var cards = player.getCards("hs", card => { if (get.name(card, player) != "sha" && get.type(card, player) != "trick") return false; return player.hasValueTarget(card); }); if (cards.some(card => player.canUse(card, target) && get.effect(target, card, player, player) > 0)) { var att = get.attitude(player, target); if (att > 0) return 9; if (att < 0) return -6; return 0; } else { var att = get.attitude(player, target); if (att < 0) return -3; if (att > 0) return 1; return 2; } }, }, }, subSkill: { effect: { charlotte: true, onremove: true, intro: { content(storage, player) { var str = ""; for (var i = 0; i < storage.length; i++) { var list = storage[i]; var strx = ["【杀】", "任意普通锦囊牌"]; if (list[1]) strx.reverse(); str += "对" + get.translation(list[0]) + "使用" + strx[0] + "后,视为对其使用" + strx[1]; str += "
    "; } str = str.slice(0, -4); return str; }, }, trigger: { player: "useCardAfter" }, filter(event, player) { if (!event.targets || !event.targets.length) return false; if (event.card.name == "sha") return event.targets.some(target => { return player.getStorage("clanqiuxin_effect").some(list => list[0] == target && list[1] == 0); }); if (get.type(event.card) == "trick") return event.targets.some(target => { return player.getStorage("clanqiuxin_effect").some(list => list[0] == target && list[1] == 1); }); return false; }, forced: true, popup: false, content() { "step 0"; var list; if (trigger.card.name == "sha") list = player.getStorage("clanqiuxin_effect").filter(listx => trigger.targets.includes(listx[0]) && listx[1] == 0); if (get.type(trigger.card) == "trick") list = player.getStorage("clanqiuxin_effect").filter(listx => trigger.targets.includes(listx[0]) && listx[1] == 1); player.unmarkAuto("clanqiuxin_effect", list); var targets = list.map(listx => listx[0]); event.targets = targets; "step 1"; var target = event.targets.shift(); event.target = target; var list = []; for (var name of lib.inpile) { if (name != "sha" && get.type(name) != "trick") continue; if (trigger.card.name == "sha" && get.type(name) != "trick") continue; if (name == "sha" && get.type(trigger.card) != "trick") continue; if (!player.canUse(get.autoViewAs({ name: name }, []), target)) continue; list.push([get.translation(get.type(name)), "", name]); } if (!list.length) event.goto(3); else { player .chooseButton(["求心:视为对" + get.translation(target) + "使用一张牌", [list, "vcard"]], true) .set("ai", function (button) { var player = _status.event.player; var target = _status.event.target; return get.effect( target, { name: button.link[2], nature: button.link[3], }, player, player ); }) .set("target", target); } "step 2"; if (result.bool) { var card = { name: result.links[0][2], nature: result.links[0][3], }; player.useCard(card, target, false); } "step 3"; if (event.targets.length) event.goto(1); else if (!player.getStorage("clanqiuxin_effect").length) player.removeSkill("clanqiuxin_effect"); }, }, }, }, clanjianyuan: { inherit: "clanchenya", filter(event, player) { for (var phase of lib.phaseName) { var evt = event.getParent(phase); if (evt && evt.name == phase) { if (event.player.getHistory("useCard", evtx => evtx.getParent(phase) == evt).length) return lib.skill.clanchenya.filter(event, player); } } return false; }, content() { "step 0"; var num = 0; for (var phase of lib.phaseName) { var evt = trigger.getParent(phase); if (evt && evt.name == phase) { num += trigger.player.getHistory("useCard", evtx => evtx.getParent(phase) == evt).length; } } trigger.player .chooseCard("是否重铸任意张牌名字数为" + num + "的牌?", [1, Infinity], "he", (card, player) => _status.event.cards.includes(card) && player.canRecast(card)) .set("ai", card => { var val = get.value(card); return 6 - val; }) .set( "cards", trigger.player.getCards("he", card => { return get.cardNameLength(card) == num; }) ); "step 1"; if (result.bool) trigger.player.recast(result.cards); }, }, //族钟毓 clanjiejian: { audio: 2, trigger: { player: "useCardToPlayered" }, filter(event, player) { if (!event.isFirstTarget || get.type(event.card) == "equip") return false; return get.cardNameLength(event.card) == player.getHistory("useCard").indexOf(event.getParent()) + 1; }, direct: true, locked: false, content() { "step 0"; var num = get.cardNameLength(trigger.card); event.num = num; player .chooseTarget(get.prompt("clanjiejian"), "令一名目标角色摸" + get.cnNumber(num) + "张牌", function (card, player, target) { return _status.event.getTrigger().targets.includes(target); }) .set("ai", target => get.attitude(_status.event.player, target)); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("clanjiejian", target); target.draw(num); } }, ai: { threaten: 3, effect: { player(card, player, target) { if (!target || typeof card !== "object" || player._clanjiejian_mod_temp || get.type(card) === "equip" || get.attitude(player, target) <= 0 || get.cardNameLength(card) !== player.getHistory("useCard").length + 1) return; let targets = [target], evt = _status.event.getParent("useCard"); targets.addArray(ui.selected.targets); if (evt && evt.card == card) targets.addArray(evt.targets); return [1, (0.8 * get.cardNameLength(card)) / targets.length]; }, }, }, mod: { aiOrder(player, card, num) { if (typeof card == "object" && get.type(card) !== "equip") { let cs = get.cardNameLength(card) - player.getHistory("useCard").length - 1; if (cs < 0) return num; if (cs > 0) return num / 3; player._clanjiejian_mod_temp = true; let bool = game.hasPlayer(target => { if (get.attitude(player, target) <= 0 || !player.canUse(card, target, null, true)) return false; return get.effect(target, card, player, player) + get.effect(target, { name: "draw" }, player, player) > 0; }); delete player._clanjiejian_mod_temp; if (bool) return num + 15; } }, }, }, clanhuanghan: { audio: 2, trigger: { player: "damageEnd" }, filter(event, player) { if (!event.card) return false; var num = get.cardNameLength(event.card); return typeof num == "number" && num > 0; }, check(event, player) { let num = get.cardNameLength(event.card) - player.getDamagedHp(); if (num >= 0) return true; if (num < -1) return false; if ( player.hasSkill("clanbaozu", null, false, false) && player.awakenedSkills.includes("clanbaozu") && player.getHistory("useSkill", evt => { return evt.skill == "clanhuanghan"; }).length ) return true; return false; }, content() { "step 0"; player.draw(get.cardNameLength(trigger.card)); if (player.isDamaged()) player.chooseToDiscard(player.getDamagedHp(), "he", true); "step 1"; if (player.getHistory("useSkill", evt => evt.skill == "clanhuanghan").length > 1 && player.hasSkill("clanbaozu", null, false, false) && player.awakenedSkills.includes("clanbaozu")) { player.restoreSkill("clanbaozu"); player.popup("保族"); game.log(player, "恢复了技能", "#【保族】"); } }, ai: { threaten: 3, effect: { target(card, player, target) { if (!get.tag(card, "damage") || player.hasSkillTag("jueqing", false, target)) return; let num = get.cardNameLength(card) - target.getDamagedHp(); if (num > 0) return [1, num + 0.1]; }, }, }, }, //族钟会 clanyuzhi: { mod: { aiOrder(player, card, num) { if (card.name == "tao") return num / 114514; }, }, audio: 6, trigger: { global: "roundStart" }, direct: true, locked: true, content() { "step 0"; player.unmarkSkill("clanyuzhi"); if ( player.countCards("h", card => { return card.hasGaintag("clanyuzhi") && lib.filter.cardDiscardable(card, player); }) ) { event.logged = true; player.chooseToDiscard( player.countCards("h"), "h", (card, player) => { return card.hasGaintag("clanyuzhi"); }, true ).logSkill = "clanyuzhi"; } "step 1"; player.removeGaintag("clanyuzhi"); var num1 = player .getRoundHistory( "gain", evt => { return evt.getParent().name == "draw" && evt.getParent(2).name == "clanyuzhi"; }, 1 ) .reduce((sum, evt) => sum + evt.cards.length, 0); var num2 = player .getRoundHistory( "gain", evt => { return evt.getParent().name == "draw" && evt.getParent(2).name == "clanyuzhi"; }, 2 ) .reduce((sum, evt) => sum + evt.cards.length, 0); var num3 = player .getRoundHistory( "useCard", evt => { return evt.cards && evt.cards.length; }, 1 ) .reduce((sum, evt) => sum + evt.cards.length, 0); event.num1 = num1; if ((num1 > 0 && num2 > 0 && num1 > num2) || num1 > num3) { if (!event.logged) player.logSkill("clanyuzhi"); if (num2 > 0 && num1 > num2) game.log(player, "的野心已开始膨胀", "#y(" + num1 + "张>" + num2 + "张)"); if (num1 > num3) game.log(player, "的行动未达到野心", "#y(" + num3 + "张<" + num1 + "张)"); if (player.hasSkill("clanbaozu", null, false, false)) player.chooseBool("迂志:是否失去〖保族〗?", "若选择“否”,则你受到1点雷属性伤害").set("choice", player.awakenedSkills.includes("clanbaozu")); else event._result = { bool: false }; } else event.goto(3); "step 2"; if (result.bool) { player.removeSkills("clanbaozu"); } else player.damage(1, "thunder"); "step 3"; if (player.countCards("h")) { player .chooseCard( "迂志:请展示一张手牌", "摸此牌牌名字数的牌。