import { lib, game, ui, get, ai, _status } from "../../noname.js"; /** @type { importCharacterConfig['skill'] } */ const skills = { //刘巴 duanbi: { unique: true, mark: true, limited: true, audio: 2, enable: "phaseUse", filter: function (event, player) { var num1 = 0, num2 = 0; var count = game.countPlayer(function (current) { num1 += current.countCards("h"); num2++; return current != player; }); return count > 0 && num1 > num2 * 2; }, filterTarget: true, selectTarget: -1, multitarget: true, multiline: true, skillAnimation: true, animationColor: "orange", content: function () { "step 0"; player.awakenSkill("duanbi"); event.num = 0; event.cards = []; event.targets.sortBySeat(); event.targets.remove(player); "step 1"; var target = targets[num]; var num = Math.min(3, Math.floor(target.countCards("h") / 2)); if (num > 0) target.chooseToDiscard("h", true, num); else event._result = { bool: false }; "step 2"; if (result.bool && Array.isArray(result.cards)) event.cards.addArray(result.cards); event.num++; if (event.num < targets.length) event.goto(1); "step 3"; event.cards = cards.filter(function (i) { return get.position(i, true) == "d"; }); if (!event.cards.length) event.finish(); else player.chooseTarget("是否令一名角色" + (event.cards.length > 3 ? "随机获得三" : "获得" + get.cnNumber(event.cards.length)) + "张被弃置的牌?").set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (target.hasSkillTag("nogain")) att /= 10; if (target.hasJudge("lebu")) att /= 4; return att * Math.sqrt(Math.max(1, 5 - target.countCards("h"))); }); "step 4"; if (result.bool) { var target = result.targets[0]; player.line(target, "fire"); target.gain(cards.randomGets(3), "gain2"); } }, ai: { order: 10, result: { target: function (player, target) { if (player == target) return 3; return -Math.min(3, Math.floor(target.countCards("h") / 2)); }, }, }, }, tongduo: { audio: 2, trigger: { target: "useCardToTargeted" }, direct: true, usable: 1, filter: function (event, player) { return ( player != event.player && event.targets.length == 1 && game.hasPlayer(function (current) { return current.countCards("he") > 0; }) ); }, content: function () { "step 0"; player .chooseTarget(get.prompt("tongduo"), "令一名角色重铸一张牌", function (card, player, target) { return target.hasCard(lib.filter.cardRecastable, "he"); }) .set("ai", function (target) { return get.attitude(_status.event.player, target) * Math.min(3, Math.floor(target.countCards("h", lib.filter.cardRecastable) / 2)); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("tongduo", target); } else event.finish(); "step 2"; if (!target.hasCard(lib.filter.cardRecastable, "he")) event.finish(); else target.chooseCard("he", true, "请重铸一张牌", lib.filter.cardRecastable); "step 3"; target.recast(result.cards); }, }, //朱儁 yangjie: { audio: 2, group: ["yangjie_add"], enable: "phaseUse", prompt: "摸一张牌并与一名其他角色进行拼点", usable: 1, filter: function (event, player) { return !player.hasSkillTag("noCompareSource"); }, filterTarget: function (card, player, target) { return target != player && target.countCards("h") > 0 && !target.hasSkillTag("noCompareTarget"); }, content: function () { "step 0"; player.draw(); "step 1"; if (player.canCompare(target)) player.chooseToCompare(target).set("small", true); else event.finish(); "step 2"; if (!result.bool) { var cards = [result.player, result.target].filterInD("d"); if (!cards.length || !game.hasPlayer(current => current != player && current != target)) event.finish(); else { event.cards = cards; player .chooseTarget("请选择一名角色", "令其获得" + get.translation(cards) + ",且视为对" + get.translation(target) + "使用一张火【杀】", function (card, player, target) { return target != player && target != _status.event.getParent().target; }) .set("ai", function (target) { var player = _status.event.player, cards = _status.event.getParent().cards, target2 = _status.event.getParent().target; var val = get.value(cards, target) * get.attitude(player, target); if (val <= 0) return 0; return val + target.canUse({ name: "sha", nature: "fire", isCard: true }, target2, false) ? get.effect(target2, { name: "sha", nature: "fire", isCard: true }, target, player) : 0; }); } } else event.finish(); "step 3"; if (result.bool) { var source = result.targets[0]; event.source = source; player.line(source); source.gain(cards, "gain2"); } else event.finish(); "step 4"; var card = { name: "sha", nature: "fire", isCard: true }; if (target.isIn() && source.isIn() && source.canUse(card, target, false)) source.useCard(card, target, false); }, subSkill: { add: { trigger: { player: "compare" }, forced: true, popup: false, filter: function (event, player) { return event.getParent().name == "yangjie" && event.num1 > 1 && player.isDamaged(); }, content: function () { var num = player.getDamagedHp(); game.log(player, "的拼点牌点数-", num); trigger.num1 = Math.max(1, trigger.num1 - num); }, }, }, ai: { order: 3, result: { target: -1.5 }, }, }, zjjuxiang: { audio: 2, trigger: { global: "dyingAfter" }, logTarget: "player", limited: true, skillAnimation: true, animationColor: "thunder", filter: function (event, player) { return event.player != player && event.player.isIn(); }, check: function (event, player) { return get.damageEffect(event.player, player, player) > 0; }, content: function () { "step 0"; player.awakenSkill("zjjuxiang"); trigger.player.damage(); "step 1"; if (trigger.player.maxHp > 0) player.draw(trigger.player.maxHp); }, ai: { expose: 10 }, }, xinyangjie: { audio: "yangjie", enable: "phaseUse", filter: function (event, player) { return game.hasPlayer(function (target) { return player.canCompare(target); }); }, filterTarget: function (card, player, target) { return player.canCompare(target); }, usable: 1, content: function () { "step 0"; player.chooseToCompare(target).set("small", true); "step 1"; if ( !result.bool && game.hasPlayer(function (current) { return current != player && current != target && current.canUse({ name: "sha", nature: "fire", isCard: true }, target, false); }) ) { player .chooseTarget("佯解:是否选择另一名其他角色?", "令其视为对" + get.translation(target) + "使用一张火【杀】", function (card, player, target) { return target != player && target != _status.event.getParent().target; }) .set("ai", function (target) { var player = _status.event.player, target2 = _status.event.getParent().target; return get.effect(target2, { name: "sha", nature: "fire", isCard: true }, target, player); }); } else event.finish(); "step 2"; if (result.bool) { var source = result.targets[0]; player.line(source); game.log(player, "选择了", source); var card = { name: "sha", nature: "fire", isCard: true }; if (target.isIn() && source.isIn() && source.canUse(card, target, false)) source.useCard(card, target, false, "noai"); } }, ai: { order: 3, result: { target: function (player, target) { var hs = player.getCards("h").sort(function (a, b) { return a.number - b.number; }); var ts = target.getCards("h").sort(function (a, b) { return a.number - b.number; }); if (!hs.length || !ts.length) return 0; if (hs[0].number <= ts[0].number) return -3; if (player.countCards("h") >= target.countCards("h")) return -10; return -1; }, }, }, }, xinjuxiang: { audio: "zjjuxiang", inherit: "zjjuxiang", content: function () { player.awakenSkill("xinjuxiang"); trigger.player.damage(); }, }, houfeng: { audio: 3, group: "houfeng_zhengsu", subSkill: { zhengsu: { audio: "houfeng1", trigger: { global: "phaseUseBegin" }, filter: function (event, player) { if (!["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].some(i => !event.player.hasSkill(i))) return false; return player.inRange(event.player); }, check: function (event, player) { return get.attitude(player, event.player) > 0; }, prompt2: () => lib.translate.houfeng_info, round: 1, logTarget: "player", content: function () { "step 0"; player.chooseButton(["选择" + get.translation(trigger.player) + "要进行的整肃类型", [["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].filter(i => !trigger.player.hasSkill(i)), "vcard"]], true).set("ai", () => Math.random()); "step 1"; if (result.bool) { var name = result.links[0][2], target = trigger.player; target.addTempSkill("houfeng_share", { player: ["phaseDiscardAfter", "phaseAfter"], }); target.markAuto("houfeng_share", [player]); target.addTempSkill(name, { player: ["phaseDiscardAfter", "phaseAfter"] }); target.popup(name, "thunder"); game.delayx(); } }, }, share: { charlotte: true, onremove: true, trigger: { player: "phaseDiscardEnd" }, forced: true, popup: false, content: function () { "step 0"; if (!lib.skill.zhengsu.filter(trigger, player)) { game.broadcastAll(function () { if (lib.config.background_speak) game.playAudio("skill", "houfeng3"); }); player.popup("整肃失败", "fire"); game.log(player, "整肃失败"); event.finish(); return; } game.broadcastAll(function () { if (lib.config.background_speak) game.playAudio("skill", "houfeng2"); }); player.popup("整肃成功", "wood"); game.log(player, "整肃成功"); var list = player.getStorage("houfeng_share").filter(i => i.isIn()); list.unshift(player); event.list = list; var num1 = 0, num2 = 0, num3 = 0; for (var target of list) { num1 += 2 * get.effect(target, { name: "draw" }, player, player); num2 += get.recoverEffect(target, player, player); } trigger.player .chooseControl("摸两张牌", "回复体力", "cancel2") .set("prompt", "整肃奖励:请选择" + get.translation(list) + "的整肃奖励") .set("ai", function () { return ["摸两张牌", "回复体力", "cancel2"][_status.event.goon.indexOf(Math.max.apply(Math, _status.event.goon))]; }) .set("goon", [num1, num2, num3]); "step 1"; if (result.control != "cancel2") { if (result.control == "摸两张牌") game.asyncDraw(event.list, 2); else { for (var i of event.list) i.recover(); } } else event.finish(); "step 2"; game.delayx(); }, }, }, }, houfeng1: { audio: true }, //手杀皇甫嵩 spzhengjun: { audio: 3, group: "spzhengjun_zhengsu", subSkill: { zhengsu: { audio: "spzhengjun1", trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return ["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].some(i => !player.hasSkill(i)); }, direct: true, content: function () { "step 0"; player.chooseButton([get.prompt("spzhengjun"), [["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].filter(i => !player.hasSkill(i)), "vcard"]]).set("ai", () => Math.random()); "step 1"; if (result.bool) { player.logSkill("spzhengjun_zhengsu", player); var name = result.links[0][2]; player.addTempSkill("spzhengjun_share", { player: ["phaseDiscardAfter", "phaseAfter"], }); player.addTempSkill(name, { player: ["phaseDiscardAfter", "phaseAfter"] }); player.popup(name, "thunder"); game.delayx(); } }, }, share: { charlotte: true, trigger: { player: "phaseDiscardEnd" }, forced: true, popup: false, content: function () { "step 0"; if (!lib.skill.zhengsu.filter(trigger, player)) { game.broadcastAll(function () { if (lib.config.background_speak) game.playAudio("skill", "spzhengjun3"); }); player.popup("整肃失败", "fire"); game.log(player, "整肃失败"); event.finish(); return; } game.broadcastAll(function () { if (lib.config.background_speak) game.playAudio("skill", "spzhengjun2"); }); player.popup("整肃成功", "wood"); game.log(player, "整肃成功"); player.chooseDrawRecover(2, "整肃奖励:摸两张牌或回复1点体力"); "step 1"; if (result.control == "cancel2") { event.finish(); return; } player.chooseTarget("整军:是否令一名其他角色也回复1点体力或摸两张牌?", lib.filter.notMe).set("ai", function (target) { var player = _status.event.player; return Math.max(2 * get.effect(target, { name: "draw" }, target, player), get.recoverEffect(target, target, player)); }); "step 2"; if (result.bool) { var target = result.targets[0]; event.target = target; var num1 = 2 * get.effect(target, { name: "draw" }, target, player); var num2 = get.recoverEffect(target, target, player); player.line(target); if (target.isHealthy()) result.index = 0; else player .chooseControl("摸牌", "回血") .set("prompt", "整肃奖励:令" + get.translation(target) + "摸两张牌或回复1点体力") .set("ai", function () { return _status.event.goon ? 0 : 1; }) .set("goon", num1 >= num2); } else event.finish(); "step 3"; if (result.index == 0) target.draw(2); else target.recover(); }, }, }, }, spzhengjun1: { audio: true }, spshiji: { audio: 2, trigger: { source: "damageBegin2" }, logTarget: "player", filter: function (event, player) { return player != event.player && event.hasNature("linked") && event.player.countCards("h") > 0 && !player.isMaxHandcard(true); }, check: function (event, player) { return get.attitude(player, event.player) <= 0; }, content: function () { var target = trigger.player; player.viewHandcards(target); var hs = target.getCards("h", { color: "red" }); if (hs.length) { target.discard(hs); player.draw(hs.length); } }, }, sptaoluan: { audio: 2, trigger: { global: "judgeFixing" }, usable: 1, filter: function (event, player) { return event.result && event.result.suit == "spade"; }, check: function (event, player) { return event.result.judge * get.attitude(player, event.player) <= 0; }, content: function () { "step 0"; var evt = trigger.getParent(); if (evt.name == "phaseJudge") evt.excluded = true; else { evt.finish(); evt._triggered = null; if (evt.name.startsWith("pre_")) { var evtx = evt.getParent(); evtx.finish(); evtx._triggered = null; } var nexts = trigger.next.slice(); for (var next of nexts) { if (next.name == "judgeCallback") trigger.next.remove(next); } var evts = game.getGlobalHistory("cardMove", function (evt) { return evt.getParent(2) == trigger.getParent(); }); var cards = []; for (var i = evts.length - 1; i >= 0; i--) { var evt = evts[i]; for (var card of evt.cards) { if (get.position(card, true) == "o") cards.push(card); } } trigger.orderingCards.addArray(cards); } var list = []; if (get.position(trigger.result.card) == "d") list.push(0); if (trigger.player.isIn() && player.canUse({ name: "sha", nature: "fire", isCard: true }, trigger.player, false)) list.push(1); if (list.length == 2) player .chooseControl() .set("choiceList", ["获得" + get.translation(trigger.result.card), "视为对" + get.translation(trigger.player) + "使用一张火【杀】"]) .set("choice", get.effect(trigger.player, { name: "sha" }, player, player) > 0 ? 1 : 0); else if (list.length == 1) event._result = { index: list[0] }; else event.finish(); "step 1"; if (result.index == 0) player.gain(trigger.result.card, "gain2"); else player.useCard({ name: "sha", nature: "fire", isCard: true }, trigger.player, false); }, }, //吕范 spdiaodu: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt("spdiaodu"), "令一名角色摸一张牌,然后移动其装备区内的一张牌").set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (att > 0) { if ( target.hasCard(function (card) { if ( get.value(card, target) <= 0 && game.hasPlayer(function (current) { return current != target && current.canEquip(card, false) && get.effect(current, card, player, player) > 0; }) ) return true; return false; }, "e") ) return 2 * att; if ( !target.hasCard(function (card) { return game.hasPlayer(function (current) { return current != target && current.canEquip(card); }); }, "e") ) return 1; } else if (att < 0) { if ( target.hasCard(function (card) { if ( get.value(card, target) >= 4.5 && game.hasPlayer(function (current) { return current != target && current.canEquip(card) && get.effect(current, card, player, player) > 0; }) ) return true; return false; }, "e") ) return -att; } return 0; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("spdiaodu", target); target.draw(); } else event.finish(); "step 2"; var es = target.getCards("e", function (card) { return game.hasPlayer(function (current) { return current != target && current.canEquip(card); }); }); if (es.length) { if (es.length == 1) event._result = { bool: true, links: es }; else player.chooseButton(["移动" + get.translation(target) + "的一张装备牌", es], true).set("ai", function (button) { var player = _status.event.player, target = _status.event.getParent().target, card = button.link; if ( game.hasPlayer(function (current) { return current != target && current.canEquip(card) && get.effect(current, card, player, player) > 0; }) ) return -get.value(card, target) * get.attitude(player, target); return 0; }); } else event.finish(); "step 3"; if (result.bool) { event.card = result.links[0]; player .chooseTarget(true, "选择" + get.translation(event.card) + "的移动目标", function (card, player, target) { return target.canEquip(_status.event.card); }) .set("card", event.card) .set("ai", function (target) { var evt = _status.event; return get.effect(target, evt.getParent().card, evt.player, evt.player); }); } else event.finish(); "step 4"; if (result.bool) { var target2 = result.targets[0]; target.line(target2); target.$give(card, target2); game.delay(0.5); target2.equip(card); } }, }, spdiancai: { audio: 2, trigger: { global: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return ( player != event.player && player.hasHistory("lose", function (evt) { return evt.hs && evt.hs.length > 0; }) ); }, content: function () { "step 0"; var num = 0; player.getHistory("lose", function (evt) { if (evt.hs) num += evt.hs.length; }); num = Math.min(num, game.countPlayer()); player.chooseTarget(get.prompt("spdiancai"), [1, num], "令至多" + get.cnNumber(num) + "名角色各摸一张牌").set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(trigger.player); player.logSkill("spdiancai", targets); if (targets.length == 1) { targets[0].draw(); event.finish(); } else game.asyncDraw(targets); } else event.finish(); "step 2"; game.delayx(); }, }, mbdiaodu: { audio: "spdiaodu", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return game.hasPlayer(function (target) { return target.countCards("e", function (card) { return game.hasPlayer(function (current) { return current != player && current != target && current.canEquip(card); }); }); }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("mbdiaodu"), function (card, player, target) { return target.countCards("e", function (card) { return game.hasPlayer(function (current) { return current != player && current != target && current.canEquip(card); }); }); }) .set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (att > 0) { if ( target.hasCard(function (card) { if ( get.value(card, target) <= 0 && game.hasPlayer(function (current) { return current != player && current != target && current.canEquip(card, false) && get.effect(current, card, player, player) > 0; }) ) return true; return false; }, "e") ) return 2 * att; } else if (att < 0) { if ( target.hasCard(function (card) { if ( get.value(card, target) >= 4.5 && game.hasPlayer(function (current) { return current != player && current != target && current.canEquip(card) && get.effect(current, card, player, player) > 0; }) ) return true; return false; }, "e") ) return -att; } return 0; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("mbdiaodu", target); } else event.finish(); "step 2"; var es = target.getCards("e", function (card) { return game.hasPlayer(function (current) { return current != target && current.canEquip(card); }); }); if (es.length == 1) event._result = { bool: true, links: es }; else player.chooseButton(["移动" + get.translation(target) + "的一张装备牌", es], true).set("ai", function (button) { var player = _status.event.player, target = _status.event.getParent().target, card = button.link; if ( game.hasPlayer(function (current) { return current != player && current != target && current.canEquip(card) && get.effect(current, card, player, player) > 0; }) ) return -get.value(card, target) * get.attitude(player, target); return 0; }); "step 3"; if (result.bool) { event.card = result.links[0]; player .chooseTarget("请选择" + get.translation(event.card) + "的移动目标", true, function (card, player, target) { return target != player && target.canEquip(_status.event.card); }) .set("card", event.card) .set("ai", function (target) { var evt = _status.event; return get.effect(target, evt.getParent().card, evt.player, evt.player); }); } else event.finish(); "step 4"; if (result.bool) { var target2 = result.targets[0]; target.line(target2); target.