import { lib, game, ui, get, ai, _status } from "../../noname.js"; /** @type { importCharacterConfig['skill'] } */ const skills = { //牵招 dddyuanzhen: { audio: 2, trigger: { player: "useCardToPlayered" }, forced: true, filter(event, player) { return event.target != player && get.distance(player, event.target) != 1 && event.isFirstTarget && event.targets.length == 1; }, logTarget: "target", *content(event, map) { const player = map.player, trigger = map.trigger, target = trigger.target; let result; game.delayex(); if (!target.countCards("he")) result = { bool: false }; else result = yield target .chooseToDiscard("he", `${get.translation(player)}对你使用了【远振】`, "请弃置一张牌,或点击“取消”令其摸一张牌") .set("ai", card => { if (get.event("goon")) return 4.5 - get.value(card); }) .set("goon", get.attitude(target, player) > 0); if (!result.bool) { target.line(player); player.draw(); } }, }, dddzhishu: { audio: 2, trigger: { player: "phaseUseBegin" }, filter(event, player) { return player.canMoveCard(null, true); }, check(event, player) { return player.canMoveCard(true, true); }, *content(event, map) { const player = map.player; let result = yield player.moveCard(); const targets = result.targets; const guohe = new lib.element.VCard({ name: "guohe", isCard: true, }); if (targets[0].canUse(guohe, targets[1])) targets[0].useCard(guohe, targets[1], "noai"); }, }, //张邈 dddxiaxing: { audio: 2, enable: "chooseToUse", hiddenCard(player, name) { if (player.hasSkill("dddxiaxing_used")) return false; return name == "tao"; }, filter(event, player) { if (event.type != "dying") return false; if (!player.countCards("he")) return false; const evt = get.event().getParent("_save"); if (!evt || !evt.dying || !evt.dying.isIn()) return false; return !player.hasSkill("dddxiaxing_used"); }, check: card => { return 7 - get.value(card); }, filterCard: true, position: "he", discard: false, delay: false, lose: false, group: ["dddxiaxing_begin", "dddxiaxing_viewas"], prompt() { const evt = get.event().getParent("_save"); return `将一张牌置于牌堆顶,视为${get.translation(evt.dying)}使用一张【桃】`; }, *content(event, map) { const player = map.player, cards = event.cards; player.addTempSkill("dddxiaxing_used", "roundStart"); game.log(player, "将一张牌置于了牌堆顶"); player.$throw(cards.length, 1000); yield player.lose(cards, ui.cardPile, "insert"); const evt = event.getParent("_save"); yield evt.dying.chooseUseTarget("tao", true); if (!player.hasMark("dddxiaxing")) player.addMark("dddxiaxing"); }, marktext: "侠", intro: { markcount: () => 0, name: "侠行", name2: "侠", content: "已拥有“侠”标记", }, ai: { order: 4, result: { player(player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, subSkill: { begin: { audio: 2, trigger: { global: "phaseZhunbeiBegin" }, filter(event, player) { if (!player.countCards("he")) return false; return !player.hasSkill("dddxiaxing_used"); }, direct: true, *content(event, map) { const player = map.player, trigger = map.trigger, target = trigger.player; let result = yield player .chooseCard(get.prompt("dddxiaxing"), `将一张牌置于牌堆顶,视为${get.translation(target)}使用一张【酒】`, "he") .set("ai", card => { if (get.event("goon")) return 5 - get.value(card); return 0; }) .set("goon", get.effect(target, { name: "jiu" }, player, player) > 0); if (!result.bool) return event.finish(); const cards = result.cards; player.logSkill("dddxiaxing_begin", target); player.addTempSkill("dddxiaxing_used", "roundStart"); game.log(player, "将一张牌置于了牌堆顶"); player.$throw(cards.length, 1000); yield player.lose(cards, ui.cardPile, "insert"); yield target.chooseUseTarget("jiu", true); if (!player.hasMark("dddxiaxing")) player.addMark("dddxiaxing"); }, }, used: { charlotte: true }, viewas: { audio: "dddxiaxing", enable: "chooseToUse", filter(event, player) { if (event.type == "wuxie" || !player.hasMark("dddxiaxing")) return false; for (const name of ["sha", "shan"]) { if (event.filterCard({ name: name, isCard: true }, player, event)) return true; } return false; }, chooseButton: { dialog(event, player) { const vcards = []; for (const name of ["sha", "shan"]) { const card = { name: name, isCard: true }; if (event.filterCard(card, player, event)) vcards.push(["基本", "", name]); } const dialog = ui.create.dialog("侠行", [vcards, "vcard"], "hidden"); dialog.direct = true; return dialog; }, backup(links, player) { return { filterCard: () => false, selectCard: -1, viewAs: { name: links[0][2], isCard: true, }, popname: true, precontent() { player.logSkill("dddxiaxing_viewas"); player.clearMark("dddxiaxing"); }, }; }, prompt(links, player) { return "侠行:移去“侠”标记,视为使用一张【" + get.translation(links[0][2]) + "】"; }, }, ai: { order(item, player) { const event = get.event(); if (event.filterCard({ name: "sha" }, player, event)) { if ( !player.hasShan() && !game.hasPlayer(function (current) { return player.canUse("sha", current) && current.hp == 1 && get.effect(current, { name: "sha" }, player, player) > 0; }) ) { return 0; } return 2.95; } else return 3.15; }, respondSha: true, respondShan: true, skillTagFilter(player, tag, arg) { if (!player.hasMark("dddxiaxing")) return false; if (arg != "use") return false; }, result: { player: 1, }, }, }, }, }, //张承 dddjuxian: { enable: "phaseUse", usable: 2, filter(event, player) { return !player.hasSkill("dddjuxian_ban"); }, chooseButton: { dialog(event, player) { var dialog = ui.create.dialog("聚贤:请选择一项", "hidden"); dialog.add([ [ ["top", "展示一张牌,然后将此牌置于牌堆顶"], ["hand", "展示一张牌,然后将此牌交给一名其他角色"], ], "textbutton", ]); return dialog; }, filter(button, player) { return !player.hasSkill("dddjuxian_" + button.link, null, null, false); }, check(button) { return 1; }, backup(links) { return get.copy(lib.skill["dddjuxian_" + links[0]]); }, prompt(links) { if (links[0] == "top") return "展示一张牌,然后将此牌置于牌堆顶"; return "展示一张牌,然后将此牌交给一名其他角色"; }, }, ai: { order: 10, threaten: 1.7, result: { player: 1 }, }, subSkill: { backup: { audio: "dddjuxian" }, ban: { charlotte: true }, top: { audio: "dddjuxian", filterCard: true, selectCard: 1, position: "he", discard: false, delay: false, lose: false, *content(event, map) { const player = map.player, cards = event.cards; player.addTempSkill("dddjuxian_top", "phaseUseAfter"); player.showCards(cards); const color1 = get.color(cards); player.$throw(cards, 1000); game.log(player, "将", cards, "置于了牌堆顶"); yield player.lose(cards, ui.cardPile, "insert"); const targets = game.filterPlayer(target => target.countGainableCards(player, "he")); let result; if (!targets.length) return event.finish(); else if (targets.length == 1) result = { bool: true, targets: targets }; else result = yield player .chooseTarget( "聚贤:获得一名其他角色的一张牌", (card, player, target) => { if (target == player) return false; return target.countGainableCards(player, "he"); }, true ) .set("ai", target => { const player = get.player(); return get.effect(target, { name: "shunshou" }, player, player); }); if (!result.bool) return event.finish(); const target = result.targets[0]; player.line(target); result = yield player.gainPlayerCard(target, "he", true); if (!result.bool) return event.finish(); const cards2 = result.links; const color2 = get.color(cards2); if (color1 && color2 && color1 != color2) player.addTempSkill("dddjuxian_ban"); }, ai: { result: { player: 1, }, }, }, hand: { audio: "dddjuxian", filterTarget: lib.filter.notMe, filterCard: true, selectCard: 1, position: "he", discard: false, delay: false, lose: false, *content(event, map) { const player = map.player, cards = event.cards, target = event.targets[0]; player.addTempSkill("dddjuxian_hand", "phaseUseAfter"); player.showCards(cards); const color1 = get.color(cards); let result; yield player.give(cards, target); result = yield player.draw(); const cards2 = result.filter(i => get.owner(i) == player && get.position(i) == "h"); if (!cards.length) return event.finish(); const color2 = get.color(cards2); player.showCards(cards2); if (color1 && color2 && color1 != color2) player.addTempSkill("dddjuxian_ban"); }, ai: { result: { player: 1, target: 1, }, }, }, }, }, dddjungui: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, *content(event, map) { const player = map.player; let result = yield player.chooseTarget(get.prompt2("dddjungui")); if (!result.bool) return event.finish(); const target = result.targets[0]; player.logSkill("dddjungui", target); target.draw(2); yield target.showHandcards(); const targetSuitsCount = target .getCards("h") .map(card => { return get.suit(card); }) .toUniqued().length; const usedCount = player .getHistory("useCard") .map(evt => { return get.suit(evt.card); }) .toUniqued().length; let decreasedCount = 0; if (usedCount > 0) { const numbers = Array.from({ length: usedCount }, (_, i) => get.cnNumber(i + 1, true)); result = yield player .chooseControl(numbers, "cancel2") .set("prompt", `是否令${get.translation(target)}少弃置任意张牌?`) .set("ai", () => { return get.event("choice"); }) .set("choice", get.attitude(player, target) > 0 ? numbers.lastItem : "cancel2"); if (result.control != "cancel") { decreasedCount = result.index + 1; game.log(player, "选择令", target, "少弃置", get.cnNumber(decreasedCount), "张牌"); } } const toDiscardNum = targetSuitsCount - decreasedCount; if (toDiscardNum <= 0) return event.finish(); target .chooseToDiscard(`隽轨:请弃置${get.cnNumber(toDiscardNum)}张花色不同的手牌`, toDiscardNum, true, (card, player) => { const suit = get.suit(card); for (const cardx of ui.selected.cards) { if (get.suit(cardx) == suit) return false; } return true; }) .set("complexCard", true); }, }, //刘宠 dddjinggou: { audio: 2, trigger: { player: "useCardAfter" }, forced: true, filter(event, player) { if (get.type(event.card) != "equip") return false; if (get.subtype(event.card) != "equip1") return false; const range = player.getAttackRange(); return !game.hasPlayer(current => { return current.getAttackRange() > range; }); }, direct: true, *content(event, map) { const player = map.player; let result = yield player.chooseTarget("精彀:对一名其他角色造成1点伤害", true, lib.filter.notMe).set("ai", target => { var player = get.player(); return get.damageEffect(target, player, player); }); if (result.bool) { const target = result.targets[0]; player.logSkill("dddjinggou", target); target.damage(); } }, }, dddmoyan: { audio: 2, trigger: { global: "roundStart" }, *content(event, map) { const player = map.player; const cards = game.cardsGotoOrdering(get.cards(3)).cards; yield player.showCards(cards, `${get.translation(player)}发动了【末焱】`); let result = yield player.chooseTarget("末焱:选择一名角色获得其中至少一张牌").set("ai", target => get.attitude(get.player(), target)); if (!result.bool) return event.finish(); const target = result.targets[0]; result = yield target.chooseButton(["末焱:获得至少一张牌", cards], true, [1, cards.length]).set("ai", button => { return get.value(button.link); }); if (!result.bool) return event.finish(); const gains = result.links; target.gain(gains, "gain2"); player.setStorage("dddmoyan_target", [target, gains.length]); player.addTempSkill("dddmoyan_target", "roundStart"); }, subSkill: { target: { onremove: true, trigger: { player: "damageBegin3" }, filter(event, player) { const info = player.getStorage("dddmoyan_target"); return info[0] && info[0].isIn() && info[0].countCards("h") <= info[1]; }, forced: true, charlotte: true, content() { trigger.increase("num"); }, }, }, }, //罗宪 dddshilie: { audio: 2, enable: "chooseToUse", hiddenCard(player, name) { if (!player.countCards("h")) return false; return name == "sha" || name == "shan"; }, filter(event, player) { if (event.type == "wuxie" || !_status.currentPhase) return false; if (!player.countCards("h") || player.hasSkill("dddshilie_used", null, null, false)) return false; for (var name of ["sha", "shan"]) { if (event.filterCard({ name: name, isCard: true }, player, event)) return true; } return false; }, chooseButton: { dialog(event, player) { var vcards = []; for (var name of ["sha", "shan"]) { var card = { name: name, isCard: true }; if (event.filterCard(card, player, event)) vcards.push(["基本", "", name]); } const dialog = ui.create.dialog("示烈", [vcards, "vcard"], "hidden"); dialog.direct = true; return dialog; }, check(button) { return 1; }, backup(links, player) { return { filterCard(card) { return !get.is.shownCard(card); }, filterOk: () => { return ( ui.selected.cards .map(card => { return get.number(card); }) .reduce((p, c) => { return p + c; }, 0) >= get.player().getHp() + (_status.currentPhase ? _status.currentPhase.getHp() : 0) ); }, selectCard: [1, Infinity], viewAs: { name: links[0][2], isCard: true, }, popname: true, ignoreMod: true, ai1(card) { const need = get.player().getHp() + (_status.currentPhase ? _status.currentPhase.getHp() : 0); let num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } if (num + get.number(card) == need) return 20 - get.value(card); if (ui.selected.cards.length == 0) { var cards = _status.event.player.getCards("h"); for (var i = 0; i < cards.length; i++) { for (var j = i + 1; j < cards.length; j++) { if (cards[i].number + cards[j].number >= need) { if (cards[i] == card || cards[j] == card) return 15 - get.value(card); } } } } return 0.1; }, precontent() { "step 0"; player.logSkill("dddshilie"); player.addTempSkill("dddshilie_used"); var cards = event.result.cards.slice(); player.addShownCards(cards, "visible_dddshilie"); delete event.result.skill; player.showCards(cards, get.translation(player) + "发动了【示烈】"); if ( cards .map(card => { return get.number(card); }) .reduce((p, c) => { return p + c; }, 0) == player.getHp() + (_status.currentPhase ? _status.currentPhase.getHp() : 0) ) { player.draw(cards.length); } event.result.card = new lib.element.VCard({ name: event.result.card.name, isCard: true, }); event.result.cards = []; game.delayx(); }, }; }, prompt(links, player) { return `###示烈###明置任意张点数之和不小于${player.getHp() + (_status.currentPhase ? _status.currentPhase.getHp() : 0)}的牌,视为使用【${get.translation(links[0][2])}】`; }, }, subSkill: { used: { charlotte: true } }, ai: { order(item, player) { const evt = get.event(); for (var name of ["sha", "shan"]) { if (evt.filterCard({ name: name }, player, evt)) return get.order({ name: name }) + 0.1; } return 1; }, respondSha: true, respondShan: true, skillTagFilter(player, tag, arg) { if (!player.countCards("h")) return false; }, result: { player(player) { return 1; }, }, }, }, //李娥 dddyeshen: { trigger: { global: "phaseJieshuBegin" }, logTarget: "player", prompt2(event, player) { var num = player.countMark("dddyeshen"); var str = "亮出牌堆底的" + get.cnNumber(3 - num) + "张牌,然后其将其中的一张牌当作【铁索连环】使用或打出。"; if (num >= 2) str += "然后你受到1点火属性伤害并重置此技能。"; return str; }, check(event, player) { if (player.countMark("dddyeshen") >= 2 && get.damageEffect(player, player, player, "fire") < 0) return false; return get.attitude(player, event.player) > 0; }, content() { "step 0"; event.target = trigger.player; var cards = get.bottomCards(3 - player.countMark("dddyeshen")); event.cards = cards; game.cardsGotoOrdering(cards); player.showCards(cards, get.translation(player) + "对" + get.translation(target) + "发动了【冶身】"); if (!cards.some(card => get.color(card) == "black")) event.goto(4); "step 1"; if (target.isIn()) { var blacks = cards.filter(card => get.color(card) == "black"); if (blacks.length > 1) target.chooseButton(["选择一张牌当作【铁索连环】使用或重铸", blacks], true).set("ai", button => get.translation(button.link.name).length); else event._result = { bool: true, links: blacks, }; } else event.goto(4); "step 2"; if (result.bool) { event.links = result.links.slice(0); var card = get.autoViewAs({ name: "tiesuo" }, result.links); var maxNum = get.translation(result.links[0].name).length; if (!game.hasPlayer(current => target.canUse(card, current))) { event._result = { bool: false }; } else target .chooseTarget( "请选择【铁索连环】的目标,或点“取消”重铸", function (card, player, target) { var card = _status.event.card; return player.canUse(card, target); }, [1, Math.min(maxNum, game.countPlayer())] ) .set("card", card) .set("ai", function (target) { var player = _status.event.player, card = _status.event.card; return get.effect_use(target, card, player, player); }); } "step 3"; if (result.bool && result.targets.length > 0) { var card = get.autoViewAs({ name: "tiesuo" }, event.links); target.useCard(result.targets, card, event.links); } else { target.recast(event.links, (player, cards) => game.cardsDiscard(cards)); } "step 4"; for (var card of cards) { if (get.position(card, true) == "o") ui.cardPile.insertBefore(card, ui.cardPile.firstChild); } "step 5"; var num = player.countMark("dddyeshen"); if (num < 2) { player.addMark("dddyeshen", 1, false); game.log(player, "的", "#g【冶身】", "的亮出牌数-1"); } else { player.removeMark("dddyeshen", num, false); game.log(player, "还原了", "#g【冶身】", "的亮出牌数"); player.damage("fire", "nocard"); } }, }, dddqiaoduan: { trigger: { global: "linkAfter" }, direct: true, usable: 1, filter(event, player) { var num = game.countPlayer(current => current.isLinked()); if (event.player.isLinked()) { return player.countCards("he") >= num && game.hasPlayer(current => current.isDamaged()); } else { return num > 0; } }, content() { "step 0"; if (trigger.player.isLinked()) { var num = game.countPlayer(current => current.isLinked()); player.chooseCardTarget({ prompt: get.prompt("dddqiaoduan"), prompt2: "操作提示:选择" + get.cnNumber(num) + "张牌和一名已受伤的角色。