下一轮开始时弃置此牌,若本轮你使用的牌数或上一轮你以此法摸的牌数小于此牌牌名字数,则你受到1点雷属性伤害或失去〖保族〗。", function (card, player) { var num = get.cardNameLength(card); return typeof num == "number" && num > 0; }, true ) .set("ai", function (card) { if (_status.event.dying && _status.event.num > 0 && get.cardNameLength(card) > _status.event.num) return 1 / get.cardNameLength(card); //怂 return get.cardNameLength(card); //勇 }) .set( "dying", player.hp + player.countCards("hs", { name: ["tao", "jiu"], }) < 1 ) .set("num", event.num1); } else event.finish(); "step 4"; if (result.bool) { player.logSkill("clanyuzhi"); player.showCards(result.cards, get.translation(player) + "发动了【迂志】"); player.addGaintag(result.cards, "clanyuzhi"); player.draw(get.cardNameLength(result.cards[0])); player.storage.clanyuzhi = get.cardNameLength(result.cards[0]); player.markSkill("clanyuzhi"); } }, ai: { threaten: 3, nokeep: true, }, onremove: true, intro: { content: "本轮野心:#张" }, }, clanxieshu: { audio: 6, trigger: { player: "damageEnd", source: "damageSource" }, filter(event, player) { if (!event.card || player.isLinked()) return false; var num = get.cardNameLength(event.card); return typeof num == "number" && num > 0 && player.countCards("he") > 0; }, async cost(event, trigger, player) { var num = get.cardNameLength(trigger.card), str = ""; if (player.getDamagedHp() > 0) str += ",然后摸" + get.cnNumber(player.getDamagedHp()) + "张牌"; event.result = await player .chooseToDiscard(get.prompt("clanxieshu"), "横置武将牌并弃置" + get.cnNumber(num) + "张牌" + str, "he", num) .set("ai", function (card) { var player = _status.event.player; var num = _status.event.num; var num2 = player.getDamagedHp(); if (!num2) return 0; if (num < num2) return 8 - get.value(card); if (num == num2 || num2 >= 2 + num - num2) return lib.skill.zhiheng.check(card); return 0; }) .set("num", num) .set("logSkill", "clanxieshu") .forResult(); }, popup: false, *content(event, map) { const player = map.player; yield player.link(true); if (player.getDamagedHp() > 0) { yield player.draw(player.getDamagedHp()); } if ( game.getGlobalHistory("everything", evt => { return evt.name == "dying"; }).length ) { player.tempBanSkill("clanxieshu"); } }, ai: { threaten: 3 }, }, //族王浑 clanfuxun: { mod: { aiOrder(player, card, num) { if (player.isPhaseUsing() && get.type(card) == "equip" && get.equipValue(card, player) > 0) return num + 3; }, }, locked: false, audio: 2, enable: "phaseUse", usable: 1, filterCard: true, position: "h", discard: false, lose: false, delay: false, selectCard() { var player = _status.event.player; if (ui.selected.targets.length && !ui.selected.targets[0].countGainableCards(player, "h")) return 1; return [0, 1]; }, filterTarget(card, player, target) { if (player == target) return false; if (!ui.selected.cards.length) return target.countGainableCards(player, "h") > 0; return true; }, check(card) { var player = _status.event.player; var evtx = _status.event.getParent("phaseUse"); var targets = game.filterPlayer(target => target != player && lib.skill.clanfuxun.ai.result.target(player, target) != 0); targets.sort((a, b) => Math.abs(lib.skill.clanfuxun.ai.result.target(player, b)) - Math.abs(lib.skill.clanfuxun.ai.result.target(player, a))); if (evtx && targets.length) { var target = targets[0]; if ( !target.hasHistory("lose", evt => { return evt.getParent(3).name != "clanfuxun" && evt.getParent("phaseUse") == evtx && evt.cards2.length; }) && !target.hasHistory("gain", evt => { return evt.getParent().name != "clanfuxun" && evt.getParent("phaseUse") == evtx && evt.cards.length; }) && Math.abs(player.countCards("h") - target.countCards("h")) == 2 ) { if (player.countCards("h") > target.countCards("h")) return 1 / (get.value(card) || 0.5); return -1; } if (card.name == "du") return 20; return -1; } if (card.name == "du") return 20; return -1; }, content() { "step 0"; if (cards.length) { player.give(cards, target); } else { player.gainPlayerCard(target, "h", true); } "step 1"; var evtx = event.getParent("phaseUse"); if ( player.countCards("h") == target.countCards("h") && evtx && !target.hasHistory("lose", evt => { return evt.getParent(3).name != "clanfuxun" && evt.getParent("phaseUse") == evtx && evt.cards2.length; }) && !target.hasHistory("gain", evt => { return evt.getParent().name != "clanfuxun" && evt.getParent("phaseUse") == evtx && evt.cards.length; }) && player.countCards("he") ) { var list = []; for (var name of lib.inpile) { if (get.type(name) != "basic") continue; if (player.hasUseTarget({ name: name })) list.push(["基本", "", name]); if (name == "sha") { for (var nature of lib.inpile_nature) { if ( player.hasUseTarget({ name: name, nature: nature, }) ) list.push(["基本", "", name, nature]); } } } if (list.length) { player.chooseButton(["是否将一张牌当做一种基本牌使用?", [list, "vcard"]]).set("ai", button => { return _status.event.player.getUseValue({ name: button.link[2], nature: button.link[3], }); }); } else event.finish(); } else event.finish(); "step 2"; if (result.bool) { var card = { name: result.links[0][2], nature: result.links[0][3], }; game.broadcastAll(function (card) { lib.skill.clanfuxun_backup.viewAs = card; }, card); var next = player.chooseToUse(); next.set("openskilldialog", "将一张牌当做" + get.translation(card) + "使用"); next.set("norestore", true); next.set("addCount", false); next.set("_backupevent", "clanfuxun_backup"); next.set("custom", { add: {}, replace: { window() {} }, }); next.backup("clanfuxun_backup"); } }, ai: { order(item, player) { var evtx = _status.event.getParent("phaseUse"); if ( game.hasPlayer(current => { if (current == player || !evtx || get.attitude(player, current) == 0) return false; return ( !current.hasHistory("lose", evt => { return evt.getParent(3).name != "clanfuxun" && evt.getParent("phaseUse") == evtx && evt.cards2.length; }) && !current.hasHistory("gain", evt => { return evt.getParent().name != "clanfuxun" && evt.getParent("phaseUse") == evtx && evt.cards.length; }) && Math.abs(player.countCards("h") - current.countCards("h")) == 2 ); }) ) return 10; return 2; }, result: { target(player, target) { var evtx = _status.event.getParent("phaseUse"); var num = get.sgn(get.attitude(player, target)); var targets = game.filterPlayer(current => { if (current == player || !evtx || get.attitude(player, current) == 0) return false; return ( !current.hasHistory("lose", evt => { return evt.getParent(3).name != "clanfuxun" && evt.getParent("phaseUse") == evtx && evt.cards2.length; }) && !current.hasHistory("gain", evt => { return evt.getParent().name != "clanfuxun" && evt.getParent("phaseUse") == evtx && evt.cards.length; }) && Math.abs(player.countCards("h") - current.countCards("h")) == 2 ); }); if (targets.includes(target)) { if (player.countCards("h") < target.countCards("h")) return get.sgn(num + 0.5) * Math.sqrt(2 - num); else return num * (2 + num); } return get.sgn(num + 0.5) * (1 - num) * 0.25; }, }, }, subSkill: { backup: { filterCard(card) { return get.itemtype(card) == "card"; }, position: "hes", filterTarget: lib.filter.filterTarget, selectCard: 1, check(card) { var player = _status.event.player; if (player.hasSkill("clanzhongliu") && get.position(card) != "h") return 10 - get.value(card); return 5 - get.value(card); }, log: false, precontent() { delete event.result.skill; }, }, }, }, clanchenya: { audio: 2, trigger: { global: ["useSkillAfter", "logSkill"], }, filter(event, player) { if (event.type != "player") return false; var skill = event.sourceSkill || event.skill; var info = get.info(skill); if (info.charlotte) return false; var translation = get.skillInfoTranslation(skill, event.player); if (!translation) return false; var match = translation.match(/“?出牌阶段限一次/g); if (!match || match.every(value => value != "出牌阶段限一次")) return false; return event.player.countCards("h") > 0; }, check(event, player) { return get.attitude(player, event.player) > 0; }, logTarget: "player", content() { "step 0"; var num = trigger.player.countCards("h"); trigger.player .chooseCard("是否重铸任意张牌名字数为" + num + "的牌?", [1, Infinity], "he", (card, player) => _status.event.cards.includes(card) && player.canRecast(card)) .set("ai", card => { var val = get.value(card); return 6 - val; }) .set( "cards", trigger.player.getCards("he", card => { return get.cardNameLength(card) == num; }) ); "step 1"; if (result.bool) trigger.player.recast(result.cards); }, }, //族王允 clanjiexuan: { audio: 2, enable: "phaseUse", limited: true, zhuanhuanji: "number", mark: true, marktext: "☯", intro: { markcount: () => 0, content(storage) { return "限定技,转换技。你可以将一张" + ((storage || 0) % 2 ? "黑色牌当【过河拆桥】" : "红色牌当【顺手牵羊】") + "使用。"; }, }, viewAs(cards, player) { var storage = player.storage.clanjiexuan; var name = (storage || 0) % 2 ? "guohe" : "shunshou"; return { name: name }; }, check(card) { var player = _status.event.player; var storage = player.storage.clanjiexuan; var name = (storage || 0) % 2 ? "guohe" : "shunshou"; var fix = player.hasSkill("clanzhongliu") && get.position(card) != "h" ? 