$give(card, target2); game.delay(0.5); target2.equip(card); } else event.finish(); "step 5"; target.draw(); }, }, mbdiancai: { audio: "spdiancai", trigger: { global: "phaseUseEnd" }, filter: function (event, player) { if (_status.currentPhase == player) return false; var num = 0; player.getHistory("lose", function (evt) { if (evt.cards2 && evt.getParent("phaseUse") == event) num += evt.cards2.length; }); return num >= player.hp && player.countCards("h") < player.maxHp; }, frequent: true, content: function () { var num = player.maxHp - player.countCards("h"); if (num > 0) player.draw(num); }, }, spyanji: { audio: 3, group: "spyanji_zhengsu", subSkill: { zhengsu: { audio: "spyanji", trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return ["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].some(i => !player.hasSkill(i)); }, direct: true, content: function () { "step 0"; player.chooseButton([get.prompt("spyanji"), [["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].filter(i => !player.hasSkill(i)), "vcard"]]).set("ai", () => Math.random()); "step 1"; if (result.bool) { player.logSkill("spyanji_zhengsu", player); var name = result.links[0][2]; player.addTempSkill("spyanji_share", { player: ["phaseDiscardAfter", "phaseAfter"], }); player.addTempSkill(name, { player: ["phaseDiscardAfter", "phaseAfter"] }); player.popup(name, "thunder"); game.delayx(); } }, }, share: { charlotte: true, trigger: { player: "phaseDiscardEnd" }, forced: true, popup: false, content: function () { if (!lib.skill.zhengsu.filter(trigger, player)) { game.broadcastAll(function () { if (lib.config.background_speak) game.playAudio("skill", "spyanji3"); }); player.popup("整肃失败", "fire"); game.log(player, "整肃失败"); event.finish(); return; } game.broadcastAll(function () { if (lib.config.background_speak) game.playAudio("skill", "spyanji2"); }); player.popup("整肃成功", "wood"); game.log(player, "整肃成功"); player.chooseDrawRecover(2, "整肃奖励:摸两张牌或回复1点体力"); }, }, }, }, spyanji1: { audio: true }, //蒋钦 spjianyi: { audio: 2, trigger: { global: "phaseEnd" }, forced: true, filter: function (event, player) { return ( player != event.player && game.getGlobalHistory("cardMove", function (evt) { if (evt.name != "lose" || evt.type != "discard") return false; for (var i of evt.cards) { if (get.subtype(i, false) == "equip2" && get.position(i, true) == "d") return true; } return false; }).length > 0 ); }, content: function () { "step 0"; var cards = []; game.getGlobalHistory("cardMove", function (evt) { if (evt.name != "lose" || evt.type != "discard") return false; for (var i of evt.cards) { if (get.subtype(i, false) == "equip2" && get.position(i, true) == "d") cards.push(i); } }); player.chooseButton(["俭衣:获得一张防具牌", cards], true).set("ai", function (button) { return get.value(button.link, _status.event.player); }); "step 1"; if (result.bool) player.gain(result.links, "gain2"); }, }, spshangyi: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("he") > 0 && game.hasPlayer(current => lib.skill.spshangyi.filterTarget(null, player, current)); }, filterCard: true, position: "he", check: function (card) { return 6 - get.value(card); }, filterTarget: function (card, player, target) { return target != player && target.countCards("h") > 0; }, content: function () { target.viewHandcards(player); player.gainPlayerCard(target, "h", true, "visible"); }, ai: { order: 6, result: { player: 0.5, target: function (player, target) { if (target.hasSkillTag("noh")) return 0; return -1; }, }, }, }, //蒋琬 spzhenting: { audio: 2, trigger: { global: "useCardToTarget" }, usable: 1, filter: function (event, player) { return (event.card.name == "sha" || get.type(event.card, false) == "delay") && event.player != player && !event.targets.includes(player) && player.inRange(event.target); }, logTarget: "target", check: function (event, player) { var target = event.target, source = event.player; var eff1 = get.effect(target, event.card, source, player); if (eff1 >= 0) return false; var eff2 = get.effect(player, event.card, source, player); if (eff2 >= 0) return true; if (eff1) if (event.card.name == "sha") { if (player.hasShan()) return true; if (eff1 > eff2) return false; if (player.hp > 2) return true; if (player.hp == 2) return eff2 > eff1 / 3; return false; } if (event.card.name == "shandian" || event.card.name == "bingliang") return true; if (event.card.name == "lebu") return !player.needsToDiscard() && target.needsToDiscard(); return false; }, content: function () { "step 0"; var target = trigger.target, evt = trigger.getParent(); evt.triggeredTargets2.remove(target); evt.targets.remove(target); evt.triggeredTargets2.add(player); evt.targets.add(player); game.log(trigger.card, "的目标被改为了", player); trigger.untrigger(); "step 1"; if (!trigger.player.countDiscardableCards(player, "h")) event._result = { index: 0 }; else player.chooseControl().set("choiceList", ["摸一张牌", "弃置" + get.translation(trigger.player) + "的一张手牌"]); "step 2"; if (result.index == 0) player.draw(); else { player.line(trigger.player, "fire"); player.discardPlayerCard(trigger.player, true, "h"); } }, ai: { threaten: 1.4, }, }, spjincui: { audio: 2, enable: "phaseUse", usable: 1, limited: true, skillAnimation: true, animationColor: "orange", filterTarget: lib.filter.notMe, content: function () { "step 0"; player.awakenSkill("spjincui"); game.broadcastAll( function (target1, target2) { game.swapSeat(target1, target2); }, player, target ); "step 1"; if (player.hp > 0) player.loseHp(player.hp); }, ai: { order: 5, result: { player: function (player, target) { if (player.hasUnknown()) return 0; if (!player.countCards("h", { name: ["tao", "jiu"] })) return 0; var num = 0, current = player.next; while (true) { num -= get.sgn(get.attitude(player, current)); if (current == target) break; current = current.next; } while (true) { if (current == player) break; num += get.sgn(get.attitude(player, current)) * 1.1; current = current.next; } if (num < player.hp) return 0; return num + 1 - player.hp; }, }, }, }, //张昌蒲 spdifei: { audio: 2, trigger: { player: "damageEnd" }, forced: true, usable: 1, content: function () { "step 0"; var next = player.chooseToDiscard("h", "抵诽:弃置一张手牌或摸一张牌"); if (trigger.card) { var suit = get.suit(trigger.card, false); if (lib.suit.includes(suit)) { next.set("suit", suit); next.set("prompt2", "然后若没有" + get.translation(suit) + "手牌则回复1点体力"); next.set("ai", function (card) { var player = _status.event.player, suit = _status.event.suit; if ( player.hasCard(function (cardx) { return cardx != card && get.suit(cardx) == suit; }, "h") ) return 0; if (get.name(card) != "tao" && ((get.position(card) == "h" && get.suit(card) == suit) || player.hp == 1)) return 8 - get.value(card); return 5 - get.value(card); }); } else next.set("ai", function (card) { return -get.value(card); }); } "step 1"; if (!result.bool) player.draw(); "step 2"; player.showHandcards(); if (trigger.card) { var suit = get.suit(trigger.card, false); if (!lib.suit.includes(suit) || !player.countCards("h", { suit: suit })) player.recover(); } }, }, spyanjiao: { audio: 2, enable: "phaseUse", usable: 1, chooseButton: { dialog: function () { return ui.create.dialog("###严教###" + get.translation("spyanjiao_info")); }, chooseControl: function (event, player) { var map = {}, hs = player.getCards("h"); for (var i of hs) map[get.suit(i, player)] = true; var list = lib.suit.filter(i => map[i]); list.push("cancel2"); return list; }, check: function (event, player) { var map = {}, hs = player.getCards("h"), min = Infinity, min_suit = null; for (var i of hs) { var suit = get.suit(i, player); if (!map[suit]) map[suit] = 0; map[suit] += get.value(i); } for (var i in map) { if (map[i] < min) { min = map[i]; min_suit = i; } } return min_suit; }, backup: function (result, player) { return { audio: "spyanjiao", filterCard: { suit: result.control }, selectCard: -1, position: "h", filterTarget: lib.filter.notMe, discard: false, lose: false, delay: false, content: function () { player.addSkill("spyanjiao_draw"); player.addMark("spyanjiao_draw", cards.length, false); player.give(cards, target); target.damage("nocard"); }, ai: { result: { target: function (player, target) { if (!ui.selected.cards.length) return 0; var val = get.value(ui.selected.cards, target); if (val < 0) return val + get.damageEffect(target, player, target); if (val > 5 || get.value(ui.selected.cards, player) > 5) return 0; return get.damageEffect(target, player, target); }, }, }, }; }, prompt: () => "请选择【严教】的目标", }, subSkill: { draw: { onremove: true, trigger: { player: "phaseBegin" }, forced: true, charlotte: true, content: function () { player.draw(player.countMark("spyanjiao_draw")); player.removeSkill("spyanjiao_draw"); }, mark: true, intro: { content: "下回合开始时摸#张牌" }, }, backup: { audio: "spyanjiao" }, }, ai: { order: 1, result: { player: 1 }, }, }, //崔琰 spyajun: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { var hs = player.getCards("h"); return ( hs.length > 0 && !player.hasSkillTag("noCompareSource") && player.hasHistory("gain", function (evt) { for (var i of evt.cards) { if (hs.includes(i)) return true; } return false; }) && game.hasPlayer(function (current) { return current != player && player.canCompare(current); }) ); }, content: function () { "step 0"; var cards = [], hs = player.getCards("h"); player.getHistory("gain", function (evt) { cards.addArray(evt.cards); }); cards = cards.filter(function (i) { return hs.includes(i); }); player.chooseCardTarget({ prompt: get.prompt("spyajun"), prompt2: "操作提示:选择一张本回合新得到的牌作为拼点牌,然后选择一名拼点目标", cards: cards, filterCard: function (card) { return _status.event.cards.includes(card); }, filterTarget: function (card, player, target) { return player.canCompare(target); }, ai1: function (card) { return get.number(card) - get.value(card); }, ai2: function (target) { return -get.attitude(_status.event.player, target) * Math.sqrt(5 - Math.min(4, target.countCards("h"))) * (target.hasSkillTag("noh") ? 0.5 : 1); }, }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("spyajun", target); var next = player.chooseToCompare(target); if (!next.fixedResult) next.fixedResult = {}; next.fixedResult[player.playerid] = result.cards[0]; } else event.finish(); "step 2"; if (result.bool) { var cards = [result.player, result.target].filterInD("d"); if (cards.length) { player.chooseButton(["是否将一张牌置于牌堆顶?", cards]).set("ai", function (button) { if (get.color(button.link) == "black") return 1; return 0; }); } else event.finish(); } else { player.addMark("spyajun_less", 1, false); player.addTempSkill("spyajun_less"); event.finish(); } "step 3"; if (result.bool) { var card = result.links[0]; card.fix(); ui.cardPile.insertBefore(card, ui.cardPile.firstChild); game.updateRoundNumber(); game.log(player, "将", card, "置于牌堆顶"); } }, group: "spyajun_draw", subSkill: { draw: { audio: "spyajun", trigger: { player: "phaseDrawBegin2" }, forced: true, locked: false, filter: function (event, player) { return !event.numFixed; }, content: function () { trigger.num++; }, }, less: { onremove: true, charlotte: true, intro: { content: "手牌上限-#" }, mod: { maxHandcard: function (player, num) { return num - player.countMark("spyajun_less"); }, }, }, }, }, spzundi: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("h") > 0; }, filterCard: true, filterTarget: true, check: function (card) { return 7 - get.value(card); }, content: function () { "step 0"; player.judge(); "step 1"; if (result.color == "black") target.draw(3); else target.moveCard(); }, ai: { order: 8, result: { target: function (player, target) { if (target.canMoveCard(true)) return 3; return 1; }, }, }, }, //花蔓 spxiangzhen: { trigger: { target: "useCardToBefore" }, forced: true, audio: 2, filter: function (event, player) { return event.card.name == "nanman"; }, content: function () { trigger.cancel(); }, group: "spxiangzhen_draw", subSkill: { draw: { audio: "spxiangzhen", trigger: { global: "useCardAfter" }, forced: true, filter: function (event, player) { return ( event.card.name == "nanman" && game.hasPlayer2(function (current) { return current.hasHistory("damage", function (evt) { return evt.card == event.card; }); }) ); }, content: function () { "step 0"; if (player != trigger.player && trigger.player.isIn()) game.asyncDraw([player, trigger.player].sortBySeat()); else { player.draw(); event.finish(); } "step 1"; game.delayx(); }, }, }, }, spfangzong: { audio: 2, trigger: { player: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { return !player.hasSkill("spxizhan_spfangzong") && player.countCards("h") < Math.min(8, game.countPlayer()); }, content: function () { player.drawTo(Math.min(8, game.countPlayer())); }, mod: { playerEnabled: function (card, player, target) { if (player == _status.currentPhase && get.tag(card, "damage") > 0 && !player.hasSkill("spxizhan_spfangzong") && player.inRange(target)) return false; }, targetEnabled: function (card, player, target) { if (get.tag(card, "damage") > 0 && !target.hasSkill("spxizhan_spfangzong") && player.inRange(target)) return false; }, }, }, spxizhan: { audio: 4, group: "spxizhan_effect", locked: false, subSkill: { spfangzong: { charlotte: true }, effect: { trigger: { global: "phaseBegin" }, filter: function (event, player) { return player != event.player; }, forced: true, logTarget: "player", content: function () { "step 0"; player.chooseToDiscard("he", "嬉战:弃置一张牌或失去1点体力", "根据弃置的牌对" + get.translation(trigger.player) + "视为使用如下牌:
♠,其使用【酒】;♥,你使用【无中生有】
♣,对其使用【铁索连环】;♦:对其使用火【杀】").set("ai", function (card) { var player = _status.event.player, target = _status.event.getTrigger().player; var suit = get.suit(card, player), list; switch (suit) { case "spade": list = [{ name: "jiu" }, target, target]; break; case "heart": list = [{ name: "wuzhong" }, player, player]; break; case "club": list = [{ name: "tiesuo" }, player, target]; break; case "diamond": list = [{ name: "sha", nature: "fire" }, player, target]; break; } list[0].isCard = true; var eff = 0; if (list[1].canUse(list[0], list[2], false)) eff = get.effect(list[2], list[0], list[1], player); if (eff >= 0 || suit == "club") eff = Math.max(eff, 5); return eff * 1.5 - get.value(card); }); "step 1"; if (result.bool) { player.addTempSkill("spxizhan_spfangzong"); var target = trigger.player, card = result.cards[0], suit = get.suit(card, player); if (!lib.suit.includes(suit) || ((!target || !target.isIn()) && suit != "heart")) return; game.broadcastAll(function (suit) { if (lib.config.background_speak) game.playAudio("skill", "spxizhan" + (4 - lib.suit.indexOf(suit))); }, suit); switch (suit) { case "spade": target.chooseUseTarget("jiu", true); break; case "heart": player.chooseUseTarget("wuzhong", true); break; case "club": if (player.canUse("tiesuo", target)) player.useCard( { name: "tiesuo", isCard: true, }, target ); break; case "diamond": if ( player.canUse( { name: "sha", isCard: true, nature: "fire", }, target, false ) ) player.useCard( { name: "sha", isCard: true, nature: "fire", }, target, false ); break; } } else player.loseHp(); }, }, }, }, //高览 spjungong: { enable: "phaseUse", filter: function (event, player) { var num = player.getStat("skill").spjungong || 0; return (num < player.hp || num <= player.countCards("he")) && !player.hasSkill("spjungong_block"); }, filterTarget: function (card, player, target) { return target != player && player.canUse("sha", target, false); }, filterCard: true, position: "he", selectCard: function () { var player = _status.event.player, num = (player.getStat("skill").spjungong || 0) + 1; if (ui.selected.cards.length || num > player.hp) return num; return [0, num]; }, check: function (card) { return 6 - get.value(card); }, prompt: function () { var player = _status.event.player, num = get.cnNumber((player.getStat("skill").spjungong || 0) + 1); return "弃置" + num + "张牌或失去" + num + "点体力,视为使用杀"; }, content: function () { "step 0"; if (!cards.length) player.loseHp(player.getStat("skill").spjungong || 1); player.useCard({ name: "sha", isCard: true }, target, false); "step 1"; if ( player.hasHistory("sourceDamage", function (evt) { var card = evt.card; if (!card || card.name != "sha") return false; var evtx = evt.getParent("useCard"); return evtx.card == card && evtx.getParent() == event; }) ) player.addTempSkill("spjungong_block"); }, ai: { order: function (item, player) { return get.order({ name: "sha" }, player) + 1; }, result: { target: function (player, target) { if (!ui.selected.cards.length) return 0; return get.effect(target, { name: "sha" }, player, target); }, }, }, subSkill: { block: { charlotte: true } }, }, spdengli: { trigger: { player: "useCardToPlayered", target: "useCardToTargeted", }, frequent: true, filter: function (event, player) { return event.card.name == "sha" && event.player.hp == event.target.hp; }, content: function () { player.draw(); }, ai: { effect: { player: function (card, player, target) { var hp = player.hp, evt = _status.event; if (evt.name == "chooseToUse" && evt.player == player && evt.skill == "spjungong" && !ui.selected.cards.length) hp -= (player.getStat("skill").spjungong || 0) + 1; if (card && card.name == "sha" && hp == target.hp) return [1, 0.3]; }, target: function (card, player, target) { if (card && card.name == "sha" && player.hp == target.hp) return [1, 0.3]; }, }, }, }, //孙翊 zaoli: { trigger: { player: "phaseBegin" }, audio: 2, forced: true, filter: function (event, player) { return player.countMark("zaoli") > 0; }, content: function () { "step 0"; event.num = player.storage.zaoli; player.removeMark("zaoli", event.num); if (player.countCards("he") > 0) { player.chooseToDiscard(true, "he", [1, Infinity], "躁厉:弃置至少一张牌").set("ai", function (card) { if (card.hasGaintag("zaoli")) return 1; return 5 - get.value(card); }); } "step 1"; if (result.bool) num += result.cards.length; if (event.num > 2) player.loseHp(); player.draw(num); }, mod: { cardEnabled2: function (card, player) { if (player == _status.currentPhase && get.itemtype(card) == "card" && card.hasGaintag("zaoli")) return false; }, }, group: ["zaoli_add", "zaoli_count"], init: function (player) { if (player == _status.currentPhase) { var hs = player.getCards("h"); player.getHistory("gain", function (evt) { hs.removeArray(evt.cards); }); if (hs.length) player.addGaintag(hs, "zaoli"); } }, onremove: function (player) { player.removeGaintag("zaoli"); delete player.storage.zaoli; }, intro: { content: "mark" }, subSkill: { add: { audio: "zaoli", trigger: { player: ["useCard", "respond"] }, forced: true, filter: function (event, player) { return ( player.countMark("zaoli") < 4 && player.hasHistory("lose", function (evt) { return evt.hs && evt.hs.length > 0 && evt.getParent() == event; }) ); }, content: function () { player.addMark("zaoli", 1); }, }, count: { trigger: { global: "phaseBeginStart" }, forced: true, firstDo: true, silent: true, filter: function (event, player) { if (player == event.player) return player.countCards("h") > 0; return player.hasCard(function (card) { return card.hasGaintag("zaoli"); }, "h"); }, content: function () { if (player == trigger.player) { player.addGaintag(player.getCards("h"), "zaoli"); } else player.removeGaintag("zaoli"); }, }, }, }, //王双 yiyong: { audio: 2, trigger: { player: "damageEnd" }, filter: function (event, player) { return event.card && event.card.name == "sha" && event.source && event.source.isIn() && player != event.source && event.cards.filterInD().length > 0 && player.getEquips(1).length > 0; }, check: function (event, player) { var card = { name: "sha", cards: event.cards.filterInD(), }, target = event.source; return !player.canUse(card, target, false) || get.effect(target, card, player, player) > 0; }, content: function () { "step 0"; event.cards = trigger.cards.filterInD(); player.gain(event.cards, "gain2"); "step 1"; var target = trigger.source, hs = player.getCards("h"); if ( target && target.isIn() && hs.length >= cards.length && cards.filter(function (i) { return hs.includes(i); }).length == cards.length && player.canUse({ name: "sha", cards: cards }, target, false) ) { var next = player.useCard({ name: "sha" }, cards, target, false); if (!target.getEquips(1).length) next.baseDamage = 2; } }, }, shanxie: { audio: 2, enable: "phaseUse", usable: 1, //filterTarget:function(card,player,target){ // return target!