将这些牌置于牌堆底(先选择的在上),然后该角色回复1点体力。", filterCard: true, selectCard: num, filterTarget: (card, player, target) => target.isDamaged(), ai1: card => 5 - get.value(card), ai2: target => { var player = _status.event.player; return get.recoverEffect(target, player, player); }, }); } else event.goto(2); "step 1"; if (result.bool) { player.logSkill("dddqiaoduan", result.targets[0]); player.loseToDiscardpile(result.cards, ui.cardPile); result.targets[0].recover(); } else player.storage.counttrigger.dddqiaoduan--; event.finish(); "step 2"; var num = game.countPlayer(current => current.isLinked()); player.chooseTarget(get.prompt("dddqiaoduan"), [1, num], "令至多" + get.cnNumber(num) + "名角色各摸一张牌").set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target) / Math.sqrt(1 + target.countCards("h")); if (target.hasSkillTag("nogain")) att /= 10; return att; }); "step 3"; if (result.bool) { var targets = result.targets.sortBySeat(); player.logSkill("dddqiaoduan", targets); game.asyncDraw(targets); game.delayex(); } else player.storage.counttrigger.dddqiaoduan--; }, }, //孙亮 ddddiedang: { enable: "phaseUse", usable: 1, filter(event, player) { if (player.storage.ddddiedang) return player.countCards("he") >= 3; return true; }, filterCard: true, position: "he", selectCard() { var player = _status.event.player; return player.storage.ddddiedang ? 3 : 0; }, prompt() { var player = _status.event.player; if (player.storage.ddddiedang) return "弃置三张牌,然后摸一张牌"; return "摸三张牌,然后弃置一张牌"; }, check: card => 5 - get.value(card), content() { "step 0"; if (player.storage.ddddiedang) { player.draw(); } else { player.draw(3); player.chooseToDiscard(true, "he"); } "step 1"; if (player.isMaxHandcard() || player.isMinHandcard()) player.storage.ddddiedang = !player.storage.ddddiedang; }, ai: { order: 1, result: { player(player) { if (ui.selected.cards.length) { var num = 1 + player.countCards("h", card => !ui.selected.cards.includes(card)); if ( !game.hasPlayer(current => { return current != player && current.countCards("h") > num; }) || !game.hasPlayer(current => { return current != player && current.countCards("h") < num; }) ) return 1; return -1; } return 1; }, }, }, }, dddanliu: { trigger: { player: "phaseJieshuBegin" }, direct: true, filter(event, player) { return ( player.countCards("h") > 0 && game.hasPlayer(function (current) { return current != player && current.countCards("h") > 0; }) ); }, content() { "step 0"; player .chooseTarget(get.prompt2("dddanliu"), function (card, player, target) { return target != player && target.countCards("h") > 0; }) .set("ai", function (target) { return get.attitude(get.player(), target) * Math.sqrt(1 + target.countCards("h")); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("dddanliu", target); event.target = target; } else event.finish(); "step 2"; player .choosePlayerCard(target, true, "h", "visible", [0, 1]) .set("filterOk", () => ui.selected.buttons.length > 0) .set("ai", button => { var player = get.player(), target = _status.event.target; var color = get.color(button.link); if ( player.hasCard(function (card) { return get.color(card) == color; }, "h") ) { if (color == "red") return get.recoverEffect(player, player, player) + 2 / Math.max(2, get.value(button.link)); if (color == "black") return 2 * get.effect(target, { name: "draw" }, target, player) + 2 / Math.max(2, get.value(button.link)); } return get.value(button.link) / 3; }); "step 3"; if (result.bool) { event.card1 = result.cards[0]; target .choosePlayerCard(player, true, "h", "visible", [0, 1], get.translation(player) + "选择了你的" + get.translation(event.card1) + "。请选择其的一张牌") .set("ai", function (button) { var evt = _status.event.getParent(); var player = evt.target, card = evt.card1, source = evt.player; var color = get.color(card); if (get.attitude(player, target) > 0) { if (get.color(button.link) == color) return 20 - get.value(card); return -get.value(card); } else { if (get.color(button.link) == "black") return 20 + get.value(card); return get.value(card); } }) .set("filterOk", () => ui.selected.buttons.length > 0); } "step 4"; if (result.bool) { event.card2 = result.cards[0]; var color = get.color(event.card1); if (color != "none" && get.color(event.card2) == color) { event.color = color; var next = player.chooseBool("是否与" + get.translation(target) + "交换展示牌"); var prompt2 = "用" + get.translation(event.card1) + "交换对方的" + get.translation(event.card2); if (color == "black") { prompt2 += ",然后对方摸两张牌"; next.set("goon", 2 * get.effect(target, { name: "draw" }, target, player) > 0); } else if (color == "red" && player.isDamaged()) { prompt2 += ",然后你回复1点体力"; next.set("goon", get.recoverEffect(player, player, player) > 0); } next.set("prompt2", prompt2); next.set("ai", () => Boolean(_status.event.goon)); } else event.finish(); } "step 5"; if (result.bool) { player.swapHandcards(target, [event.card2], [event.card1]); if (event.color == "black") { target.draw(2); } else if (event.color == "red") { player.recover(); } } }, }, dddguiying: { zhuSkill: true, trigger: { player: "phaseZhunbeiBegin" }, direct: true, filter(event, player) { return ( player.hasZhuSkill("dddguiying") && game.hasPlayer(function (current) { return current != player && current.group == "wu" && player.hasZhuSkill("dddguiying", current) && current.countCards("h") > 0; }) ); }, gainEffect(player) { var gainers = game.filterPlayer(current => current.countCards("ej")); if (!gainers.length) return 0; var min = Math.min.apply( Math, gainers.map(current => { return Math.min.apply( Math, current.getCards("ej").map(function (card) { return get.number(card, current); }) ); }) ); return Math.max.apply( Math, game .filterPlayer(function (target) { return target.hasCard(function (card) { return get.number(card, target) == min && lib.filter.canBeGained(card, player, target); }, "ej"); }) .map(function (target) { var cards = target.getCards("ej", function (card) { return get.number(card, target) == min && lib.filter.canBeGained(card, player, target); }), att = get.attitude(player, target); return Math.max.apply( Math, cards.map(card => { if (target.getCards("j").includes(card)) { var efff = get.effect( target, { name: card.viewAs || card.name, cards: [card], }, player, player ); if (efff > 0) return -0.5 * att; if (efff == 0) return 0; return 1.5 * att; } if (target.getCards("e").includes(card)) { var evalue = get.value(card, target); if (target.hasSkillTag("noe")) { if (evalue >= 7) { return (-evalue / 6) * att; } return (-evalue / 10) * att; } return (-evalue / 3) * att; } }) ); }) ); }, content() { "step 0"; event.targets = game .filterPlayer(function (current) { return current != player && current.group == "wu" && player.hasZhuSkill("dddguiying", current); }) .sortBySeat(); if (!event.targets.length) event.finish(); "step 1"; var target = event.targets.shift(); event.target = target; if (target.isIn() && target.group == "wu" && target.countCards("h") > 0) { target .chooseBool("归萤:是否响应" + get.translation(player) + "的主公技?", "你可以展示所有手牌,将点数最大的牌交给该角色;然后你可以获得场上点数最小的一张牌") .set("ai", function () { var player = get.player(), source = _status.event.getParent().player; if (_status.event.gainEffect <= 0) return 0; return get.attitude(player, source) > 0; }) .set("gainEffect", lib.skill.dddguiying.gainEffect(target)); } else event.goto(7); "step 2"; if (result.bool) { target.logSkill("dddguiying", player); target.showHandcards(get.translation(target) + "响应了〖归萤〗"); } else event.goto(7); "step 3"; if (target.isIn()) { var cards = target.getCards("he"); if (!cards.length) event.goto(7); var max = Math.max.apply( Math, cards.map(card => get.number(card, target)) ); var gives = cards.filter(card => get.number(card, target) == max); if (gives.length <= 1) event._result = { bool: true, cards: gives }; else target .chooseCard("he", true, "选择给出一张点数最大的牌", function (card) { return _status.event.cards.includes(card); }) .set("cards", gives); } else event.goto(7); "step 4"; if (result.bool) { target.give(result.cards, player, "visible"); } else event.goto(7); "step 5"; var gainers = game.filterPlayer(current => current.countCards("ej")); if (target.isIn() && gainers.length > 0) { var min = Math.min.apply( Math, gainers.map(current => { return Math.min.apply( Math, current.getCards("ej").map(function (card) { return get.number(card, current); }) ); }) ); target .chooseTarget("是否获得场上点数最小的一张牌?", function (card, player, target) { var num = _status.event.minNum; return target.hasCard(function (card) { return get.number(card, target) == num && lib.filter.canBeGained(card, player, target); }, "ej"); }) .set("minNum", min) .set("ai", function (target) { var player = get.player(), min = _status.event.minNum; var cards = target.getCards("ej", function (card) { return get.number(card, target) == min && lib.filter.canBeGained(card, player, target); }), att = get.attitude(player, target); return Math.max.apply( Math, cards.map(card => { if (target.getCards("j").includes(card)) { var efff = get.effect( target, { name: card.viewAs || card.name, cards: [card], }, player, player ); if (efff > 0) return -0.5 * att; if (efff == 0) return 0; return 1.5 * att; } if (target.getCards("e").includes(card)) { var evalue = get.value(card, target); if (target.hasSkillTag("noe")) { if (evalue >= 7) { return (-evalue / 6) * att; } return (-evalue / 10) * att; } return (-evalue / 3) * att; } }) ); }); } else event.goto(7); "step 6"; if (result.bool) { var target2 = result.targets[0]; target.line(target2, "green"); var min = Math.min.apply( Math, target2.getCards("ej").map(function (card) { return get.number(card, target2); }) ), cards = target2.getCards("ej", card => get.number(card, target2) == min); if (cards.length <= 1) target.gain(cards, target2, "give", "bySelf"); else target .gainPlayerCard(target2, "ej", true) .set("filterButton", function (button) { return _status.event.cards.includes(button.link); }) .set("cards", cards); } "step 7"; if (targets.length > 0) event.goto(1); }, }, //王伉吕凯 dddbingjian: { enable: ["chooseToUse", "chooseToRespond"], filter(event, player) { if (event.type == "wuxie") return false; if (player.countMark("dddbingjian_used") >= 2) return false; if (player.countCards("h") == 2) return false; return ( event.filterCard( { name: "sha", isCard: true, }, player, event ) || event.filterCard( { name: "shan", isCard: true, }, player, event ) ); }, chooseButton: { dialog(event, player) { return ui.create.dialog( "并肩", // [[ // [2,'调整至2张'], // [4,'调整至4张'] // ],'tdnodes'], [["sha", "shan"], "vcard"], "hidden" ); }, // select:2, filter(button, player) { if (ui.selected.buttons.length) { if (typeof button.link == typeof ui.selected.buttons[0].link) return false; } // if(typeof button.link=='number'){ // return button.link!=player.countCards('h'); // } return _status.event.getParent().filterCard({ name: button.link[2], isCard: true, }); }, check(button) { // if(typeof button.link=='number') return button.link; return 1; }, backup(links, player) { // if(typeof links[0]=='number') links.reverse(); var skill = { viewAs: { name: links[0][2], suit: "none", number: null, isCard: true, }, }; var num = 2 - player.countCards("h"); if (num > 0) { skill.draw = num; skill.filterCard = function () { return false; }; skill.selectCard = -1; skill.precontent = lib.skill.dddbingjian.content_draw; } else { skill.selectCard = -num; skill.ignoreMod = true; skill.filterCard = lib.filter.cardDiscardable; skill.precontent = lib.skill.dddbingjian.content_discard; skill.check = function (card) { return 5 - get.value(card); }; } return skill; }, prompt(links, player) { // if(typeof links[0]=='number') links.reverse(); var num = 2 - player.countCards("h"); if (num > 0) { return "摸" + get.cnNumber(num) + "张牌并视为使用" + get.translation(links[0][2]); } else { return "弃置" + get.cnNumber(-num) + "张牌并视为使用" + get.translation(links[0][2]); } }, }, ai: { pretao: true, order(item, player) { if (player.countCards("h") < 4) return get.order({ name: "sha" }, player) + 0.2; return 1; }, result: { player: 1, }, }, content_draw() { "step 0"; delete event.result.skill; player.logSkill("dddbingjian"); player.draw(lib.skill.dddbingjian_backup.draw); player.addTempSkill("dddbingjian_used"); player.addMark("dddbingjian_used", 1, false); "step 1"; player.chooseTarget("是否令一名其他角色摸等量的牌?", lib.filter.notMe).set("ai", target => { var player = get.player(); return get.effect(target, { name: "draw" }, player, player); }); "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); target.draw(lib.skill.dddbingjian_backup.draw); } }, content_discard() { "step 0"; delete event.result.skill; player.logSkill("dddbingjian"); player.discard(event.result.cards); event.num = event.result.cards.length; player.addTempSkill("dddbingjian_used"); player.addMark("dddbingjian_used", 1, false); event.result.card = { name: event.result.card.name, isCard: true, }; event.result.cards = []; "step 1"; player .chooseTarget("是否弃置一名其他角色等量的牌?", lib.filter.notMe) .set("ai", target => { var player = get.player(), num = target.countCards("he") - get.event("num"); if (num >= 0) num = 1; else num = 1 - num / 5; var eff = get.effect(target, { name: "guohe_copy2" }, player, player); return eff / num; }) .set("num", event.num); "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target, "fire"); player.discardPlayerCard(target, "he", true, event.num); } }, content_draw_old() { "step 0"; delete event.result.skill; player.logSkill("dddbingjian"); player.addTempSkill("dddbingjian_round", "roundStart"); player.draw(lib.skill.dddbingjian_backup.draw); "step 1"; player.chooseTarget("是否令一名角色本轮内不能使用或打出" + get.translation(event.result.card) + "?").set("ai", function (target) { var player = _status.event.player; return -get.attitude(player, target) * get.threaten(target, player) * Math.sqrt(1 + target.countCards("h")); }); "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target, "fire"); player.chat("你不许使用" + get.translation(event.result.card)); target.addTempSkill("dddbingjian_blocker", "roundStart"); target.markAuto("dddbingjian_blocker", [event.result.card.name]); game.delayx(); } }, content_discard_old() { "step 0"; delete event.result.skill; player.logSkill("dddbingjian"); player.discard(event.result.cards); event.result.card = { name: event.result.card.name, isCard: true, }; event.result.cards = []; "step 1"; var hs = player.countCards("h"); if (!game.hasPlayer(current => current.countCards("h") != hs)) { event.finish(); } else { player .chooseTarget("是否令一名角色将手牌调整至" + get.cnNumber(player.countCards("h")) + "张?", function (card, player, target) { return target.countCards("h") != player.countCards("h"); }) .set("ai", function (target) { var player = _status.event.player, num = target.countCards("h") - player.countCards("h"); if (num > 0) return get.attitude(player, target) * Math.sqrt(1 + Math.abs(num)); return -get.attitude(player, target) * Math.sqrt(-num); }); } "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target, "fire"); var num = target.countCards("h") - player.countCards("h"); if (num > 0) target.chooseToDiscard("h", true, num); else target.draw(Math.min(5, -num)); } }, subSkill: { round: { charlotte: true }, blocker: { charlotte: true, mod: { cardEnabled(card, player) { if (player.getStorage("dddbingjian_blocker").includes(card.name)) return false; }, cardRespondable(card, player) { if (player.getStorage("dddbingjian_blocker").includes(card.name)) return false; }, cardSavable(card, player) { if (player.getStorage("dddbingjian_blocker").includes(card.name)) return false; }, }, mark: true, intro: { content: "本轮内不能使用或打出$", }, }, used: { charlotte: true, onremove: true, }, }, }, //梁习 dddtongyu: { enable: "phaseUse", usable: 1, filter(event, player) { return player.countCards("hs") > 0; }, viewAs: { name: "wugu", }, selectCard: [1, 4], filterCard(card) { var suit = get.suit(card); if (suit == "none") return false; if (!ui.selected.cards.length) return true; for (var card of ui.selected.cards) { if (get.suit(card) == suit) return false; } return true; }, complexCard: true, position: "hs", prompt: "将任意张花色不同的牌当做【五谷丰登】使用", check(card) { return 5 - get.value(card); }, precontent() { if (!event.result.card.storage) event.result.card.storage = {}; event.result.card.storage.chooseDirection = true; event.result.card.storage.extraCardsNum = event.result.cards.length; player.addTempSkill("dddtongyu_effect"); }, ai: { order: 1, }, subSkill: { effect: { trigger: { global: "useCardToTargeted" }, forced: true, charlotte: true, popup: false, filter(event, player) { return event.skill == "dddtongyu" && event.isFirstTarget; }, content() { "step 0"; event.targets = trigger.targets.slice().sortBySeat(_status.currentPhase || player); "step 1"; var target = targets.shift(); event.target = target; if (!target.isUnderControl(true) && !target.isOnline()) game.delayx(); target .chooseControl() .set("choiceList", ["本回合不能使用或打出手牌", "令" + get.translation(trigger.card) + "对自己无效"]) .set("ai", function () { var player = _status.event.player; var source = _status.event.getTrigger().player; return player == source ? 