2 : 1; return (get.value({ name: name }, player) - get.value(card)) * fix; }, position: "hes", filterCard(card, player) { var storage = player.storage.clanjiexuan; return get.color(card) == ((storage || 0) % 2 ? "black" : "red"); }, prompt() { var storage = _status.event.player.storage.clanjiexuan; if ((storage || 0) % 2) return "将一张黑色牌当【过河拆桥】使用"; return "将一张红色牌当【顺手牵羊】使用"; }, skillAnimation: true, animationColor: "thunder", precontent() { "step 0"; var skill = "clanjiexuan"; player.logSkill(skill); player.changeZhuanhuanji(skill); player.awakenSkill(skill, true); delete event.result.skill; }, ai: { order(item, player) { player = player || _status.event.player; var storage = _status.event.player.storage.clanjiexuan; var name = (storage || 0) % 2 ? "guohe" : "shunshou"; return get.order({ name: name }) + 0.1; }, }, }, clanmingjie: { init(player) { player.addSkill("clanmingjie_record"); }, initSkill(skill) { if (!lib.skill[skill]) { lib.skill[skill] = { charlotte: true, mark: true, marktext: "戒", intro: { content: "已被$指定为【铭戒】目标" }, }; lib.translate[skill] = "铭戒"; lib.translate[skill + "_bg"] = "戒"; } }, onremove(player) { player.removeSkill("clanmingjie_record"); }, audio: 2, enable: "phaseUse", limited: true, filterTarget(card, player, target) { return !target.hasSkill("clanmingjie_" + player.playerid); }, skillAnimation: true, animationColor: "thunder", content() { player.awakenSkill("clanmingjie"); player.addSkill("clanmingjie_effect"); var skill = "clanmingjie_" + player.playerid; game.broadcastAll(lib.skill.clanmingjie.initSkill, skill); target.addTempSkill(skill, { player: "phaseAfter" }); target.storage[skill] = player; }, ai: { order: 10, result: { target(player, target) { if (player.hasSkill("clanzhongliu") || player.hp == 1) { if ( !player.hasCard(card => { var info = get.info(card); if (info.allowMultiple == false) return false; if (!lib.filter.targetEnabled2(card, player, target)) return false; return game.hasPlayer(current => { return player.canUse(card, current) && get.effect(current, card, player, player) > 0 && current != target && get.effect(target, card, player, player) > 0; }); }, "hs") ) return 0; } else { if ( player.countCards("hs", card => { var info = get.info(card); if (info.allowMultiple == false) return false; if (!lib.filter.targetEnabled2(card, player, target)) return false; return game.hasPlayer(current => { return player.canUse(card, current) && get.effect(current, card, player, player) > 0 && current != target && get.effect(target, card, player, player) > 0; }); }) < 3 ) return 0; } return get.sgnAttitude(player, target); }, }, }, subSkill: { effect: { charlotte: true, audio: "clanmingjie", trigger: { player: "useCard2" }, filter(event, player) { var card = event.card; var info = get.info(card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { return game.filterPlayer().some(current => { if (!current.hasSkill("clanmingjie_" + player.playerid)) return false; return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current) && lib.filter.targetInRange(card, player, current); }); } return false; }, direct: true, content() { "step 0"; player .chooseTarget( get.prompt("clanmingjie_effect"), "令任意【铭戒】目标角色成为" + get.translation(trigger.card) + "的目标", function (card, player, target) { var trigger = _status.event.getTrigger(); if (trigger.targets.includes(target) || !target.isIn() || !target.hasSkill("clanmingjie_" + player.playerid)) return false; return lib.filter.targetEnabled2(trigger.card, player, target) && lib.filter.targetInRange(trigger.card, player, target); }, [1, Infinity] ) .set("ai", function (target) { var player = _status.event.player; var trigger = _status.event.getTrigger(); return get.effect(target, trigger.card, player, player); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); player.logSkill("clanmingjie_effect", targets); trigger.targets.addArray(targets); game.log(targets, "成为了", trigger.card, "的额外目标"); } }, group: "clanmingjie_targeted", }, targeted: { charlotte: true, trigger: { global: "phaseEnd" }, filter(event, player) { var cards = player.getStorage("clanmingjie_record").slice(); cards = cards.filterInD("d"); if (!cards.length) return false; var history = player.getHistory("useSkill", evt => evt.skill == "clanmingjie"); if (history.length) { var targets = history.reduce((list, evt) => list.addArray(evt.targets), []); if (event.player != player && targets.includes(event.player)) return true; } if (player.actionHistory.length >= 2) { for (var i = player.actionHistory.length - 2; i >= 0; i--) { if (!player.actionHistory[i].isMe) continue; var history2 = player.actionHistory[i].useSkill.filter(evt => evt.skill == "clanmingjie"); if (history2.length) { var targets2 = history2.reduce((list, evt) => list.addArray(evt.targets), []); if (targets2.includes(event.player)) return true; } break; } } return false; }, forced: true, popup: false, content() { "step 0"; var cards = player.getStorage("clanmingjie_record").slice(); cards = cards.filterInD("d"); event.cards = cards; "step 1"; player .chooseButton(["铭戒:是否使用这些牌?", cards]) .set("filterButton", button => { return _status.event.player.hasUseTarget(button.link); }) .set("ai", button => { return _status.event.player.getUseValue(button.link); }); "step 2"; if (result.bool) { var card = result.links[0]; event.cards.remove(card); player.$gain2(card, false); game.delayx(); player.chooseUseTarget(card, true); } else event.finish(); "step 3"; if ( event.cards.filter(card => { return get.position(card, true) == "d" && player.hasUseTarget(card); }).length ) event.goto(1); }, }, record: { charlotte: true, trigger: { global: ["shaMiss", "eventNeutralized", "useCard1", "phaseAfter"], }, filter(event, player) { if (event.name == "useCard") { return get.suit(event.card) == "spade"; } if (event.name == "phase") return true; if (event.type != "card") return false; return true; }, silent: true, forced: true, content() { "step 0"; if (trigger.name == "phase") { delete player.storage.clanmingjie_record; return; } player.markAuto("clanmingjie_record", trigger.cards); }, }, }, }, //族钟琰 clanguangu: { audio: 2, enable: "phaseUse", usable: 1, zhuanhuanji: true, mark: true, marktext: "☯", intro: { content(storage) { return "转换技。出牌阶段限一次,你可以观看" + (storage ? "一名角色的至多四张手" : "牌堆顶的至多四张") + "牌,然后可以使用其中的一张牌。"; }, }, filter(event, player) { if (player.storage.clanguangu) return game.hasPlayer(current => { return current.countCards("h"); }); return true; }, chooseButton: { dialog(event, player) { var dialog = ui.create.dialog("观骨:选择观看牌堆的牌数", "hidden"); if (player.storage.clanguangu) dialog.forceDirect = true; return dialog; }, chooseControl(event, player) { var list = [1, 2, 3, 4].map(i => { return get.cnNumber(i, true); }); list.push("cancel2"); return list; }, check(button, player) { var ret; if (!player.hasSkill("clanxiaoyong")) ret = 4; else { var list = [4, 3, 2, 1]; player.getHistory("useCard", evt => { var len = get.cardNameLength(evt.card); list.remove(len); }); if (list.length) ret = list[0]; else ret = 4; } return get.cnNumber(ret, true); }, backup(result, player) { return { audio: "clanguangu", filterCard: () => false, selectCard: -1, filterTarget(card, player, target) { if (player.storage.clanguangu) return true; return false; }, selectTarget() { var player = _status.event.player; if (player.storage.clanguangu) return 1; return -1; }, num: result.index + 1, content() { "step 0"; player.changeZhuanhuanji("clanguangu"); if (!targets.length) { var num = lib.skill.clanguangu_backup.num; var cards = get.cards(num); event.cards = cards.slice(0); while (cards.length) ui.cardPile.insertBefore(cards.pop().fix(), ui.cardPile.firstChild); game.updateRoundNumber(); event.goto(2); } else { var ret; if (!player.hasSkill("clanxiaoyong")) ret = 4; else { var list = [4, 3, 2, 1]; player.getHistory("useCard", evt => { var len = get.cardNameLength(evt.card); list.remove(len); }); if (list.length) ret = list[0]; else ret = 4; } player .choosePlayerCard(target, "h", true, [1, 4]) .set("prompt", "观骨:观看" + get.translation(target) + "的至多四张牌") .set("ai", button => { if (ui.selected.buttons.length >= _status.event.num) return 0; return Math.random(); }) .set("num", ret); } "step 1"; if (result.bool) { event.cards = result.links; } else { event.finish(); } "step 2"; var count = cards.length; event.getParent().viewedCount = count; player .chooseButton(["观骨:是否使用其中一张牌?", cards]) .set("filterButton", button => { var player = _status.event.player; var card = button.link; var cardx = { name: get.name(card, get.owner(card)), nature: get.nature(card, get.owner(card)), cards: [card], }; return player.hasUseTarget(cardx, null, false); }) .set("ai", button => { var len = _status.event.len; var card = button.link; var fix = 1; if (get.cardNameLength(card) == len) fix = 2; return fix * _status.event.player.getUseValue(card); }) .set( "len", (function () { if (!player.hasSkill("clanxiaoyong")) return 0; var list = []; player.getHistory("useCard", evt => { var len = get.cardNameLength(evt.card); list.add(len); }); if (!list.includes(count)) return count; if (list.length) return list.randomGet(); return 4; })() ); "step 3"; if (result.bool) { var card = result.links[0]; cards.remove(card); var cardx = { name: get.name(card, get.owner(card)), nature: get.nature(card, get.owner(card)), cards: [card], }; var next = player.chooseUseTarget(cardx, [card], true, false).set("oncard", card => { var owner = _status.event.getParent().owner; if (owner) owner.