=player&&target.getEquip(1); //}, //selectTarget:[0,1], content: function () { var card = get.cardPile2(function (card) { return get.subtype(card) == "equip1"; }); if (card) player.gain(card, "gain2"); else { var targets = game.filterPlayer(function (current) { return current.getEquips(1).length > 0; }); if (targets.length) { var target = targets.randomGet(); player.gain(target.getEquips(1), target, "give", "bySelf"); } } }, content_old: function () { "step 0"; if (!target) { var card = get.cardPile2(function (card) { return get.subtype(card) == "equip1"; }); if (card) player.gain(card, "gain2"); event.finish(); } else { var card = target.getEquip(1); if (card) { event.card = card; player.gain(card, target, "give"); } else event.finish(); } "step 1"; if (player.getCards("h").includes(card) && get.type(card, player) == "equip" && player.hasUseTarget(card)) player.chooseUseTarget(card, true, "nopopup"); "step 2"; var hs = target.getCards("h", function (card) { return target.canUse(get.autoViewAs({ name: "sha" }, [card]), player, false); }); if (hs.length) { if (hs.length == 1) event._result = { bool: true, cards: hs }; else target .chooseCard("h", true, "将一张牌当做【杀】对" + get.translation(player) + "使用", function (card) { return _status.event.cards.includes(card); }) .set("cards", hs) .set("ai", function (card) { return get.effect(_status.event.getParent().player, get.autoViewAs({ name: "sha" }, [card]), _status.event.player); }); } else event.finish(); "step 3"; if (result.bool) target.useCard({ name: "sha" }, result.cards, player, false); }, ai: { order: 9, result: { player: 1 }, }, group: ["shanxie_exclude", "shanxie_shan"], subSkill: { exclude: { trigger: { global: "useCard" }, forced: true, locked: false, filter: function (event, player) { if (event.card.name != "shan" || event.getParent(2).player != player) return false; var num = get.number(event.card); return !num || num <= player.getAttackRange() * 2; }, logTarget: "player", content: function () { trigger.all_excluded = true; }, sub: true, }, shan: { trigger: { player: "useCardToPlayered" }, filter: function (event, player) { return event.target.isAlive() && event.card.name == "sha"; }, silent: true, content: function () { trigger.target.addTempSkill("shanxie_banned"); trigger.target.storage.shanxie_banned = { card: trigger.card, num: player.getAttackRange() * 2, }; }, sub: true, }, banned: { init: function (player) { player.storage.shanxie_banned = {}; }, onremove: function (player) { delete player.storage.shanxie_banned; }, trigger: { global: "useCardEnd" }, filter: function (event, player) { return event.card == player.storage.shanxie_banned.card; }, silent: true, content: function () { player.removeSkill("shanxie_banned"); }, ai: { effect: { player: function (card, player, target) { if (get.name(card) == "shan") { let num = get.number(card); if (!num || num <= player.storage.shanxie_banned.num) return "zeroplayertarget"; } }, }, }, }, }, }, //吴景流兵 liubing: { trigger: { player: "useCard1" }, forced: true, filter: function (event, player) { if (event.card.name != "sha" || !event.cards || !event.cards.length) return false; var evt = event.getParent("phaseUse"); return ( evt && evt.player == player && player .getHistory("useCard", function (evt2) { return evt2.card.name == "sha" && evt2.cards && evt2.cards.length && evt2.getParent("phaseUse") == evt; }) .indexOf(event) == 0 ); }, content: function () { game.log(player, "将", trigger.card, "的花色改为", "#y♦"); trigger.card.suit = "diamond"; trigger.card.color = "red"; }, group: "liubing_gain", subSkill: { gain: { trigger: { global: "useCardAfter" }, forced: true, audio: "liubing", filter: function (event, player) { return ( event.player != player && event.card.isCard && event.card.name == "sha" && get.color(event.card) == "black" && event.cards.filterInD().length > 0 && event.player.isPhaseUsing() && !event.player.hasHistory("sourceDamage", function (evt) { return evt.card == event.card; }) ); }, logTarget: "player", content: function () { player.gain(trigger.cards.filterInD(), "gain2"); }, }, }, }, //新刘璋 jutu: { audio: "xiusheng", trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return ( player.storage.yaohu && game.hasPlayer(function (current) { return current.group == player.storage.yaohu; }) ); }, content: function () { "step 0"; var cards = player.getExpansions("jutu"); if (cards.length > 0) { player.gain(cards, "gain2"); } "step 1"; event.num = game.countPlayer(function (current) { return current.group == player.storage.yaohu; }); player.draw(event.num + 1); if (!event.num) event.finish(); "step 2"; var he = player.getCards("he"); if (!he.length) event.finish(); else if (he.length < num) event._result = { bool: true, cards: he }; else player.chooseCard("he", true, num, "选择" + get.cnNumber(num) + "张牌作为生"); "step 3"; if (result.bool) { var cards = result.cards; player.addToExpansion(player, "give", cards).gaintag.add("jutu"); } "step 4"; game.delayx(); }, intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, ai: { combo: "yaohu" }, }, yaohu: { audio: "yinlang", trigger: { player: "phaseBegin" }, direct: true, forced: true, locked: false, filter: function (event, player) { return ( !player.hasSkill("yaohu_round") && game.hasPlayer(function (current) { return current.group && current.group != "unknown"; }) ); }, content: function () { "step 0"; var list = []; game.countPlayer(function (current) { if (current.group && current.group != "unknown") list.add(current.group); }); list.sort(function (a, b) { return lib.group.indexOf(a) - lib.group.indexOf(b); }); if (!player.hasSkill("yaohu")) list.push("cancel2"); player .chooseControl(list) .set("prompt", "邀虎:请选择一个势力") .set("ai", function () { return _status.event.choice; }) .set( "choice", (function () { var getn = function (group) { return game.countPlayer(function (current) { if (current.group != group) return false; if (player == current) return 2; if (get.attitude(current, player) > 0) return 1; return 1.3; }); }; list.sort(function (a, b) { return getn(b) - getn(a); }); return list[0]; })() ); "step 1"; if (result.control != "cancel2") { player.logSkill( "yaohu", game.filterPlayer(function (current) { return current.group == result.control; }) ); game.log(player, "选择了", "#y" + get.translation(result.control + 2)); player.storage.yaohu = result.control; player.markSkill("yaohu"); } }, ai: { combo: "jutu" }, intro: { content: "已选择了$势力" }, group: "yaohu_gain", subSkill: { round: {}, gain: { audio: "yinlang", trigger: { global: "phaseUseBegin" }, forced: true, locked: false, filter: function (event, player) { return event.player != player && event.player.group == player.storage.yaohu && event.player.isIn() && player.getExpansions("jutu").length > 0; }, logTarget: "player", content: function () { "step 0"; var target = trigger.player; event.target = target; target.chooseButton(["选择获得一张“生”", player.getExpansions("jutu")], true).set("ai", function (button) { return get.value(button.link, player); }); "step 1"; if (result.bool) { target.gain(result.links, "give", player, "bySelf"); } "step 2"; if ( game.hasPlayer(function (current) { return current != player && current != target; }) ) { player .chooseTarget(true, "选择" + get.translation(target) + "使用【杀】的目标", function (card, player, target) { return target != player && target != _status.event.source; }) .set("source", target) .set("ai", function (target) { var evt = _status.event; return get.effect(target, { name: "sha" }, evt.source, evt.player); }); } else { event._result = { bool: false }; event.goto(4); } "step 3"; var target2 = result.targets[0]; player.line(target2, "green"); target .chooseToUse( function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "对" + get.translation(target2) + "使用一张杀,否则交给其两张牌" ) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", target2) .set("addCount", false); "step 4"; if (!result.bool) { var hs = target.getCards("he"); if (!hs.length) event.finish(); else if (hs.length <= 2) event._result = { bool: true, cards: hs }; else target.chooseCard(2, true, "交给" + get.translation(player) + "两张牌", "he"); } else event.finish(); "step 5"; if (result.bool) target.give(result.cards, player); }, }, }, }, rehuaibi: { audio: "huaibi", zhuSkill: true, mod: { maxHandcard: function (player, num) { if (player.storage.yaohu && player.hasZhuSkill("rehuaibi")) return ( num + game.countPlayer(function (current) { return current.group == player.storage.yaohu; }) ); }, }, ai: { combo: "yaohu" }, }, //宗预 zhibian: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, filter: function (event, player) { return game.hasPlayer(current => current != player && player.canCompare(current)); }, content: function () { "step 0"; player .chooseTarget(get.prompt("zhibian"), "与一名其他角色进行拼点", function (card, player, target) { return target != player && player.canCompare(target); }) .set("ai", function (target) { if (!_status.event.goon) return false; var att = get.attitude(player, target); if ( att < 0 && target.countCards("e", function (card) { return player.canEquip(card) && get.effect(player, card, target, player) > 0; }) ) return -att / Math.sqrt(target.countCards("h")); if (!player.isDamaged()) return false; if (att <= 0) return (1 - att) / Math.sqrt(target.countCards("h")); return Math.sqrt((2 / att) * Math.sqrt(target.countCards("h"))); }) .set( "goon", (function () { if ( !player.hasCard(function (card) { return card.number >= 14 - player.hp && get.value(card) <= 5; }) ) return false; return true; })() ); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("zhibian", target); player.chooseToCompare(target); } else event.finish(); "step 2"; if (result.bool) { var list = [], list2 = ["将" + get.translation(target) + "装备区/判定区中的一张牌移动到你的区域内", "回复1点体力", "背水!跳过摸牌阶段,并依次执行上述所有选项"]; if ( target.hasCard(function (card) { return player.canEquip(card); }, "e") || target.hasCard(function (card) { return player.canAddJudge(card); }, "j") ) { list.push("选项一"); } if (player.isDamaged()) { list.push("选项二"); } if (list.includes("选项一")) list.push("背水!"); list.push("cancel2"); player .chooseControl(list) .set("choiceList", list2) .set("ai", function (target) { if ( player.isDamaged() && (player.hp <= 2 || !target.countCards("e", function (card) { return player.canEquip(card) && get.value(card, target) >= 4 + player.getDamagedHp(); })) ) return 1; return 0; }); } else { player.loseHp(); event.finish(); } "step 3"; if (result.control != "cancel2") { event.control = result.control; if (result.control == "选项一" || result.control == "背水!") { player.choosePlayerCard(target, "ej", true).set("ai", get.buttonValue); } else event.goto(5); } else event.finish(); "step 4"; if (result.bool) { var card = result.cards[0]; target.$give(card, player, false); game.delayx(); if (get.position(card) == "e") player.equip(card); else player.addJudge(card); } "step 5"; if (event.control == "选项二" || event.control == "背水!") { player.recover(); } if (event.control == "背水!") player.skip("phaseDraw"); }, }, yuyan: { audio: 2, trigger: { target: "useCardToTarget" }, forced: true, logTarget: "player", filter: function (event, player) { return event.card.name == "sha" && event.card.isCard && typeof get.number(event.card) == "number" && player.hp < event.player.hp; }, content: function () { "step 0"; var num = get.number(trigger.card); if ( num >= 13 || !trigger.player.hasCard(function (card) { if (_status.connectMode && get.position(card) == "h") return true; return get.number(card) > num; }, "he") ) event._result = { bool: false }; else trigger.player .chooseCard( "he", function (card) { return get.number(card) > _status.event.number; }, "交给" + get.translation(player) + "一张点数大于" + get.cnNumber(num) + "的牌,或令" + get.translation(trigger.card) + "对其无效" ) .set("number", num) .set("", function (card) { if (card.name == "shan" || card.name == "tao" || card.name == "jiu") return false; return 6 - get.value(card); }); "step 1"; if (result.bool) { trigger.player.give(result.cards, player); } else { trigger.targets.remove(player); trigger.getParent().triggeredTargets2.remove(player); trigger.untrigger(); } }, ai: { effect: { target: function (card, player, target, current) { if (card.name == "sha" && player.hp > target.hp && get.attitude(player, target) < 0) { var num = get.number(card); if (typeof num != "number") return false; var bs = player.getCards("h", function (cardx) { return get.number(cardx) > num && !["", "", ""].includes(cardx.name); }); if (bs.length < 2) return 0; if (player.hasSkill("jiu") || player.hasSkill("tianxianjiu")) return; if (bs.length <= 2) { for (var i = 0; i < bs.length; i++) { if (get.value(bs[i]) < 6) { return [1, 0, 1, -0.5]; } } return 0; } return [1, 0, 1, -0.5]; } }, }, }, }, //袁涣 qingjue: { audio: 2, trigger: { global: "useCardToPlayer" }, logTarget: "player", round: 1, filter: function (event, player) { return event.player != player && event.target != player && event.player != event.target && event.player.hp > event.target.hp && event.targets.length == 1 && event.player.countCards("h") > 0 && !event.target.isDying() && !event.player.hasSkillTag("noCompareTarget") && !player.hasSkillTag("noCompareSource"); }, check: function (event, player) { var target = event.target, source = event.player; var eff1 = get.effect(target, event.card, source, player); if (eff1 >= 0) return false; var eff2 = get.effect(player, event.card, source, player); if (eff2 >= 0) return true; if (eff2 > eff1 / 3) return player.hasCard(function (card) { return (card.number >= 9 && get.value(card) <= 5) || get.value(card) <= 3; }); if (eff2 > eff1 / 2) return player.hasCard(function (card) { return card.number > 10 && get.value(card) <= 5; }); return player.hasCard(function (card) { return card.number > 11 && get.value(card) <= 5; }); }, content: function () { "step 0"; player.draw(); "step 1"; if (player.canCompare(trigger.player)) player.chooseToCompare(trigger.player); else event.finish(); "step 2"; trigger.targets.remove(trigger.target); trigger.getParent().triggeredTargets1.remove(trigger.target); trigger.untrigger(); if (!result.bool) trigger.targets.push(player); }, }, fengjie: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return game.hasPlayer(current => current != player); }, content: function () { "step 0"; player.chooseTarget("请选择【奉节】的目标", "选择一名其他角色并获得如下效果直到你下回合开始:一名角色的结束阶段开始时,你将手牌摸至(至多摸至四张)或弃置至与其体力值相等。", lib.filter.notMe, true).set("ai", function (target) { return (target.hp - player.countCards("h")) / get.threaten(target); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); game.log(player, "选择了", target); player.storage.fengjie2 = target; player.addTempSkill("fengjie2", { player: "phaseBegin" }); game.delayx(); } }, }, fengjie2: { audio: "fengjie", trigger: { global: "phaseJieshuBegin" }, forced: true, charlotte: true, onremove: true, filter: function (event, player) { if (!player.storage.fengjie2 || !player.storage.fengjie2.isIn()) return false; var num1 = player.countCards("h"), num2 = player.storage.fengjie2.hp; return num1 != num2; }, logTarget: (event, player) => player.storage.fengjie2, content: function () { var num1 = player.countCards("h"), num2 = player.storage.fengjie2.hp; if (num1 > num2) player.chooseToDiscard("h", true, num1 - num2); else player.drawTo(Math.min(num1 + 4, num2)); }, }, //陈武董袭 spyilie: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, content: function () { "step 0"; player .chooseControl("选项一", "选项二", "背水!", "cancel2") .set("choiceList", ["本阶段内使用【杀】的次数上限+1", "本回合内使用【杀】被【闪】抵消时摸一张牌", "背水!失去1点体力并依次执行上述所有选项"]) .set("ai", function () { if ( player.countCards("hs", function (card) { return get.name(card) == "sha" && player.hasValueTarget(card); }) > player.getCardUsable({ name: "sha" }) ) return 0; return 1; }); "step 1"; if (result.control != "cancel2") { player.logSkill("spyilie"); game.log(player, "选择了", "#g【毅烈】", "的", "#y" + result.control); if (result.index % 2 == 0) player.addTempSkill("spyilie_add", "phaseUseEnd"); if (result.index > 0) player.addTempSkill("spyilie_miss"); if (result.index == 2) player.loseHp(); } }, subSkill: { add: { charlotte: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + 1; }, }, }, miss: { charlotte: true, audio: "spyilie", trigger: { player: "shaMiss" }, forced: true, content: function () { player.draw(); }, }, }, }, spfenming: { audio: 2, enable: "phaseUse", usable: 1, filter: (event, player) => game.hasPlayer(current => lib.skill.spfenming.filterTarget(null, player, current)), filterTarget: function (card, player, target) { if (target.hp > player.hp) return false; return ( !target.isLinked() || target.hasCard( function (card) { return lib.filter.canBeGained(card, player, target); }, target == player ? "e" : "he" ) ); }, content: function () { if (!target.isLinked()) target.link(); else player.gainPlayerCard(target, target == player ? "e" : "he", true); }, ai: { order: 7, result: { player: function (player, target) { if (!target.isLinked()) return get.effect(target, { name: "tiesuo" }, player, player); return get.effect(target, { name: "shunshou_copy2" }, player, player); }, }, }, }, //周处 rechuhai: { audio: "chuhai", dutySkill: true, locked: false, group: ["rechuhai_add", "rechuhai_achieve", "rechuhai_fail", "rechuhai_chuhai"], derivation: "zhangming", subSkill: { chuhai: { audio: ["chuhai", 2], inherit: "chuhai", prompt: "与一名其他角色进行拼点", }, add: { trigger: { player: "compare" }, forced: true, popup: false, filter: function (event, player) { return event.getParent().name == "rechuhai_chuhai" && event.num1 < 13 && player.countCards("e") < 4; }, content: function () { var num = 4 - player.countCards("e"); game.log(player, "的拼点牌点数+", num); trigger.num1 = Math.min(13, trigger.num1 + num); }, }, achieve: { audio: ["chuhai", 2], trigger: { player: "equipAfter" }, forced: true, skillAnimation: true, animationColor: "wood", filter: function (event, player) { return player.countCards("e") > 2; }, content: function () { player.awakenSkill("rechuhai"); game.log(player, "成功完成使命"); if (player.isDamaged()) player.recover(player.maxHp - player.hp); player.changeSkills(["zhangming"], ["xianghai"]); }, }, fail: { audio: "chuhai3", trigger: { player: "chooseToCompareAfter" }, forced: true, filter: function (event, player) { return event.getParent().name == "rechuhai_chuhai" && event.num1 < 7 && !event.result.bool; }, content: function () { player.awakenSkill("rechuhai"); game.log(player, "使命失败"); }, }, }, }, chuhai3: { audio: true }, zhangming: { audio: 2, trigger: { player: "useCard" }, forced: true, filter: function (event, player) { return get.suit(event.card) == "club"; }, content: function () { trigger.directHit.addArray( game.filterPlayer(function (current) { return current != player; }) ); }, group: "zhangming_damage", subSkill: { damage: { audio: "zhangming", trigger: { source: "damageEnd" }, forced: true, usable: 1, filter: function (event, player) { return player != event.player; }, logTarget: "player", content: function () { var list = [], cards = [], target = trigger.player, hs = target.getCards("h"); if (hs.length > 0) { var card = hs.randomGet(); list.push(get.type2(card, target)); player.showCards(card, get.translation(player) + "对" + get.translation(target) + "发动了【彰名】"); } target.discard(card); for (var i = 0; i < ui.cardPile.childNodes.length; i++) { var type = get.type2(ui.cardPile.childNodes[i], false); if (!list.includes(type)) { list.push(type); cards.push(ui.cardPile.childNodes[i]); } } player.gain(cards, "gain2").gaintag.add("zhangming"); player.addTempSkill("zhangming_keep"); }, }, keep: { charlotte: true, onremove: function (player) { player.removeGaintag("zhangming"); }, mod: { ignoredHandcard: function (card, player) { if (card.hasGaintag("zhangming")) { return true; } }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("zhangming")) { return false; } }, }, }, }, }, xianghai: { audio: 2, global: "xianghai_g", mod: { cardname: function (card) { if (get.type(card, null, false) == "equip") return "jiu"; }, }, ai: { threaten: 2, }, }, xianghai_g: { mod: { maxHandcard: function (player, num) { return ( num - game.countPlayer(function (current) { return current != player && current.hasSkill("xianghai"); }) ); }, }, }, chuhai: { audio: 3, enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer(target => player.canCompare(target, true)); }, filterTarget: function (card, player, target) { return player.canCompare(target, true); }, content: function () { "step 0"; player.draw(); "step 1"; if (player.canCompare(target)) player.chooseToCompare(target); else event.finish(); "step 2"; if (result.bool) { player.storage.chuhai2 = target; player.addTempSkill("chuhai2", "phaseUseEnd"); if (target.countCards("h") > 0) { player.viewHandcards(target); var types = [], cards = [], hs = target.getCards("h"); for (var i of hs) { types.add(get.type2(i, target)); } for (var i of types) { var card = get.cardPile(function (card) { return get.type2(card, false) == i; }); if (card) cards.push(card); } if (cards.length) player.gain(cards, "gain2", "log"); } } }, ai: { order: 9, result: { target: function (player, target) { if ( player.countCards("hs", function (card) { return get.tag(card, "damage") > 0 && player.canUse(card, target, null, true) && get.effect(target, card, player, player) > 0 && player.hasValueTarget(card, null, true); }) > 0 ) return -3; return -1; }, }, }, }, chuhai2: { trigger: { source: "damageSource" }, forced: true, charlotte: true, onremove: true, filter: function (event, player) { if (event.player != player.storage.chuhai2) return false; for (var i = 1; i < 6; i++) { if (player.hasEmptySlot(i)) return true; } return false; }, content: function () { for (var i = 1; i < 7; i++) { if (player.hasEmptySlot(i)) { var sub = "equip" + i, card = get.cardPile(function (card) { return get.subtype(card, false) == sub && !get.cardtag(card, "gifts") && player.canEquip(card); }); if (card) { player.