1 : 0; }); "step 2"; if (result.index == 0) { target.chat("接受五谷"); target.addTempSkill("dddtongyu_blocker"); game.log(target, "本回合不能使用或打出手牌"); } else { target.chat("拒绝五谷"); trigger.excluded.add(target); var evt = trigger.getParent(); if (!evt.dddtongyu_targets) evt.dddtongyu_targets = []; evt.dddtongyu_targets.add(target); game.log(target, "令", trigger.card, "对其无效"); } if (targets.length) event.goto(1); }, group: "dddtongyu_give", }, give: { trigger: { player: "wuguRemained" }, direct: true, filter(event, player) { if (event.skill != "dddtongyu" || event.remained.filterInD().length == 0) return false; var list = event.getParent().dddtongyu_targets; return list.some(target => target.isIn()); }, content() { "step 0"; event.cards = trigger.remained.filterInD(); player .chooseTarget("仝御:令一名角色获得" + get.translation(event.cards), function (card, player, target) { return _status.event.targets.includes(target); }) .set("targets", trigger.getParent().dddtongyu_targets) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (att < 3) return 0; if (target.hasJudge("lebu")) att /= 2; if (target.hasSkillTag("nogain")) att /= 10; return att / (1 + get.distance(player, target, "absolute")); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("dddtongyu_give", target); target.gain(cards, "gain2"); } }, }, blocker: { mark: true, intro: { content: "本回合不能使用或打出手牌" }, mod: { cardEnabled2(card) { return false; }, }, }, }, }, dddzhilian: { trigger: { global: "phaseEnd" }, direct: true, filter(event, player) { var targets = game.filterPlayer2(function (current) { return current.getHistory("useCard").length + current.getHistory("respond").length > 0; }); if (!targets.includes(player) || !targets.some(target => target != player && target.hasSex("male"))) return false; return targets.length == 2 && !targets.some(target => !target.isIn()); }, content() { "step 0"; var targets = game .filterPlayer(function (current) { return current.getHistory("useCard").length + current.getHistory("respond").length > 0; }) .sortBySeat(trigger.player); event.targets = targets; var choices = ["摸牌"]; var prompt2 = "令"; for (var i = 0; i < 2; i++) { if (targets[i] == player) prompt2 += "你"; else prompt2 += get.translation(targets[i]); if (i == 0) prompt2 += "和"; } prompt2 += "各摸一张牌"; if (targets.some(target => target.countCards("he") > 0)) { prompt2 += "或各弃置一张牌"; choices.push("弃牌"); } player .chooseControl(choices, "cancel2") .set("prompt", get.prompt("dddzhilian")) .set("prompt2", prompt2) .set("ai", function () { var player = _status.event.player; var targets = _status.event.getParent().targets.slice(0); if (targets.includes(player)) { targets.remove(player); if (get.attitude(player, targets[0]) > 0) return 0; if (targets[0].countCards("he") > 0 && !targets[0].hasCard(card => get.value(card, targets[0]) <= 0, "e") && player.countCards("h", "sha") > 0) return 1; return "cancel2"; } else { var att1 = get.attitude(player, targets[0]), att2 = get.attitude(player, targets[1]); if (get.sgn(att1) != get.sgn(att2)) return "cancel2"; return att1 > 0 ? 0 : 1; } }); "step 1"; if (result.control != "cancel2") { player.logSkill("dddzhilian", targets); if (result.control == "摸牌") { game.asyncDraw(targets); game.delayex(); } else { for (var target of targets) target.chooseToDiscard("he", true); } if (!targets.includes(player)) event.finish(); } else event.finish(); "step 2"; var cards = []; game.getGlobalHistory("cardMove", function (evt) { if ((evt.name == "lose" && evt.position == ui.discardPile) || evt.name == "cardsDiscard") cards.addArray(evt.cards); }); cards = cards.filter(card => card.name == "sha" && get.position(card, true) == "d"); if (cards.length > 0) player.gain(cards, "gain2"); }, }, dddjijian: { enable: "phaseUse", usable: 1, filterCard: { name: "sha" }, position: "h", discard: false, delay: false, lose: false, filter: (event, player) => game.hasPlayer(current => lib.skill.dddjijian.filterTarget(null, player, current)), filterTarget: (card, player, target) => target != player && target.hasSex("male"), content() { "step 0"; player.showCards(cards); player.give(cards, target); "step 1"; var cards = target.getCards("h"); if (!cards.length) event.finish(); else if (cards.length == 1) event._result = { bool: true, cards: cards }; else target .chooseCard("h", true, [1, 2], "请展示一至两张颜色相同的【杀】或普通锦囊牌", (card, player) => { var color = get.color(card); for (var cardx of ui.selected.cards) { if (get.color(cardx) != color) return false; } return get.name(card) == "sha" || get.type(card) == "trick"; }) .set("complexCard", true) .set("ai", function (card) { var player = _status.event.player, source = _status.event.getParent().player; if (get.attitude(source, player) <= 0) return -get.value(card); var name = get.name(card), color = get.color(card); if ( name == "sha" || player.getUseValue(card) <= 0 || player.hasCard(card2 => { return card2 != card && !ui.selected.cards.includes(card2) && get.name(card2) == name; }) ) { if (!ui.selected.cards.length && color == "black") return 1 + Math.random(); return Math.random(); } if (!ui.selected.cards.length || get.color(ui.selected.cards[0] == "red")) { if (color == "black") return 0.2 - player.getUseValue(card) / 100 + Math.random(); } return 0.1 - player.getUseValue(card) / 100; }); "step 2"; if (result.bool) { var cards = result.cards; event.cards = cards; target.showCards(cards, get.translation(player) + "对" + get.translation(target) + "发动了【赍剑】"); event.usedName = []; event.targets = [player, target].sortBySeat(_status.currentPhase || player); } else event.finish(); "step 3"; var current = event.targets.shift(); if (!current.isIn()) { event.goto(5); return; } event.current = current; var list = event.cards .filter(card => { return ( !event.usedName.includes(get.name(card)) && current.hasUseTarget({ name: get.name(card), nature: get.nature(card), }) ); }) .map(card => { return [get.type(card), "", get.name(card), get.nature(card)]; }); if (!list.length) event.finish(); else current.chooseButton(["赍剑:视为使用一张牌", [list, "vcard"]], true).set("ai", function (button) { return get.player().getUseValue({ name: button.link[2], nature: button.link[3], }); }); "step 4"; if (result.bool) { var name = result.links[0][2]; event.usedName.add(name); event.current.chooseUseTarget( { name: name, nature: result.links[0][3], isCard: true, }, true, false ); } "step 5"; if (event.targets.length) event.goto(3); }, ai: { order: 4, result: { player(player, target) { if (get.attitude(player, target) > 0 && player.hasCard(card => get.name(card) == "sha", "h")) return target.countCards("h"); return 0.1 / target.countCards("h"); }, }, }, }, dddjijian_old: { enable: "phaseUse", usable: 1, filter: (event, player) => game.hasPlayer(current => lib.skill.dddjijian_old.filterTarget(null, player, current)), filterTarget: (card, player, target) => target != player && target.hasSex("male") && target.countCards("h") > 0, content() { "step 0"; target.chooseCard("h", true, [1, 2], "请展示一至两张手牌").set("ai", function (card) { var player = _status.event.player, source = _status.event.getParent().player; if (get.attitude(source, player) <= 0) return -get.value(card); var name = get.name(card), color = get.color(card); if ( name == "sha" || player.getUseValue(card) <= 0 || player.hasCard(card2 => { return card2 != card && !ui.selected.cards.includes(card2) && get.name(card2) == name; }) ) { if (!ui.selected.cards.length && color == "black") return 1 + Math.random(); return Math.random(); } if (!ui.selected.cards.length || get.color(ui.selected.cards[0] == "red")) { if (color == "black") return 0.2 - player.getUseValue(card) / 100 + Math.random(); } return 0.1 - player.getUseValue(card) / 100; }); "step 1"; if (result.bool) { var cards = result.cards; event.cards = cards; target.showCards(cards, get.translation(player) + "对" + get.translation(target) + "发动了【赍剑】"); if ( !player.hasCard(card => { if (_status.connectMode) return true; return get.name(card, player) == "sha"; }, "h") ) event.finish(); } else event.finish(); "step 2"; var colors = []; for (var card of cards) colors.add(get.color(card, target)); colors.sort(); var str = "若你给出的【杀】为"; for (var i = 0; i < colors.length; i++) { str += get.translation(colors[i]); if (i < colors.length - 1) str += "或"; } str += ",则其获得后续增益效果"; player .chooseCard("h", (card, player) => get.name(card, player) == "sha", "是否交给" + get.translation(target) + "一张【杀】?", str) .set("colors", colors) .set("ai", function (card) { var player = _status.event.player, target = _status.event.getParent().target; if (get.attitude(player, target) < 0) return false; if (!_status.event.colors.includes(get.color(card, player))) return 0; if (game.hasNature(card)) return 1.2; return 1; }); "step 3"; if (result.bool) { player.give(result.cards, target, "giveAuto"); var num = 0, color = get.color(result.cards[0], player); for (var card of cards) { if (get.color(card, target) == color) num++; } if (!num) event.finish(); else event.num = num; } else event.finish(); "step 4"; var cards = target.getCards("h"); cards.removeArray(event.cards); var names = []; for (var card of cards) { var name = get.name(card, target), type = get.type(card); if (type != "basic" && type != "trick") continue; if (name == "sha") { var natures = get.natureList(card, target); for (var nature of natures) { if (nature && lib.nature.has(nature)) name += "|" + nature; } } names.push(name); } if (!names.length) event.finish(); else event.names = names; "step 5"; event.num--; target .chooseButton([ "是否视为使用一张牌?", [ event.names.map(name => { if (name.indexOf("sha|") == 0) { return ["基本", "", "sha", name.slice(4).split("|")]; } return [get.type(name), "", name]; }), "vcard", ], ]) .set("filterButton", function (button) { var card = { name: button.link[2], nature: button.link[3], isCard: true, }, player = _status.event.player; return player.hasUseTarget(card); }) .set("ai", function (button) { var card = { name: button.link[2], nature: button.link[3], isCard: true, }, player = _status.event.player; return player.getUseValue(card); }); "step 6"; if (result.bool) { var card = { name: result.links[0][2], nature: result.links[0][3], isCard: true, }; target.chooseUseTarget(card, true, false); if (event.num > 0) { var name = card.name; if (name == "sha") { var natures = get.natureList(card, target); for (var nature of natures) { if (nature && lib.nature.has(nature)) name += "|" + nature; } } event.names.remove(name); if (event.names.length > 0) event.goto(5); } } else event.finish(); }, ai: { order: 4, result: { player(player, target) { if (get.attitude(player, target) > 0 && player.hasCard(card => get.name(card) == "sha", "h")) return target.countCards("h"); return 0.1 / target.countCards("h"); }, }, }, }, dddzhengjun: { trigger: { global: ["damageEnd", "loseHpEnd", "recoverEnd", "loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter(event, player) { if (!player.isPhaseUsing()) return false; if (event.name == "damage" || event.name == "loseHp" || event.name == "recover") { if (player.hasSkill("dddzhengjun_hp")) return false; return event.player.getHp() == player.getHp(); } const info = get.info("dddzhengjun"); const hs_check = info.hs_check, es_check = info.es_check; return game.hasPlayer(target => { if (event.getg && event.getg(target) && event.getg(target).length && hs_check(player, target)) return true; const evt = event.getl(target); if (evt && evt.hs && evt.hs.length && hs_check(player, target)) return true; if (event.name == "equip" && event.player == target && (!evt || evt.cards.length != 1) && es_check(player, target)) return true; return evt && evt.es && evt.es.length && es_check(player, target); }); }, hs_check(player, target) { return !player.hasSkill("dddzhengjun_hs") && target.countCards("h") == player.countCards("h"); }, es_check(player, target) { return !player.hasSkill("dddzhengjun_es") && target.countCards("e") == player.countCards("e"); }, async cost(event, trigger, player) { if (trigger.name == "damage" || trigger.name == "loseHp" || trigger.name == "recover") { let list = ["失去体力", "cancel2"]; if (trigger.player.isDamaged()) list.unshift("回复体力"); const { result: { control }, } = await player .chooseControl(list) .set("prompt", get.prompt("dddzhengjun", trigger.player)) .set("prompt2", "令" + get.translation(event.player) + "执行其中一项") .set("ai", () => { const player = get.event("player"), target = get.event().getTrigger().player; if (get.event("controls").includes("回复体力") && get.recoverEffect(target, player, player) > 0) return "回复体力"; return get.effect(target, { name: "losehp" }, player, player) > 0 ? "失去体力" : "cancel2"; }); event.result = { bool: control != "cancel2", targets: [trigger.player], cost_data: control, }; } else { let map = {}; const hs_targets = game.filterPlayer(target => { if (!get.info("dddzhengjun").hs_check(player, target)) return false; if (trigger.getg && trigger.getg(target) && trigger.getg(target).length) return true; const evt = trigger.getl(target); return evt && evt.hs && evt.hs.length; }); const es_targets = game.filterPlayer(target => { if (!get.info("dddzhengjun").es_check(player, target)) return false; const evt = trigger.getl(target); if (trigger.name == "equip" && trigger.player == target && (!evt || evt.cards.length != 1)) return true; return evt && evt.es && evt.es.length; }); if (hs_targets.length) { let target; if (hs_targets.length == 1) target = hs_targets[0]; else { let targets = await player .chooseTarget(get.prompt("dddzhengjun"), "令其中一名角色摸一张牌或弃置一张牌", (card, player, target) => { return get.event("targets").includes(target); }) .set("ai", target => { const player = get.event("player"); return Math.max(get.effect(target, { name: "guohe_copy2" }, target, player), get.effect(target, { name: "draw" }, player, player)); }) .set("targets", hs_targets) .forResultTargets(); if (targets && targets.length) target = targets[0]; } if (target) { let list = ["摸牌"]; if (target.countCards("h")) list.push("弃牌"); const { result: { control }, } = await player .chooseControl(list, "cancel2") .set("prompt", get.prompt("dddzhengjun", target)) .set("prompt2", "令" + get.translation(target) + "执行其中一项") .set("ai", () => { const player = get.event("player"), target = get.event().getTrigger().player; if (get.event("controls").includes("弃牌") && get.effect(target, { name: "guohe_copy2" }, player, player) > 0) return "弃牌"; return get.effect(target, { name: "draw" }, player, player) > 0 ? "摸牌" : "cancel2"; }); if (control != "cancel2") { map.hs_target = [target, control]; } } } if (es_targets.length) { let target; if (hs_targets.length == 1) { const { result: { bool }, } = await player .chooseBool() .set("prompt", get.prompt("dddzhengjun", hs_targets[0])) .set("prompt2", "移动" + get.translation(hs_targets[0]) + "的一张装备牌") .set("choice", () => player.canMoveCard(true, true, hs_targets[0])); if (bool) target = hs_targets[0]; } else { let targets = await player .chooseTarget(get.prompt("dddzhengjun"), "移动其中一名角色的一张装备牌", (card, player, target) => { return get.event("targets").includes(target); }) .set("ai", target => { const player = get.event("player"); return player.canMoveCard(true, true, target) ? 