$throw(card.cards); }); if (card.name === cardx.name && get.is.sameNature(card, cardx, true)) next.viewAs = false; var owner = get.owner(card); if (owner != player && get.position(card) == "h") { next.throw = false; next.set("owner", owner); } } }, ai: { order: 10, result: { target(player, target) { return -Math.min(target.countCards("h"), 4) / 2; }, }, }, }; }, prompt(result, player) { if (!player.storage.clanguangu) return "点击“确定”以观看牌堆顶牌"; return "观骨:选择观看牌的目标"; }, }, subSkill: { backup: {}, }, ai: { order: 10, result: { player: 1, }, }, }, clanxiaoyong: { audio: 2, trigger: { player: "useCard", }, filter(event, player) { var len = get.cardNameLength(event.card); if ( player.hasHistory( "useCard", function (evt) { return evt != event && get.cardNameLength(evt.card) == len; }, event ) ) return false; if (!player.getStat().skill.clanguangu) return false; var history = player .getAllHistory("useSkill", evt => { return evt.skill == "clanguangu_backup"; }) .map(evt => evt.event); if (!history.length) return false; var num = 0; for (var i = history.length - 1; i >= 0; i--) { var evt = history[i]; if (evt.viewedCount) { num = evt.viewedCount; break; } } if (num && len == num) return true; return false; }, forced: true, content() { "step 0"; delete player.getStat().skill.clanguangu; game.log(player, "重置了", "#g【观骨】"); }, ai: { combo: "clanguangu", }, mod: { aiOrder(player, card, num) { if (!player.hasSkill("clanguangu") || !player.getStat().skill.clanguangu) return; var history = player .getAllHistory("useSkill", evt => { return evt.skill == "clanguangu_backup"; }) .map(evt => evt.event); if (!history.length) return; var numx = 0; for (var i = history.length - 1; i >= 0; i--) { var evt = history[i]; if (evt.viewedCount) { numx = evt.viewedCount; break; } } if (numx == get.cardNameLength(card)) { if ( !player.hasHistory("useCard", evt => { return numx == get.cardNameLength(evt.card); }) ) { return num + 9; } } }, }, }, clanbaozu: { audio: 2, audioname: ["clan_zhongyan", "clan_zhongyu", "clan_zhongyao"], audioname2: { clan_zhonghui: "clanbaozu_clan_zhonghui" }, trigger: { global: "dying" }, clanSkill: true, limited: true, skillAnimation: true, animationColor: "water", filter(event, player) { return (event.player == player || event.player.hasClan("颍川钟氏")) && event.player.hp <= 0 && !event.player.isLinked(); }, logTarget: "player", check(event, player) { return lib.skill.wanlan.check(event, player); }, content() { "step 0"; player.awakenSkill("clanbaozu"); "step 1"; trigger.player.link(true); trigger.player.recover(); }, subSkill: { clan_zhonghui: { audio: 6 } }, }, //族王淩 clanbolong: { audio: 2, enable: "phaseUse", usable: 1, filter(event, player) { return player.countCards("he") > 0; }, filterTarget: lib.filter.notMe, content() { "step 0"; var num = player.countCards("h"); var str = "是否交给其" + get.cnNumber(num) + "张牌,然后视为你对其使用一张【酒】?或者点击“取消”,令其交给你一张牌,然后其视为对你使用一张雷【杀】。"; if (!num || target.countCards("he") < num) event._result = { bool: false }; else target .chooseCard(get.translation(player) + "对你发动了【驳龙】", str, num, "he") .set("ai", card => { if (_status.event.canGive) return 5 + Math.max(0, 3 - _status.event.player.hp) / 1.5 - get.value(card); return 0; }) .set( "canGive", (function () { if (get.attitude(target, player) > 1) return true; if (!player.hasSha() && player.countCards("h") <= 4) return true; var sha = { name: "sha", nature: "thunder", isCard: true, }; if ( game.hasPlayer(current => { return player.canUse(sha, current, true, true) && get.effect(current, sha, player, target) < 0 && !current.countCards("hs", ["shan", "caochuan"]); }) ) return false; return true; })() ); "step 1"; if (result.bool) { var cards = result.cards; target.give(cards, player); if (lib.filter.targetEnabled2({ name: "jiu", isCard: true }, target, player)) target.useCard({ name: "jiu", isCard: true }, player, false); event.finish(); } else { player.chooseCard("驳龙:交给" + get.translation(target) + "一张牌", get.translation(target) + "拒绝给牌,请交给其一张牌然后视为对其使用一张雷【杀】", true, "he"); } "step 2"; if (result.bool) { var cards = result.cards; player.give(cards, target); var sha = { name: "sha", nature: "thunder", isCard: true, }; if (player.canUse(sha, target, false, false)) player.useCard(sha, target, false); } }, ai: { order(item, player) { return get.order({ name: "jiu" }) + 0.01; }, threaten: 2, result: { target(player, target) { if ( player.hasCard(card => { return get.value(card) < 5 && !["shan", "tao", "jiu", "wuxie", "caochuan"].includes(get.name(card)); }, "he") ) return -1; return 0; }, }, }, }, clanzhongliu: { audio: 2, audioname: ["clan_wangling", "clan_wangyun", "clan_wanghun", "clan_wanglun", "clan_wangguang", "clan_wangmingshan"], trigger: { player: "useCard" }, forced: true, clanSkill: true, filter(event, player) { if (!event.cards.length) return true; return !game.hasPlayer2(current => { if (!current.hasClan("太原王氏") && current != player) return false; return current.hasHistory("lose", evt => { return evt.getParent() == event && evt.hs.length > 0; }); }); }, content() { "step 0"; var skills = player.getStockSkills(true, true); game.expandSkills(skills); var resetSkills = []; var suffixs = ["used", "round", "block", "blocker"]; for (var skill of skills) { var info = get.info(skill); if (typeof info.usable == "number") { if (player.hasSkill("counttrigger") && player.storage.counttrigger[skill] && player.storage.counttrigger[skill] >= 1) { delete player.storage.counttrigger[skill]; resetSkills.add(skill); } if (typeof get.skillCount(skill) == "number" && get.skillCount(skill) >= 1) { delete player.getStat("skill")[skill]; resetSkills.add(skill); } } if (info.round && player.storage[skill + "_roundcount"]) { delete player.storage[skill + "_roundcount"]; resetSkills.add(skill); } if (player.storage[`temp_ban_${skill}`]) { delete player.storage[`temp_ban_${skill}`]; } if (player.awakenedSkills.includes(skill)) { player.restoreSkill(skill); resetSkills.add(skill); } for (var suffix of suffixs) { if (player.hasSkill(skill + "_" + suffix)) { player.removeSkill(skill + "_" + suffix); resetSkills.add(skill); } } } if (resetSkills.length) { var str = ""; for (var i of resetSkills) { str += "【" + get.translation(i) + "】、"; } game.log(player, "重置了技能", "#g" + str.slice(0, -1)); } }, }, //族吴匡 clanlianzhu: { audio: 2, zhuanhuanji: true, mark: true, marktext: "☯", intro: { content(storage) { var str = "转换技。每名角色A的出牌阶段限一次。"; if (!storage) str += "A可以重铸一张牌,然后你可以重铸一张牌。若这两张牌颜色不同,则你的手牌上限-1。"; else str += "A可以令你选择一名在你或A攻击范围内的另一名其他角色B,然后A和你可依次选择是否对B使用一张【杀】。若这两张【杀】颜色相同,则你的手牌上限+1"; return str; }, }, global: "clanlianzhu_global", subSkill: { global: { forceaudio: true, audio: "clanlianzhu", enable: "phaseUse", filter: (event, player) => game.hasPlayer(current => lib.skill.clanlianzhu_global.filterTarget(null, player, current)), filterCard: (card, player) => game.hasPlayer(current => current.hasSkill("clanlianzhu") && !current.hasSkill("clanlianzhu_targeted") && !current.storage.clanlianzhu) && player.canRecast(card), selectCard: [0, 1], check(card) { return 5 - get.value(card); }, filterTarget(card, player, target) { return ( target.hasSkill("clanlianzhu") && !target.hasSkill("clanlianzhu_targeted") && (!target.storage.clanlianzhu || (target.storage.clanlianzhu && game.hasPlayer(current => { if (current == player || current == target) return false; return current.inRangeOf(player) || current.inRangeOf(target); }))) ); }, selectTarget() { var player = _status.event.player; var count = game.countPlayer(current => lib.skill.clanlianzhu_global.filterTarget(null, player, current)); return count == 1 ? -1 : 1; }, filterOk() { var target = ui.selected.targets[0]; if (!target) return false; if (!target.storage.clanlianzhu) { return ui.selected.cards.length == 1; } return ui.selected.cards.length == 0; }, position: "he", discard: false, lose: false, delay: false, prompt() { var player = _status.event.player; var bocchi = [], kita = []; game.countPlayer(function (target) { if (target.hasSkill("clanlianzhu") && !target.hasSkill("clanlianzhu_targeted")) { if (target.storage.clanlianzhu) { if ( game.hasPlayer(current => { if (current == player || current == target) return false; return current.inRangeOf(player) || current.inRangeOf(target); }) ) kita.add(target); } else { if (player.countCards("he") > 0) bocchi.add(target); } } }); bocchi.sortBySeat(); kita.sortBySeat(); var str = ""; if (bocchi.length) { str += "重铸一张牌,然后令"; bocchi.forEach((current, i) => { str += get.translation(current); if (i < bocchi.length - 1) str += "或"; }); str += "选择是否重铸一张牌"; if (kita.length) str += "。
    或者"; } if (kita.length) { str += "令"; kita.forEach((current, i) => { str += get.translation(current); if (i < kita.length - 1) str += "或"; }); str += "选择一名目标,然后对其进行集火"; } str += "。"; return str; }, content() { "step 0"; target.addTempSkill("clanlianzhu_targeted", "phaseUseAfter"); if (target.storage.clanlianzhu) event.goto(4); target.changeZhuanhuanji("clanlianzhu"); "step 1"; player.recast(cards); "step 2"; if (!target.countCards("he") && !_status.connectMode) event._result = { bool: false }; else target.chooseCard("he", "联诛:是否重铸一张牌?", lib.filter.cardRecastable); "step 3"; if (result.bool) { target.recast(result.cards); if (get.color(cards[0]) === get.color(result.cards[0])) lib.skill.chenliuwushi.change(target, 1); } event.finish(); "step 4"; target .chooseTarget("联诛:选择其与你使用【杀】的目标", true, (card, player, target) => { if (target == player || target == _status.event.sourcex) return false; return target.inRangeOf(player) || target.inRangeOf(_status.event.sourcex); }) .set("ai", target => { return get.effect(target, { name: "sha" }, _status.event.player, _status.event.player); }) .set("sourcex", player); "step 5"; if (result.bool) { var targetx = result.targets[0]; event.targetx = targetx; target.line(targetx); event.targets = [player, target]; event.cards = []; if (!event.isMine() && !event.isOnline()) game.delayx(); } else event.finish(); "step 6"; var current = targets.shift(); current .chooseToUse( function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "联诛:是否对" + get.translation(event.targetx) + "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.targetEnabled.apply(this, arguments); }) .set("sourcex", event.targetx) .set("addCount", false); "step 7"; if (result.bool) cards.push(result.card); if (targets.length > 0) event.goto(6); "step 8"; if (cards.length > 1) { const color = get.color(cards[0], false); if (color != "none") { for (let i = 1; i < cards.length; i++) { const color2 = get.color(cards[i], false); if (color !