$gain2(card); game.delayx(); player.equip(card); break; } } } }, }, //文鸯 dbquedi: { audio: 2, trigger: { player: "useCardToPlayered" }, direct: true, usable: 1, filter: function (event, player) { return ( (event.card.name == "sha" || event.card.name == "juedou") && event.targets.length == 1 && (event.target.countGainableCards(player, "h") > 0 || player.hasCard(function (i) { return _status.connectMode || (get.type(i, player) == "basic" && lib.filter.cardDiscardable(i, player, "dbquedi")); }, "h")) ); }, content: function () { "step 0"; var target = trigger.target; event.target = target; var list = []; if (target.countGainableCards(player, "h") > 0) list.push("选项一"); if ( player.hasCard(function (i) { return get.type(i, player) == "basic" && lib.filter.cardDiscardable(i, player, "dbquedi"); }, "h") ) list.push("选项二"); list.push("背水!"); list.push("cancel2"); player .chooseControl(list) .set("choiceList", ["获得" + get.translation(target) + "的一张手牌", "弃置一张基本牌并令" + get.translation(trigger.card) + "伤害+1", "背水!减1点体力上限并执行所有选项"]) .set("prompt", get.prompt("dbquedi", target)) .set("ai", function () { var evt = _status.event.getTrigger(), player = evt.player, target = evt.target, card = evt.card; if (get.attitude(player, target) > 0) return "cancel2"; var bool1 = target.countGainableCards(player, "h") > 0; var bool2 = player.hasCard(function (i) { return get.type(i, player) == "basic" && lib.filter.cardDiscardable(i, player, "dbquedi") && get.value(card, player) < 5; }, "h") && !target.hasSkillTag("filterDamage", null, { player: player, card: card, }); if (bool1 && bool2 && (target.hp <= 2 || (player.isDamaged() && player.maxHp > 3))) return "背水!"; if (bool1) return "选项一"; if (bool2) return "选项二"; return "cancel2"; }); "step 1"; if (result.control != "cancel2") { player.logSkill("dbquedi", target); event.control = result.control; if (event.control == "背水!") player.loseMaxHp(); } else { player.storage.counttrigger.dbquedi--; event.finish(); } "step 2"; if ((event.control == "选项一" || event.control == "背水!") && target.countGainableCards(player, "h") > 0) player.gainPlayerCard(target, true, "h"); "step 3"; if ( (event.control == "选项二" || event.control == "背水!") && player.hasCard(function (i) { return get.type(i, player) == "basic" && lib.filter.cardDiscardable(i, player, "dbquedi"); }, "h") ) { player.chooseToDiscard("h", "弃置一张基本牌", { type: "basic" }, true); } else event.finish(); "step 4"; if (result.bool) trigger.getParent().baseDamage++; }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { if (tag !== "directHit_ai" || !arg || !arg.card || !arg.target || (arg.card.name != "sha" && arg.card.name != "juedou")) return false; if (player.storage.counttrigger && player.storage.counttrigger.dbquedi && player.storage.counttrigger.dbquedi > 0) return false; if ( arg.target.countCards("h") == 1 && (arg.card.name != "sha" || !arg.target.hasSkillTag("freeShan", false, { player: player, card: arg.card, }) || player.hasSkillTag("unequip", false, { name: arg.card ? arg.card.name : null, target: arg.target, card: arg.card, }) || player.hasSkillTag("unequip_ai", false, { name: arg.card ? arg.card.name : null, target: arg.target, card: arg.card, })) ) return true; return false; }, }, }, dbzhuifeng: { audio: 2, groupSkill: true, enable: "chooseToUse", usable: 2, viewAsFilter: function (player) { return player.group == "wei" && player.hp > 0; }, viewAs: { name: "juedou", isCard: true }, filterCard: () => false, selectCard: -1, log: false, precontent: function () { "step 0"; player.logSkill("dbzhuifeng"); player.loseHp(); event.forceDie = true; "step 1"; //特殊处理 if (player.isDead()) { player.useResult(event.result, event.getParent()).forceDie = true; } }, ai: { order: function () { return get.order({ name: "juedou" }) - 0.5; }, }, group: "dbzhuifeng_self", subSkill: { self: { trigger: { player: "damageBegin2" }, forced: true, filter: function (event, player) { var evt = event.getParent(); return evt.skill == "dbzhuifeng" && evt.player == player; }, content: function () { trigger.cancel(); player.getStat().skill.dbzhuifeng = 2; }, }, }, }, dbchongjian: { audio: 2, groupSkill: true, hiddenCard: function (player, name) { if ( player.group == "wu" && (name == "sha" || name == "jiu") && player.hasCard(function (card) { return get.type(card) == "equip"; }, "hes") ) return true; return false; }, enable: "chooseToUse", filter: function (event, player) { return ( player.group == "wu" && player.hasCard(function (card) { return get.type(card) == "equip"; }, "hes") && (event.filterCard({ name: "sha" }, player, event) || event.filterCard({ name: "jiu" }, player, event)) ); }, locked: false, mod: { targetInRange: function (card) { if (card.storage && card.storage.dbchongjian) return true; }, }, chooseButton: { dialog: function () { var list = []; list.push(["基本", "", "sha"]); for (var i of lib.inpile_nature) list.push(["基本", "", "sha", i]); list.push(["基本", "", "jiu"]); return ui.create.dialog("冲坚", [list, "vcard"]); }, filter: function (button, player) { var evt = _status.event.getParent(); return evt.filterCard({ name: button.link[2], nature: button.link[3], isCard: true }, player, evt); }, check: function (button) { if (_status.event.getParent().type != "phase") return 1; var player = _status.event.player; if ( button.link[2] == "jiu" && (player.hasCard(function (card) { return get.name(card) == "sha"; }, "hs") || player.countCards("hes", function (card) { if (get.type(card) != "equip") return false; if (get.position(card) == "e") { if (player.hasSkillTag("noe")) return 10 - get.value(card) > 0; var sub = get.subtype(card); if ( player.hasCard(function (card) { return get.subtype(card) == sub && player.canUse(card, player) && get.effect(player, card, player, player) > 0; }, "hs") ) return 10 - get.value(card) > 0; } return 5 - get.value(card) > 0; }) > 1) ) return player.getUseValue({ name: "jiu" }) * 4; return player.getUseValue({ name: button.link[2], nature: button.link[3] }, false); }, backup: function (links, player) { return { audio: "dbchongjian", viewAs: { name: links[0][2], nature: links[0][3], //isCard:true, storage: { dbchongjian: true }, }, filterCard: { type: "equip" }, position: "hes", popname: true, precontent: function () { player.addTempSkill("dbchongjian_effect"); }, check: function (card) { var player = _status.event.player; if (get.position(card) == "e") { if (player.hasSkillTag("noe")) return 10 - get.value(card); var sub = get.subtype(card); if ( player.hasCard(function (card) { return get.subtype(card) == sub && player.canUse(card, player) && get.effect(player, card, player, player) > 0; }, "hs") ) return 10 - get.value(card); } return 5 - get.value(card); }, }; }, prompt: function (links) { return "将一张装备牌当做" + (links[0][3] ? get.translation(links[0][3]) : "") + "【" + get.translation(links[0][2]) + "】使用"; }, }, ai: { unequip: true, respondSha: true, skillTagFilter: function (player, tag, arg) { if (tag == "unequip") { if (player.group != "wu" || !arg || !arg.card || !arg.card.storage || !arg.card.storage.dbchongjian) return false; return true; } return ( player.group == "wu" && arg == "use" && player.hasCard(function (card) { return get.type(card) == "equip"; }, "hes") ); }, order: function (item, player) { if (_status.event.type != "phase") return 1; var player = _status.event.player; if ( player.hasCard(function (card) { if (get.value(card, player) < 0) return true; var sub = get.subtype(card); return ( player.hasCard(function (card) { return get.subtype(card) == sub && player.canUse(card, player) && get.effect(player, card, player, player) > 0; }, "hs") > 0 ); }, "e") ) return 10; if ( player.countCards("hs", "sha") || player.countCards("he", function (card) { return get.type(card) == "equip" && get.value(card, player) < 5; }) > 1 ) return get.order({ name: "jiu" }) - 0.1; return get.order({ name: "sha" }) - 0.1; }, result: { player: 1 }, }, subSkill: { effect: { charlotte: true, mod: { targetInRange: function (card) { if (card.storage && card.storage.dbchongjian) return true; }, }, trigger: { source: "damageSource" }, forced: true, logTarget: "player", filter: function (event, player) { return event.parent.skill == "dbchongjian_backup" && event.card.name == "sha" && event.getParent().name == "sha" && event.player.countGainableCards(player, "e") > 0; }, content: function () { player.gainPlayerCard(trigger.player, "e", true, trigger.num); }, }, }, }, dbchoujue: { audio: 2, trigger: { source: "dieAfter" }, forced: true, content: function () { player.gainMaxHp(); player.draw(2); player.addSkill("counttrigger"); if (!player.storage.counttrigger) player.storage.counttrigger = {}; if (!player.storage.counttrigger.dbquedi) player.storage.counttrigger.dbquedi = 0; player.storage.counttrigger.dbquedi--; }, }, //王淩 xingqi: { audio: 2, trigger: { player: "useCard" }, forced: true, locked: false, filter: function (event, player) { return get.type(event.card, false) != "delay" && !player.getStorage("xingqi").includes(event.card.name); }, content: function () { player.markAuto("xingqi", [trigger.card.name]); game.log(player, "获得了一个", "#g【备(" + get.translation(trigger.card.name) + ")】"); }, marktext: "备", intro: { content: "$", onunmark: function (storage, player) { delete player.storage.xingqi; }, }, group: "xingqi_gain", subSkill: { gain: { trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return player.getStorage("xingqi").length > 0; }, content: function () { "step 0"; player.removeSkill("mibei_mark"); player.chooseButton(["星启:是否获得一张牌?", [player.getStorage("xingqi"), "vcard"]]).set("ai", function (button) { var card = { name: button.link[2] }, player = _status.event.player; if ( !get.cardPile2(function (cardx) { return cardx.name == card.name; }) ) return 0; return get.value(card, player) * player.getUseValue(card); }); "step 1"; if (result.bool) { player.logSkill("xingqi"); var name = result.links[0][2]; game.log(player, "移去了一个", "#g【备(" + get.translation(name) + ")】"); player.unmarkAuto("xingqi", [name]); var card = get.cardPile2(function (card) { return card.name == name; }); if (card) player.gain(card, "gain2"); } }, }, }, }, xinzifu: { audio: "zifu", trigger: { player: "phaseUseEnd" }, forced: true, filter: function (event, player) { return ( player.getStorage("xingqi").length > 0 && !player.hasHistory("useCard", function (evt) { return evt.getParent("phaseUse") == event; }) ); }, content: function () { game.log(player, "移去了所有", "#g【备】"); player.unmarkSkill("xingqi"); player.addTempSkill("xinzifu_limit"); player.addMark("xinzifu_limit", 1, false); }, ai: { neg: true, combo: "xingqi", }, subSkill: { limit: { charlotte: true, markimage: "image/card/handcard.png", intro: { content: function (storage, player) { var num = -player.countMark("xinzifu_limit"); return "手牌上限" + num; }, }, mod: { maxHandcard: function (player, num) { return num - player.countMark("xinzifu_limit"); }, }, }, }, }, mibei: { audio: 2, trigger: { player: "useCardAfter" }, dutySkill: true, forced: true, locked: false, direct: true, filter: function (event, player) { if (!player.storage.xingqi || !player.storage.xingqi.length) return false; var map = { basic: 0, trick: 0, equip: 0 }; for (var i of player.storage.xingqi) { var type = get.type(i); if (typeof map[type] == "number") map[type]++; } for (var i in map) { if (map[i] < 2) return false; } return true; }, content: function () { "step 0"; player.logSkill("twmibei_achieve"); game.log(player, "成功完成使命"); player.awakenSkill("mibei"); var list = ["basic", "equip", "trick"], cards = []; for (var i of list) { var card = get.cardPile2(function (card) { return get.type(card) == i; }); if (card) cards.push(card); } if (cards.length) player.gain(cards, "gain2"); "step 1"; player.addSkills("xinmouli"); }, ai: { combo: "xingqi", }, group: ["mibei_fail", "mibei_silent"], derivation: "xinmouli", subSkill: { silent: { charlotte: true, trigger: { player: "phaseZhunbeiBegin" }, silent: true, lastDo: true, filter: function (event, player) { return !player.getStorage("xingqi").length; }, content: function () { player.addTempSkill("mibei_mark"); }, }, mark: { charlotte: true }, fail: { audio: "mibei2", trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return !player.getStorage("xingqi").length && player.hasSkill("mibei_mark"); }, forced: true, content: function () { game.log(player, "使命失败"); player.awakenSkill("mibei"); player.loseMaxHp(); }, }, }, }, mibei1: { audio: true }, mibei2: { audio: true }, xinmouli: { audio: "mouli", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.getStorage("xingqi").length > 0; }, filterTarget: lib.filter.notMe, content: function () { "step 0"; target.chooseButton(["谋立:是否获得一张牌?", [player.getStorage("xingqi"), "vcard"]], true).set("ai", function (button) { var card = { name: button.link[2] }, player = _status.event.player; return get.value(card, player); }); "step 1"; if (result.bool) { var name = result.links[0][2]; game.log(player, "移去了一个", "#g【备(" + get.translation(name) + ")】"); player.unmarkAuto("xingqi", [name]); var card = get.cardPile2(function (card) { return card.name == name; }); if (card) target.gain(card, "gain2"); } }, ai: { combo: "xingqi", order: 1, result: { target: function (player, target) { if (target.hasSkillTag("nogain")) return 0; return 1; }, }, }, }, mouli: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("h") > 0; }, filterCard: true, position: "h", filterTarget: lib.filter.notMe, discard: false, lose: false, delay: false, check: function (card) { return 8 - get.value(card); }, content: function () { player.give(cards, target); if (!target.storage.mouli2) target.storage.mouli2 = []; if (!target.storage.mouli3) target.storage.mouli3 = []; target.storage.mouli2.add(player); target.storage.mouli3.push(player); target.addSkill("mouli_effect"); }, ai: { threaten: 1.2, order: 4, result: { target: 1, }, }, subSkill: { effect: { trigger: { player: "useCard" }, forced: true, charlotte: true, filter: function (event, player) { if (event.card.name != "sha" && event.card.name != "shan") return false; for (var i of player.storage.mouli3) { if (i.isIn()) return true; } return false; }, logTarget: function (event, player) { return player.storage.mouli3; }, content: function () { "step 0"; game.delayx(); player.storage.mouli3.sortBySeat(); if (player.storage.mouli3.length == 1) { player.storage.mouli3[0].draw(3); player.storage.mouli3.length = 0; event.finish(); } else game.asyncDraw(player.storage.mouli3, 3); "step 1"; player.storage.mouli3.length = 0; game.delayx(); }, group: ["mouli_sha", "mouli_shan", "mouli_clear"], mark: true, intro: { content: "已因$获得“谋立”效果", }, }, sha: { enable: "chooseToUse", viewAs: { name: "sha" }, filterCard: { color: "black" }, position: "he", prompt: "将一张黑色牌当做杀使用", check: function (card) { return 6 - get.value(card); }, viewAsFilter: function (player) { return player.countCards("he", { color: "black" }) > 0; }, ai: { respondSha: true, skillTagFilter: function (player) { return player.countCards("he", { color: "black" }) > 0; }, }, }, shan: { enable: "chooseToUse", viewAs: { name: "shan" }, filterCard: { color: "red" }, position: "he", prompt: "将一张红色牌当做闪使用", check: function (card) { return 7 - get.value(card); }, viewAsFilter: function (player) { return player.countCards("he", { color: "red" }) > 0; }, ai: { respondShan: true, skillTagFilter: function (player) { return player.countCards("he", { color: "red" }) > 0; }, }, }, clear: { trigger: { global: ["phaseBegin", "dieAfter"] }, forced: true, silent: true, popup: false, lastDo: true, forceDie: true, filter: function (event, player) { if (event.name == "die" && player == event.player) return true; return player.storage.mouli2.includes(event.player); }, content: function () { if (trigger.name == "die" && player == trigger.player) { player.removeSkill("mouli_effect"); delete player.storage.mouli2; delete player.storage.mouli3; return; } player.storage.mouli2.remove(trigger.player); while (player.storage.mouli3.includes(trigger.player)) player.storage.mouli3.remove(trigger.player); if (!player.storage.mouli2.length) player.removeSkill("mouli_effect"); }, }, }, }, zifu: { audio: 2, trigger: { global: "dieAfter" }, forced: true, filter: function (event, player) { return event.player.storage.mouli2 && event.player.storage.mouli2.includes(player); }, content: function () { player.loseMaxHp(2); }, ai: { combo: "mouli", neg: true, }, }, //孔融 xinlirang: { audio: "splirang", trigger: { global: "phaseDrawBegin2" }, logTarget: "player", filter: function (event, player) { return !event.numFixed && event.player != player && player.countMark("xinlirang") == 0; }, prompt2: "获得一枚“谦”并令其多摸两张牌", check: function (event, player) { return get.attitude(player, event.player) > 0; }, content: function () { trigger.num += 2; player.addMark("xinlirang", 1); player.addTempSkill("xinlirang_gain"); }, marktext: "谦", intro: { name: "谦", content: "mark", }, group: "xinlirang_skip", subSkill: { gain: { audio: "splirang", trigger: { global: "phaseDiscardEnd" }, direct: true, filter: function (event, player) { return event.player.hasHistory("lose", function (evt) { return evt.type == "discard" && evt.cards2.filterInD("d").length > 0 && evt.getParent("phaseDiscard") == event; }); }, content: function () { "step 0"; var cards = []; trigger.player.getHistory("lose", function (evt) { if (evt.type == "discard" && evt.getParent("phaseDiscard") == trigger) cards.addArray(evt.cards2.filterInD("d")); }); player.chooseButton(["礼让:是否获得其中至多两张牌?", cards], [1, 2]); "step 1"; if (result.bool) { player.logSkill("xinlirang_gain", trigger.player); player.gain(result.links, "gain2"); } }, }, skip: { audio: "splirang", trigger: { player: "phaseDrawBefore" }, forced: true, filter: function (event, player) { return player.hasMark("xinlirang"); }, content: function () { trigger.cancel(); player.removeMark("xinlirang", player.countMark("xinlirang")); }, }, }, }, xinmingshi: { audio: "spmingshi", trigger: { player: "damageEnd" }, forced: true, logTarget: "source", filter: function (event, player) { return event.source && event.source.isIn() && player.hasMark("xinlirang") && event.source.countCards("he") > 0; }, content: function () { "step 0"; trigger.source .chooseToDiscard("he", true) .set("color", get.attitude(trigger.source, player) > 0 ? "red" : "black") .set("ai", function (card) { return (get.color(card) == _status.event.color ? 