1 + Math.random() : 0; }) .set("targets", es_targets) .forResultTargets(); if (targets && targets.length) target = targets[0]; } if (target) { map.es_target = target; } } event.result = { bool: map.hs_target || map.es_target, targets: [(map.hs_target || [])[0]].concat(map.es_target ? [map.es_target] : []), cost_data: map, }; } }, async content(event, trigger, player) { const data = event.cost_data; if (trigger.name == "damage" || trigger.name == "loseHp" || trigger.name == "recover") { player.addTempSkill("dddzhengjun_hp", "phaseUseAfter"); await trigger.player[data == "回复体力" ? "recover" : "loseHp"](); } else { if (data.hs_target) { player.addTempSkill("dddzhengjun_hs", "phaseUseAfter"); if (data.hs_target[1] == "摸牌") await data.hs_target[0].draw(); else await data.hs_target[0].chooseToDiscard("he", true); } if (data.es_target) { player.addTempSkill("dddzhengjun_es", "phaseUseAfter"); await player.moveCard(true, data.es_target); } } }, subSkill: { hs: { charlotte: true }, es: { charlotte: true }, hp: { charlotte: true }, }, }, dddxianxi: { trigger: { player: "useCard2", }, direct: true, filter(event, player) { if (event.card.name != "sha" || !player.isPhaseUsing()) return false; return game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current); }); }, content() { "step 0"; player .chooseTarget( get.prompt("dddxianxi"), "为" + get.translation(trigger.card) + "增加任意个目标", function (card, player, target) { var event = _status.event.getTrigger(); return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target); }, [1, Infinity] ) .set("ai", function (target) { var evt = _status.event.getTrigger(); if (get.damageEffect(target, evt.player, evt.player) < 0) return 0; return get.effect(target, evt.card, evt.player, evt.player); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); event.targets = targets; if (!event.isMine() && !event.isOnline()) game.delayx(); } else event.finish(); "step 2"; player.logSkill("dddxianxi", targets); trigger.targets.addArray(targets); if (!trigger._dddxianxi_map) trigger._dddxianxi_map = {}; trigger._dddxianxi_map[player.playerid] = targets.slice(0); player.addTempSkill("dddxianxi_delay"); }, subSkill: { delay: { charlotte: true, trigger: { player: "useCardAfter", }, forced: true, filter(event, player) { if (!event._dddxianxi_map || !event._dddxianxi_map[player.playerid]) return false; for (var target of event._dddxianxi_map[player.playerid]) { if ( !target.hasHistory("damage", function (evt) { return evt.card == event.card; }) ) return true; } return false; }, content() { "step 0"; var targets = trigger._dddxianxi_map[player.playerid] .filter(function (target) { return !target.hasHistory("damage", function (evt) { return evt.card == trigger.card; }); }) .sortBySeat(); event.targets = targets; var num = targets.length; player.chooseToDiscard("he", num, "险袭:选择弃置" + get.cnNumber(num) + "张牌", "然后对" + get.translation(targets) + "各造成1点伤害。或点击「取消」,改为摸" + get.cnNumber(num) + "张牌并失去1点体力").set("ai", function (card) { return 7 - get.value(card); }); "step 1"; if (result.bool) { for (var i of targets) { player.line(i); i.damage(); } } else { player.draw(targets.length); player.loseHp(); } }, sub: true, }, }, }, dddlingyong: { trigger: { global: ["phaseZhunbeiSkipped", "phaseZhunbeiCancelled", "phaseDrawSkipped", "phaseDrawCancelled", "phaseJudgeSkipped", "phaseJudgeCancelled", "phaseUseSkipped", "phaseUseCancelled", "phaseDiscardSkipped", "phaseDiscardCancelled", "phaseJieshuSkipped", "phaseJieshuCancelled"], }, frequent: true, content() { "step 0"; player .judge(function (card) { var name = get.name(card, false); if (name == "sha") return -2; return 2; }) .set("callback", function () { if (event.judgeResult.name != "sha") { var card = event.judgeResult.card; if (get.position(card, true) == "o") player.chooseUseTarget(card); } }).judge2 = function (result) { return result.bool; }; "step 1"; if (result.bool) { player.chooseBool("是否继续进行【灵涌】判定?").set("frequentSkill", "dddlingyong"); } else event.finish(); "step 2"; if (result.bool) event.goto(0); }, }, dddxuxiao: { trigger: { global: ["loseAfter", "loseAsyncAfter"], }, direct: true, filter(event, player) { if (event.type != "discard") return false; var cards = event.getd(); for (var i of cards) { if (get.position(i, true) == "d" && get.color(i, false) == "black" && get.type(i, null, true) == "basic") { var card = get.autoViewAs({ name: "bingliang" }, [i]); if ( game.hasPlayer(function (current) { return current.canAddJudge(card); }) ) return true; } } return false; }, content() { "step 0"; if (!event.cards) event.cards = []; var cards = trigger.getd().filter(function (i) { if (!event.cards.includes(i) && get.position(i, true) == "d" && get.color(i, false) == "black" && get.type(i, null, true) == "basic") { var card = get.autoViewAs({ name: "bingliang" }, [i]); if ( game.hasPlayer(function (current) { return current.canAddJudge(card); }) ) return true; } return false; }); if (cards.length) { player.chooseButton([get.prompt("dddxuxiao"), cards]); } else event.finish(); "step 1"; if (result.bool) { var card = result.links[0]; event.cards.push(card); event.card = card; player .chooseTarget(true, "请选择【兵粮寸断】的目标", "将" + get.translation(card) + "置于一名角色的判定区内,然后其摸两张牌", function (card, player, target) { var card = get.autoViewAs({ name: "bingliang" }, [_status.event.card]); return target.canAddJudge(card); }) .set("card", card) .set("ai", function (target) { var card = get.autoViewAs({ name: "bingliang" }, [_status.event.card]), player = _status.event.player; return get.attitude(player, target) + Math.max(0, get.effect(target, card, player, player)); }); } "step 2"; if (result.bool) { var target = result.targets[0]; player.logSkill("dddxuxiao", target); target.addJudge({ name: "bingliang" }, [card]); target.draw(2); event.goto(0); } }, }, dddxuyu: { trigger: { player: "useCardAfter", }, content() { player.draw(); player .when({ player: "useCardAfter", global: "phaseAfter" }) .filter(evt => evt != trigger) .then(() => { if (trigger.name == "useCard") player.chooseToDiscard("he", true); }); }, }, dddshijian: { trigger: { global: "useCardAfter", }, filter(event, player) { if (player == event.player) return false; const evt = event.getParent("phaseUse"); if (!evt || evt.player != event.player) return false; return ( event.player.getHistory( "useCard", evtx => { return evtx.getParent("phaseUse") == evt; }, event ).length == 2 ); }, direct: true, *content(event, map) { const player = map.player, trigger = map.trigger, target = trigger.player; let result = yield player .chooseCard("he", get.prompt("dddshijian", target), `交给${get.translation(target)}一张牌,然后其本回合使用下一张牌指定目标时,你令此牌额外结算一次或摸一张牌。`) .set("ai", card => { if (get.event("goon")) return 6 - get.value(card); return 0; }) .set("goon", get.attitude(player, target) > 0 && target.hasCard(card => target.hasValueTarget(card))); if (!result.bool) return event.finish(); player.logSkill("dddshijian", target); player.give(result.cards, target); player.addTempSkill("dddshijian_extra"); player.markAuto("dddshijian_extra", target); }, subSkill: { extra: { trigger: { global: "useCardToPlayer" }, filter(event, player) { if (!event.isFirstTarget) return false; return player.getStorage("dddshijian_extra").includes(event.player); }, charlotte: true, forced: true, onremove: true, *content(event, map) { const player = map.player, trigger = map.trigger, target = trigger.player; if (trigger.targets && trigger.targets.length) { let result = yield player .chooseControl(["额外结算", "摸一张牌"]) .set("prompt", "实荐:请选择一项") .set("prompt2", `令${get.translation(trigger.card)}额外结算一次,或摸一张牌`) .set("ai", () => { return get.event("choice"); }) .set( "choice", (function () { if (trigger.card.name === "tiesuo" || !["basic", "trick"].includes(get.type(trigger.card))) return 1; if ( trigger.targets.reduce((p, c) => { return p + get.effect(c, trigger.card, target, _status.event.player); }, 0) >= get.effect(player, { name: "draw" }, player, _status.event.player) ) return 0; return 1; })() ); if (result.index == 0) { trigger.getParent().effectCount++; game.log(player, "令", trigger.card, "额外结算一次"); } else player.draw(); } else player.draw(); player.removeSkill("dddshijian_extra"); }, }, }, }, dddxuyu_old: { trigger: { player: "useCardAfter", }, filter(event, player) { var evt = event.getParent("phaseUse"); if (!evt || evt.player != player) return false; return ( player.getHistory( "useCard", function (evtx) { return evtx.getParent("phaseUse") == evt; }, event ).length == 1 ); }, content() { player.draw(2); player.addTempSkill("dddxuyu_old_discard", "phaseUseAfter"); }, subSkill: { discard: { trigger: { player: "useCardAfter", }, filter(event, player) { if (!player.countCards("he")) return false; var evt = event.getParent("phaseUse"); if (!evt || evt.player != player) return false; return ( player.getHistory( "useCard", function (evtx) { return evtx.getParent("phaseUse") == evt; }, event ).length == 3 ); }, forced: true, charlotte: true, content() { player.chooseToDiscard("he", true); }, sub: true, }, }, }, dddshijian_old: { trigger: { global: "useCardAfter", }, filter(event, player) { if (player == event.player) return false; var evt = event.getParent("phaseUse"); if (!evt || evt.player != event.player) return false; return ( event.player.getHistory( "useCard", function (evtx) { return evtx.getParent("phaseUse") == evt; }, event ).length == 3 ); }, logTarget: "player", check(event, player) { return get.attitude(player, event.player) > 0; }, content() { trigger.player.draw(); player.addTempSkill("dddshijian_old_draw", "phaseUseAfter"); }, subSkill: { draw: { trigger: { global: "useCardAfter", }, filter(event, player) { if (!event.player.countCards("he")) return false; var evt = event.getParent("phaseUse"); if (!evt || evt.player != event.player) return false; return ( event.player.getHistory( "useCard", function (evtx) { return evtx.getParent("phaseUse") == evt; }, event ).length == 4 ); }, forced: true, charlotte: true, content() { player.draw(2); }, sub: true, }, }, }, dddtaisi: { trigger: { global: "phaseEnd", }, direct: true, filter(event, player) { if (!game.getGlobalHistory("changeHp").some(evt => evt.player == player)) return false; return game.getGlobalHistory("cardMove").some(function (evt) { if (evt.name != "cardsDiscard") { if (evt.name != "lose" || evt.position != ui.discardPile) return false; } return evt.cards.some(card => get.position(card, true) == "d"); }); }, content() { "step 0"; player.chooseTarget(get.prompt("dddtaisi"), "你可以令一名角色获得一张于本回合内进入弃牌堆的牌。若该角色于本回合内对你造成过伤害,则你摸两张牌。").set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (player.hasHistory("damage", evt => evt.source == target)) return 10 + att; return att; }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("dddtaisi", target); event.target = target; } else event.finish(); "step 2"; var cards = []; game.getGlobalHistory("cardMove", function (evt) { if (evt.name != "cardsDiscard") { if (evt.name != "lose" || evt.position != ui.discardPile) return false; } cards.addArray(evt.cards.filter(card => get.position(card, true) == "d")); }); if (!cards.length) event.finish(); else if (cards.length == 1) event._result = { bool: true, links: cards }; else player.chooseButton(["令" + get.translation(target) + "获得一张牌", cards], true).set("ai", function (button) { var player = _status.event.player, target = _status.event.getParent().target; var att = get.attitude(player, target) - 0.1; return get.sgn(att) * get.value(button.link, target); }); "step 3"; if (result.bool) { target.gain(result.links, "gain2"); } else event.finish(); "step 4"; if (player.hasHistory("damage", evt => evt.source == target)) player.draw(2); }, }, dddquche: { enable: "phaseUse", limited: true, skillAnimation: true, animationColor: "thunder", filter(event, player) { return player.hasCard({ color: "red" }, "he"); }, filterCard: { color: "red", }, filterTarget(card, player, target) { return player != target; }, discard: false, delay: false, lose: false, content() { "step 0"; event.count = 1; player.awakenSkill("dddquche"); player.addTempSkill("dddquche_effect"); player.addMark("dddquche_effect", 1, false); player.give(cards, target); event.goto(3); "step 1"; if ( player.hasCard(function (card) { if (_status.connectMode && get.position(card) == "h") return true; return get.color(card) == "red"; }, "he") ) { player.chooseCardTarget({ prompt: "是否将一张红色牌交给一名其他角色?", filterCard: { color: "red" }, filterTarget: lib.filter.notMe, position: "he", }); } else event.finish(); "step 2"; if (result.bool) { player.addMark("dddquche_effect", 1, false); player.give(result.cards, result.targets[0]); } else event.finish(); "step 3"; if ( player.hasCard(function (card) { if (_status.connectMode && get.position(card) == "h") return true; return get.color(card) == "black"; }, "hes") ) { player.chooseCardTarget({ prompt: "是否将一张黑色牌当做【杀】使用?", position: "he", filterCard(card, player) { if (get.color(card) != "black") return false; var card = get.autoViewAs({ name: "sha" }, [card]); return lib.filter.cardEnabled(card, player); }, selectTarget() { var card = get.autoViewAs({ name: "sha" }, ui.selected.cards); return lib.filter.selectTarget(card, _status.event.player); }, filterTarget(card, player, target) { var card = get.autoViewAs({ name: "sha" }, ui.selected.cards); return lib.filter.targetEnabled(card, player, target) && lib.filter.targetInRange(card, player, target); }, }); } else event.finish(); "step 4"; if (result.bool) { player.addMark("dddquche_effect", 1, false); player.useCard({ name: "sha" }, result.cards, result.targets, false); event.goto(1); } else event.finish(); }, subSkill: { effect: { charlotte: true, onremove: true, mod: { globalFrom(from, to, distance) { return distance - from.countMark("dddquche_effect"); }, }, intro: { content: "至其他角色的距离-#", }, sub: true, }, }, mark: true, intro: { content: "limited", }, init(player, skill) { player.storage[skill] = false; }, }, dddqianlong: { zhuSkill: true, trigger: { source: "dieAfter", }, forced: true, filter: (event, player) => player.hasZhuSkill("dddqianlong"), content() { player.draw(3); }, group: "dddqianlong_cancel", subSkill: { cancel: { trigger: { player: ["drawBefore", "discardBefore"], }, forced: true, popup: false, filter(event, player) { if (!player.hasZhuSkill("dddqianlong")) return false; var evt = event.getParent(); return evt && evt.name == "die" && evt.source == player; }, content() { trigger.cancel(); }, sub: true, }, }, }, ddddongcha: { trigger: { global: "phaseBegin", }, logTarget: "player", filter(event, player) { return player != event.player && player.countCards("h") > 0 && event.player.countCards("h") > 0; }, check(event, player) { return get.attitude(player, event.player) <= 0; }, content() { "step 0"; event.target = trigger.player; player.addTempSkill("ddddongcha_effect"); if (player.countCards("h") > 0) player.chooseCard("h", true, "选择一张牌作为“鉴”"); "step 1"; if (result.bool) { player.addToExpansion(result.cards, player, "give").gaintag.add("ddddongcha_effect"); } "step 2"; if (target.countCards("h") > 0) target.chooseCard("h", true, "选择一张牌作为“鉴”"); "step 3"; if (result.bool) { player.addToExpansion(result.cards, target, "give").gaintag.add("ddddongcha_effect"); } }, subSkill: { effect: { charlotte: true, trigger: { global: "phaseEnd", }, forced: true, filter(event, player) { return player.getExpansions("ddddongcha_effect").length > 0; }, content() { "step 0"; var cards = player.getExpansions("ddddongcha_effect"); if (cards.length > 0) { if (cards.length == 1) event._result = { bool: true, links: cards, }; else player.chooseButton(["选择获得一张“鉴”", cards], true); } else event.finish(); "step 1"; if (result.bool) player.gain(result.links, "gain2"); "step 2"; var cards = player.getExpansions("ddddongcha_effect"); if (cards.length > 0 && trigger.player.isIn()) { if (cards.length == 1) event._result = { bool: true, links: cards, }; else trigger.player.chooseButton(["选择获得一张“鉴”", cards], true).set("ai", function (button) { return get.value(button.link, _status.event.player); }); } else event.finish(); "step 3"; if (result.bool) trigger.player.gain(result.links, player, "give"); }, marktext: "鉴", intro: { content: "expansion", markcount: "expansion", }, sub: true, }, }, }, dddzhijie: { enable: "chooseToUse", filter(event, player) { if (event.type == "phase") return false; var cards = player.getExpansions("ddddongcha_effect"); if (cards.length < 2) return false; var shan = false, wuxie = false; for (var i = 0; i < cards.length; i++) { for (var j = i + 1; j < cards.length; j++) { if (get.color(cards[i], false) == get.color(cards[j], false)) shan = true; else wuxie = true; } } if (shan && event.filterCard(get.autoViewAs({ name: "shan" }, "unsure"), player, event)) return true; if (wuxie && event.filterCard(get.autoViewAs({ name: "wuxie" }, "unsure"), player, event)) return true; return false; }, hiddenCard(player, name) { if (name != "shan" && name != "wuxie") return false; var cards = player.getExpansions("ddddongcha_effect"); if (cards.length < 2) return false; var shan = false, wuxie = false; for (var i = 0; i < cards.length; i++) { for (var j = i + 1; j < cards.length; j++) { if (get.color(cards[i], false) == get.color(cards[j], false)) shan = true; else wuxie = true; } } if (shan && name == "shan") return true; if (wuxie && name == "wuxie") return true; return false; }, chooseButton: { dialog(event, player) { return ui.create.dialog("智解", player.getExpansions("ddddongcha_effect"), "hidden"); }, select: 2, filter(button, player) { if (!ui.selected.buttons.length) return true; var evt = _status.event.getParent(), buttons = ui.selected.buttons; return evt.filterCard( get.autoViewAs( { name: get.color(buttons[0].link) == get.color(button.link) ? "shan" : "wuxie", }, [button.link, buttons[0].link] ) ); }, check: () => 1, backup(links, player) { return { viewAs: { name: get.color(links[0]) == get.color(links[1]) ? "shan" : "wuxie", }, cards: links, selectCard: -1, position: "x", filterCard: card => lib.skill["dddzhijie_backup"].cards.includes(card), popname: true, precontent() { player.addTempSkill("dddzhijie_draw"); }, }; }, }, ai: { combo: "ddddongcha", respondShan: true, skillTagFilter(player) { return lib.skill["dddzhijie"].hiddenCard(player, "shan"); }, order: 10, result: { player: 1 }, effect: { target_use(card, player, target) { if (card.name === "sha" && target.getExpansions("ddddongcha_effect").length < 2 && lib.skill["dddzhijie"].hiddenCard(target, "shan")) return [1, 1, 1, -get.sgn(get.attitude(player, _status.currentPhase))]; }, }, }, subSkill: { draw: { trigger: { player: "useCardAfter", }, forced: true, charlotte: true, popup: false, filter(event, player) { return event.skill == "dddzhijie_backup"; }, content() { player.draw(2); }, sub: true, }, }, }, dddqiahua: { trigger: { global: "phaseBegin", }, direct: true, filter(event, player) { return ( player != event.player && event.player.hp > 0 && player.countCards("h", function (card) { return !get.is.shownCard(card); }) >= event.player.hp ); }, content() { "step 0"; var target = trigger.player; player .chooseCard("h", target.hp, get.prompt("dddqiahua", target), "选择明置" + get.cnNumber(target.hp) + "张手牌,然后" + get.translation(target) + "获得技能〖恂恂〗直到本回合结束。", function (card) { return !get.is.shownCard(card); }) .set("goon", get.attitude(player, target) > 0) .set("ai", function (card) { if (_status.event.goon) return 1 + Math.random(); return 0; }); "step 1"; if (result.bool) { var target = trigger.player, cards = result.cards; player.logSkill("dddqiahua", target); target.addTempSkills("dddxunxun"); player.addShownCards(cards, "visible_dddxianglang"); game.log(player, "选择了", cards, "作为“明”"); player.showCards(cards, get.translation(player) + "对" + get.translation(target) + "发动了【恰化】"); } }, ai: { expose: 0.15, }, derivation: "dddxunxun", }, dddxunxun: { inherit: "xunxun", audio: 2, }, dddfusi: { mod: { ignoredHandcard(card, player) { if (get.is.shownCard(card)) return true; }, cardDiscardable(card, player, name) { if (name == "phaseDiscard" && get.is.shownCard(card)) return false; }, }, global: "dddfusi_global", subSkill: { refused: { charlotte: true, sub: true, }, allowed: { charlotte: true, sub: true, }, }, }, dddfusi_global: { mod: { cardEnabled2(card, player) { var source = _status.currentPhase; if ( !source || source == player || !source.hasSkill("dddfusi") || source.countCards("h") == 0 || source.hasCard(function (card) { return !get.is.shownCard(card); }, "h") ) return; if (player.getCards("h").includes(card)) return false; }, }, enable: "chooseToUse", filter(event, player) { if (event._dddfusi_refused || player.hasSkill("dddfusi_refused")) return false; var players = game.filterPlayer(function (current) { return current != player && current.hasSkill("dddfusi"); }); for (var source of players) { var cards = source.getShownCards(); for (var i of cards) { var card = get.autoViewAs(i); if (event.filterCard(card, player, event)) return true; } } return false; }, hiddenCard(player, name) { if (player.hasSkill("dddfusi_refused")) return false; var players = game.filterPlayer(function (current) { return current != player && current.hasSkill("dddfusi"); }); for (var source of players) { var cards = source.getShownCards(); for (var i of cards) { var card = get.autoViewAs(i); if (name == card.name) return true; } } return false; }, chooseButton: { dialog(event, player) { var dialog = ui.create.dialog("腹笥", "hidden"); var players = game .filterPlayer(function (current) { return current != player && current.hasSkill("dddfusi"); }) .sortBySeat(); for (var source of players) { var cards = source.getShownCards(); if (cards.length) { var str = '
'; str += get.translation(source); var num = source.getSeatNum(); if (num > 0) str += "(" + get.cnNumber(num, true) + "号位)"; str += "
"; dialog.add(str); dialog.add(cards); } } return dialog; }, filter(button, player) { var card = get.autoViewAs(button.link), evt = _status.event.getParent(); return evt.filterCard(card, player, evt); }, check(button) { if (_status.event.getParent().type != "phase") return 1; return _status.event.player.getUseValue(get.autoViewAs(button.link), null, true); }, backup(links, player) { return { card: links[0], viewAs: get.autoViewAs(links[0]), filterCard: () => false, selectCard: -1, precontent() { "step 0"; var card = lib.skill["dddfusi_global_backup"].card; event.card = card; event.result.cards = [card]; event.source = get.owner(card); if (!event.result.card.storage) event.result.card.storage = {}; event.result.card.storage._dddfusi_owner = event.source; delete event.result.skill; player.logSkill("dddfusi_global", event.source); if (player.hasSkill("dddfusi_allowed")) event.finish(); "step 1"; if (event.result.targets && event.result.targets.length) player.line(event.result.targets, event.result.card.nature); player.showCards([card], get.translation(player) + "向" + get.translation(source) + "发动【腹笥】"); source .chooseButton( [ "是否同意" + get.translation(player) + "使用" + get.translation(card) + "?", '
' + (function () { if (event.result.targets && event.result.targets.length) return "(目标角色:" + get.translation(event.result.targets) + ")"; return "(无目标角色)"; })() + "
", [["   同意   ", "  不同意  "], "tdnodes"], [["   同意且本回合内不再提示   "], "tdnodes"], [["  不同意且本回合内不再提示  "], "tdnodes"], "forcebutton", ], true ) .set("forceAuto", true); "step 2"; if (result.links[0].indexOf("不同意") == -1) { source.chat("同意"); if (result.links[0].indexOf("本回合内不再提示") > 0) player.addTempSkill("dddfusi_allowed"); } else if (result.links[0].indexOf("不同意") != -1) { source.chat("不同意"); if (result.links[0].indexOf("本回合内不再提示") > 0) player.addTempSkill("dddfusi_refused"); else if (event.result.card.name == "wuxie") player.addTempSkill("dddfusi_refused", "_wuxieAfter"); var evt = event.getParent(); evt.set("_dddfusi_refused", true); evt.goto(0); } }, }; }, prompt(links, player) { return "请选择" + get.translation(links[0]) + "的目标"; }, }, ai: { order: 10, result: { player(player, target) { if ( !game.hasPlayer(function (current) { return current != player && current.hasSkill("dddfusi") && get.attitude(player, current) >= 0; }) ) return 0; if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, respondSha: true, respondShan: true, skillTagFilter(player, tag, arg) { var name; switch (tag) { case "respondSha": name = "sha"; break; case "respondShan": name = "shan"; break; } return lib.skill["dddfusi_global"].hiddenCard(player, name); }, }, }, dddtuoji: { trigger: { global: "useCardAfter" }, frequent: true, filter(event, player) { return ( event.card.storage && event.card.storage._dddfusi_owner == player && !player.hasCard(function (card) { return !get.is.shownCard(card); }, "h") ); }, content() { player.draw(3); }, ai: { combo: "dddfusi", }, }, dddchashi: { trigger: { global: "phaseUseBegin" }, direct: true, filter(event, player) { return player != event.player && player.countCards("he") > 0; }, *content(event, map) { const player = map.player, trigger = map.trigger, target = trigger.player; const valuableCards = target.getCards("hs", card => target.hasValueTarget(card)); let result = yield player .chooseToDiscard(get.prompt("dddchashi", target), "弃置一张牌,若其使用的下一张牌的花色或类型与此牌相同,你与其各摸一张牌", "he") .set("logSkill", ["dddchashi", target]) .set("ai", card => { if (!get.event("goon")) return 0; var list = get.event("list"); return list[0].includes(get.suit(card)) || list[1].includes(get.type2(card)); }) .set("list", [valuableCards.map(card => get.suit(card)).toUniqued(), valuableCards.map(card => get.type2(card)).toUniqued()]) .set("goon", get.attitude(player, target) > 0); if (!result.bool) return event.finish(); player.storage["dddchashi"] = [result.cards[0], target]; player.addTempSkill("dddchashi_effect", "phaseUseAfter"); target.addTempSkill("dddchashi_ai", { player: ["phaseUseAfter", "useCard1"], }); }, content_old() { "step 0"; var target = trigger.player, history = target.getHistory("useCard", function (evt) { return evt.getParent("phaseUse") == trigger; }); event.target = target; if (history.length > 0) { var suit = get.suit(history[0].card); event.suit = suit; player .chooseCard("he", get.prompt("dddchashi", target), "你可以展示一张牌。若此牌花色为" + get.translation(suit) + ",则" + get.translation(target) + "获得你展示的牌,然后你摸一张牌。") .set("goon", get.sgn(get.attitude(player, target))) .set("ai", function (card) { if (_status.event.goon <= 0) return _status.event.goon * (get.value(card) + 0.01); return 2 / Math.max(0.1, get.value(card)); }); } else event.goto(2); "step 1"; if (result.bool) { player.logSkill("dddchashi", target); var card = result.cards[0]; player.showCards(card, get.translation(player) + "对" + get.translation(target) + "发动了【察势】"); if (get.color(card) == event.suit) { target.gain(card, player, "give"); player.draw(); } } event.finish(); "step 2"; player .chooseCard("he", get.prompt("dddchashi", target), "你可以展示一张牌。若其本阶段内使用的第一张牌与此牌花色相同,则" + get.translation(target) + "获得你展示的牌,然后你摸一张牌。") .set("goon", get.sgn(get.attitude(player, target))) .set("ai", function (card) { if (_status.event.goon <= 0) return _status.event.goon * (get.value(card) + 0.01); return 2 / Math.max(0.1, get.value(card)); }); "step 3"; if (result.bool) { player.logSkill("dddchashi", target); var card = result.cards[0]; player.showCards(card, get.translation(player) + "对" + get.translation(target) + "发动了【察势】"); player.addTempSkill("dddchashi_effect", "phaseUseAfter"); player.addGaintag([card], "dddchashi"); player.storage["dddchashi"] = [card, target]; target.addTempSkill("dddchashi_ai", { player: ["phaseUseAfter", "useCard1"], }); } }, subSkill: { effect: { trigger: { global: "useCard" }, forced: true, charlotte: true, filter(event, player) { var storage = player.getStorage("dddchashi"); if (!storage || !storage.length) return false; if (event.player != storage[1] || !event.player.isIn()) return false; // if(!player.getCards('he').includes(storage[0])||!storage[0].hasGaintag('dddchashi')) return false; if (get.suit(event.card) != get.suit(storage[0]) && get.type2(event.card) != get.type2(storage[0])) return false; // var evt=event.getParent('phaseUse'); // if(evt.player) // if(event.player.getHistory('useCard',function(evtx){ // return evtx.getParent('phaseUse')==evt; // }).indexOf(event)!=0) return false; return true; }, content() { var storage = player.getStorage("dddchashi"); // storage[1].gain(storage[0],player,'give'); // player.draw(); game.asyncDraw([player, storage[1]].sortBySeat(_status.currentPhase)); player.removeSkill("dddchashi_effect"); }, onremove(player, storage) { delete player.storage["dddchashi"]; // player.removeGaintag('dddchashi'); }, }, ai: { charlotte: true, }, }, }, dddqice: { trigger: { player: "phaseZhunbeiBegin" }, filter(event, player) { return !player.storage["dddqice"]; }, content() { player.draw(2); // player.addTempSkill('dddqice_effect'); player.setStorage("dddqice", true); player .when("useCard1") .filter(evt => get.type2(evt.card) == "trick") .then(() => { delete player.storage["dddqice"]; }); }, subSkill: { effect: { trigger: { player: "phaseJieshuBegin" }, forced: true, charlotte: true, content() { "step 0"; var list = []; player.getHistory("useCard", function (evt) { if (get.type(evt.card) == "trick") list.add(evt.card.name); }); list.sort(); if (list.length > 0) { player .chooseButton(["齐策:是否视为使用一张牌?", [list, "vcard"]], function (button) { return _status.event.player.hasUseTarget({ name: button.link[2], isCard: true, }); }) .set("ai", function (button) { var card = { name: button.link[2], nature: button.link[3], isCard: true, }, player = _status.event.player; return player.getUseValue(card); }); } else { player.removeSkills("dddqice"); event.finish(); } "step 1"; if (result.bool) { player.chooseUseTarget(true, { name: result.links[0][2], isCard: true, }); } }, }, }, }, //甄姬 dddmiaoxing: { audio: 2, trigger: { global: "gameDrawBegin" }, forced: true, content() { var me = player; var numx = trigger.num; trigger.num = typeof numx == "function" ? function (player) { if (player == me) { return 3 * numx(player); } return numx(player); } : function (player) { if (player == me) { return 3 * numx; } return numx; }; player._dddmiaoxing = true; }, group: ["dddmiaoxing_out", "dddmiaoxing_balance"], marktext: "水", intro: { name: "水相", markcount(storage, player) { return "" + player.getExpansions("dddmiaoxing_1").length + "/" + player.getExpansions("dddmiaoxing_2").length; }, mark(dialog, content, player) { var content1 = player.getExpansions("dddmiaoxing_1"); var content2 = player.getExpansions("dddmiaoxing_2"); if ((content1 && content1.length) || (content2 && content2.length)) { if (player == game.me || player.isUnderControl()) { dialog.addText("第一组"); dialog.addAuto(content1); dialog.addText("第二组"); dialog.addAuto(content2); } else { return "第一组“水相”有" + get.cnNumber(content1.length) + "张;" + "第二组“水相”有" + get.cnNumber(content2.length) + "张"; } } }, }, subSkill: { out: { trigger: { global: "phaseBefore", }, forced: true, filter(event, player) { return game.phaseNumber == 0 && player._dddmiaoxing; }, content() { "step 0"; delete player._dddmiaoxing; var cardsx = player.getCards("h"), num = Math.ceil(cardsx.length / 3); var cards = [cardsx.slice(0, num), cardsx.slice(num, 2 * num), cardsx.slice(2 * num)]; event.cards = cards; player.chooseControl("第一组", "第二组", "第三组").set("dialog", ["淼形:选择一组作为你的手牌", '第一组', cards[0], '第二组', cards[1], '第三组', cards[2]]); "step 1"; event.cards.splice(result.index, 1); var cards = event.cards; player.addToExpansion(cards[0], player, "giveAuto", false).gaintag.add("dddmiaoxing_1"); player.addToExpansion(cards[1], player, "giveAuto").gaintag.add("dddmiaoxing_2"); player.markSkill("dddmiaoxing"); }, }, balance: { trigger: { player: "phaseDrawAfter" }, forced: true, content() { "step 0"; var forced = player.getExpansions("dddmiaoxing_1").length != player.countCards("h") && player.getExpansions("dddmiaoxing_2").length != player.countCards("h"); var next = player.chooseButton([1, 2], ["淼形:将至少一组“水相”调整至与手牌数相等", [["第一组", "第二组"], "tdnodes"], '第一组', player.getExpansions("dddmiaoxing_1"), '第二组', player.getExpansions("dddmiaoxing_2")], forced); next.set("filterButton", button => { var type = typeof button.link; return type != "object"; }); next.set("ai", button => { var player = _status.event.player; var ind = ["第一组", "第二组"].indexOf(button.link) + 1; if (ind == -1) return -100; return player.countCards("h") - player.getExpansions("dddmiaoxing_" + ind).length; }); "step 1"; if (result.bool) { var choices = result.links; event.choices = choices; // var hs=result.moved[0],sx1=result.moved[1],sx2=result.moved[2]; // hs.removeArray(player.getCards('h')); // sx1.removeArray(player.getExpansions('dddmiaoxing_1')); // sx2.removeArray(player.getExpansions('dddmiaoxing_2')); // if(!hs.length&&!sx1.length&&!sx2.length) return; // player.gain(hs,'gain2'); // player.addToExpansion(sx1,player,'giveAuto').gaintag.add('dddmiaoxing_1'); // player.addToExpansion(sx2,player,'giveAuto').gaintag.add('dddmiaoxing_2'); } else event.finish(); "step 2"; if (event.choices.includes("第一组")) { var del = player.countCards("h") - player.getExpansions("dddmiaoxing_1").length; if (del >= 0) { if (del != 0) player.addToExpansion(get.cards(del), player, "draw").gaintag.add("dddmiaoxing_1"); event.goto(4); } else { player.chooseButton(["淼形:移除" + get.cnNumber(-del) + "张第一组的“水相”", player.getExpansions("dddmiaoxing_1")], -del, true).set("ai", button => { return -get.buttonValue(button); }); } } "step 3"; if (result.bool) { player.loseToDiscardpile(result.links); } "step 4"; player.markSkill("dddmiaoxing"); if (event.choices.includes("第二组")) { var del = player.countCards("h") - player.getExpansions("dddmiaoxing_2").length; if (del >= 0) { if (del != 0) player.addToExpansion(get.cards(del), player, "draw").gaintag.add("dddmiaoxing_2"); event.goto(6); } else { player.chooseButton(["淼形:移除" + get.cnNumber(-del) + "张第二组的“水相”", player.getExpansions("dddmiaoxing_2")], -del, true).set("ai", button => { return -get.buttonValue(button); }); } } "step 5"; if (result.bool) { player.loseToDiscardpile(result.links); } "step 6"; player.markSkill("dddmiaoxing"); }, }, }, }, dddfushi: { audio: 2, trigger: { player: ["useCardAfter", "respondAfter"] }, filter(event, player) { return get.type(event.card) == "basic" && !player.hasSkill("dddfushi_used"); }, direct: true, content() { "step 0"; player .chooseControl("第一组", "第二组", "cancel2") .set("dialog", [get.prompt("dddfushi"), '用所有手牌交换一组“水相”', '第一组', player.getExpansions("dddmiaoxing_1"), '第二组', player.getExpansions("dddmiaoxing_2")]) .