== color2 && color2 !== "none") { lib.skill.chenliuwushi.change(target, -1); break; } } } } }, ai: { order: 4.1, result: { player(player, target) { if (!target.storage.clanlianzhu && player.hasCard(card => get.value(card) < 5, "he")) return 1; return 0; }, target(player, target) { if (target.storage.clanlianzhu && player.hasSha()) return 1; return 0; }, }, }, }, targeted: { charlotte: true }, }, }, //族韩韶 clanfangzhen: { audio: 2, trigger: { player: "phaseUseBegin" }, filter(event, player) { return game.hasPlayer(current => !current.isLinked()); }, direct: true, content() { "step 0"; player .chooseTarget(get.prompt2("clanfangzhen"), (card, player, target) => { return !target.isLinked(); }) .set("ai", target => { var player = _status.event.player; if (_status.event.goon && target != player) { target.classList.add("linked"); target.classList.add("linked2"); try { var cards = player.getCards("hs", cardx => { if (get.name(cardx) != "sha") return false; return game.hasNature(cardx, "linked"); }); cards.map(i => [i, get.effect(target, i, player, player)]); cards.sort((a, b) => b[1] - a[1]); } catch (e) { target.classList.remove("linked"); target.classList.remove("linked2"); } target.classList.remove("linked"); target.classList.remove("linked2"); var eff = cards[0][1]; if (eff > 0) return eff; return Math.max(2 * get.effect(target, { name: "draw" }, player, player) + 0.6 * get.effect(player, { name: "draw" }, player, player), get.recoverEffect(target, player, player)); } return Math.max(2 * get.effect(target, { name: "draw" }, player, player) + 0.6 * get.effect(player, { name: "draw" }, player, player), get.recoverEffect(target, player, player)); }) .set( "goon", player.countCards("hs", card => { return get.name(card) == "jiu" && player.hasUseTarget(card); }) && player.countCards("hs", card => { if (get.name(card) != "sha") return false; return game.hasNature(card, "linked"); }) ); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("clanfangzhen", target); player.addSkill("clanfangzhen_remove"); player.markAuto("clanfangzhen_remove", [target.getSeatNum()]); target.link(true); var choices = ["选项一"], choiceList = ["摸两张牌,然后交给" + get.translation(target) + "两张牌", "令" + get.translation(target) + "回复1点体力"]; if (target.isDamaged()) choices.push("选项二"); else choiceList[1] = '' + choiceList[1] + ""; player .chooseControl(choices) .set("prompt", "放赈:请选择一项") .set("choiceList", choiceList) .set("ai", () => { var player = _status.event.player, target = _status.event.getParent().target; if (!target.isDamaged()) return 0; if (get.attitude(player, target) <= 0 && player.countCards("he", card => get.value(card) < 0) >= 2) return 0; return 2 * get.effect(target, { name: "draw" }, player, player) + 0.6 * get.effect(player, { name: "draw" }, player, player) > get.recoverEffect(target, player, player) ? 0 : 1; }); } else event.finish(); "step 2"; if (result.control == "选项一") { player.draw(2); if (player == target) event.finish(); } else { target.recover(); event.finish(); } "step 3"; if (!player.countCards("he")) event.finish(); else if (player.countCards("he") <= 2) event._result = { bool: true, cards: player.getCards("he"), }; else { player.chooseCard("放赈:交给" + get.translation(target) + "两张牌", "he", 2, true); } "step 4"; if (result.bool) { player.give(result.cards, target); } }, ai: { expose: 0.2, }, subSkill: { remove: { trigger: { global: "roundStart" }, onremove: true, forced: true, locked: false, charlotte: true, filter(event, player) { return player.getStorage("clanfangzhen_remove").includes(game.roundNumber); }, content() { player.removeSkills("clanfangzhen"); }, }, }, }, clanliuju: { audio: 2, trigger: { player: "phaseUseEnd" }, filter(event, player) { return game.hasPlayer(current => player.canCompare(current)); }, async cost(event, trigger, player){ event.result = await player.chooseTarget(get.prompt("clanliuju"), "与一名其他角色拼点,输的角色可以使用任意张拼点牌中的非基本牌", (card, player, target) => { return player.canCompare(target); }).set("ai", target => { var player = _status.event.player; var ts = target.getCards("h").sort((a, b) => get.number(a) - get.number(b)); if (get.attitude(player, target) < 0) { var hs = player.getCards("h").sort((a, b) => get.number(a) - get.number(b)); if (!hs.length || !ts.length) return 0; if (get.type(hs[0], null, false) == "basic" && get.value(hs[0]) > 6) return 0; if (get.number(hs[0]) < get.number(ts[0]) || get.type(hs[0], null, false) == "basic") return 1; return Math.random() - 0.7; } return get.type(ts[0]) != "basic"; }).forResult(); }, content() { "step 0"; var target = targets[0]; event.target = target; player.chooseToCompare(target).set("small", true); "step 1"; if (!result.tie) { var loser = result.bool ? target : player; var cards = []; game.getGlobalHistory("cardMove", evt => { if (evt.getParent(2).name === "chooseToCompare" && evt.getParent(3) === event) cards.addArray(evt.cards.filter(i => { return get.position(i, true) == "d" && get.type(i, null, false) != "basic"; })); }); event.loser = loser; event.distance = [get.distance(player, target), get.distance(target, player)]; if (cards.length) event.cards = cards; else event.finish(); } else event.finish(); "step 2"; var cardsx = cards.filter(i => get.position(i, true) == "d" && event.loser.hasUseTarget(i)); if (!cardsx.length) event.goto(6); else event.loser.chooseButton(["留驹:是否使用其中的一张牌?", cardsx]).set("filterButton", button => { return _status.event.player.hasUseTarget(button.link); }).set("ai", button => { return _status.event.player.getUseValue(button.link) + 0.1; }); "step 3"; if (result.bool) { var card = result.links[0]; event.cards.remove(card); event.loser.$gain2(card, false); game.delayx(); event.loser.chooseUseTarget(true, card, false); } else event.goto(5); "step 4"; if (cards.filter(i => get.position(i, true) == "d" && event.loser.hasUseTarget(i)).length) event.goto(3); "step 5"; if (get.distance(player, target) != event.distance[0] || get.distance(target, player) != event.distance[1]) { player.restoreSkill("clanxumin"); game.log(player, "重置了", "#g【恤民】"); } }, }, clanxumin: { audio: 2, audioname: ["clan_hanshao", "clan_hanrong"], enable: "phaseUse", viewAs: { name: "wugu" }, filterCard: true, filterTarget(card, player, target) { if (player == target) return false; return player.canUse(card, target); }, selectTarget: [1, Infinity], check(card) { return 6 - get.value(card); }, position: "he", limited: true, clanSkill: true, skillAnimation: true, animationColor: "soil", precontent() { player.logSkill("clanxumin"); player.awakenSkill("clanxumin"); delete event.result.skill; }, ai: { order: 7, result: { target: 1 }, }, }, //族韩融 //我们连和!(?) clanlianhe: { audio: 2, trigger: { player: "phaseUseBegin" }, filter(event, player) { return game.hasPlayer(current => !current.isLinked()); }, direct: true, content() { "step 0"; player .chooseTarget(get.prompt2("clanlianhe"), 2, (card, player, target) => { return !target.isLinked(); }) .set("ai", target => { var att = get.attitude(_status.event.player, target); if (att > 0) att /= 1.2; return Math.abs(att); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); targets.forEach(i => i.link(true)); player.logSkill("clanlianhe", targets); player.addSkill("clanlianhe_effect"); player.markAuto("clanlianhe_effect", targets); } }, subSkill: { effect: { trigger: { global: ["phaseUseEnd", "die"] }, charlotte: true, forced: true, locked: false, popup: false, onremove: true, filter(event, player) { return player.getStorage("clanlianhe_effect").includes(event.player); }, marktext: "连", intro: { content: "已选择目标:$" }, content() { "step 0"; player.unmarkAuto("clanlianhe_effect", [trigger.player]); if (trigger.name == "die") event.finish(); "step 1"; if ( trigger.player.hasHistory("gain", evt => { return evt.getParent().name == "draw" && evt.getParent("phaseUse") == trigger; }) ) event.finish(); else { player.logSkill("clanlianhe_effect", trigger.player); var num = 0; trigger.player.getHistory("gain", evt => { if (evt.getParent("phaseUse") != trigger) return false; num += evt.cards.length; }); num = Math.min(num, 3); event.num = num; if (num <= 1) event._result = { bool: false }; else { var pos = player == trigger.player ? "e" : "he"; trigger.player .chooseCard("连和:交给" + get.translation(player) + get.cnNumber(num - 1) + "张牌,或点“取消”令其摸" + get.cnNumber(num + 1) + "张牌", num - 1, pos) .set("ai", card => { if (_status.event.draw) return 0; return 5 - get.value(card); }) .set("draw", get.attitude(trigger.player, player) >= 0); } } "step 2"; if (result.bool) { trigger.player.give(result.cards, player); } else player.draw(num + 1); }, }, }, }, clanhuanjia: { audio: 2, trigger: { player: "phaseUseEnd" }, filter(event, player) { return game.hasPlayer(current => player.canCompare(current)); }, direct: true, content() { "step 0"; player .chooseTarget(get.prompt("clanhuanjia"), "与一名其他角色拼点,赢的角色可以使用一张拼点牌。