4 : 0) - get.value(card); }); "step 1"; if (result.bool && result.cards && result.cards.length) { var card = result.cards[0]; if (get.color(card, trigger.source) == "red") player.recover(); else if (get.position(card, true) == "d") player.gain(card, "gain2"); } }, ai: { combo: "xinlirang", effect: { target: function (card, player, target) { if (get.tag(card, "damage") && target.hasMark("xinlirang")) { var cards = [card]; if (card.cards && card.cards.length) cards.addArray(card.cards); if (ui.selected.cards.length) cards.addArray(ui.selected.cards); if ( !player.countCards("he", function (card) { return !cards.includes(card); }) ) return; if ( !player.countCards("h", function (card) { return !cards.includes(card) && get.color(card) == "black" && get.value(card, player) < 6; }) ) return "zerotarget"; return 0.5; } }, }, }, }, spmingshi: { audio: 2, trigger: { player: "damageEnd" }, forced: true, logTarget: "source", filter: function (event, player) { return event.source && player != event.source && event.source.countCards("he") > 0; }, content: function () { "step 0"; event.count = trigger.num; "step 1"; event.count--; trigger.source.chooseToDiscard("he", true); "step 2"; if (event.count > 0 && result.bool && lib.skill.spmingshi.filter(trigger, player) && player.hasSkill("spmingshi")) event.goto(1); }, ai: { threaten: 0.8, maixie: true, maixie_defend: true, }, }, splirang: { enable: "phaseUse", usable: 1, filter: function (event, player) { var hs = player.getCards("h"); if (!hs.length) return false; for (var i of hs) { if (!lib.filter.cardDiscardable(i, player, "splirang")) return false; } return true; }, filterCard: true, selectCard: -1, content: function () { "step 0"; cards = cards.filterInD("d"); if (!cards.length || player.hp < 1) event.goto(3); else player.chooseButton(["将任意张牌交给一名其他角色", cards], [1, Math.min(cards.length, player.hp)]).set("ai", function (button) { return get.value(button.link); }); "step 1"; if (result.bool) { event.cards = result.links; player.chooseTarget(true, "令一名角色获得" + get.translation(event.cards), lib.filter.notMe).set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (target.hasSkillTag("nogain")) att /= 10; if (target.hasJudge("lebu")) att /= 5; return att; }); } else event.goto(3); "step 2"; if (result.targets && result.targets.length) { var target = result.targets[0]; player.line(target, "green"); target.gain(cards, "gain2"); } "step 3"; player.draw(); }, ai: { order: 0.1, result: { player: function (player) { var hs = player.getCards("h"); if ( hs.length <= player.hp && game.hasPlayer(function (current) { return current != player && get.attitude(player, current) > 0 && !current.hasJudge("lebu") && !current.hasSkillTag("nogain"); }) ) return 1; if (get.value(hs, player) < 6) return 1; return 0; }, }, }, }, //糜夫人 xinguixiu: { audio: 2, trigger: { player: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { return player.hp % 2 == 1 || player.isDamaged(); }, content: function () { if (player.hp % 2 == 1) player.draw(); else player.recover(); }, }, qingyu: { audio: 3, dutySkill: true, locked: false, group: ["qingyu_achieve", "qingyu_fail", "qingyu_defend"], subSkill: { defend: { audio: "qingyu1", trigger: { player: "damageBegin2" }, filter: function (event, player) { return ( player.countCards("he", function (card) { return lib.filter.cardDiscardable(card, player, "qingyu_defend"); }) > 1 ); }, forced: true, content: function () { trigger.cancel(); player.chooseToDiscard(2, "he", true); }, }, achieve: { audio: "qingyu3", trigger: { player: "phaseZhunbeiBegin" }, forced: true, skillAnimation: true, animationColor: "fire", filter: function (event, player) { return player.isHealthy() && player.countCards("h") == 0; }, content: function () { game.log(player, "成功完成使命"); player.awakenSkill("qingyu"); player.addSkills("xuancun"); }, }, fail: { audio: "qingyu2", trigger: { player: "dying" }, forced: true, content: function () { game.log(player, "使命失败"); player.awakenSkill("qingyu"); player.loseMaxHp(); }, }, }, derivation: "xuancun", }, qingyu1: { audio: true }, qingyu2: { audio: true }, qingyu3: { audio: true }, xuancun: { audio: 2, trigger: { global: "phaseEnd" }, filter: function (event, player) { return player != event.player && player.countCards("h") < player.hp; }, logTarget: "player", check: function (event, player) { return get.attitude(player, event.player) > 0; }, prompt2: function (event, player) { return "令其摸" + get.cnNumber(Math.min(2, player.hp - player.countCards("h"))) + "张牌"; }, content: function () { trigger.player.draw(Math.min(2, player.hp - player.countCards("h"))); }, }, //羊祜 mingfa: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return ( player.storage.mingfa && player.countCards("h") > 0 && player.getCards("he").includes(player.storage.mingfa) && !player.hasSkillTag("noCompareSource") && game.hasPlayer(function (current) { return current != player && player.canCompare(current); }) ); }, content: function () { "step 0"; event.card = player.storage.mingfa; delete player.storage.mingfa; player .chooseTarget(get.prompt("mingfa"), "用" + get.translation(event.card) + "和一名其他角色拼点", function (card, player, target) { return player.canCompare(target); }) .set("ai", function (target) { var player = _status.event.player, card = _status.event.getParent().card; if ( card.number > 9 || !target.countCards("h", function (cardx) { return cardx.number >= card.number + 2; }) ) return -get.attitude(player, target) / Math.sqrt(target.countCards("h")); return 0; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("mingfa", target); var next = player.chooseToCompare(target); if (!next.fixedResult) next.fixedResult = {}; next.fixedResult[player.playerid] = event.card; } else { player.removeGaintag("mingfa"); event.finish(); } "step 2"; if (result.bool) { player.gainPlayerCard(target, true, "he"); if (event.card.number == 1) event.finish(); } else { player.addTempSkill("mingfa_block"); event.finish(); } "step 3"; var card = get.cardPile2(function (card) { return card.number == event.card.number - 1; }); if (card) player.gain(card, "gain2"); }, group: ["mingfa_choose", "mingfa_add", "mingfa_mark"], subSkill: { block: { mod: { playerEnabled: function (card, player, target) { if (player != target) return false; }, }, }, choose: { trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; player.chooseCard("he", get.prompt("mingfa"), "选择展示自己的一张牌").set("ai", function (card) { return Math.min(13, get.number(card) + 2) / Math.pow(Math.min(2, get.value(card)), 0.25); }); "step 1"; if (result.bool) { var card = result.cards[0]; player.logSkill("mingfa"); player.removeGaintag("mingfa"); player.addGaintag(card, "mingfa"); player.storage.mingfa = card; player.showCards(card, get.translation(player) + "发动了【明伐】"); } }, }, add: { trigger: { player: "compare", target: "compare" }, filter: function (event, player) { if (event.player == player) return !event.iwhile; return true; }, forced: true, locked: false, content: function () { if (player == trigger.player) { trigger.num1 += 2; if (trigger.num1 > 13) trigger.num1 = 13; } else { trigger.num2 += 2; if (trigger.num2 > 13) trigger.num2 = 13; } game.log(player, "的拼点牌点数+2"); }, }, mark: { trigger: { player: "gainEnd" }, silent: true, firstDo: true, filter: function (event, player) { return player.storage.mingfa && event.cards.includes(player.storage.mingfa) && player.getCards("h").includes(player.storage.mingfa); }, content: function () { player.addGaintag(player.storage.mingfa, "mingfa"); }, }, }, }, rongbei: { audio: 2, enable: "phaseUse", limited: true, skillAnimation: true, animationColor: "thunder", filter: function (event, player) { return game.hasPlayer(current => lib.skill.rongbei.filterTarget(null, player, current)); }, filterTarget: function (card, player, target) { for (var i = 1; i < 6; i++) { if (target.hasEmptySlot(i)) return true; } return false; }, content: function () { "step 0"; event.num = 1; player.awakenSkill("rongbei"); "step 1"; while (!target.hasEmptySlot(event.num)) { event.num++; if (event.num > 5) { event.finish(); return; } } var card = get.cardPile2(function (card) { return get.subtype(card) == "equip" + event.num && target.canUse(card, target); }); if (card) { target.chooseUseTarget(card, true, "nopopup"); } event.num++; if (event.num <= 5) event.redo(); }, ai: { order: 5, result: { target: function (player, target) { return (target.hasSkillTag("noe") ? 2 : 1) * (5 - target.countCards("e") - target.countDisabled()); }, }, }, }, //桥公 yizhu: { audio: 2, trigger: { player: "phaseJieshuBegin" }, forced: true, locked: false, content: function () { "step 0"; player.draw(2); "step 1"; var hs = player.getCards("he"); if (!hs.length) event.finish(); else if (hs.length <= 2) event._result = { bool: true, cards: hs }; else player.chooseCard("he", true, 2, "选择两张牌洗入牌堆"); "step 2"; if (result.bool) { player.$throw(result.cards.length, 1000); player.lose(result.cards, ui.cardPile).insert_index = function () { return ui.cardPile.childNodes[get.rand(0, game.players.length * 2 - 2)]; }; player.markAuto("yizhu", result.cards); } else event.finish(); "step 3"; game.updateRoundNumber(); game.delayx(); }, intro: { mark: function (dialog, content, player) { if (player == game.me || player.isUnderControl()) dialog.addAuto(content); else { var names = []; for (var i of content) names.add(i.name); return get.translation(names); } }, }, group: "yizhu_use", subSkill: { use: { audio: "yizhu", trigger: { global: "useCardToPlayer" }, filter: function (event, player) { return ( player.storage.yizhu && player.storage.yizhu.length && event.player != player && event.targets.length == 1 && event.cards.filter(function (i) { return player.storage.yizhu.includes(i); }).length > 0 ); }, logTarget: "player", check: function (event, player) { return get.effect(event.targets[0], event.card, event.player, player) < 0; }, prompt2: function (event, player) { return "令" + get.translation(event.card) + "无效"; }, content: function () { trigger.cancel(); trigger.targets.length = 0; trigger.getParent().triggeredTargets1.length = 0; var list = trigger.cards.filter(function (i) { return player.storage.yizhu.includes(i); }); player.unmarkAuto("yizhu", list); game.delayx(); }, }, }, }, luanchou: { audio: 2, enable: "phaseUse", usable: 1, selectTarget: 2, filterTarget: true, multitarget: true, multiline: true, content: function () { game.countPlayer(function (current) { var num = current.countMark("luanchou"); if (num) current.removeMark("luanchou", num); }); targets.sortBySeat(); for (var i of targets) i.addMark("luanchou", 1); }, global: ["gonghuan", "gonghuan_clear"], derivation: "gonghuan", marktext: "姻", intro: { name: "共患", content: () => lib.translate.gonghuan_info, onunmark: true, }, ai: { order: 10, expose: 0.2, result: { target: function (player, target) { if (!ui.selected.targets.length) return -Math.pow(target.hp, 3); if (target.hp >= ui.selected.targets[0].hp) return 0; return Math.pow(ui.selected.targets[0].hp - target.hp, 3); }, }, }, }, gonghuan: { audio: 2, forceaudio: true, trigger: { global: "damageBegin4" }, usable: 1, forced: true, logTarget: "player", filter: function (event, player) { return ( event.player.hp < player.hp && player.hasMark("luanchou") && event.player.hasMark("luanchou") && game.hasPlayer(function (current) { return current.hasSkill("luanchou"); }) ); }, content: function () { trigger._gonghuan_player = trigger.player; trigger.player = player; }, ai: { effect: { target: function (card, player, target) { if (_status.luanchou_judging) return; if (get.tag(card, "damage") && target.hasMark("luanchou")) { var other = game.findPlayer(function (current) { return current != target && current.hasMark("luanchou") && current.hp > target.hp && (!current.storage.counttrigger || !current.storage.counttrigger.gonghuan); }); if (!other) return; _status.luanchou_judging = true; var eff = [0, 0, 0, get.damageEffect(other, player, player, get.nature(card)) / get.attitude(player, player)]; delete _status.luanchou_judging; return eff; } }, }, }, subSkill: { clear: { trigger: { player: "damageEnd" }, forced: true, popup: false, filter: function (event, player) { return event._gonghuan_player; }, content: function () { player.removeMark("luanchou", player.countMark("luanchou")); trigger._gonghuan_player.removeMark("luanchou", trigger._gonghuan_player.countMark("luanchou")); }, }, }, }, //刘璋 xiusheng: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return ( player.storage.yinlang && game.hasPlayer(function (current) { return current.group == player.storage.yinlang; }) ); }, content: function () { "step 0"; if (player.storage.xiusheng && player.storage.xiusheng.length > 0) player.unmarkSkill("xiusheng"); "step 1"; event.num = game.countPlayer(function (current) { return current.group == player.storage.yinlang; }); if (event.num > 0) player.draw(event.num); else event.finish(); "step 2"; var he = player.getCards("he"); if (!he.length) event.finish(); else if (he.length < num) event._result = { bool: true, cards: he }; else player.chooseCard("he", true, num, "选择" + get.cnNumber(num) + "张牌作为生"); "step 3"; if (result.bool) { var cards = result.cards; player.markAuto("xiusheng", cards); game.log(player, "将", cards, "放在了武将牌上"); player.lose(cards, ui.special, "toStorage"); } "step 4"; game.delayx(); }, intro: { content: "cards", onunmark: "throw", }, ai: { combo: "yinlang" }, }, yinlang: { audio: 2, trigger: { player: "phaseBegin" }, direct: true, filter: function (event, player) { return ( !player.hasSkill("yinlang_round") && game.hasPlayer(function (current) { return current.group && current.group != "unknown"; }) ); }, content: function () { "step 0"; var list = []; game.countPlayer(function (current) { if (current.group && current.group != "unknown") list.add(current.group); }); list.sort(function (a, b) { return lib.group.indexOf(a) - lib.group.indexOf(b); }); if (!player.hasSkill("yinlang")) list.push("cancel2"); player .chooseControl(list) .set("prompt", "引狼:请选择一个势力") .set("ai", function () { return _status.event.choice; }) .set( "choice", (function () { var getn = function (group) { return game.countPlayer(function (current) { if (current.group != group) return false; if (get.attitude(current, player) > 0) return 1.5; if (!current.inRange(player)) return 1; return 0.6; }); }; list.sort(function (a, b) { return getn(b) - getn(a); }); return list[0]; })() ); "step 1"; if (result.control != "cancel2") { player.logSkill( "yinlang", game.filterPlayer(function (current) { return current.group == result.control; }) ); game.log(player, "选择了", "#y" + get.translation(result.control + 2)); player.storage.yinlang = result.control; player.markSkill("yinlang"); } }, ai: { combo: "xiusheng" }, intro: { content: "已选择了$势力" }, group: "yinlang_gain", subSkill: { round: {}, gain: { audio: "yinlang", trigger: { global: "phaseUseBegin" }, forced: true, locked: false, filter: function (event, player) { return event.player.group == player.storage.yinlang && event.player.isIn() && player.getStorage("xiusheng").length > 0; }, logTarget: "player", content: function () { "step 0"; var str = get.translation(player); event.target = trigger.player; event.target .chooseControl() .set("choiceList", ["获得" + str + "的一张“生”,然后本阶段使用牌时只能指定其为目标", "令" + str + "获得一张“生”"]) .set("ai", function () { var evt = _status.event.getParent(), player = evt.target, target = evt.player; if (get.attitude(player, target) > 0) return 1; if ( !player.countCards("hs", function (card) { return player.hasValueTarget(card, null, true) && (!player.canUse(card, target, null, true) || get.effect(target, card, player, player) < 0); }) ) return 0; return 1; }); "step 1"; event.gainner = result.index == 0 ? target : player; if (result.index == 0) event.block = true; event.gainner.chooseButton(["选择获得一张“生”", player.storage.xiusheng], true); "step 2"; player.unmarkAuto("xiusheng", result.links); event.gainner.gain(result.links, "gain2"); if (event.block) { target.markAuto("yinlang_block", [player]); target.addTempSkill("yinlang_block", "phaseUseAfter"); } }, }, block: { mod: { playerEnabled: function (card, player, target) { var info = get.info(card); if (info && info.singleCard && ui.selected.cards.length) return; if (!player.getStorage("yinlang_block").includes(target)) return false; }, }, onremove: true, }, }, }, huaibi: { audio: 2, zhuSkill: true, mod: { maxHandcard: function (player, num) { if (player.storage.yinlang && player.hasZhuSkill("huaibi")) return ( num + game.countPlayer(function (current) { return current.group == player.storage.yinlang; }) ); }, }, ai: { combo: "yinlang" }, }, //张温 gebo: { audio: 2, trigger: { global: "recoverAfter" }, forced: true, content: function () { game.cardsGotoSpecial(get.cards(), "toRenku"); }, }, spsongshu: { audio: 2, trigger: { global: "phaseDrawBegin1" }, logTarget: "player", filter: function (event, player) { return event.player.hp > player.hp && player.hp > 0 && !event.numFixed && _status.renku.length > 0; }, check: function (event, player) { var num = Math.min(5, player.hp, _status.renku.length); if (num <= event.num) return get.attitude(player, event.player) < 0; return false; }, content: function () { "step 0"; trigger.changeToZero(); var num = Math.min(5, player.hp, _status.renku.length); trigger.player.chooseButton(["选择获得" + get.cnNumber(num) + "张牌", _status.renku], true, num); "step 1"; if (result.bool) { var cards = result.links; _status.renku.removeArray(cards); game.updateRenku(); trigger.player.gain(cards, "gain2", "fromRenku"); trigger.player.addTempSkill("spsongshu_block"); } }, init: function (player) { player.storage.renku = true; }, subSkill: { block: { mod: { playerEnabled: function (card, player, target) { if (player != target) return false; }, }, mark: true, intro: { content: "不能对其他角色使用牌" }, }, }, }, //张机 jishi: { audio: 2, trigger: { player: "useCardAfter" }, forced: true, filter: function (event, player) { return ( event.cards.filterInD().length > 0 && !player.getHistory("sourceDamage", function (evt) { return evt.card == event.card; }).length ); }, content: function () { var cards = trigger.cards.filterInD(); game.log(player, "将", cards, "置于了仁库"); game.cardsGotoSpecial(cards, "toRenku"); }, init: function (player) { player.storage.renku = true; }, group: "jishi_draw", subSkill: { draw: { trigger: { global: ["gainAfter", "cardsDiscardAfter"], }, forced: true, filter: function (event, player) { return event.fromRenku == true && !event.outRange; }, content: function () { player.draw(); }, }, }, }, xinliaoyi: { audio: "liaoyi", trigger: { global: "phaseBegin" }, filter: function (event, player) { if (player == event.player) return false; if (_status.renku.length) return true; return event.player.countCards("h") > event.player.hp; }, direct: true, content: function () { "step 0"; var target = trigger.player; event.target = target; var num = Math.max(0, target.countCards("h") - target.hp); var choiceList = ["令其从仁库中获得一张牌", "令其将" + get.cnNumber(num) + "张手牌置入仁库"]; var choices = []; if (_status.renku.length) choices.push("选项一"); else choiceList[0] = '' + choiceList[0] + ""; if (target.countCards("h") > target.hp) { event.num = num; choices.push("选项二"); } else choiceList[1] = '' + choiceList[1] + ""; if (!choices.length) event.finish(); else player .chooseControl(choices, "cancel2") .set("prompt", get.prompt("xinliaoyi", target)) .set("choiceList", choiceList) .set("ai", function () { var player = _status.event.player, target = _status.event.getTrigger().player; var att = get.attitude(player, target); if (att > 0) { if (_status.renku.length > 0) return "选项一"; return 0; } if (target.countCards("h") > target.hp) return "选项二"; return "cancel2"; }); "step 1"; if (result.control != "cancel2") { player.logSkill("xinliaoyi", target); if (result.control == "选项一") { target.chooseButton(true, ["选择获得一张牌", _status.renku]).set("ai", function (button) { return get.value(button.link, _status.event.player); }); event.goto(4); } else { var hs = target.getCards("h"); if (hs.length <= num) event._result = { bool: true, cards: hs }; else target.chooseCard("h", true, "将" + get.cnNumber(num) + "张手牌置于仁库中", num); } } else event.finish(); "step 2"; if (result.bool) { target.