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { var fn = player == _status.currentPhase ? "useful" : "value"; var list = [ [1, player.getExpansions("dddmiaoxing_1").reduce((p, c) => p + get[fn](c), 0)], [2, player.getExpansions("dddmiaoxing_2").reduce((p, c) => p + get[fn](c), 0)], [3, player.getCards("h").reduce((p, c) => p + get[fn](c), 0)], ].sort((a, b) => b[1] - a[1]); return list[0][0] - 1; })() ); "step 1"; if (result.control == "cancel2") event.finish(); else { player.logSkill("dddfushi"); player.addTempSkill("dddfushi_used"); var index = result.index + 1; player.addToExpansion(player.getCards("h"), player, "giveAuto").gaintag.add("dddmiaoxing_" + index); player.gain(player.getExpansions("dddmiaoxing_" + index), "draw"); game.log(player, "获得了" + get.cnNumber(player.getExpansions("dddmiaoxing_" + index).length) + "张“水相”"); } "step 2"; player.markSkill("dddmiaoxing"); player .chooseTarget("是否令一名男性角色选择是否交换“水相”?", (card, player, target) => { return target.hasSex("male"); }) .set("ai", target => get.attitude(_status.event.player, target)); "step 3"; if (result.bool) { var target = result.targets[0]; event.target = target; player.line(target); target .chooseControl("第一组", "第二组", "cancel2") .set("dialog", ["浮世:是否用所有手牌交换一组“水相”?", '第一组', player.getExpansions("dddmiaoxing_1"), '第二组', player.getExpansions("dddmiaoxing_2")]) .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { var fn = target == _status.currentPhase ? "useful" : "value"; var list = [ [1, player.getExpansions("dddmiaoxing_1").reduce((p, c) => p + get[fn](c), 0)], [2, player.getExpansions("dddmiaoxing_2").reduce((p, c) => p + get[fn](c), 0)], [3, target.getCards("h").reduce((p, c) => p + get[fn](c), 0)], ].sort((a, b) => b[1] - a[1]); return list[0] - 1; })() ); } else event.finish(); "step 4"; if (result.control == "cancel2") event.finish(); else { var index = result.index + 1; player.addToExpansion(target.getCards("h"), target, "giveAuto").gaintag.add("dddmiaoxing_" + index); target.gain(player.getExpansions("dddmiaoxing_" + index), player, "giveAuto"); } "step 5"; player.markSkill("dddmiaoxing"); }, subSkill: { used: { charlotte: true }, }, }, //赵昂 dddfenji: { audio: 2, trigger: { player: ["phaseDrawBegin1", "phaseDiscardBegin"] }, direct: true, filter(event, player) { if (event.name == "phaseDraw" && event.numFixed) return false; return lib.inpile.filter(i => get.type(i) == "trick").removeArray(player.getStorage("dddfenji")).length > 0; }, content() { "step 0"; var cards = lib.inpile .filter(i => { return get.type(i) == "trick" && !player.getStorage("dddfenji").includes(i); }) .map(i => ["锦囊", "", i]); player .chooseButton([get.prompt("dddfenji"), [cards, "vcard"]]) .set("ai", button => { var evt = _status.event.getTrigger(); if (evt.name == "phaseDraw") { if (!get.tag({ name: button.link[2] }, "damage")) return 0; } else { if ( lib.skill.xunshi.isXunshi({ name: button.link[2], }) ) return 0; } return _status.event.player.getUseValue({ name: button.link[2], }); }) .set("filterButton", button => { return player.hasUseTarget(button.link[2]); }); "step 1"; if (result.bool) { player.logSkill("dddfenji"); player.markAuto("dddfenji", [result.links[0][2]]); player.chooseUseTarget(result.links[0][2], true); } else event.finish(); "step 2"; if (trigger.name == "phaseDraw") { trigger.changeToZero(); var num = 0; game.filterPlayer(current => { current.getHistory("sourceDamage", evt => { if (evt.getParent(4) == event) num += evt.num; }); }); if (num > 0) player.draw(num); } else { trigger.cancel(); var num = 0; player.getHistory("useCard", evt => { if (evt.getParent(2) == event) num = evt.targets.length; }); if (num > 0 && player.countCards("he")) player.chooseToDiscard(num, true); } }, }, //周处 dddxiaheng: { audio: 2, trigger: { player: "phaseUseBegin" }, forced: true, onremove: ["dddxiaheng", "dddxiaheng_del"], intro: { content: "已因此技能对$造成过伤害" }, content() { "step 0"; event.targets = []; player.chooseTarget("侠横:令一名角色弃置两张牌", true).set("ai", target => { var player = _status.event.player, eff = get.effect(target, { name: "guohe_copy2" }, player, player), eff2 = get.damageEffect(target, player, player); if (player.storage["dddxiaheng_del"]) return eff; var toself = false; if (eff2 > eff * 2) { toself = !player.isDamaged() && player.countCards("he", card => get.value(card, player) < 5) >= 2; } if (toself) return target == player ? 100 : 0; return eff * (eff2 > eff * 2 ? 0.5 : 1.5); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.targets.add(target); player.line(target); target.chooseToDiscard(2, true, "he"); } "step 2"; player .chooseTarget("侠横:对一名角色造成1点伤害", true) .set("ai", target => { var player = _status.event.player, eff = get.damageEffect(target, player, player), targetx = _status.event.targetx; if (player.storage["dddxiaheng_del"]) return eff; var fix = player.getStorage("dddxiaheng").includes(target) ? 0.75 : 1; if (target == player && targetx != player && player.isHealthy() && !player.getStorage("dddxiaheng").includes(player) && player.hp > 2) return 100; return eff * (player.hp == 1 || target == targetx ? 0.1 : 1) * fix; }) .set("targetx", targets[0]); "step 3"; if (result.bool) { var target = result.targets[0]; event.targets.add(target); player.line(target); target.damage(); player.markAuto("dddxiaheng", [target]); } "step 4"; if (player.storage["dddxiaheng_del"]) event.finish(); else { if (!targets.includes(player)) player.loseMaxHp(); if (targets.length == 1) { player.removeSkills("dddxiaheng"); } } "step 5"; if (player.getStorage("dddxiaheng").length >= 3) { player.storage["dddxiaheng_del"] = true; } }, }, //刘巴 dddfengzheng: { audio: 2, global: "dddfengzheng_global", trigger: { global: "roundStart", }, filter(event, player) { return game.hasPlayer(current => { var history = current.actionHistory; for (var i = history.length - 2; i >= 0; i--) { var evts = history[i].useSkill; for (var evt of evts) { if (evt.skill == "dddfengzheng_global") return true; } if (history[i].isRound) break; } return false; }); }, prompt2(event, player) { var num = game.countPlayer(current => { var history = current.actionHistory; for (var i = history.length - 2; i >= 0; i--) { var evts = history[i].useSkill; for (var evt of evts) { if (evt.skill == "dddfengzheng_global") return true; } if (history[i].isRound) break; } return false; }); return "观看并分配牌堆顶的" + get.cnNumber(num) + "张牌"; }, content() { "step 0"; var num = game.countPlayer(current => { var history = current.actionHistory; for (var i = history.length - 2; i >= 0; i--) { var evts = history[i].useSkill; for (var evt of evts) { if (evt.skill == "dddfengzheng_global") return true; } if (history[i].isRound) break; } return false; }); var cards = game.cardsGotoOrdering(get.cards(num)).cards; event.cards = cards; if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); event.given_map = {}; "step 1"; if (event.cards.length > 1) { player.chooseCardButton("丰政:请选择要分配的牌", true, event.cards, [1, event.cards.length]).set("ai", function (button) { if (ui.selected.buttons.length == 0) return 1; return 0; }); } else if (event.cards.length == 1) event._result = { links: event.cards.slice(0), bool: true, }; else event.finish(); "step 2"; if (result.bool) { event.cards.removeArray(result.links); event.togive = result.links.slice(0); player .chooseTarget("选择一名角色获得" + get.translation(result.links), true) .set("ai", function (target) { var fix = (_status.event.getParent().given_map[target.playerid] || 0) + 1; var att = get.attitude(_status.event.player, target) / Math.sqrt(fix); if (_status.event.enemy) return -att; else if (att > 0) return att / (1 + target.countCards("h")); else return att / 100; }) .set("enemy", get.value(event.togive[0], player, "raw") < 0); } "step 3"; if (result.targets.length) { var id = result.targets[0].playerid, map = event.given_map; if (!map[id]) map[id] = []; map[id].addArray(event.togive); } if (cards.length > 0) event.goto(1); "step 4"; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } var list = [], lose = false; for (var i in event.given_map) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; player.line(source, "green"); list.push([source, event.given_map[i]]); if (event.given_map[i].length > 2) lose = true; } game.loseAsync({ gain_list: list, giver: player, animate: "draw", }).setContent("gaincardMultiple"); if (!lose) event.finish(); "step 5"; player.removeSkills("dddfengzheng"); }, subSkill: { global: { audio: "dddfengzheng", enable: "phaseUse", usable: 1, filter(event, player) { return game.hasPlayer(current => current.hasSkill("dddfengzheng")); }, filterCard(card, player) { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } return get.number(card) + num <= 13; }, selectCard: [1, Infinity], filterOk() { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } return num == 13; }, popname: true, complexCard: true, prompt: "将任意张点数和为13的手牌当【无中生有】使用", check(card) { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } if (num + get.number(card) == 13) return 5.5 - get.value(card); if (ui.selected.cards.length == 0) { var cards = _status.event.player.getCards("h"); for (var i = 0; i < cards.length; i++) { for (var j = i + 1; j < cards.length; j++) { if (get.number(cards[i]) + get.number(cards[j]) == 13) { if (cards[i] == card || cards[j] == card) return 6 - get.value(card); } } } } return 0; }, position: "hs", viewAs: { name: "wuzhong" }, }, }, }, dddyulv: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter(event, player) { return event.name != "phase" || game.phaseNumber == 0; }, group: "dddyulv_enter", content() { "step 0"; player.draw(); "step 1"; if (!player.countCards("he")) event.finish(); else player.chooseCard("玉律:将一张牌置于武将牌上", true); "step 2"; if (result.bool) { player.addToExpansion(result.cards, player, "give").gaintag.add("dddyulv"); } }, marktext: "律", intro: { markcount: "expansion", content: "expansion", }, subSkill: { enter: { trigger: { global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"], }, forced: true, direct: true, filter(event, player) { var cards = event.getd(); if (!cards.length) return false; const card = player.getExpansions("dddyulv")[0]; if (!card) return false; const number = get.number(card, false); if (!_status.currentPhase || !_status.currentPhase.isIn()) return false; return cards.some(i => get.number(i, false) == number); }, content() { "step 0"; player .chooseControl("摸牌", "弃牌") .set("prompt", "玉律:令" + get.translation(_status.currentPhase) + "摸一张牌或弃置一张牌") .set("ai", () => { return get.attitude(_status.event.player, _status.currentPhase) > 0 ? "摸牌" : "弃牌"; }); "step 1"; player.logSkill("dddyulv_enter", _status.currentPhase); var reset = false; if (result.index == 0) _status.currentPhase.draw(); else _status.currentPhase.chooseToDiscard(true, "he"); var reset = player.getHistory("useSkill", evt => { return evt.skill == "dddyulv_enter"; }).length == 2; if (!reset) event.finish(); "step 2"; if (!player.countCards("h")) player.draw(); "step 3"; if (!player.countCards("h")) event.finish(); else player.chooseCard("玉律:选择一张手牌交换“玉律”(" + get.translation(player.getExpansions("dddyulv")) + ")", true); "step 4"; if (result.bool) { player.gain(player.getExpansions("dddyulv"), player, "give"); player.addToExpansion(result.cards, player, "log", "give").gaintag.add("dddyulv"); } }, }, }, }, dddyulv_old: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter(event, player) { return event.name != "phase" || game.phaseNumber == 0; }, group: "dddyulv_old_enter", content() { "step 0"; player .chooseControl(Array.from({ length: 13 }, (_, i) => get.strNumber(i + 1))) .set("prompt", "玉律:声明一个点数") .set("ai", () => _status.event.controls.randomGet()); "step 1"; player.popup(result.control); var number = result.index + 1; player.storage["dddyulv_old"] = number; player.markSkill("dddyulv_old"); }, intro: { content: "声明的点数为#", }, subSkill: { enter: { trigger: { global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"], }, forced: true, direct: true, filter(event, player) { var cards = event.getd(); if (!cards.length || !player.storage["dddyulv_old"]) return false; if (!_status.currentPhase || !_status.currentPhase.isIn()) return false; return cards.some(i => get.number(i, false) == player.storage["dddyulv_old"]); }, content() { "step 0"; player .chooseControl("摸牌", "弃牌") .set("prompt", "玉律:令" + get.translation(_status.currentPhase) + "摸一张牌或弃置一张牌") .set("ai", () => { return get.attitude(_status.event.player, _status.currentPhase) > 0 ? "摸牌" : "弃牌"; }); "step 1"; player.logSkill("dddyulv_old_enter", _status.currentPhase); var reset = false; if (result.index == 0) _status.currentPhase.draw(); else _status.currentPhase.chooseToDiscard(true, "he"); if (_status.currentPhase.hasSkill("dddyulv_old_" + result.index)) reset = true; _status.currentPhase.removeSkill("dddyulv_old_0"); _status.currentPhase.removeSkill("dddyulv_old_1"); _status.currentPhase.addSkill("dddyulv_old_" + result.index); if (!reset) event.finish(); "step 2"; player .chooseControl(Array.from({ length: 13 }, (_, i) => get.strNumber(i + 1))) .set("prompt", "玉律:重新声明一个点数") .set("ai", () => _status.event.controls.randomGet()); "step 3"; player.popup(result.control); var number = result.index + 1; player.storage["dddyulv_old"] = number; player.markSkill("dddyulv_old"); "step 4"; var evt = trigger.getParent("phaseUse"); if (evt && evt.name == "phaseUse") { evt.skipped = true; } var evt = trigger.getParent("phase"); if (evt && evt.name == "phase") { game.log(evt.player, "结束了回合"); evt.finish(); evt.untrigger(true); } }, }, 0: { charlotte: true }, 1: { charlotte: true }, }, }, //蹇硕 dddfenye: { audio: 2, enable: "phaseUse", usable: 1, filterTarget(card, player, target) { return player.canCompare(target); }, filter(event, player) { return player.countCards("h") > 0; }, content() { "step 0"; player.chooseToCompare([target]).setContent(lib.skill["dddfenye"].chooseToCompareFenye); "step 1"; result.winner.forEach(i => i.addExpose(0.05)); result.loser.forEach(i => i.addExpose(0.05)); if (result.winner.length && result.loser.length) { var players = result.winner; event.players = players.sortBySeat(); event.targets = result.loser; } else event.finish(); "step 2"; var current = event.players.shift(); event.current = current; current .chooseTarget("是否视为对一名没赢的角色使用一张【杀】?", (card, player, target) => { return player.canUse("sha", target, false) && _status.event.targets.includes(target); }) .set("ai", target => { return get.effect(target, { name: "sha" }, get.player(), get.player()); }) .set("targets", event.targets); "step 3"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); var target = result.targets[0]; event.current.useCard({ name: "sha", isCard: true }, target, false); event.targets.remove(target); } if (event.targets.length && event.players.length) event.goto(2); }, chooseToCompareFenye() { "step 0"; var target = event.targets[0]; event.targets.unshift(player); event.targetx = target; if (player.countCards("h") == 0 || target.countCards("h") == 0) { event.result = { cancelled: true, bool: false }; event.finish(); return; } game.log(player, "对", target, "发起拼点"); "step 1"; var send = function (targets) { var next = game.createEvent("dddfenye_choose", false); // next.player=game.me; next.targets = targets; next.ai = event.ai; next.fixedResult = event.fixedResult; next.setContent(lib.skill["dddfenye"].contentx); game.resume(); }; var sendback = function (result, player) { if (!Array.isArray(result)) { result = [null, null]; } event.results.push([player, result]); }; event.ai_targets = []; event.results = []; var players = game.filterPlayer().sortBySeat(); var time = 10000; if (lib.configOL && lib.configOL.choose_timeout) time = parseInt(lib.configOL.choose_timeout) * 1000; for (var i = 0; i < players.length; i++) { players[i].showTimer(time); if (players[i].isOnline()) { event.withol = true; players[i].send(send, targets); players[i].wait(sendback); } else if (players[i] == game.me) { event.withme = true; var next = game.createEvent("dddfenye_choose", false); next.player = game.me; next.targets = targets; next.ai = event.ai; next.fixedResult = event.fixedResult; next.setContent(lib.skill["dddfenye"].contentx); if (_status.connectMode) game.me.wait(sendback); } else { event.ai_targets.push(players[i]); } } if (event.ai_targets.length) { for (var i = 0; i < event.ai_targets.length; i++) { if (targets.includes(event.ai_targets[i])) { var target = event.ai_targets[i]; var cards = target.getCards("h").sort((a, b) => { return event.ai(b) - event.ai(a); }); sendback([target, cards[0]], target); event.ai_targets.splice(i--, 1); } } if (event.ai_targets.length) { event.ai_targets.randomSort(); setTimeout(function () { event.interval = setInterval( function () { var target = event.ai_targets.shift(); var cards = target .getCards("h", card => get.value(card) < 4) .sort((a, b) => { return event.ai(b) - event.ai(a); }); if (!cards.length) { sendback([null, null], target); } else { if (Math.abs(get.number(cards[0]) - 7) <= 2) { sendback([null, null], target); } else { var sgn = get.number(cards[0]) >= 7 ? 