若此牌未造成过伤害,你获得另一张拼点牌,否则你失去一个技能", (card, player, target) => { return player.canCompare(target); }) .set("ai", target => { var player = _status.event.player; if (get.attitude(player, target) <= 0) { var hs = player.getCards("h").sort((a, b) => get.number(b) - get.number(a)); var ts = target.getCards("h").sort((a, b) => get.number(b) - get.number(a)); if (!hs.length || !ts.length) return 0; if (get.number(hs[0]) > get.number(ts[0]) && !get.tag(hs[0], "damage") && player.hasValueTarget(hs[0])) return 1; return Math.random() - 0.4; } return 0; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("clanhuanjia", target); player.chooseToCompare(target); } else event.finish(); "step 2"; if (!result.tie) { var winner = result.bool ? player : target; var cards = []; game.getGlobalHistory("cardMove", evt => { if (evt.getParent(3) == event) cards.addArray(evt.cards.filterInD("d")); }); event.winner = winner; if (cards.length) event.cards = cards; else event.finish(); } else event.finish(); "step 3"; var cardsx = cards.filter(i => get.position(i, true) == "d" && event.winner.hasUseTarget(i)); if (!cardsx.length) event.goto(6); else event.winner .chooseButton(["缓颊:是否使用其中的一张牌?", cardsx]) .set("filterButton", button => { return _status.event.player.hasUseTarget(button.link); }) .set("ai", button => { var damage = 1; if (_status.event.att > 2 && get.tag(button.link, "damage")) damage *= 2; return _status.event.player.getUseValue(button.link) * damage + 0.1; }) .set("att", get.attitude(event.winner, player)); "step 4"; if (result.bool) { var card = result.links[0]; event.card = card; event.cards.remove(card); event.winner.$gain2(card, false); game.delayx(); event.winner.chooseUseTarget(true, card, false); } "step 5"; if ( game.hasPlayer2(current => { return current.hasHistory("sourceDamage", evt => evt.cards && evt.cards[0] == card); }) ) { var skills = player.getSkills(null, false, false).filter(skill => { var info = get.info(skill); if (!info || get.is.empty(info) || info.charlotte) return false; return true; }); player .chooseControl(skills) .set( "choiceList", skills.map(i => { return '
    【' + get.translation(lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)) + "】
    " + get.skillInfoTranslation(i, player) + "
    "; }) ) .set("displayIndex", false) .set("prompt", "恤民:失去一个技能") .set("ai", () => { var choices = _status.event.controls.slice(); var value = skill => get.skillRank(skill, "in") + get.skillRank(skill, "out"); choices = choices.map(skill => [skill, value(skill)]); var list = choices.sort((a, b) => a[1] - b[1])[0]; if (list[1] < 2) return list[0]; else { if (_status.event.controls.includes("clanxumin")) return "clanxumin"; return list[0]; } }); } else { player.gain(cards, "gain2"); event.finish(); } "step 6"; player.removeSkills(result.control); }, ai: { expose: 0.1, }, }, //族荀谌 clansankuang: { audio: 2, trigger: { player: "useCardAfter" }, direct: true, forced: true, filter(event, player) { if (!game.hasPlayer(current => current != player)) return false; const type = get.type2(event.card); return player.getRoundHistory("useCard", evt => get.type2(evt.card) == type).indexOf(event) == 0; }, getNum(player) { return (player.countCards("ej") > 0) + player.isDamaged() + (Math.max(0, player.hp) < player.countCards("h")); }, content() { "step 0"; var cards = trigger.cards.filterInD("oe"); player .chooseTarget("三恇:选择一名其他角色", "令其交给你至少X张牌" + (cards.length ? ",然后其获得" + get.translation(cards) : "") + "(X为以下条件中其满足的项数:场上有牌、已受伤、体力值小于手牌数)", true, lib.filter.notMe) .set("ai", target => { var att = get.attitude(player, target), num = lib.skill.clansankuang.getNum(target); if (num == 0) return att; if (_status.event.goon) return -att; return -Math.sqrt(Math.abs(att)) - lib.skill.clansankuang.getNum(target); }) .set( "goon", Math.max.apply( Math, trigger.cards.map(i => get.value(i)) ) <= 5 || trigger.cards.filterInD("oe").length == 0 ); "step 1"; if (result.bool) { var target = result.targets[0], num = lib.skill.clansankuang.getNum(target), num2 = target.countCards("he"); event.target = target; player.logSkill("clansankuang", target); if (num2 == 0) event._result = { bool: false }; else if (num2 <= num) event._result = { bool: true, cards: target.getCards("he"), }; else { var cards = trigger.cards.filterInD("oe"); target .chooseCard("he", num > 0, [num, Infinity]) .set("ai", get.unuseful) .set("prompt", num > 0 ? "是否交给" + get.translation(player) + "任意张牌" + (cards.length ? "并获得" + get.translation(cards) : "") + "?" : "交给" + get.translation(player) + "至少" + get.cnNumber(num) + "张牌"); } } else event.finish(); "step 2"; if (result.bool) { var cards = result.cards; target.give(cards, player); game.delayx(); } else event.finish(); "step 3"; if (trigger.cards.filterInD().length) target.gain(trigger.cards.filterInD(), "gain2", "bySelf"); else if (trigger.cards.filterInD("e").length) target.gain(trigger.cards.filterInD("e"), get.owner(trigger.cards.filterInD("e")[0]), "give"); }, ai: { reverseOrder: true, skillTagFilter(player) { if (player.getHistory("useCard", evt => get.type(evt.card) == "equip").length > 0) return false; }, effect: { target(card, player, target) { if (player == target && get.type(card) == "equip" && !player.getHistory("useCard", evt => get.type(evt.card) == "equip").length == 0) return [1, 3]; }, }, threaten: 1.6, }, }, clanbeishi: { audio: 2, trigger: { global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, forced: true, filter(event, player) { var history = player.getAllHistory("useSkill", evt => evt.skill == "clansankuang"); if (!history.length) return false; var target = history[0].targets[0]; if (target.countCards("h")) return false; var evt = event.getl(target); return evt && evt.hs && evt.hs.length; }, content() { player.recover(); }, ai: { combo: "clansankuang", }, }, //族荀淑 clanshenjun: { audio: 2, trigger: { global: "useCard", }, forced: true, locked: false, filter(event, player) { return (event.card.name == "sha" || get.type(event.card) == "trick") && player.countCards("h", event.card.name) > 0; }, content() { var cards = player.getCards("h", trigger.card.name); player.showCards(cards, get.translation(player) + "发动了【神君】"); player.markSkill("clanshenjun"); player.addGaintag(cards, "clanshenjun"); for (var name of lib.phaseName) { var evt = _status.event.getParent(name); if (!evt || evt.name != name) continue; player.addTempSkill("clanshenjun_viewAs", name + "After"); break; } }, marktext: "君", intro: { markcount(storage, player) { return player.countCards("h", card => card.hasGaintag("clanshenjun")); }, mark(dialog, content, player) { var cards = player.getCards("h", card => card.hasGaintag("clanshenjun")); if (cards.length) { dialog.addAuto(cards); } else return "无展示牌"; }, }, subSkill: { viewAs: { trigger: { global: ["phaseZhunbeiEnd", "phaseJudgeEnd", "phaseDrawEnd", "phaseUseEnd", "phaseDiscardEnd", "phaseJieshuEnd"], }, filter(event, player) { return player.countCards("h", card => card.hasGaintag("clanshenjun")) > 0; }, forced: true, charlotte: true, content() { "step 0"; var cards = player.getCards("h", card => card.hasGaintag("clanshenjun")); var list = [], names = []; for (var card of cards) { var name = get.name(card), nature = get.nature(card); var namex = name; if (nature && nature.length) { namex += nature; if (names.includes(namex)) continue; list.push([get.type(card), "", name, nature]); } else { if (names.includes(namex)) continue; list.push([get.type(card), "", name]); } names.push(namex); } list.sort((a, b) => { var del1 = lib.inpile.indexOf(a[2]) - lib.inpile.indexOf(b[2]); if (del1 != 0) return del1; var a1 = 0, b1 = 0; if (a.length > 3) a1 = lib.nature.get(a) || 0; if (b.length > 3) b1 = lib.nature.get(b) || 0; return a1 - b1; }); player.chooseButton(["是否将" + get.cnNumber(cards.length) + "张牌当下列一张牌使用?", [list, "vcard"]]).set("ai", function (button) { return _status.event.player.getUseValue({ name: button.link[2], nature: button.link[3], }); }); "step 1"; if (result.bool) { var name = result.links[0][2], nature = result.links[0][3]; var cards = player.getCards("h", card => card.hasGaintag("clanshenjun")); game.broadcastAll( function (num, card) { lib.skill.clanshenjun_backup.selectCard = num; lib.skill.clanshenjun_backup.viewAs = card; }, cards.length, { name: name, nature: nature } ); var next = player.chooseToUse(); next.set("openskilldialog", "将" + get.cnNumber(cards.length) + "张牌当做" + (get.translation(nature) || "") + "【" + get.translation(name) + "】使用"); next.set("norestore", true); next.set("addCount", false); next.set("_backupevent", "clanshenjun_backup"); next.set("custom", { add: {}, replace: { window() {} }, }); next.backup("clanshenjun_backup"); } }, }, backup: { filterCard(card) { return get.itemtype(card) == "card"; }, position: "hes", filterTarget: lib.filter.filterTarget, check: card => 6 - get.value(card), log: false, precontent() { delete event.result.skill; }, }, }, }, clanbalong: { audio: 2, trigger: { player: ["damageEnd", "recoverEnd", "loseHpEnd"], }, forced: true, filter(event, player) { if (game.getGlobalHistory("changeHp", evt => evt.player == player).length != 1) return false; var cards = player.getCards("h"), map = {}; if (!cards.length) return false; for (var card of cards) { var type = get.type2(card); if (typeof