$throw(result.cards, 1000); game.log(target, "将", result.cards, "置入了仁库"); target.lose(result.cards, ui.special, "toRenku"); } else event.finish(); "step 3"; game.delayx(); event.finish(); "step 4"; var cards = result.links; _status.renku.removeArray(cards); game.updateRenku(); target.gain(cards, "gain2", "fromRenku"); }, init: function (player) { player.storage.renku = true; }, ai: { threaten: 3.4 }, }, liaoyi: { audio: 2, trigger: { global: "phaseBegin" }, filter: function (event, player) { if (player == event.player) return false; var num = event.player.hp - event.player.countCards("h"); if (num < 0) return true; return num > 0 && _status.renku.length >= Math.min(4, num); }, logTarget: "player", prompt2: function (event, player) { var target = event.player, num = target.hp - target.countCards("h"); if (num < 0) return "令" + get.translation(target) + "将" + get.cnNumber(Math.min(4, -num)) + "张牌置入仁库"; return "令" + get.translation(target) + "从仁库中获得" + get.cnNumber(Math.min(4, num)) + "张牌"; }, check: function (event, player) { var target = event.player, num = target.hp - target.countCards("h"), att = get.attitude(player, target); if (num < 0) { if ( target.countCards("e", function (card) { return get.value(card, target) <= 0; }) >= -num / 2 ) return att > 0; return att <= 0; } return att > 0; }, content: function () { "step 0"; var target = trigger.player, num = target.hp - target.countCards("h"); event.target = target; if (num < 0) { num = Math.min(4, -num); target.chooseCard("he", true, "将" + get.cnNumber(num) + "张牌置于仁库中", num); } else { num = Math.min(4, num); target.chooseButton(["选择获得" + get.cnNumber(num) + "张牌", _status.renku], num, true).set("ai", function (button) { return get.value(button.link, _status.event.player); }); event.goto(3); } "step 1"; if (result.bool) { target.$throw(result.cards, 1000); game.log(target, "将", result.cards, "置入了仁库"); target.lose(result.cards, ui.special, "toRenku"); } else event.finish(); "step 2"; game.delayx(); event.finish(); "step 3"; var cards = result.links; _status.renku.removeArray(cards); game.updateRenku(); target.gain(cards, "gain2", "fromRenku"); }, }, binglun: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return _status.renku.length > 0; }, chooseButton: { dialog: function (event, player) { return ui.create.dialog("病论", _status.renku); }, backup: function (links, player) { var obj = lib.skill.binglun_backup; obj.card = links[0]; return obj; }, prompt: () => "请选择【病论】的目标", }, subSkill: { backup: { audio: "binglun", filterCard: () => false, selectCard: -1, filterTarget: true, delay: false, content: function () { "step 0"; var card = lib.skill.binglun_backup.card; game.log(card, "从仁库进入了弃牌堆"); player.$throw(card, 1000); game.delayx(); game.cardsDiscard(card).fromRenku = true; _status.renku.remove(card); game.updateRenku(); "step 1"; target .chooseControl() .set("choiceList", ["摸一张牌", "于自己的下回合结束后回复1点体力"]) .set("ai", function () { if (_status.event.player.isHealthy()) return 0; return 1; }); "step 2"; if (result.index == 0) target.draw(); else { target.addSkill("binglun_recover"); target.addMark("binglun_recover", 1, false); } }, ai: { result: { target: function (player, target) { if (target.isDamaged()) return 1.5; return 1; }, }, }, }, recover: { trigger: { player: "phaseEnd" }, forced: true, popup: false, onremove: true, charlotte: true, content: function () { if (player.isDamaged()) { player.logSkill("binglun_recover"); player.recover(player.countMark("binglun_recover")); } player.removeSkill("binglun_recover"); }, intro: { content: "下回合结束时回复#点体力", }, ai: { threaten: 1.7 }, }, }, ai: { order: 2, result: { player: 1, }, }, }, mjweipo: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer(function (current) { return !current.hasSkill("mjweipo_effect"); }); }, filterTarget: function (card, player, target) { return !target.hasSkill("mjweipo_effect"); }, content: function () { "step 0"; var list = ["binglinchengxiax"]; list.addArray(get.zhinangs()); player.chooseButton(["危迫:选择一个智囊", [list, "vcard"]], true).set("ai", function (button) { return _status.event.getParent().target.getUseValue({ name: button.link[2] }); }); "step 1"; if (result.bool) { var name = result.links[0][2]; game.log(player, "选择了", "#y" + get.translation(name)); target.storage.mjweipo_effect = name; target.storage.mjweipo_source = player; target.addSkill("mjweipo_effect"); game.delayx(); } }, ai: { order: 7.1, result: { target: function (player, target) { if (target == player) return player.countCards("hs", "sha") > 0 ? 10 : 0.01; return (target.countCards("hs", "sha") + 0.5) * Math.sqrt(Math.max(1, target.hp)); }, }, }, }, mjweipo_effect: { audio: "mjweipo", enable: "phaseUse", filter: function (event, player) { return player.countCards("h", "sha") > 0; }, prompt: function () { return "弃置一张【杀】并获得一张" + get.translation(_status.event.player.storage.mjweipo_effect); }, filterCard: { name: "sha" }, check: function (card) { return 6 - get.value(card); }, position: "h", popname: true, content: function () { var name = player.storage.mjweipo_effect, card = false; if (name == "binglinchengxiax") { if (!_status.binglinchengxiax) { _status.binglinchengxiax = [ ["spade", 7], ["club", 7], ["club", 13], ]; game.broadcastAll(function () { lib.inpile.add("binglinchengxiax"); }); } if (_status.binglinchengxiax.length) { var info = _status.binglinchengxiax.randomRemove(); card = game.createCard2("binglinchengxiax", info[0], info[1]); } } if (!card) card = get.cardPile2(name); if (card) player.gain(card, "gain2"); player.removeSkill("mjweipo_effect"); }, ai: { order: 7, result: { player: 1 }, }, mark: true, marktext: "迫", intro: { content: "可弃置一张【杀】并获得【$】" }, group: "mjweipo_remove", }, mjweipo_remove: { trigger: { global: ["phaseBegin", "die"] }, forced: true, firstDo: true, popup: false, filter: function (event, player) { return event.player == player.storage.mjweipo_source; }, content: function () { player.removeSkill("mjweipo_effect"); }, }, mjchenshi: { audio: 2, global: ["mjchenshi_player", "mjchenshi_target"], ai: { combo: "mjweipo" }, }, mjchenshi_player: { trigger: { player: "useCardToPlayered" }, direct: true, filter: function (event, player) { if (!event.card || event.card.name != "binglinchengxiax" || !event.isFirstTarget) return false; return ( player.countCards("he") > 0 && game.hasPlayer(function (current) { return current != player && current.hasSkill("mjchenshi"); }) ); }, content: function () { "step 0"; var list = game.filterPlayer(function (current) { return current != player && current.hasSkill("mjchenshi"); }); player.chooseCardTarget({ prompt: "是否交给" + get.translation(list) + "一张牌,将牌堆顶三张牌中不为【杀】的牌置于弃牌堆?", filterCard: true, position: "he", filterTarget: function (card, player, target) { return _status.event.list.includes(target); }, list: list, selectTarget: list.length > 1 ? 1 : -1, goon: (function () { for (var i of list) { if (get.attitude(player, i) > 0) return 1; return -1; } })(), ai1: function (card) { if (_status.event.goon > 0) return 7 - get.value(card); return 0.01 - get.value(card); }, ai2: function (target) { var card = ui.selected.cards[0]; return get.value(card, target) * get.attitude(_status.event.player, target); }, }); "step 1"; if (result.bool && result.cards.length && result.targets.length) { var target = result.targets[0]; target.logSkill("mjchenshi"); player.line(target, "green"); player.give(result.cards, target); trigger.getParent().mjchenshi_ai = true; } else event.finish(); "step 2"; var cards = get.cards(3); for (var i = cards.length - 1; i >= 0; i--) { if (cards[i].name == "sha") { cards[i].fix(); ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild); cards.splice(i, 1); } } if (cards.length) { player.$throw(cards, 1000); game.delayx(); game.cardsDiscard(cards); game.log(cards, "进入了弃牌堆"); } }, }, mjchenshi_target: { trigger: { target: "useCardToTargeted" }, direct: true, filter: function (event, player) { if (!event.card || event.card.name != "binglinchengxiax") return false; return ( player.countCards("he") > 0 && game.hasPlayer(function (current) { return current != player && current.hasSkill("mjchenshi"); }) ); }, content: function () { "step 0"; var list = game.filterPlayer(function (current) { return current != player && current.hasSkill("mjchenshi"); }); player.chooseCardTarget({ prompt: "是否交给" + get.translation(list) + "一张牌,将牌堆顶三张牌中的【杀】置于弃牌堆?", filterCard: true, position: "he", filterTarget: function (card, player, target) { return _status.event.list.includes(target); }, list: list, selectTarget: list.length > 1 ? 1 : -1, goon: (function () { if (trigger.getParent().chenshi_ai) return 1; for (var i of list) { if (get.attitude(player, i) > 0) return 1; return -1; } })(), ai1: function (card) { if (_status.event.goon > 0) return 7 - get.value(card); return 3 - get.value(card); }, ai2: function (target) { var card = ui.selected.cards[0]; return Math.max(0.1, get.value(card, target) * get.attitude(_status.event.player, target)); }, }); "step 1"; if (result.bool && result.cards.length && result.targets.length) { var target = result.targets[0]; target.logSkill("mjchenshi"); player.line(target, "green"); player.give(result.cards, target); } else event.finish(); "step 2"; var cards = get.cards(3); for (var i = cards.length - 1; i >= 0; i--) { if (cards[i].name != "sha") { cards[i].fix(); ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild); cards.splice(i, 1); } } if (cards.length) { player.$throw(cards, 1000); game.delayx(); game.cardsDiscard(cards); game.log(cards, "进入了弃牌堆"); } }, }, mjmouzhi: { audio: 2, trigger: { player: "damageBegin2" }, forced: true, filter: function (event, player) { if (!event.card || get.suit(event.card) == "none") return false; var all = player.getAllHistory("damage"); if (!all.length) return false; return all[all.length - 1].card && get.suit(all[all.length - 1].card) == get.suit(event.card); }, content: function () { trigger.cancel(); }, group: "mjmouzhi_mark", intro: { content: "上次受到伤害的花色:$" }, ai: { effect: { target: (card, player, target) => { if (typeof card === "object" && get.tag(card, "damage")) { let suit = get.suit(card); if (suit === "none") return; let all = target.getAllHistory("damage"); if (!all.length || !all[all.length - 1].card) return; if (get.suit(all[all.length - 1].card) === suit) return "zeroplayertarget"; } }, }, }, subSkill: { mark: { trigger: { player: "damage" }, silent: true, firstDo: true, content: function () { if (!trigger.card || get.suit(trigger.card) == "none") player.unmarkSkill("mjmouzhi"); else { player.markSkill("mjmouzhi"); game.broadcastAll( function (player, suit) { if (player.marks.mjmouzhi) player.marks.mjmouzhi.firstChild.innerHTML = get.translation(suit); player.storage.mjmouzhi = suit; }, player, get.suit(trigger.card) ); } }, }, }, }, mjshengxi: { audio: "shengxi", audioname: ["feiyi"], trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return player.getHistory("useCard").length > 0 && player.getHistory("sourceDamage").length == 0; }, content: function () { "step 0"; var list = get.zhinangs(); player.chooseButton(["###" + get.prompt("mjshengxi") + "###获得一张智囊或摸一张牌", [list, "vcard"], [["摸一张牌", "取消"], "tdnodes"]], true).set("ai", function (card) { if (card.link[2]) { if ( !get.cardPile2(function (cardx) { return cardx.name == card.link[2]; }) ) return 0; return (Math.random() + 1.5) * get.value({ name: card.link[2] }, _status.event.player); } if (card.link == "摸一张牌") return 1; return 0; }); "step 1"; if (result.bool && result.links[0] != "取消") { player.logSkill("mjshengxi"); if (result.links[0] == "摸一张牌") player.draw(); else { var card = get.cardPile2(function (card) { return card.name == result.links[0][2]; }); if (card) player.gain(card, "gain2"); } } }, group: "mjshengxi_zhunbei", subfrequent: ["zhunbei"], subSkill: { zhunbei: { audio: "shengxi", audioname: ["feiyi"], trigger: { player: "phaseZhunbeiBegin" }, frequent: true, prompt2: "从游戏外或牌堆中获得一张【调剂盐梅】", content: function () { if (!_status.tiaojiyanmei_suits || _status.tiaojiyanmei_suits.length > 0) { if (!lib.inpile.includes("tiaojiyanmei")) lib.inpile.add("tiaojiyanmei"); if (!_status.tiaojiyanmei_suits) _status.tiaojiyanmei_suits = lib.suit.slice(0); player.gain(game.createCard2("tiaojiyanmei", _status.tiaojiyanmei_suits.randomRemove(), 6), "gain2"); } else { var card = get.cardPile2(function (card) { return card.name == "tiaojiyanmei"; }); if (card) player.gain(card, "gain2"); } }, }, }, }, mjkuanji: { audio: "fyjianyu", usable: 1, trigger: { player: "loseAfter", global: "loseAsyncAfter", }, direct: true, filter: function (event, player) { if (event.type != "discard") return false; var evt = event.getl(player); return evt.cards2.filterInD("d").length > 0; }, content: function () { "step 0"; var cards = trigger.getl(player).cards2; player.chooseButton(["宽济:是否将一张牌交给一名其他角色?", cards.filterInD("d")]).set("ai", function (button) { var player = _status.event.player; if ( game.hasPlayer(function (current) { return current != player && get.attitude(player, current) > 0; }) ) return Math.abs(get.value(button.link, "raw")) + 1; return -get.value(button.link, "raw"); }); "step 1"; if (result.bool) { var card = result.links[0]; event.card = card; player.chooseTarget("将" + get.translation(card) + "交给一名其他角色并摸一张牌", lib.filter.notMe, true).set("ai", function (target) { var evt = _status.event.getParent(); return get.attitude(evt.player, target) * get.value(evt.card, target) * (target.hasSkillTag("nogain") ? 0.1 : 1); }); } else { player.storage.counttrigger.mjkuanji--; event.finish(); } "step 2"; if (result.bool) { var target = result.targets[0]; player.logSkill("mjkuanji", target); target.gain(card, "gain2"); player.draw(); } }, }, mjdingyi: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, locked: false, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, logTarget: function () { return game.players; }, content: function () { "step 0"; var list = []; for (var i = 0; i < 4; i++) list.push(lib.skill["mjdingyi_" + i].title); player .chooseControl() .set("choiceList", list) .set("prompt", "定仪:请选择一个全局效果") .set("ai", function (target) { var list1 = player.getEnemies().length; var list2 = game.players.length - list1; if (list2 - list1 > 1) return 0; if (game.players.length < 6) return 2; return 3; }); "step 1"; if (typeof result.index == "number") { var skill = "mjdingyi_" + result.index; game.log(player, "选择了", "#g" + lib.skill[skill].title); for (var i of game.players) i.addSkill(skill); game.delayx(); } }, subSkill: { 0: { title: "摸牌阶段的额定摸牌数+1", charlotte: true, mark: true, marktext: "仪", trigger: { player: "phaseDrawBegin" }, forced: true, filter: function (event, player) { return !event.numFixed; }, content: function () { trigger.num += (player.storage.mjdingyi_plus || 0) + 1; }, intro: { content: function (storage, player) { return "摸牌阶段的额定摸牌数+" + 1 * ((player.storage.mjdingyi_plus || 0) + 1); }, }, }, 1: { title: "手牌上限+2", charlotte: true, mark: true, marktext: "仪", mod: { maxHandcard: function (player, num) { return num + 2 * ((player.storage.mjdingyi_plus || 0) + 1); }, }, intro: { content: function (storage, player) { return "手牌上限+" + 2 * ((player.storage.mjdingyi_plus || 0) + 1); }, }, }, 2: { title: "攻击范围+1", charlotte: true, mark: true, marktext: "仪", mod: { attackRange: function (player, num) { return num + ((player.storage.mjdingyi_plus || 0) + 1); }, }, intro: { content: function (storage, player) { return "攻击范围+" + ((player.storage.mjdingyi_plus || 0) + 1); }, }, }, 3: { title: "脱离濒死状态后回复1点体力", charlotte: true, mark: true, marktext: "仪", trigger: { player: "dyingAfter" }, forced: true, filter: function (event, player) { return player.isDamaged(); }, content: function () { player.recover((player.storage.mjdingyi_plus || 0) + 1); }, intro: { content: function (storage, player) { return "脱离濒死状态后回复" + ((player.storage.mjdingyi_plus || 0) + 1) + "点体力"; }, }, }, }, }, mjzuici: { audio: "zuici", trigger: { player: "damageEnd" }, filter: function (event, player) { if (!event.source || !event.source.isIn()) return false; for (var i = 0; i < 4; i++) { if (event.source.hasSkill("mjdingyi_" + i)) return true; } return false; }, logTarget: "source", check: () => false, content: function () { "step 0"; var target = trigger.source; event.target = target; for (var i = 0; i < 4; i++) { if (target.hasSkill("mjdingyi_" + i)) target.removeSkill("mjdingyi_" + i); } "step 1"; var list = get.zhinangs(); if (list.length) { player.chooseButton(["选择要令" + get.translation(target) + "获得的智囊", [list, "vcard"]], true); } else event.finish(); "step 2"; if (result.bool) { var card = get.cardPile2(function (card) { return card.name == result.links[0][2]; }); if (card) target.gain(card, "gain2"); } }, ai: { combo: "mjdingyi", }, }, mjfubi: { audio: "fubi", enable: "phaseUse", filter: function (event, player) { if (player.hasSkill("mjfubi_round")) return false; return game.hasPlayer(function (current) { for (var i = 0; i < 4; i++) { if (current.hasSkill("mjdingyi_" + i)) return true; } }); }, filterCard: true, selectCard: [0, 1], filterTarget: function (card, player, target) { if (ui.selected.cards.length) { for (var i = 0; i < 4; i++) { if (target.hasSkill("mjdingyi_" + i)) return true; } } var num = 0; for (var i = 0; i < 4; i++) { if (target.hasSkill("mjdingyi_" + i)) return true; } return num > 1 && num < 4; }, check: () => false, position: "he", content: function () { "step 0"; player.addTempSkill("mjfubi_round", "roundStart"); if (cards.length) { player.addSkill("mjfubi_clear"); player.markAuto("mjfubi_clear", [target]); target.addMark("mjdingyi_plus", 1, false); game.log(target, "的", "#g【定仪】", "效果增加一倍"); event.finish(); return; } var list = [], nums = []; for (var i = 0; i < 4; i++) { if (!target.hasSkill("mjdingyi_" + i)) { list.push(lib.skill["mjdingyi_" + i].title); nums.push(i); } } if (list.length) { event.nums = nums; player .chooseControl() .set("choiceList", list) .set("prompt", "辅弼:请选择为" + get.translation(target) + "更换的〖定仪〗效果") .set("ai", function () { var player = _status.event.player, target = _status.event.getParent().target; if (get.attitude(player, target) > 0 && !target.hasSkill("mjdingyi_0")) return 0; return _status.event.getParent().nums.length - 1; }); } else event.finish(); "step 1"; for (var i = 0; i < 4; i++) { if (target.hasSkill("mjdingyi_" + i)) target.removeSkill("mjdingyi_" + i); } target.addSkill("mjdingyi_" + event.nums[result.index]); game.log(target, "的效果被改为", "#g" + lib.skill["mjdingyi_" + event.nums[result.index]].title); }, ai: { order: 10, expose: 0, result: { target: function (player, target) { if (target.hasSkill("mjdingyi_0")) return -1; return 2; }, }, combo: "mjdingyi", }, subSkill: { round: {}, clear: { trigger: { player: ["phaseBegin", "dieBegin"] }, forced: true, popup: false, charlotte: true, content: function () { while (player.storage.mjfubi_clear && player.storage.mjfubi_clear.length) { var target = player.storage.mjfubi_clear.shift(); if (target.hasMark("mjdingyi_plus")) target.removeMark("mjdingyi_plus", 1, false); } delete player.storage.mjfubi_clear; player.removeSkill("mjfubi_clear"); }, }, }, }, boming: { audio: 2, enable: "phaseUse", usable: 2, filter: function (event, player) { return player.countCards("he") > 0; }, filterCard: true, position: "he", filterTarget: lib.filter.notMe, discard: false, lose: false, delay: false, content: function () { player.give(cards, target); }, check: function (card) { return 5 - get.value(card); }, ai: { order: 10, result: { target: function (player, target) { if (!ui.selected.cards.length) return 0; var card = ui.selected.cards[0]; if (player.hasSkill("ejian") && !player.getStorage("ejian").includes(target)) { var dam = get.damageEffect(target, player, target); if (dam > 0) return dam; var type = get.type(card, target), ts = target.getCards("he", function (card) { return get.type(card) == type; }); if (ts.length) { var val = get.value(ts, target); if (val > get.value(card)) return -Math.max(1, val); return 0; } } return get.value(card, target) / 1.5; }, }, }, group: "boming_draw", subSkill: { draw: { trigger: { player: "phaseJieshuBegin" }, forced: true, locked: false, filter: function (event, player) { return ( player.getHistory("lose", function (evt) { return evt.getParent(2).name == "boming"; }).length > 1 ); }, content: function () { player.draw(); }, }, }, }, ejian: { audio: 2, trigger: { global: "gainAfter" }, forced: true, filter: function (event, player) { var evt = event.getParent(), target = event.player; if (evt.name != "boming" || evt.player != player || player.getStorage("ejian").includes(target) || !target.isIn()) return false; var he = target.getCards("he"), card = event.cards[0]; if (!he.includes(card)) return false; var type = get.type2(card); for (var i of he) { if (i != card && get.type2(i) == type) return true; } return false; }, logTarget: "player", content: function () { "step 0"; event.cardType = get.type2(trigger.cards[0]); event.target = trigger.player; player.markAuto("ejian", [event.target]); event.target .chooseControl() .set("choiceList", ["受到1点伤害", "展示手牌并弃置所有" + get.translation(event.cardType) + "牌"]) .set("ai", function (event, player) { if (get.damageEffect(player, _status.event.getParent().player, player) >= 0) return 0; var type = _status.event.cardType, cards = player.getCards("he", function (card) { return get.type2(card) == type; }); if (cards.length == 1) return 1; if (cards.length >= 2) { for (var i = 0; i < cards.length; i++) { if (get.tag(cards[i], "save")) return 0; } } if (player.hp == 1) return 1; for (var i = 0; i < cards.length; i++) { if (get.value(cards[i]) >= 8) return 0; } if (cards.length > 2 && player.hp > 2) return 0; if (cards.length > 3) return 0; return 1; }) .set("cardType", event.cardType); "step 1"; if (result.index == 1) { if (target.countCards("h") > 0) target.showHandcards(); } else { target.damage(); event.finish(); } "step 2"; target.discard( target.getCards("he", function (card) { return get.type2(card) == event.cardType; }) ); }, ai: { combo: "boming", halfneg: true }, onremove: true, intro: { content: "已对$发动过此技能" }, }, hxrenshi: { audio: 2, enable: "phaseUse", filter: function (event, player) { return ( player.countCards("h") > 0 && (!player.storage.hxrenshi2 || game.hasPlayer(function (current) { return !player.storage.hxrenshi2.includes(current); })) ); }, filterCard: true, filterTarget: function (card, player, target) { return !player.storage.hxrenshi2 || !player.storage.hxrenshi2.includes(target); }, position: "h", discard: false, lose: false, delay: false, check: function (cardx) { var player = _status.event.player; if ( player.getStorage("debao").length == 1 && (!game.hasPlayer(function (current) { return get.attitude(player, current) > 0 && current.hp * 1.5 + current.countCards("h") < 4; }) || game.hasPlayer(function (current) { return get.attitude(player, current) <= 0 && current.hp * 1.5 + current.countCards("h") < 4; })) ) return 0; return 5 - get.value(cardx); }, content: function () { player.addTempSkill("hxrenshi2", "phaseUseEnd"); player.markAuto("hxrenshi2", targets); player.give(cards, target); }, ai: { order: 1, result: { target: function (player, target) { if (ui.selected.cards.length) return get.value(ui.selected.cards[0], target) + 0.1; return 0; }, }, }, }, hxrenshi2: { onremove: true, }, debao: { audio: 2, trigger: { global: "gainAfter" }, forced: true, filter: function (event, player) { if (player == event.player || player.getStorage("debao").length >= player.maxHp) return false; var evt = event.getl(player); return evt && evt.cards2 && evt.cards2.length > 0; }, content: function () { var cards = get.cards(); player.markAuto("debao", cards); player.