1 : -1; var targetsx = targets.slice().sort((a, b) => { var attA = get.attitude(target, a), attB = get.attitude(target, b); return sgn * (attB - attA); }); sendback([targetsx[0], cards[0]], target); } } if (!event.ai_targets.length) { clearInterval(event.interval); if (event.withai) game.resume(); } }, _status.connectMode ? 750 : 75 ); }, 500); } } "step 2"; if (event.withme) { if (_status.connectMode) game.me.unwait(result, game.me); else { if (!Array.isArray(result)) { result = [null, null]; } event.results.push([game.me, result]); } } "step 3"; if (event.withol && !event.resultOL) { game.pause(); } "step 4"; if (event.ai_targets.length > 0) { event.withai = true; game.pause(); } "step 5"; delete event._global_waiting; for (var i of game.players) i.hideTimer(); var cards = []; var targets = []; var lose_list = []; event.results.sort((a, b) => lib.sort.seat(a[0], b[0])); for (var res of event.results) { var target = res[0], card = res[1][1], skill = res[1][2]; if (!target || !card) continue; if (skill && lib.skill[skill] && lib.skill[skill].onCompare) { target.logSkill(skill); res[1][1] = lib.skill[skill].onCompare(target); if (target != player) cards.push(res[1][1]); } else { if (target != player) cards.push(card); lose_list.push([target, [card]]); } if (target != player) targets.push(target); } if (lose_list.length) { game.loseAsync({ lose_list: lose_list, }).setContent("chooseToCompareLose"); } event.lose_list = lose_list; event.getNum = function (card) { for (var i of event.lose_list) { if (i[1].includes && i[1].includes(card)) return get.number(card, i[0]); } return get.number(card, false); }; event.cardlist = cards; event.cards = cards; event.card1 = event.results[0][1][1]; event.num1 = event.getNum(event.card1); event.iwhile = 0; event.targets = targets; event.tempplayer = event.player; event.players = event.results.filter(i => i[1][0] == player && i[1][1]).map(i => i[0]); event.targetsx = event.results.filter(i => i[1][0] == event.targetx && i[1][1]).map(i => i[0]); event.result = { player: event.card1, targets: event.cardlist.slice(0), num1: [event.num1], num2: [], winner: [], loser: [], }; game.log(player, "的拼点牌为", event.card1); "step 6"; event.target = null; event.trigger("compare"); lib.skill["dddfenye"].$compareFenye( event.players, event.results.filter(i => i[1][0] == player).map(i => i[1][1]), event.targetsx, event.results.filter(i => i[1][0] == event.targetx).map(i => i[1][1]) ); "step 7"; if (event.iwhile < targets.length) { event.target = targets[event.iwhile]; event.target.addTempClass("target"); event.card2 = event.cardlist[event.iwhile]; event.num2 = event.getNum(event.card2); game.log(event.target, "的拼点牌为", event.card2); delete event.player; event.trigger("compare"); } else { game.delay(0, 1000); event.goto(9); } "step 8"; var key = event.players.includes(target) ? "num1" : "num2"; event.result[key].push(event.num2); event.iwhile++; event.goto(7); "step 9"; event.player = event.tempplayer; delete event.tempplayer; var str; var num1 = event.result.num1.reduce((p, c) => p + c, 0) / event.result.num1.length, num2 = event.result.num2.reduce((p, c) => p + c, 0) / event.result.num2.length; game.log(event.player, "方的点数均值为", "#y" + Math.floor(num1 * 100) / 100); game.log(event.targetx, "方的点数均值为", "#y" + Math.floor(num2 * 100) / 100); if (num1 > num2) { str = get.translation(event.players) + "拼点成功"; event.players.forEach(i => i.popup("胜")); event.targetsx.forEach(i => i.popup("负")); event.result.winner = event.players; event.result.loser = event.targetsx; } else { str = get.translation(event.players) + "拼点失败"; if (num1 == num2) { event.players.forEach(i => i.popup("平")); event.targetsx.forEach(i => i.popup("平")); event.result.loser = event.players.addArray(event.targetsx); } else { event.players.forEach(i => i.popup("负")); event.targetsx.forEach(i => i.popup("胜")); event.result.winner = event.targetsx; event.result.loser = event.players; } } game.broadcastAll(function (str) { var dialog = ui.create.dialog(str); dialog.classList.add("center"); setTimeout(function () { dialog.close(); }, 1000); }, str); game.delay(3); ("step 10"); game.broadcastAll(ui.clear); ("step 11"); event.cards.add(event.card1); }, contentx() { "step 0"; var player = game.me; event.player = player; event._global_waiting = true; event.result = []; if (targets.includes(player)) { if (event.fixedResult && event.fixedResult[player.playerid]) { event.result[0] = player; event.result[1] = event.fixedResult[player.playerid]; event.finish(); } else player.chooseCard("请选择拼点牌", true).set("type", "compare").set("glow_result", true).set("_global_waiting", true).ai = event.ai; } else { player.chooseCardTarget({ targets: targets, filterTarget(card, player, target) { return _status.event.targets.includes(target); }, selectCard: 1, prompt: "是否于此次拼点加入其中一方?", position: "h", _global_waiting: true, ai1: event.ai, ai2(target) { var player = _status.event.player, sgn = -1; if (player.hasCard(card => get.number(card) > 10 && get.value(card) < 5)) sgn = 1; return sgn * get.attitude(player, target); }, }); } "step 1"; if (targets.includes(player)) { event.result[0] = player; event.result[1] = result.cards[0]; event.result[2] = result.skill; } else { if (result.bool) { event.result[0] = result.targets[0]; event.result[1] = result.cards[0]; } else { event.result = [null, null]; } } }, $compareFenye(players, cards1, targets, cards2) { game.broadcast( function (players, cards1, targets, cards2) { lib.skill["dddfenye"].$compareFenye(players, cards1, targets, cards2); }, players, cards1, targets, cards2 ); var left0 = -players.length * 52 - (players.length - 1) * 8; for (var i = 0; i < players.length; i++) { (function (target, card1, i) { var left = left0 + i * 120; var node1; if (left < 0) { node1 = target.$throwxy2(card1, "calc(50% - " + -left + "px)", "calc(50% + 10px)", "perspective(600px) rotateY(180deg)", true); } else { node1 = target.$throwxy2(card1, "calc(50% + " + left + "px)", "calc(50% + 10px)", "perspective(600px) rotateY(180deg)", true); } if (lib.config.cardback_style != "default") { node1.style.transitionProperty = "none"; ui.refresh(node1); node1.classList.add("infohidden"); ui.refresh(node1); node1.style.transitionProperty = ""; } else { node1.classList.add("infohidden"); } node1.style.transform = "perspective(600px) rotateY(180deg) translateX(0)"; var onEnd02 = function () { node1.removeEventListener("webkitTransitionEnd", onEnd02); setTimeout(function () { node1.style.transition = "all ease-in 0.3s"; node1.style.transform = "perspective(600px) rotateY(270deg) translateX(52px)"; var onEnd = function () { node1.classList.remove("infohidden"); node1.style.transition = "all 0s"; ui.refresh(node1); node1.style.transform = "perspective(600px) rotateY(-90deg) translateX(52px)"; ui.refresh(node1); node1.style.transition = ""; ui.refresh(node1); node1.style.transform = ""; node1.removeEventListener("webkitTransitionEnd", onEnd); }; node1.listenTransition(onEnd); }, 200); }; node1.listenTransition(onEnd02); })(players[i], cards1[i], i); } setTimeout(function () { var left0 = -targets.length * 52 - (targets.length - 1) * 8; for (var i = 0; i < targets.length; i++) { (function (target, card2, i) { var left = left0 + i * 120; var node2; if (left < 0) { node2 = target.$throwxy2(card2, "calc(50% - " + -left + "px)", "calc(50% - 114px)", "perspective(600px) rotateY(180deg)", true); } else { node2 = target.$throwxy2(card2, "calc(50% + " + left + "px)", "calc(50% - 114px)", "perspective(600px) rotateY(180deg)", true); } if (lib.config.cardback_style != "default") { node2.style.transitionProperty = "none"; ui.refresh(node2); node2.classList.add("infohidden"); ui.refresh(node2); node2.style.transitionProperty = ""; } else { node2.classList.add("infohidden"); } node2.style.transform = "perspective(600px) rotateY(180deg) translateX(0)"; var onEnd02 = function () { node2.removeEventListener("webkitTransitionEnd", onEnd02); setTimeout(function () { node2.style.transition = "all ease-in 0.3s"; node2.style.transform = "perspective(600px) rotateY(270deg) translateX(52px)"; var onEnd = function () { node2.classList.remove("infohidden"); node2.style.transition = "all 0s"; ui.refresh(node2); node2.style.transform = "perspective(600px) rotateY(-90deg) translateX(52px)"; ui.refresh(node2); node2.style.transition = ""; ui.refresh(node2); node2.style.transform = ""; node2.removeEventListener("webkitTransitionEnd", onEnd); }; node2.listenTransition(onEnd); }, 200); }; node2.listenTransition(onEnd02); })(targets[i], cards2[i], i); } }, 200); }, ai: { order: 1, result: { target: -1, }, threaten: 1.3, }, }, dddshichao: { audio: 2, trigger: { player: "phaseZhunbeiBegin", }, filter(event, player) { return player.countMark("dddshichao") + 1 <= game.countPlayer(); }, onremove: true, forced: true, content() { "step 0"; var N = player.countMark("dddshichao") + 1; player .chooseTarget("逝潮:选择一名手牌数第" + get.cnNumber(N) + "大的角色", true, (card, player, target) => { return _status.event.targets.includes(target); }) .set("ai", target => { var zhu = get.zhu(player) || game.filterPlayer(i => i.getSeatNum() == 1)[0]; return Math.min(target.countCards("h") - player.countCards("h"), zhu.maxHp - player.countCards("h")); }) .set( "targets", (function () { var list = game .filterPlayer() .map(i => [i, i.countCards("h")]) .sort((a, b) => b[1] - a[1]); var targets = []; var ind = 0, tmp = Infinity; for (var i of list) { if (i[1] < tmp) { ind++; tmp = i[1]; } if (ind == N) { targets.push(i[0]); } if (ind > N) break; } if (!targets.length) targets = game.filterPlayer(i => i.countCards("h") == list[list.length - 1][1]); return targets; })() ); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("dddshichao", target); var zhu = get.zhu(player) || game.filterPlayer(i => i.getSeatNum() == 1)[0]; var del = Math.min(target.countCards("h") - player.countCards("h"), zhu.maxHp - player.countCards("h")); if (del > 0) player.draw(del); if (del < 0) player.chooseToDiscard(-del, true); target.addSkill("dddshichao_up"); target.markAuto("dddshichao_up", [player]); player.addTempSkill("dddshichao_clear", { player: "phaseBegin", }); player.markAuto("dddshichao_clear", [target]); } }, subSkill: { up: { trigger: { source: "damageBegin2" }, filter(event, player) { return player.getStorage("dddshichao_up").includes(event.player); }, charlotte: true, check(event, player) { var eff = get.damageEffect(event.player, player, player); return (event.player.hasSkill("dddshichao") && eff < 0) || (event.num == 1 && eff < 13); }, logTarget: "player", content() { "step 0"; trigger.cancel(); if (trigger.player.hasSkill("dddshichao")) { trigger.player.addMark("dddshichao", 1, false); } }, }, clear: { charlotte: true, onremove(player) { game.filterPlayer(current => { current.unmarkAuto("dddshichao_up", [player]); }); }, }, }, }, //管宁 dddyouxue: { audio: 2, trigger: { global: "roundStart" }, forced: true, content() { "step 0"; if (!game.hasPlayer(current => current.hasMark("dddyouxue"))) player.addMark("dddyouxue"); if (!game.hasPlayer(current => !current.hasMark("dddyouxue"))) event.finish(); "step 1"; player .chooseTarget("游学:将“游学”标记交给另一名角色", true, (card, player, target) => { return !target.hasMark("dddyouxue"); }) .set("ai", target => { return get.distance( game.findPlayer(current => current.hasMark("dddyouxue")), target ); }); "step 2"; if (result.bool) { var target = result.targets[0]; var source = game.findPlayer(current => current.hasMark("dddyouxue")); if (source == player) player.line(target, "green"); else player.line2([source, target], "green"); source.clearMark("dddyouxue"); target.addMark("dddyouxue"); player.draw(get.distance(source, target)); } }, marktext: "游", intro: { name: "游学", content: () => get.translation(game.filterPlayer(current => current.hasSkill("dddyouxue"))) + "到此一游", }, }, dddchengjing: { audio: 2, trigger: { global: "phaseEnd" }, filter(event, player) { if (!event.player.hasMark("dddyouxue")) return false; return event.player.hasHistory("useCard", evt => { if (!["basic", "trick"].includes(get.type(evt.card))) return false; if (!evt.card.isCard || evt.cards.length != 1) return false; return get.position(evt.cards[0], true) == "d"; }); }, forced: true, locked: false, group: "dddchengjing_use", logTarget: "player", *content(event, map) { const player = map.player, trigger = map.trigger, target = trigger.player; let history = target.getHistory("useCard").reverse(); let cards = []; for (var evt of history) { if (!["basic", "trick"].includes(get.type(evt.card))) continue; if (!evt.card.isCard || evt.cards.length != 1) continue; if (get.position(evt.cards[0], true) == "d") { cards.addArray(evt.cards); break; } } const jing = player.getExpansions("dddchengjing"); if (jing.length) player.loseToDiscardpile(jing); player.addToExpansion(cards, "log", "gain2").gaintag.add("dddchengjing"); }, marktext: "经", intro: { name: "经(承经)", name2: "经", markcount: "expansion", content: "expansion", }, subSkill: { use: { audio: "dddchengjing", enable: "phaseUse", usable: 1, filterCard: true, position: "hes", filter(event, player) { return player.getExpansions("dddchengjing").length > 0; }, viewAs(cards, player) { const card = player.getExpansions("dddchengjing")[0]; return new lib.element.VCard({ name: get.name(card, false), nature: get.nature(card, false), storage: { dddchengjing: true }, }); }, popname: true, prompt() { const card = get.player().getExpansions("dddchengjing")[0]; return ( "将一张牌当" + get.translation({ name: get.name(card, false), nature: get.nature(card, false), }) + "使用" ); }, precontent() { player .when("useCardAfter") .filter(evt => evt.card.storage.dddchengjing) .then(() => { var cards = trigger.cards.filterInD("od"); if (!cards.length) { event.finish(); return; } var target = game.findPlayer(current => current.hasMark("dddyouxue")); if (!target) { event.finish(); return; } target = target.getNext(); event.target = target; player.chooseBool(`承经:是否将${get.translation(cards)}交给${get.translation(target)}?