map[type] != "number") map[type] = 0; map[type]++; } var list = []; for (var i in map) { if (map[i] > 0) list.push([i, map[i]]); } list.sort((a, b) => b[1] - a[1]); return list[0][0] == "trick" && (list.length == 1 || list[0][1] > list[1][1]); }, content() { player.showHandcards(get.translation(player) + "发动了【八龙】"); player.drawTo(game.countPlayer()); }, }, //族荀粲 clanyunshen: { audio: 2, enable: "phaseUse", usable: 1, filterTarget(card, player, target) { return player != target && target.isDamaged(); }, content() { "step 0"; target.recover(); "step 1"; var name = get.translation(target); player .chooseControl() .set("choiceList", [name + "视为对你使用一张冰【杀】", "你视为对" + name + "使用一张冰【杀】"]) .set("prompt", "熨身:请选择一项") .set("ai", () => _status.event.choice) .set( "choice", (function () { var card = { name: "sha", nature: "ice", isCard: true, }; var eff = get.effect(player, card, target, player), eff2 = get.effect(target, card, player, player); if (eff > eff2) return "选项一"; else return "选项二"; })() ); "step 2"; var players = [target, player]; if (result.control == "选项二") players.reverse(); var card = { name: "sha", nature: "ice", isCard: true }; if (players[0].canUse(card, players[1], false)) players[0].useCard(card, players[1], false, "noai"); }, ai: { order: 2, expose: 0.2, result: { target(player, target) { var eff = get.recoverEffect(target, player, player); if (eff > 0) return 1; else if ( get.effect( target, { name: "sha", nature: "ice", isCard: true, }, player, player ) > eff ) return -1; return 0; }, }, }, }, clanshangshen: { audio: 2, trigger: { global: "damageEnd" }, filter(event, player) { if (!event.hasNature() || !event.player.isIn()) return false; return ( game.countPlayer2(current => { return current.hasHistory("damage", evt => { return evt.hasNature() && evt != event; }); }) == 0 ); }, logTarget: "player", check(event, player) { if (get.attitude(player, event.player) <= 2) return false; if (event.player.countCards("h") >= 4) return false; return true; }, content() { player.executeDelayCardEffect("shandian"); trigger.player.drawTo(4); }, ai: { expose: 0.25 }, }, clanfenchai: { audio: 2, init(player) { if (player.getStorage("clanfenchai").length > 0) return; var history = player.getHistory("useSkill", evt => { if (evt.type != "player") return false; var skill = evt.sourceSkill || evt.skill, targets = evt.targets; var info = get.info(skill); if (!info || info.charlotte) return false; if (targets && targets.length) { if (targets.filter(i => player.differentSexFrom(i)).length > 0) return true; } return false; }); if (history.length) { var evt = history[0], targets = evt.targets; player.markAuto( "clanfenchai", targets.filter(i => player.differentSexFrom(i)) ); } }, trigger: { player: ["logSkill", "useSkillAfter"], }, forced: true, silent: true, onremove: true, marktext: "钗", intro: { content: (storage, player) => "对象:" + get.translation(storage), }, group: "clanfenchai_audio", filter(event, player) { if (event.type != "player") return false; var targets = event.targets; if (!targets || !targets.length) return false; var info = get.info(event.sourceSkill || event.skill); if (!info || info.charlotte) return false; if (player.getStorage("clanfenchai").length != 0) return false; return targets.filter(i => player.differentSexFrom(i)).length > 0; }, content() { player.markAuto( "clanfenchai", trigger.targets.filter(i => player.differentSexFrom(i)) ); }, subSkill: { audio: { audio: "clanfenchai", forced: true, trigger: { player: "judge" }, filter(event, player) { return player.getStorage("clanfenchai").length; }, content() {}, }, }, mod: { suit(card, suit) { var player = get.owner(card) || _status.event.player; if (!player || !player.judging || player.judging[0] != card) return; var storage = player.getStorage("clanfenchai"); if (!storage.length) return; return storage.filter(i => i.isIn()).length > 0 ? "heart" : "spade"; }, }, }, //族荀采 clanlieshi: { audio: 2, enable: "phaseUse", filter(event, player) { return !player.isDisabledJudge() || player.countCards("h", card => ["sha", "shan"].includes(get.name(card))) > 0; }, chooseButton: { dialog(event, player) { var dialog = ui.create.dialog("烈誓:选择一项", "hidden"); dialog.add([lib.skill.clanlieshi.choices.slice(), "textbutton"]); return dialog; }, filter(button, player) { var link = button.link; if (link == "damage") return !player.isDisabledJudge(); var num = player.countCards("h", link); return num > 0 && num == player.getDiscardableCards(player, "h").filter(i => get.name(i) == link).length; }, check(button) { var player = _status.event.player; switch (button.link) { case "damage": if (get.damageEffect(player, player, player, "fire") >= 0) return 10; if (player.hp >= Math.max(2, 3 - player.getFriends().length) && game.countPlayer(current => get.attitude(player, current) < 0 && current.countCards("h", card => ["sha", "shan"].includes(get.name(card))))) return 0.8 + Math.random(); return 0; case "shan": if (player.countCards("h", "shan") == 1) return 8 + Math.random(); return 1 + Math.random(); case "sha": if (player.countCards("h", "sha") == 1) return 8 + Math.random(); return 0.9 + Math.random(); } }, backup(links) { var next = get.copy(lib.skill["clanlieshi_backupx"]); next.choice = links[0]; return next; }, prompt(links) { if (links[0] == "damage") return "废除判定区并受到1点火焰伤害"; return "弃置所有【" + get.translation(links[0]) + "】"; }, }, choices: [ ["damage", "废除判定区并受到1点火焰伤害"], ["shan", "弃置所有【闪】"], ["sha", "弃置所有【杀】"], ], ai: { order(item, player) { if (!player) return; var eff = get.damageEffect(player, player, player, "fire"), disabled = !player.isDisabledJudge(); if ((player.countCards("h", "sha") == 1 || player.countCards("h", "shan") == 1) && eff < 0 && !disabled) return 8; else if (eff >= 0 && !disabled) return 5.8; if (!disabled && !player.countCards("h", card => ["sha", "shan"].includes(get.name(card)))) { if ((!player.hasSkill("clanhuanyin") || !player.canSave(player)) && player.hp <= 1) return 0; if (player.canSave(player) && player.hp == 1 && player.countCards("h") <= 1) return 2.6; if (player.hp < Math.max(2, 3 - player.getFriends().length) || !game.countPlayer(current => get.attitude(player, current) < 0 && current.countCards("h", card => ["sha", "shan"].includes(get.name(card))))) return 0; } return 2.5; }, expose: 0.2, result: { player: 1 }, }, subSkill: { backup: {}, backupx: { audio: "clanlieshi", selectCard: -1, selectTarget: -1, filterCard: () => false, filterTarget: () => false, multitarget: true, content() { "step 0"; var choice = lib.skill.clanlieshi_backup.choice; event.choice = choice; if (choice == "damage") { player.damage("fire"); if (!player.isDisabledJudge()) player.disableJudge(); } else { var cards = player.getCards("h", choice); if (cards.length) player.discard(cards); } "step 1"; if (!player.isIn() || !game.hasPlayer(current => current != player)) event.finish(); else player.chooseTarget("烈誓:令一名其他角色选择另一项", lib.filter.notMe, true).set("ai", target => { var player = _status.event.player, chosen = _status.event.getParent().choice, att = get.attitude(player, target); if (chosen == "damage") { if (att > 0) return 0; return -att / 2 + target.countCards("h", card => ["sha", "shan"].includes(get.name(card))); } return get.damageEffect(target, player, player, "fire"); }); "step 2"; if (result.bool) { var target = result.targets[0]; event.target = target; player.line(target, "fire"); var list = [], choice = event.choice; var choiceList = lib.skill.clanlieshi.choices.slice(); choiceList = choiceList.map((link, ind, arr) => { link = link[1]; var ok = true; if (arr[ind][0] == choice) { link += "(" + get.translation(player) + "已选)"; ok = false; } if (ind == 0) { if (target.isDisabledJudge()) ok = false; } else if (ind > 0) { var name = ind == 1 ? "shan" : "sha"; if (!target.countCards("h", name)) ok = false; } if (!ok) link = '' + link + ""; else list.push("选项" + get.cnNumber(ind + 1, true)); return link; }); if (!list.length) { game.log(target, "没有能执行的选项"); event.finish(); return; } target .chooseControl(list) .set("choiceList", choiceList) .set("ai", () => { var controls = _status.event.controls.slice(), player = _status.event.player, user = _status.event.getParent().player; if (controls.length == 1) return controls[0]; if (controls.includes("选项一") && get.damageEffect(player, user, player, "fire") >= 0) return "选项一"; if (controls.includes("选项一") && player.hp <= 2 && player.countCards("h", card => ["sha", "shan"].includes(get.name(card))) <= 3) controls.remove("选项一"); if (controls.length == 1) return controls[0]; if (player.getCards("h", "sha").reduce((p, c) => p + get.value(c, player), 0) > player.getCards("h", "sha").reduce((p, c) => p + get.value(c, player), 0)) { if (controls.includes("选项三")) return "选项三"; } else if (controls.includes("选项二")) return "选项二"; return controls.randomGet(); }); } else event.finish(); "step 3"; if (result.control == "选项一") { if (!target.isDisabledJudge()) target.disableJudge(); target.damage("fire"); } else { var cards = target.getCards("h", result.control == "选项二" ? "shan" : "sha"); if (cards.length) target.discard(cards); } }, }, }, }, clandianzhan: { audio: 2, intro: { content: "已使用过的花色:$", onunmark: true, }, trigger: { player: "useCardAfter" }, forced: true, filter(event, player) { if (!lib.suit.includes(get.suit(event.card))) return false; const