$gain2(cards[0], false); game.cardsGotoSpecial(cards); game.log(player, "将", cards[0], "放在了武将牌上"); game.delayx(); }, marktext: "仁", intro: { content: "cards", onunmark: "throw" }, group: "debao_gain", subSkill: { gain: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return player.getStorage("debao").length > 0; }, content: function () { var cards = player.storage.debao; player.gain(cards, "gain2", "fromStorage"); cards.length = 0; player.unmarkSkill("debao"); }, }, }, }, buqi: { audio: 2, trigger: { global: "dying" }, forced: true, filter: function (event, player) { return player.getStorage("debao").length > 1; }, logTarget: "player", content: function () { "step 0"; var cards = player.getStorage("debao"); if (cards.length == 2) event._result = { bool: true, links: cards.slice(0) }; else player.chooseButton(["不弃:请选择移去两张“仁”", cards], 2, true); "step 1"; if (result.bool) { var cards = result.links; player.unmarkAuto("debao", cards); player.$throw(cards, 1000); game.log(player, "将", cards, "置入了弃牌堆"); game.delayx(); game.cardsDiscard(cards); } else event.finish(); "step 2"; if (trigger.player.isIn() && trigger.player.isDamaged()) trigger.player.recover(); }, group: "buqi_die", subSkill: { die: { trigger: { global: "dieAfter" }, forced: true, filter: function (event, player) { return player.getStorage("debao").length > 0; }, content: function () { player.unmarkSkill("debao"); }, }, }, ai: { neg: true, combo: "debao", }, }, guying: { audio: 2, trigger: { player: "loseAfter", global: "loseAsyncAfter", }, forced: true, usable: 1, filter: function (event, player) { if (event.type != "discard") { var evt = event.getParent(); if (evt.name != "useCard" && evt.name != "respond") return false; } var target = _status.currentPhase, evt = event.getl(player); if (!evt.cards2 || evt.cards2.length != 1 || !target || target == player || !target.isIn()) return false; return get.position(evt.cards2[0]) == "d" || target.countCards("he") < 0; }, logTarget: function () { return _status.currentPhase; }, content: function () { "step 0"; if (trigger.delay === false) game.delayx(); event.target = _status.currentPhase; event.card = trigger.getl(player).cards2[0]; "step 1"; player.addMark("guying", 1, false); event.addIndex = 0; var choiceList = [], str = get.translation(player); if (target.countCards("he") > 0) choiceList.push("随机交给" + str + "一张牌"); else event.addIndex++; if (get.position(card) == "d") choiceList.push("令" + str + "收回" + get.translation(card)); if (choiceList.length == 1) event._result = { index: 0 }; target .chooseControl() .set("choiceList", choiceList) .set("ai", function () { var player = _status.event.player, evt = _status.event.getParent(); if (get.value(evt.card, evt.player) * get.attitude(player, evt.player) > 0) return 0; return Math.random() > get.value(evt.card, evt.player) / 6 ? 1 : 0; //return 1; }); "step 2"; if (result.index + event.addIndex == 0) { target.give(target.getCards("he").randomGet(), player); event.finish(); } else player.gain(card, "gain2"); "step 3"; if (player.isIn() && player.getCards("h").includes(card) && get.type(card, player) == "equip") player.chooseUseTarget(card, true, "nopopup"); }, onremove: true, intro: { content: "已发动过#次" }, group: "guying_discard", subSkill: { discard: { audio: "guying", trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return player.countMark("guying") > 0; }, content: function () { var num = player.countMark("guying"); player.removeMark("guying", num, false); player.chooseToDiscard("he", num, true); }, }, }, }, muzhen: { audio: 2, enable: "phaseUse", usable: 2, filter: function (event, player) { if ( !player.hasSkill("muzhen1") && player.countCards("e") > 0 && game.hasPlayer(function (current) { return current != player && current.countCards("h") > 0; }) ) return true; if ( !player.hasSkill("muzhen2") && player.countCards("he") > 1 && game.hasPlayer(function (current) { return current != player && current.countCards("e") > 0; }) ) return true; return false; }, chooseButton: { dialog: function (event, player) { var list = ["将一张装备牌置于其他角色的装备区内并获得其一张手牌", "将两张牌交给一名其他角色并获得其装备区内的一张牌"]; var choiceList = ui.create.dialog("睦阵:请选择一项", "hidden"); choiceList.add([ list.map((item, i) => { return [i, item]; }), "textbutton", ]); return choiceList; }, filter: function (button, player) { if (button.link == 0) return ( !player.hasSkill("muzhen1") && player.countCards("e") > 0 && game.hasPlayer(function (current) { return current != player && current.countCards("h") > 0; }) ); return ( !player.hasSkill("muzhen2") && player.countCards("he") > 1 && game.hasPlayer(function (current) { return current != player && current.countCards("e") > 0; }) ); }, backup: function (links) { return { audio: "muzhen", filterTarget: [ function (card, player, target) { return target.countCards("h") > 0 && target.canEquip(ui.selected.cards[0]); }, function (card, player, target) { return target.countCards("e") > 0; }, ][links[0]], filterCard: [ function (card, player) { if (ui.selected.targets.length) return ui.selected.targets[0].canEquip(card); return game.hasPlayer(function (current) { return current.countCards("h") > 0 && current.canEquip(card); }); }, true, ], selectCard: 1 + links[0], position: "eh"[links[0]], discard: false, lose: false, delay: false, content: function () { "step 0"; player.addTempSkill("muzhen" + cards.length, "phaseUseEnd"); if (cards.length == 1) { player.$giveAuto(cards[0], target); game.delayx(); target.equip(cards[0]); } else { player.give(cards, target); } player.gainPlayerCard(target, cards.length == 2 ? "e" : "h", true); }, }; }, prompt: function () { return "请选择【睦阵】的牌和目标"; }, }, }, muzhen1: {}, muzhen2: {}, sheyi2: { charlotte: true }, sheyi: { audio: 2, trigger: { global: "damageBegin4" }, direct: true, filter: function (event, player) { return !player.hasSkill("sheyi2") && player != event.player && event.player.hp < player.hp && player.countCards("he") >= Math.max(1, player.hp); }, content: function () { "step 0"; var num = Math.max(1, player.hp), target = trigger.player; player .chooseCard("he", get.prompt("sheyi", target), "交给其至少" + get.cnNumber(num) + "张牌,防止即将受到的伤害(" + trigger.num + "点)", [num, player.countCards("he")]) .set( "goon", (function () { if (get.attitude(player, target) < 0) return false; if (trigger.num < target.hp && get.damageEffect(target, trigger.source, player, trigger.nature) >= 0) return false; if (trigger.num < 2 && target.hp > trigger.num) return 6 / Math.sqrt(num); if (target == get.zhu(player)) return 9; return 8 / Math.sqrt(num); })() ) .set("ai", function (card) { if (ui.selected.cards.length >= Math.max(1, _status.event.player.hp)) return 0; if (typeof _status.event.goon == "number") return _status.event.goon - get.value(card); return 0; }); "step 1"; if (result.bool) { var target = trigger.player; player.logSkill("sheyi", target); player.addTempSkill("sheyi2", "roundStart"); player.give(result.cards, target); trigger.cancel(); } }, }, tianyin: { audio: 2, trigger: { player: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { var list = []; player.getHistory("useCard", function (evt) { list.add(get.type2(evt.card, false)); }); for (var i = 0; i < ui.cardPile.childNodes.length; i++) { if (!list.includes(get.type2(ui.cardPile.childNodes[i], false))) return true; } return false; }, content: function () { var list = [], cards = []; player.getHistory("useCard", function (evt) { list.add(get.type2(evt.card, false)); }); for (var i = 0; i < ui.cardPile.childNodes.length; i++) { var type = get.type2(ui.cardPile.childNodes[i], false); if (!list.includes(type)) { list.push(type); cards.push(ui.cardPile.childNodes[i]); } } player.gain(cards, "gain2"); }, }, //王甫赵累 xunyi: { audio: 2, trigger: { global: ["phaseBefore", "dieAfter"], player: "enterGame", }, direct: true, filter: function (event, player) { if (event.name == "die") return event.player == player.storage.xunyi2; return !player.storage.xunyi2 && (event.name != "phase" || game.phaseNumber == 0); }, content: function () { "step 0"; player.removeSkill("xunyi2"); player.chooseTarget(lib.filter.notMe, get.prompt2("xunyi")).set("ai", function (target) { var player = _status.event.player; return Math.max(1 + get.attitude(player, target) * get.threaten(target), Math.random()); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("xunyi", target); player.storage.xunyi2 = target; player.addSkill("xunyi2"); } }, }, xunyi2: { audio: "xunyi", trigger: { global: "damageSource" }, forced: true, charlotte: true, filter: function (event, player) { var list = [player, player.storage.xunyi2]; return list.includes(event.source) && !list.includes(event.player); }, logTarget: function (event, player) { return player.storage.xunyi2; }, content: function () { (player == trigger.source ? player.storage.xunyi2 : player).draw(); }, group: "xunyi3", mark: true, intro: { content: "效果目标:$" }, }, xunyi3: { audio: "xunyi", trigger: { global: "damageEnd" }, forced: true, charlotte: true, filter: function (event, player) { var list = [player, player.storage.xunyi2]; return list.includes(event.player) && !list.includes(event.source) && (player == event.player ? player.storage.xunyi2 : player).countCards("he") > 0; }, logTarget: function (event, player) { return player.storage.xunyi2; }, content: function () { (player == trigger.player ? player.storage.xunyi2 : player).chooseToDiscard("he", true); }, }, //狗剩 reduoji: { audio: "duoji", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("he") > 0; }, filterCard: true, position: "he", filterTarget: lib.filter.notMe, discard: false, toStorage: true, delay: false, check: function (card) { return 3 - get.value(card); }, content: function () { "step 0"; player.$give(cards[0], target, false); target.markAuto("reduoji", cards); game.log(player, "将", cards[0], "放在了", target, "的武将牌上"); "step 1"; game.delay(); }, group: ["reduoji_equip", "reduoji_gain"], intro: { content: "cards", onunmark: "throw", }, ai: { order: 1, result: { target: -1 }, }, subSkill: { equip: { audio: "duoji", trigger: { global: "equipAfter" }, forced: true, filter: function (event, player) { if (player == event.player || !event.player.getStorage("reduoji").length || !event.player.getCards("e").includes(event.card)) return false; var evt = event.getParent(2); return evt.name == "useCard" && evt.player == event.player; }, logTarget: "player", content: function () { "step 0"; player.gain(trigger.card, trigger.player, "give", "bySelf"); "step 1"; var target = trigger.player, storage = target.getStorage("reduoji"); if (storage.length) { var card = storage[0]; target.$throw(card, 1000); target.unmarkAuto("reduoji", [card]); game.log(target, "移去了", card); game.cardsDiscard(card); target.draw(); } }, }, gain: { audio: "duoji", trigger: { global: "phaseEnd" }, forced: true, filter: function (event, player) { return event.player.getStorage("reduoji").length > 0; }, logTarget: "player", content: function () { var target = trigger.player, cards = target.storage.reduoji; target.$give(cards, player); player.gain(cards, "fromStorage"); cards.length = 0; target.unmarkSkill("reduoji"); game.delay(); }, }, }, }, //SP辛毗 spyinju: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: lib.filter.notMe, content: function () { "step 0"; target .chooseToUse( function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "引裾:对" + get.translation(player) + "使用一张杀,或跳过下回合的出牌阶段和弃牌阶段" ) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", player); "step 1"; if (!result.bool) target.addSkill("spyinju2"); }, ai: { order: 1, expose: 0.2, result: { target: -1.5, player: function (player, target) { if (!target.canUse("sha", player)) return 0; if (target.countCards("h") == 0) return 0; if (target.countCards("h") == 1) return -0.1; if (player.countCards("h", "shan") == 0) return -1; if (player.hp < 2) return -2; return -0.5; }, }, threaten: 1.1, }, }, spyinju2: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, charlotte: true, content: function () { player.skip("phaseUse"); player.skip("phaseDiscard"); player.removeSkill("spyinju2"); game.log(player, "跳过了出牌阶段"); game.log(player, "跳过了弃牌阶段"); }, mark: true, intro: { content: "衣襟被拽住了,下个准备阶段开始时跳过出牌阶段和弃牌阶段" }, }, spchijie: { audio: 2, trigger: { target: "useCardToTarget" }, usable: 1, filter: function (event, player) { return event.player != player && event.targets.length == 1; }, check: function (event, player) { return get.effect(player, event.card, event.player, player) < 0; }, content: function () { "step 0"; player.judge(function (card) { if (get.number(card) > 6) return 2; return 0; }).judge2 = function (result) { return result.bool ? true : false; }; "step 1"; if (result.bool) { trigger.targets.length = 0; trigger.getParent().triggeredTargets2.length = 0; trigger.cancel(); } }, }, //糜夫人 spcunsi: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return !player.isTurnedOver(); }, filterTarget: lib.filter.notMe, content: function () { "step 0"; player.turnOver(); "step 1"; var card = get.cardPile(function (card) { return card.name == "sha"; }); if (card) target.gain(card, "gain2"); "step 2"; target.addSkill("spcunsi2"); target.addMark("spcunsi2", 1, false); }, ai: { order: 1, result: { target: function (player, target) { var card = { name: "sha", isCard: true }; if ( !target.hasSkillTag("nogain") && game.hasPlayer(function (current) { return ( get.attitude(target, current) < 0 && !current.hasShan() && target.canUse(card, current) && !current.hasSkillTag("filterDamage", null, { player: target, card: card, jiu: true, }) && get.effect(current, card, target) > 0 ); }) ) { return 4; } return 0; }, }, }, }, spcunsi2: { charlotte: true, trigger: { player: "useCard1" }, firstDo: true, forced: true, popup: false, onremove: true, filter: function (event, player) { return event.card.name == "sha"; }, content: function () { trigger.baseDamage += player.countMark("spcunsi2"); player.removeSkill("spcunsi2"); }, marktext: "嗣", intro: { content: "下一张【杀】的伤害+#", }, }, spguixiu: { trigger: { player: "damageEnd" }, forced: true, filter: function (event, player) { if (typeof event.spguixiu == "boolean" && !event.spguixiu) return false; return player.isTurnedOver(); }, content: function () { player.turnOver(); }, group: ["spguixiu_draw", "spguixiu_count"], subSkill: { count: { trigger: { player: "damageBegin2" }, lastDo: true, silent: true, content: function () { event.spguixiu = player.isTurnedOver(); }, }, draw: { trigger: { player: "turnOverAfter" }, forced: true, filter: function (event, player) { return !player.isTurnedOver(); }, content: function () { player.draw(); }, }, }, }, //那个男人的舅舅 heji: { audio: 2, trigger: { global: "useCardAfter" }, direct: true, locked: false, filter: function (event, player) { if (event.targets.length != 1 || event.targets[0] == player || event.targets[0].isDead()) return false; if (event.card.name != "juedou" && (event.card.name != "sha" || get.color(event.card) != "red")) return false; if (_status.connectMode && player.countCards("h") > 0) return true; return player.hasSha() || player.hasUsableCard("juedou"); }, content: function () { player .chooseToUse( function (card, player, event) { var name = get.name(card); if (name != "sha" && name != "juedou") return false; return lib.filter.cardEnabled.apply(this, arguments); }, "合击:是否对" + get.translation(trigger.targets[0]) + "使用一张【杀】或【决斗】?" ) .set("logSkill", "heji") .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", trigger.targets[0]) .set("addCount", false); }, group: "heji_gain", subSkill: { gain: { trigger: { player: "useCard" }, forced: true, popup: false, filter: function (event, player) { return event.card.isCard && event.getParent(2).name == "heji"; }, content: function () { var card = get.cardPile2(function (card) { return get.color(card, false) == "red"; }); if (card) player.gain(card, "gain2"); }, }, }, mod: { aiOrder: function (player, card, num) { if (get.name(card, player) == "sha" && get.color(card, player) == "red") return ( num + 0.6 * (_status.event.name == "chooseToUse" && player.hasHistory("useCard", function (evt) { return evt.card.name == "sha" && evt.cards.length == 1; }) ? 