suit = get.suit(event.card); if (player.getRoundHistory("useCard", evt => get.suit(evt.card) == suit).indexOf(event) != 0) return false; return (event.targets && event.targets.length == 1 && !event.targets[0].isLinked()) || player.hasCard(card => get.suit(card) == get.suit(event.card) && player.canRecast(card), "h"); }, content() { "step 0"; if (trigger.targets && trigger.targets.length == 1 && !trigger.targets[0].isLinked()) { trigger.targets[0].link(true); event.link = true; } var cards = player.getCards("h", card => get.suit(card) == get.suit(trigger.card) && player.canRecast(card)); if (cards.length > 0) { player.recast(cards); event.recast = true; } "step 1"; if (event.link && event.recast) player.draw(); }, group: "clandianzhan_count", subSkill: { count: { charlotte: true, trigger: { player: "useCardAfter" }, filter(event, player) { let suit = get.suit(event.card); return lib.suits.includes(suit) && !player.getStorage("clandianzhan").includes(suit); }, forced: true, silent: true, content() { let suits = player .getRoundHistory("useCard", evt => { return lib.suits.includes(get.suit(evt.card)); }) .reduce((list, evt) => { return list.add(get.suit(evt.card)); }, []) .sort((a, b) => lib.suits.indexOf(a) - lib.suits.indexOf(b)); if (!player.storage.clandianzhan) { player.when({ global: "roundStart" }).then(() => { delete player.storage.clandianzhan; player.unmarkSkill("clandianzhan"); }); } player.storage.clandianzhan = suits; player.markSkill("clandianzhan"); }, }, }, init(player) { let suits = player .getRoundHistory("useCard", evt => { return lib.suits.includes(get.suit(evt.card)); }) .reduce((list, evt) => { return list.add(get.suit(evt.card)); }, []) .sort((a, b) => lib.suits.indexOf(a) - lib.suits.indexOf(b)); if (suits.length) { if (!player.storage.clandianzhan) { player.when({ global: "roundStart" }).then(() => { delete player.storage.clandianzhan; player.unmarkSkill("clandianzhan"); }); } player.storage.clandianzhan = suits; player.markSkill("clandianzhan"); } }, }, clanhuanyin: { audio: 2, trigger: { player: "dying" }, forced: true, check: () => true, filter(event) { return event.player.countCards("h") < 4; }, content() { player.drawTo(4); }, }, clandaojie: { audio: 2, audioname: ["clan_xunshu", "clan_xunchen", "clan_xuncai", "clan_xuncan", "clan_xunyou"], trigger: { player: "useCardAfter" }, filter(event, player) { return ( get.type(event.card, null, false) == "trick" && !get.tag(event.card, "damage") && event.cards.filterInD().length > 0 && player .getHistory("useCard", evt => { return get.type(evt.card, null, false) == "trick" && !get.tag(evt.card, "damage"); }) .indexOf(event) == 0 ); }, forced: true, clanSkill: true, content() { "step 0"; var skills = player.getSkills(null, false, false).filter(skill => { var info = get.info(skill); if (!info || info.charlotte || !get.is.locked(skill) || get.skillInfoTranslation(skill, player).length == 0) return false; return true; }); player .chooseControl(skills, "cancel2") .set( "choiceList", skills.map(i => { return '
    【' + get.translation(lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)) + "】
    " + get.skillInfoTranslation(i, player) + "
    "; }) ) .set("displayIndex", false) .set("prompt", "蹈节:失去一个锁定技,或点“取消”失去1点体力") .set("ai", () => { var player = _status.event.player, choices = _status.event.controls.slice(); var negs = choices.filter(i => { var info = get.info(i); if (!info || !info.ai) return false; return info.ai.neg || info.ai.halfneg; }); if (negs.length) return negs.randomGet(); if (get.effect(player, { name: "losehp" }, player, player) >= 0) return "cancel2"; if (player.hp > 3) return "cancel2"; return Math.random() < 0.75 ? "clandaojie" : choices.randomGet(); }); "step 1"; if (result.control != "cancel2") { player.removeSkills(result.control); } else { player.loseHp(); } "step 2"; var targets = game.filterPlayer(current => current == player || current.hasClan("颍川荀氏")); if (targets.length == 1) event._result = { bool: true, targets: targets }; else player .chooseTarget("蹈节:将" + get.translation(trigger.cards.filterInD()) + "交给一名颍川荀氏角色", true, (card, player, target) => { return target == player || target.hasClan("颍川荀氏"); }) .set("ai", target => get.attitude(_status.event.player, target)); "step 3"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); target.gain(trigger.cards.filterInD(), player, "gain2"); } }, }, //族吴班 clanzhanding: { audio: 2, enable: "chooseToUse", viewAsFilter(player) { return player.countCards("hes") > 0; }, viewAs: { name: "sha" }, filterCard: true, position: "hes", selectCard: [1, Infinity], check(card) { return 6 - ui.selected.cards.length - get.value(card); }, onuse(links, player) { lib.skill.chenliuwushi.change(player, -1); player.addTempSkill("clanzhanding_effect"); }, ai: { order: 1, respondSha: true, skillTagFilter(player) { return player.countCards("hes") > 0; }, }, subSkill: { effect: { trigger: { player: "useCardAfter" }, forced: true, popup: false, filter(event, player) { return event.skill == "clanzhanding"; }, content() { if ( player.hasHistory("sourceDamage", function (evt) { return evt.card == trigger.card; }) ) { var num1 = player.countCards("h"), num2 = player.getHandcardLimit(); if (num1 < num2) player.draw(Math.min(5, num2 - num1)); } else if (trigger.addCount !== false) { trigger.addCount = false; player.getStat().card.sha--; } }, }, }, }, //族吴苋 clanyirong: { audio: 2, enable: "phaseUse", usable: 2, filter(event, player) { var num1 = player.countCards("h"), num2 = player.getHandcardLimit(); return num1 != num2; }, selectCard() { var player = _status.event.player; var num1 = player.countCards("h"), num2 = player.getHandcardLimit(); if (num1 > num2) return num1 - num2; return [0, 1]; }, filterCard(card, player) { var num1 = player.countCards("h"), num2 = player.getHandcardLimit(); return num1 > num2; }, check(card) { var player = _status.event.player; if ( player.countCards("h", function (card) { return lib.skill.clanyirong.checkx(card) > 0; }) + 1 < player.countCards("h") - player.getHandcardLimit() ) return 0; return lib.skill.clanyirong.checkx(card); }, checkx(card) { var num = 1; if (_status.event.player.getUseValue(card, null, true) <= 0) num = 1.5; return (15 - get.value(card)) * num; }, prompt() { var player = _status.event.player; var num1 = player.countCards("h"), num2 = player.getHandcardLimit(); var str = ''; if (num1 > num2) { str += "弃置" + get.cnNumber(num1 - num2) + "张牌,然后手牌上限+1。"; } else { str += "摸" + get.cnNumber(Math.min(8, num2 - num1)) + "张牌,然后手牌上限-1。"; } str += "
    ※当前手牌上限:" + num2; var num3 = (_status.event.getParent().phaseIndex || 0) + 1; if (num3 > 0) { str += ";阶段数:" + num3; } str += "
    "; return str; }, content() { "step 0"; if (cards.length) { lib.skill.chenliuwushi.change(player, 1); event.finish(); } else { var num1 = player.countCards("h"), num2 = player.getHandcardLimit(); if (num1 < num2) player.draw(Math.min(8, num2 - num1)); } "step 1"; lib.skill.chenliuwushi.change(player, -1); }, ai: { order(item, player) { var num = player.getHandcardLimit(), numx = (_status.event.getParent().phaseIndex || 0) + 1; if (num == 5 && numx == 4 && player.getStat("skill").clanyirong) return 0; if (player.countCards("h") == num + 1 && num != 2 && (num <= 4 || (num > 4 && numx > 4))) return 10; return 0.5; }, result: { player: 1 }, threaten: 5, }, }, clanguixiang: { audio: 2, trigger: { player: "phaseChange", }, forced: true, filter(event, player) { if (event.phaseList[event.num].startsWith("phaseUse")) return false; var num1 = player.getHandcardLimit() - 1, num2 = event.num; return num1 == num2; }, content() { trigger.phaseList[trigger.num] = "phaseUse|clanguixiang"; game.delayx(); }, }, clanmuyin: { audio: 2, clanSkill: true, audioname: ["clan_wuxian", "clan_wuban", "clan_wukuang", "clan_wuqiao"], trigger: { player: "phaseBegin" }, isMax(player) { var num = player.getHandcardLimit(); return !game.hasPlayer(function (current) { return current != player && current.getHandcardLimit() > num; }); }, filter(event, player) { return game.hasPlayer(function (current) { return (current == player || current.hasClan("陈留吴氏")) && !lib.skill.clanmuyin.isMax(current); }); }, direct: true, content() { "step 0"; player .chooseTarget(get.prompt("clanmuyin"), "令一名陈留吴氏角色的手牌上限+1", function (card, player, current) { return (current == player || current.hasClan("陈留吴氏")) && !lib.skill.clanmuyin.isMax(current); }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("clanmuyin", target); lib.skill.chenliuwushi.change(target, 1); game.delayx(); } }, }, chenliuwushi: { charlotte: true, change(player, num) { player.addSkill("chenliuwushi"); var info = player.storage; if (typeof info.chenliuwushi != "number") info.chenliuwushi = 0; info.chenliuwushi += num; if (info.chenliuwushi == 0) player.unmarkSkill("chenliuwushi"); else player.markSkill("chenliuwushi"); if (num >= 0) game.log(player, "的手牌上限", "#y+" + num); else game.log(player, "的手牌上限", "#g" + num); }, mod: { maxHandcard(player, num) { var add = player.storage.chenliuwushi; if (typeof add == "number") return num + add; }, }, markimage: "image/card/handcard.png", intro: { content(num, player) { var str = "
  • 手牌上限"; if (num >= 0) str += "+"; str += num; str += "
  • 当前手牌上限:"; str += player.getHandcardLimit(); return str; }, }, }, }; export default skills;