1 : -1) ); }, }, }, //始计篇·智 refubi: { audio: "fubi", trigger: { global: "phaseBefore", player: "enterGame", }, direct: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { "step 0"; player.chooseTarget(get.prompt2("refubi"), lib.filter.notMe).set("ai", function (target) { return 1 + get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("refubi", target); target.addMark("refubi", 1); } }, intro: { content: function (info, player) { var str = "已获得“辅弼”标记"; if (player.storage.refubi_effect0) { str += ";本回合使用【杀】的次数上限+"; str += player.storage.refubi_effect0; } if (player.storage.refubi_effect1) { str += ";本回合的手牌上限+"; str += player.storage.refubi_effect1 * 3; } return str; }, }, marktext: "弼", group: "refubi_buff", subSkill: { buff: { trigger: { global: "phaseZhunbeiBegin" }, direct: true, filter: function (event, player) { return event.player != player && event.player.hasMark("refubi"); }, content: function () { "step 0"; var str = get.translation(trigger.player); player .chooseControl("cancel2") .set("choiceList", ["令" + str + "本回合使用【杀】的次数上限+1", "令" + str + "本回合的手牌上限+3"]) .set("ai", function () { var player = _status.event.player, target = _status.event.getTrigger().player; if (get.attitude(player, target) <= 0) return "cancel2"; if ( !target.hasJudge("lebu") && target.countCards("h", function (card) { return get.name(card, target) == "sha" && target.hasValueTarget(card); }) > target.getCardUsable("sha") ) return 0; return 1; }); "step 1"; if (result.control != "cancel2") { var target = trigger.player; player.logSkill("refubi", target); var str = "refubi_effect" + result.index; target.addTempSkill(str); target.addMark(str, 1, false); game.log(target, ["本回合使用【杀】的次数上限+1", "本回合的手牌上限+3"][result.index]); } }, }, effect0: { onremove: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("refubi_effect0"); }, }, }, effect1: { onremove: true, mod: { maxHandcard: function (player, num) { return num + 3 * player.countMark("refubi_effect1"); }, }, }, }, }, rezuici: { audio: "zuici", enable: "chooseToUse", filter: function (event, player) { if (event.type == "phase" || (event.type == "dying" && player == event.dying)) return player.isDamaged() && player.countCards("e") > 0; return false; }, chooseButton: { dialog: function (event, player) { return ui.create.dialog("###罪辞###选择废除一个有牌的装备栏,然后回复2点体力,并可移动“辅弼”标记。"); }, chooseControl: function (event, player) { var list = []; for (var i = 1; i < 6; i++) { if (player.getEquips(i).length > 0) list.push("equip" + i); } list.push("cancel2"); return list; }, check: function (event, player) { if (player.hp > 1 && player.getDamagedHp() < 2) return "cancel2"; var cards = player.getCards("e").sort(function (a, b) { return get.value(a) - get.value(b); }); var sub = get.subtype(cards[0], false); if (player.hp < 1) return sub; var val = get.value(cards[0]); if (val < 0) return sub; return val < 4 ? sub : "cancel2"; }, backup: function (result) { var next = get.copy(lib.skill.rezuicix); next.position = result.control; return next; }, }, ai: { order: 2.7, result: { player: 1, }, save: true, skillTagFilter: function (player, tag, arg) { return player == arg; }, }, }, rezuicix: { audio: "zuici", content: function () { "step 0"; player.disableEquip(lib.skill.rezuici_backup.position); player.recover(2); "step 1"; var b1 = false, b2 = false; for (var i of game.players) { if (i.hasMark("refubi")) b1 = true; else if (i != player) b2 = true; if (b1 && b2) break; } if (b1 && b2) { player .chooseTarget("是否转移“辅弼”标记?", function (card, player, target) { return target != player && !target.hasMark("refubi"); }) .set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); return Math.min(att, att - _status.event.preatt); }) .set( "preatt", get.attitude( player, game.findPlayer(function (current) { return current.hasMark("refubi"); }) ) ); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target, "group"); game.countPlayer(function (current) { var num = current.countMark("refubi"); if (num) current.removeMark("refubi", 1, false); }); target.addMark("refubi", 1); } }, ai: { result: { player: 1, }, }, }, reshengxi: { audio: "shengxi", audioname: ["feiyi"], trigger: { player: "phaseJieshuBegin" }, frequent: true, preHidden: true, filter: function (event, player) { return !player.getHistory("sourceDamage").length; }, content: function () { player.draw(2); }, }, fyjianyu: { initSkill: function (skill) { if (!lib.skill[skill]) { lib.skill[skill] = { marktext: "喻", intro: { markcount: () => 1, content: "指定另一名有“喻”的角色为目标时,其摸一张牌", }, }; lib.translate[skill] = "谏喻"; lib.translate[skill + "_bg"] = "喻"; } }, audio: 2, enable: "phaseUse", filter: function (event, player) { return ( game.countPlayer(function (current) { return !current.hasMark("fyjianyu_" + player.playerid); }) > 1 ); }, round: 1, filterTarget: function (card, player, target) { return !target.hasMark("fyjianyu_" + player.playerid); }, selectTarget: 2, content: function () { var skill = "fyjianyu_" + player.playerid; game.broadcastAll(lib.skill.fyjianyu.initSkill, skill); player.addTempSkill("fyjianyu_draw", { player: "phaseBegin" }); target.addMark(skill, 1); }, ai: { order: 0.1, result: { target: function (player, target) { if (!ui.selected.targets.length) return target == player ? 1 : 0; if (get.attitude(player, target) < 0) return ( -1.6 * (1 + target.countCards("h", function (card) { return target.hasValueTarget(card) && get.effect(player, card, target, target) > 0; }) * Math.sqrt(target.countCards("h"))) ); return ( 0.3 * (1 + target.countCards("h", function (card) { return target.hasValueTarget(card) && get.effect(player, card, target, target) > 0; }) * Math.sqrt(target.countCards("h"))) ); }, }, }, subSkill: { draw: { charlotte: true, trigger: { global: "useCardToPlayer" }, filter: function (event, player) { return event.player != event.target && event.player.hasMark("fyjianyu_" + player.playerid) && event.target.hasMark("fyjianyu_" + player.playerid) && event.target.isIn(); }, forced: true, logTarget: "target", content: function () { trigger.target.draw(); }, onremove: function (player) { game.countPlayer(function (current) { var num = current.countMark("fyjianyu_" + player.playerid); if (num) current.removeMark("fyjianyu_" + player.playerid); }); }, }, }, }, spwanwei: { audio: 2, enable: "chooseToUse", filter: function (event, player) { if (player.hasSkill("spwanwei2") || player.hp < 1) return false; if (event.type == "dying") return event.dying != player; if (event.type != "phase") return false; return game.hasPlayer(function (current) { return current != player && current.isDamaged(); }); }, filterTarget: function (card, player, target) { if (_status.event.type == "dying") return target == _status.event.dying; return player != target && target.isDamaged(); }, selectTarget: function () { if (_status.event.type == "dying") return -1; return 1; }, content: function () { player.addTempSkill("spwanwei2", "roundStart"); var num = player.hp; target.recover(Math.max(num + 1, 1 - target.hp)); player.loseHp(num); }, ai: { save: true, skillTagFilter: function (player, tag, target) { return player != target; }, expose: 0.5, order: 6, result: { target: function (player, target) { if (_status.event.type != "dying") return 0; if (get.attitude(player, target) < 4) return 0; if (player.countCards("he") < 2 && target != get.zhu(player)) return 0; return 1; }, }, }, }, spwanwei2: {}, spyuejian: { mod: { maxHandcardBase: function (player) { return player.maxHp; }, }, audio: 2, enable: "chooseToUse", filter: function (event, player) { return event.type == "dying" && player == event.dying && player.countCards("he") > 1; }, selectCard: 2, filterCard: true, position: "he", check: function (card) { return 1 / Math.max(0.1, get.value(card)); }, content: function () { player.recover(); }, ai: { save: true, skillTagFilter: function (player, tag, target) { return player == target; }, order: 1.4, result: { player: 1, }, }, }, spwuku: { audio: 2, trigger: { global: "useCard" }, forced: true, preHidden: true, filter: function (event, player) { if (get.type(event.card) != "equip") return false; var gz = get.mode() == "guozhan"; if (gz && event.player.isFriendOf(player)) return false; return player.countMark("spwuku") < (gz ? 2 : 3); }, content: function () { player.addMark("spwuku", 1); }, marktext: "库", intro: { content: "mark", }, ai: { combo: "spsanchen", threaten: 3.6, }, }, spsanchen: { audio: 2, trigger: { player: "phaseJieshuBegin" }, forced: true, juexingji: true, skillAnimation: true, animationColor: "gray", filter: function (event, player) { return player.countMark("spwuku") > 2; }, content: function () { player.awakenSkill("spsanchen"); player.gainMaxHp(); player.recover(); player.addSkills("spmiewu"); }, ai: { combo: "wuku", }, derivation: "spmiewu", }, spmiewu: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], filter: function (event, player) { if (!player.countMark("spwuku") || !player.countCards("hse") || player.hasSkill("spmiewu2")) return false; for (var i of lib.inpile) { var type = get.type2(i); if ((type == "basic" || type == "trick") && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)) return true; } return false; }, chooseButton: { dialog: function (event, player) { var list = []; for (var i = 0; i < lib.inpile.length; i++) { var name = lib.inpile[i]; if (name == "sha") { if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["基本", "", "sha"]); for (var nature of lib.inpile_nature) { if (event.filterCard(get.autoViewAs({ name, nature }, "unsure"), player, event)) list.push(["基本", "", "sha", nature]); } } else if (get.type2(name) == "trick" && event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["锦囊", "", name]); else if (get.type(name) == "basic" && event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["基本", "", name]); } return ui.create.dialog("灭吴", [list, "vcard"]); }, check: function (button) { if (_status.event.getParent().type != "phase") return 1; var player = _status.event.player; if (["wugu", "zhulu_card", "yiyi", "lulitongxin", "lianjunshengyan", "diaohulishan"].includes(button.link[2])) return 0; return player.getUseValue({ name: button.link[2], nature: button.link[3], }); }, backup: function (links, player) { return { filterCard: true, audio: "spmiewu", popname: true, check: function (card) { return 8 - get.value(card); }, position: "hse", viewAs: { name: links[0][2], nature: links[0][3] }, precontent: function () { player.addTempSkill("spmiewu2"); player.removeMark("spwuku", 1); }, }; }, prompt: function (links, player) { return "将一张牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用"; }, }, hiddenCard: function (player, name) { if (!lib.inpile.includes(name)) return false; var type = get.type2(name); return (type == "basic" || type == "trick") && player.countMark("spwuku") > 0 && player.countCards("she") > 0 && !player.hasSkill("spmiewu2"); }, ai: { combo: "spwuku", fireAttack: true, respondSha: true, respondShan: true, skillTagFilter: function (player) { if (!player.countMark("spwuku") || !player.countCards("hse") || player.hasSkill("spmiewu2")) return false; }, order: 1, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, }, spmiewu2: { trigger: { player: ["useCardAfter", "respondAfter"] }, forced: true, charlotte: true, popup: false, filter: function (event, player) { return event.skill == "spmiewu_backup"; }, content: function () { player.draw(); }, }, spmiewu_backup: { audio: "spmiewu" }, qinzheng: { audio: 2, trigger: { player: ["useCard", "respond"] }, forced: true, filter: function (event, player) { var num = player.getAllHistory("useCard").length + player.getAllHistory("respond").length; return num % 3 == 0 || num % 5 == 0 || num % 8 == 0; }, content: function () { var num = player.getAllHistory("useCard").length + player.getAllHistory("respond").length; var cards = []; if (num % 3 == 0) { var card = get.cardPile2(function (card) { return card.name == "sha" || card.name == "shan"; }); if (card) cards.push(card); } if (num % 5 == 0) { var card = get.cardPile2(function (card) { return ["tao", "jiu", "zong", "xionghuangjiu"].includes(card.name); }); if (card) cards.push(card); } if (num % 8 == 0) { var card = get.cardPile2(function (card) { return ["juedou", "wuzhong", "zengbin", "sadouchengbing", "dongzhuxianji", "tongzhougongji"].includes(card.name); }); if (card) cards.push(card); } if (cards.length) player.gain(cards, "gain2"); }, group: "qinzheng_count", intro: { content: function (num) { var str = "
  • 总次数:"; str += num; str += "
  • 杀/闪:"; str += num % 3; str += "/3
  • 桃/酒:"; str += num % 5; str += "/5
  • 决斗/无中生有:"; str += num % 8; str += "/8"; return str; }, }, }, qinzheng_count: { trigger: { player: ["useCard1", "respond"] }, silent: true, firstDo: true, noHidden: true, content: function () { player.storage.qinzheng = player.getAllHistory("useCard").length + player.getAllHistory("respond").length; player.markSkill("qinzheng"); }, }, spqiai: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return ( player.countCards("he", function (card) { return get.type(card) != "basic"; }) > 0 ); }, filterCard: function (card) { return get.type(card) != "basic"; }, position: "he", filterTarget: lib.filter.notMe, delay: false, discard: false, lose: false, check: function (card) { var player = _status.event.player; if (get.position(card) == "e" && card.name == "jinhe") return 10; if (player.isHealthy()) return 7 - get.value(card); return 9 - get.value(card); }, content: function () { "step 0"; player.give(cards, target, true); "step 1"; if (!target.isIn()) { event.finish(); return; } if (player.isHealthy()) event._result = { index: 1 }; else { var str = get.translation(player); target.chooseControl().set("choiceList", ["令" + str + "回复1点体力", "令" + str + "摸两张牌"]); } "step 2"; if (result.index == 0) player.recover(); else player.draw(2); }, ai: { order: 8, result: { player: 1, target: function (player, target) { if (ui.selected.cards.length) { var card = ui.selected.cards[0]; var val = get.value(card, target); if (val < 0) return -1; if (target.hasSkillTag("nogain")) return 0; var useval = target.getUseValue(card); if (val < 1 || useval <= 0) return 0.1; return Math.sqrt(useval); } return 0; }, }, }, }, spshanxi: { audio: 2, init: function (player) { game.addGlobalSkill("spshanxi_bj"); }, onremove: function (player) { if (!game.hasPlayer(current => current.hasSkill("spshanxi"), true)) game.removeGlobalSkill("spshanxi_bj"); }, trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && !current.hasMark("spshanxi"); }); }, content: function () { "step 0"; var eff = 0; var target = game.findPlayer(function (current) { return current != player && current.hasMark("spshanxi"); }); if (target) eff = -get.attitude(player, target) / Math.sqrt(Math.max(1, target.hp)); player .chooseTarget(get.prompt("spshanxi"), "令一名其他角色获得“檄”", function (card, player, target) { return target != player && !target.hasMark("spshanxi"); }) .set("ai", function (target) { return -get.attitude(_status.event.player, target) / Math.sqrt(Math.max(1, target.hp)) - _status.event.eff; }) .set("eff", eff); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("spshanxi", target); game.countPlayer(function (current) { if (current == target) current.addMark("spshanxi", 1); else { var num = current.countMark("spshanxi"); if (num > 0) current.removeMark("spshanxi", num); } }); } }, marktext: "檄", intro: { name2: "檄", content: "已被设下索命檄文", }, group: "spshanxi_suoming", ai: { threaten: 3.3 }, }, spshanxi_suoming: { audio: "spshanxi", trigger: { global: "recoverAfter" }, forced: true, filter: function (event, player) { return event.player.hasMark("spshanxi") && event.player.hp > 0; }, logTarget: "player", content: function () { "step 0"; if (trigger.player.countCards("he") < 2) event._result = { bool: false }; else trigger.player.chooseCard("he", 2, "交给" + get.translation(player) + "两张牌,或失去1点体力").set("ai", function (card) { return 9 - get.value(card); }); "step 1"; if (!result.bool) trigger.player.loseHp(); else trigger.player.give(result.cards, player); }, }, spshanxi_bj: { trigger: { player: "dieAfter" }, filter: function (event, player) { for (let i of game.players) { if (i.hasSkill("spshanxi_suoming")) return false; } return true; }, silent: true, forceDie: true, charlotte: true, content: function () { game.removeGlobalSkill("spshanxi_bj"); }, ai: { effect: { target: function (card, player, target) { let suoming = game.findPlayer(current => current.hasSkill("spshanxi_suoming")); if (suoming && _status.event && target === _status.event.dying && target.hasMark("spshanxi")) { if (target.countCards("he") < 2) return "zerotarget"; return [1, get.attitude(target, suoming) > 0 ? 0 : -1.2]; } }, }, }, }, shameng: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { var hs = player.getCards("h"); if (hs.length < 2) return false; var red = 0, black = 0; for (var i of hs) { if (get.color(i, player) == "red") red++; else black++; if (red > 1 || black > 1) return true; } return false; }, complexCard: true, selectCard: 2, filterCard: function (card, player) { if (ui.selected.cards.length) return get.color(card, player) == get.color(ui.selected.cards[0], player); var color = get.color(card, player); return ( player.countCards("h", function (cardx) { return cardx != card && color == get.color(cardx, player); }) > 0 ); }, filterTarget: lib.filter.notMe, check: function (card) { return 7 - get.value(card); }, position: "h", content: function () { target.draw(2); player.draw(3); }, ai: { order: 6, result: { target: 2 }, }, }, fubi: { trigger: { global: "phaseBefore", player: "enterGame", }, direct: true, skillAnimation: true, animationColor: "wood", filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { "step 0"; player.chooseTarget(get.prompt2("fubi"), lib.filter.notMe).set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("fubi", target); target.addSkill("fubi2"); target.storage.fubi2.push(player); } }, }, fubi2: { init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = []; }, mod: { maxHandcard: function (player, num) { var list = player.getStorage("fubi2"); for (var i of list) { if (i.isIn()) num += 3; } return num; }, }, mark: true, intro: { content: "若$存活,则手牌上限+3" }, }, zuici: { trigger: { player: "dying" }, direct: true, filter: function (event, player) { return player.countCards("e") > 0; }, content: function () { "step 0"; var list = []; var cards = player.getCards("e"); for (var i of cards) list.push(get.subtype(i)); list.push("cancel2"); player.chooseControl(list).set("prompt", get.prompt2("zuici")); "step 1"; if (result.control != "cancel2") { player.disableEquip(result.control); } else event.finish(); "step 2"; if (player.hp < 1) player.recover(1 - player.hp); }, }, jianzhan: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer(function (current) { return lib.skill.jianzhan.filterTarget(null, player, current); }); }, filterTarget: function (card, player, target) { if (target == player) return false; if (ui.selected.targets.length) { var targetx = ui.selected.targets[0]; return targetx != target && targetx.countCards("h") > target.countCards("h") && targetx.inRange(target); } var num = target.countCards("h"); return game.hasPlayer(function (current) { return current != target && current != player && current.countCards("h") < num && target.inRange(current); }); }, selectTarget: 2, complexTarget: true, targetprompt: ["出杀", "被出杀"], multitarget: true, content: function () { "step 0"; if (!targets[0].canUse("sha", targets[1])) event._result = { index: 1 }; else targets[0] .chooseControl() .set("choiceList", ["视为对" + get.translation(targets[1]) + "使用一张【杀】", "令" + get.translation(player) + "摸一张牌"]) .set("ai", function () { var evt = _status.event.getParent(); var eff = get.effect(evt.targets[1], { name: "sha", isCard: true }, evt.targets[0], evt.targets[0]); if (eff > 0) return 0; if (eff < 0 || get.attitude(evt.targets[0], evt.player) > 1) return 1; return 0; }); "step 1"; if (result.index == 0) targets[0].useCard({ name: "sha", isCard: true }, targets[1], false); else player.draw(); }, ai: { result: { target: function (player, target) { if (ui.selected.targets.length) { var from = ui.selected.targets[0]; return get.effect(target, { name: "sha" }, from, target); } var effs = [0, 0]; game.countPlayer(function (current) { if (current != target && target.canUse("sha", current)) { var eff = get.effect(current, { name: "sha" }, target, target); if (eff > effs[0]) effs[0] = eff; if (eff < effs[1]) effs[1] = eff; } }); return effs[get.attitude(player, target) > 0 ? 0 : 1]; }, }, order: 8.5, expose: 0.2, }, }, duoji: { audio: 2, enable: "phaseUse", limited: true, filter: function (event, player) { return ( player.countCards("h") > 1 && game.hasPlayer(function (current) { return current != player && current.countGainableCards(player, "e") > 0; }) ); }, filterCard: true, selectCard: 2, filterTarget: function (card, player, target) { return target != player && target.countGainableCards(player, "e") > 0; }, check: function (card) { return 8 - get.value(card); }, position: "h", skillAnimation: true, animationColor: "metal", content: function () { player.awakenSkill("duoji"); var cards = target.getGainableCards(player, "e"); player.gain(cards, target, "give", "bySelf"); }, ai: { order: 1, result: { target: function (player, target) { var num = 0, es = target.getCards("e"), val = 0; for (var i of es) { num += get.value(i, target); } for (var i of ui.selected.cards) { val += get.value(i, player); } if (Math.abs(num) > val) return -num; return 0; }, }, }, }, }; export default skills;