`).set("choice", get.attitude(player, target) > 0); }) .then(() => { if (result.bool) { player.line(event.target); player.addExpose(0.1); event.target.gain(trigger.cards.filterInD("od"), "gain2"); } }); }, }, }, ai: { combo: "dddyouxue", }, }, dddyouxue_old: { audio: 2, trigger: { global: "roundStart" }, forced: true, content() { "step 0"; var vpos = player.hasMark("dddyouxue_old") ? game.filterPlayer2(i => i.getSeatNum() == player.countMark("dddyouxue_old"))[0] : player; event.vpos = vpos; player .chooseTarget("游学:选择你的行动次序", true) .set("ai", target => { return get.distance(_status.event.vpos, target); }) .set("vpos", vpos); "step 1"; if (result.bool) { var target = result.targets[0]; if (event.vpos == player) player.line(target, "green"); else player.line2([event.vpos, target], "green"); event.num = get.distance(event.vpos, target); player.storage["dddyouxue_old"] = target.getSeatNum(); player.addSkill("dddyouxue_old_act"); player.markSkill("dddyouxue_old"); } else event.finish(); "step 2"; var next = player.phaseDraw(); next.set("num", num); delete next.skill; "step 3"; player.skip("phaseDraw"); }, marktext: "虚", intro: { name: "虚位", content: "当前虚位为#号", }, subSkill: { act: { trigger: { global: ["phaseBefore", "phaseAfter", "phaseYouxueed"], }, forced: true, firstDo: true, charlotte: true, filter(event, player, name) { if (event.skill) return false; var vseat = player.countMark("dddyouxue_old"); if (name != "phaseBefore") { if (player.hasSkill("dddyouxue_old_acted", null, false, false)) return false; var seat = event.player.getSeatNum(); var next = event.player.next; if (!game.players.includes(next)) next = game.findNext(next); var seat2 = next.getSeatNum(); if (seat == seat2) return false; if (seat < seat2) return vseat > seat && vseat <= seat2; return seat2 >= vseat; } else { return event.player == player; } }, content() { if (event.triggername == "phaseBefore") { trigger.finish(); trigger.untrigger(true); trigger._triggered = 5; trigger.trigger("phaseYouxueed"); } else { player.insertPhase("dddyouxue_old_act"); player.addTempSkill("dddyouxue_old_acted", "roundStart"); } }, }, acted: { charlotte: true }, }, }, dddchengjing_old: { audio: 2, usable: 1, enable: "phaseUse", filter(event, player) { return player.countCards("hes") > 0 && player.countMark("dddyouxue_old") > 0 && lib.skill["dddchengjing_old"].getList(player).length > 0; }, getList(player) { var vpos = player.hasMark("dddyouxue_old") ? game.filterPlayer2(i => i.getSeatNum() == player.countMark("dddyouxue_old"))[0] : player; if (!vpos || !vpos.isIn()) return []; var vcard = []; var history = vpos.getPrevious().actionHistory.filter(evt => !evt.custom.some(i => i["dddyouxue_old"])); history = history[history.length - 2]; var evts = history.useCard; for (var evt of evts) { var card = evt.card; var type = get.type(card); if (type != "basic" && type != "trick") continue; if (card.name == "sha") { vcard.push(["基本", "", card.name, card.nature]); } else vcard.push([type, "", card.name]); } return vcard; }, chooseButton: { dialog(event, player) { var list = lib.skill["dddchengjing_old"].getList(player); list.sort((a, b) => { return 100 * (lib.inpile.indexOf(a[2]) - lib.inpile.indexOf(b[2])) + lib.inpile_nature.indexOf(a[3]) - lib.inpile_nature.indexOf(b[3]); }); list.filter(vcard => { return event.filterCard({ name: vcard[2], nature: vcard[3] }, player, event); }); return ui.create.dialog("承经", [list, "vcard"]); }, filter(button, player) { return _status.event.getParent().filterCard({ name: button.link[2] }, player, _status.event.getParent()); }, check(button) { if (_status.event.getParent().type != "phase") return 1; var player = _status.event.player; return player.getUseValue({ name: button.link[2], nature: button.link[3], }); }, backup(links, player) { return { filterCard: true, audio: "dddchengjing_old", popname: true, check(card) { return 8 - get.value(card); }, position: "hes", viewAs: { name: links[0][2], nature: links[0][3], storage: { dddchengjing_old: true }, }, precontent() { player.addTempSkill("dddchengjing_old_effect"); }, }; }, prompt(links, player) { return "将一张牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用"; }, }, ai: { combo: "dddyouxue_old", order: 1, result: { player: 1, }, }, subSkill: { effect: { audio: "dddchengjing_old", trigger: { global: "useCardAfter" }, charlotte: true, direct: true, filter(event, player) { return event.card && event.card.storage && event.card.storage["dddchengjing_old"]; }, content() { "step 0"; var damaged = game.hasPlayer2(current => current.hasHistory("damage", evt => evt.card == trigger.card)); event.damaged = damaged; var vpos = player.hasMark("dddyouxue_old") ? game.filterPlayer2(i => i.getSeatNum() == player.countMark("dddyouxue_old"))[0] : player; var target = vpos.getNext(); event.target = target; player .chooseControl(" +1 ", " -1 ", "cancel2") .set("prompt", "是否令“虚位”下家(" + get.translation(target) + ")下回合的" + (damaged ? "摸牌数" : "手牌上限") + "+1或-1?") .set("ai", function () { var sgn = get.sgn(get.attitude(_status.event.player, _status.event.target)); if (sgn == 0) return 2; if (sgn == 1) return 0; return 1; }) .set("target", target); "step 1"; if (result.index != 2) { player.logSkill("dddchengjing_old_effect", target); var name = (event.damaged ? "draw" : "limit") + result.index; target.addTempSkill("dddchengjing_old_check", { player: "phaseAfter", }); target.addMark("dddchengjing_old_" + name, 1, false); game.log(target, "下回合的" + (event.damaged ? "摸牌数" : "手牌上限"), "#y" + ["+1", "-1"][result.index]); } }, }, check: { trigger: { player: "phaseDrawBegin2" }, charlotte: true, forced: true, filter(event, player) { return player.countMark("dddchengjing_old_draw0") > 0 || player.countMark("dddchengjing_old_draw1") > 0; }, content() { trigger.num += player.countMark("dddchengjing_old_draw0") - player.countMark("dddchengjing_old_draw1"); }, mod: { maxHandcard(player, num) { return num + player.countMark("dddchengjing_old_limit0") - player.countMark("dddchengjing_old_limit1"); }, }, onremove(player) { delete player.storage["dddchengjing_old_draw0"]; delete player.storage["dddchengjing_old_draw1"]; delete player.storage["dddchengjing_old_limit0"]; delete player.storage["dddchengjing_old_limit1"]; }, mark: true, marktext: "承", intro: { name: "承经", content(storage, player) { var str = ""; if (player.countMark("dddchengjing_old_draw0") || player.countMark("dddchengjing_old_draw1")) { var num = player.countMark("dddchengjing_old_draw0") - player.countMark("dddchengjing_old_draw1"); str += "
  • 摸牌阶段摸牌数" + (num >= 0 ? "+" : "") + num; } if (player.countMark("dddchengjing_old_limit0") || player.countMark("dddchengjing_old_limit1")) { var num = player.countMark("dddchengjing_old_limit0") - player.countMark("dddchengjing_old_limit1"); str += "
  • 手牌上限" + (num >= 0 ? "+" : "") + num; } return str; }, }, }, draw0: { charlotte: true }, draw1: { charlotte: true }, limit0: { charlotte: true }, limit1: { charlotte: true }, }, }, dddduanbing: { enable: "phaseUse", filter(event, player) { return player.canAddJudge("bingliang") && player.hasCard(card => lib.skill["dddduanbing"].filterCard(card, player), "he"); }, filterCard(card, player) { if (get.color(card) != "black" || get.type2(card) == "trick") return false; return player.canAddJudge(get.autoViewAs({ name: "bingliang" }, [card])); }, check(card) { return 8.2 - get.value(card); }, discard: false, lose: false, delay: false, prepare: "throw", group: "dddduanbing_effect", position: "he", content() { "step 0"; player.addJudge({ name: "bingliang" }, cards); "step 1"; game.delayx(); player.draw(2); "step 2"; player.chooseUseTarget( { name: "sha", isCard: true, storage: { _dddduanbing: true }, }, false, "nodistance" ); }, ai: { order(item, player) { return get.order({ name: "sha" }) - 0.1; }, result: { player(player) { return player.getUseValue({ name: "sha" }, false); }, }, }, subSkill: { effect: { trigger: { source: "damageSource" }, charlotte: true, filter(event, player) { if (event.getParent().type != "card" || !event.player.isIn()) return false; return player.hasCard(card => { return (card.viewAs || card.name) == "bingliang" && event.player.canAddJudge(card); }, "j"); }, prompt: event => "是否将【兵粮寸断】转移给" + get.translation(event.player) + "?", check(event, player) { return player.hasCard(card => { return ( (card.viewAs || card.name) == "bingliang" && event.player.canAddJudge(card) && get.effect( event.player, new lib.element.VCard({ name: "bingliang", cards: [card], }), player, _status.event.player ) >= 0 ); }, "j"); }, content() { var cards = player.getCards("j", card => { return (card.viewAs || card.name) == "bingliang" && trigger.player.canAddJudge(card); }); var target = trigger.player; player.line(target); player.$give(cards, target, false); cards.forEach(card => { target.addJudge({ name: "bingliang" }, card); }); }, }, }, }, //轲比能 dddxiaoxing: { audio: 2, trigger: { global: "gameDrawBegin" }, forced: true, group: "dddxiaoxing_remove", init(player, skill) { if (game.online) return; var bool = get.event().getParent("phaseLoop", true); if (!bool) return; if (player.hasSkill(skill)) { player.logSkill("dddxiaoxing"); player.draw(3); } }, content() { var me = player; var numx = trigger.num; trigger.num = typeof numx == "function" ? function (player) { if (player == me) { return 3 + numx(player); } return numx(player); } : function (player) { if (player == me) { return 3 + numx; } return numx; }; }, mod: { attackRange: (player, num) => num + 3, maxHandcard: (player, num) => num + 3, }, subSkill: { remove: { trigger: { player: "dying" }, forced: true, // direct:true, // filter(event,player){ // return event.source&&event.source.isIn()&&event.source.getEquips(1).length>0; // }, content() { player.removeSkills("dddxiaoxing"); }, content_old() { "step 0"; trigger.source .chooseBool(get.prompt("dddxiaoxing", player), "废除武器栏,令其失去〖枭行〗") .set("ai", () => { if (_status.event.maybe) return Math.random() < 0.5; return false; }) .set( "maybe", player.countCards("hs", { name: ["tao", "jiu"], }) && player.countCards("h") >= 3 ); "step 1"; if (result.bool) { trigger.source.logSkill("dddxiaoxing", player); trigger.source.disableEquip(1); player.removeSkills("dddxiaoxing"); } }, }, }, }, dddlangzhi: { audio: 2, trigger: { player: "phaseJieshuBegin" }, logTarget(event, player) { return game.filterPlayer(current => player.inRange(current) && current.countCards("he")); }, prompt: "是否发动【狼志】?", prompt2(event, player) { return `展示${get.translation(game.filterPlayer(current => player.inRange(current) && current.countCards("he")))}的各一张牌,然后选择一项:1.用任意张牌替换其中等量张牌;2.获得所有展示牌,失去〖狼志〗。`; }, content() { "step 0"; event.targets = game.filterPlayer(current => player.inRange(current) && current.countCards("he")); event.cards = []; event.num = 0; "step 1"; var target = targets[num]; event.num++; event.target = target; player.choosePlayerCard("狼志:展示" + get.translation(target) + "一张牌", "he", target, true); "step 2"; if (result.bool) { var card = result.links[0]; player.showCards(card, get.translation(target) + "被展示"); event.cards.push(card); } "step 3"; if (num < targets.length) event.goto(1); else { event.videoId = lib.status.videoId++; if (event.isMine()) { event.dialog = ui.create.dialog('###是否替换其中的任意张牌?###
    或点击“取消”,获得所有展示牌,然后失去〖狼志〗
    ', cards); event.dialog.videoId = event.videoId; } else if (player.isOnline2()) { player.send( function (cards, id) { var dialog = ui.create.dialog('###是否替换其中的任意张牌?###
    或点击“取消”,获得所有展示牌,然后失去〖狼志〗
    ', cards); dialog.videoId = id; }, cards, event.videoId ); } player .chooseCard([1, cards.length], "he") .set("ai", card => { if (ui.selected.cards.length >= _status.event.num) return 0; return 100 - get.value(card); }) .set( "num", (function () { if (cards.length < Math.floor(game.countPlayer() / 2 - 0.5)) return 0; var val = cards.reduce((p, c) => p + get.value(c), 0); if (val < cards.length * 6) return 0; var list1 = player.getCards("he").map(card => get.value(card, player)), list2 = cards.map((card, i) => get.value(card, targets[i]) * get.sgnAttitude(player, targets[i])); list1.sort((a, b) => a[1] - b[1]); list2.sort((a, b) => b[1] - a[1]); list2 = list2.filter(i => i > 0); var count = 0; for (var i of list2) { for (var j = 0; j < list1.length; j++) { if (i > list1[j]) { count++; list1.splice(j, 1); break; } } } return count; })() ) .set("prompt", false); } "step 4"; if (result.bool) { var cards2 = result.cards; event.cards2 = cards2; var func = function (id) { var dialog = get.idDialog(id); if (dialog) dialog.content.childNodes[1].innerHTML = '
    选择要交换的牌(按选择的顺序一一交换)
    '; }; if (event.isMine()) func(event.videoId); else if (player.isOnline2()) player.send(func, event.videoId); player .chooseButton(cards2.length, true) .set("dialog", event.videoId) .set("ai", button => { return get.value(button.link); }); event.goto(6); } else { for (var i = 0; i < cards.length; i++) { targets[i].$give(cards[i], player, false); } player.gain(cards, "log"); } "step 5"; player.removeSkills("dddlangzhi"); event.finish(); "step 6"; game.broadcastAll("closeDialog", event.videoId); if (result.bool) { var cards2 = event.cards2, cards3 = result.links; if (cards2.length != cards3.length) return; for (var i = 0; i < cards2.length; i++) { player.swapHandcards(get.owner(cards3[i]), [cards2[i]], [cards3[i]]); } } else event.finish(); "step 7"; game.delayx(); }, }, dddfuyi: { audio: 2, zhuSkill: true, trigger: { // global:['discardBegin','drawBegin'], global: "dieAfter", }, filter(event, player) { if (!event.source || !event.source.isIn() || event.source.group != "qun") return false; if (!event.source.countCards("he") < 2) return false; if (!player.hasZhuSkill("dddfuyi", event.source)) return false; const skills = player.getStockSkills(true, true).filter(skill => { return !player.hasSkill(skill, null, false, false); }); return skills.length > 0; }, filter_old(event, player) { var evt = event.getParent(); if (evt.name != "die" || evt.source != event.player || event.player == player) return false; if (!player.hasZhuSkill("dddfuyi", event.player)) return false; var skills = player.getSkills("dddxiaoxing", null, false, false); return !skills.includes("dddxiaoxing") || !skills.includes("dddlangzhi"); }, direct: true, global: "dddfuyi_sha", content() { "step 0"; trigger.source.chooseCard("是否响应" + get.translation(player) + "的【附义】?", "弃置两张牌,令其获得其武将牌上的一个技能", "he", 2, lib.filter.cardDiscardable).set("ai", () => { let zhu = _status.event.getParent().player; if (!zhu.getStockSkills(true, true).some(skill => { return !zhu.hasSkill(skill, null, false, false); }) || get.attitude(_status.event.player, zhu) <= 2) return 0; return 6 - get.value(card); }); "step 1"; if (result.bool) { player.logSkill("dddfuyi", trigger.source); trigger.source.discard(result.cards).discarder = trigger.source; var skills = player.getStockSkills(true, true).filter(skill => { return !player.hasSkill(skill, null, false, false); }); if (skills.length == 1) event._result = { control: skills[0] }; else if (!skills.length) event.finish(); else trigger.source .chooseControl(skills) .set( "choiceList", skills.map(skill => { return '
    【' + get.translation(lib.translate[skill + "_ab"] || get.translation(skill).slice(0, 2)) + "】
    " + get.skillInfoTranslation(skill, player) + "
    "; }) ) .set("displayIndex", false) .set("prompt", `附义:选择令${get.translation(player)}获得一个技能`) .set("ai", () => { var controls = get.event("controls"); if (controls.includes("dddxiaoxing")) return "dddxiaoxing"; return controls.sort((a, b) => { return get.skillrank(b, "inout") - get.skillrank(a, "inout"); })[0]; }); } else event.finish(); "step 2"; var skill = result.control; player.addSkills(skill); }, content_old() { "step 0"; var str = "取消此次奖惩,令其获得"; var skills = player.getSkills("dddxiaoxing", null, false, false); var bool1 = !skills.includes("dddxiaoxing"), bool2 = !skills.includes("dddlangzhi"); var choices = []; if (bool1) { str += "〖枭行〗"; choices.push("dddxiaoxing"); } if (bool1 && bool2) str += "/"; if (bool2) { str += "〖狼志〗"; choices.push("dddlangzhi"); } if (bool1 && bool2) { str += "中的一或两个"; choices.push("dddfuyi_both"); } choices.push("cancel2"); trigger.player .chooseControl(choices) .set("prompt", "是否对" + get.translation(player) + "发动【附义】?") .set("prompt2", str) .set("ai", () => { if (get.attitude(_status.event.player, _status.event.getParent().player) <= 2) return "cancel2"; if (_status.event.choices.includes("dddfuyi_both")) return "dddfuyi_both"; if (_status.event.choices.includes("dddlangzhi")) return "dddlangzhi"; return Math.random() < 0.5 ? "dddxiaoxing" : "cancel2"; }); "step 1"; if (result.control != "cancel2") { trigger.player.logSkill("dddfuyi", player); trigger.cancel(); var skills = [result.control]; if (result.control == "dddfuyi_both") { skills = ["dddxiaoxing", "dddlangzhi"]; player.draw(3); } else event.finish(); player.addSkills(skills); } else event.finish(); "step 2"; player.removeSkills("dddfuyi"); }, subSkill: { sha: { mod: { cardUsable(card, player, num) { if (card.name == "sha") { if (player.group != "qun") return; return ( num + game.countPlayer(current => { return current.hasZhuSkill("dddfuyi", player); }) ); } }, }, }, }, }, //曹爽 dddzhuanshe: { audio: 2, trigger: { global: "phaseUseBegin" }, filter(event, player) { return player.countCards("h") > 0 && event.player != player; }, direct: true, content() { "step 0"; player .chooseCard(get.prompt2("dddzhuanshe", trigger.player)) .set("ai", card => { var target = _status.event.getTrigger().player; if (!_status.event.goon) { if (get.value(card) < 4) return -target.getUseValue(card) + 0.001; return 0; } return target.getUseValue(card); }) .set("goon", get.attitude(player, trigger.player)); "step 1"; if (result.bool) { var card = result.cards[0]; player.logSkill("dddzhuanshe", trigger.player); player.give(card, trigger.player, true); player.addTempSkill("dddzhuanshe_effect"); player.markAuto("dddzhuanshe_effect", [card.name]); } }, subSkill: { effect: { audio: "dddzhuanshe", trigger: { global: "useCard2" }, filter(event, player) { if (!player.getStorage("dddzhuanshe_effect").includes(event.card.name)) return false; if (event.player != _status.currentPhase) return false; var type = get.type(event.card, null, false); if (type != "basic" && type != "trick") return false; var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, event.player, current); }) ) { return true; } } return false; }, direct: true, group: "dddzhuanshe_damage", charlotte: true, onremove: true, content() { "step 0"; var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标"; player .chooseTarget(get.prompt("dddzhuanshe_effect"), function (card, player, target) { var player = _status.event.source; return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.source; return get.effect(target, trigger.card, player, _status.event.player); }) .set("targets", trigger.targets) .set("card", trigger.card) .set("source", trigger.player); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets) { player.logSkill(event.name, event.targets); trigger.targets.addArray(event.targets); game.log(event.targets, "也成为了", trigger.card, "的目标"); } }, }, damage: { audio: "dddzhuanshe", trigger: { global: "phaseEnd" }, filter(event, player) { var list = player.getStorage("dddzhuanshe_effect").slice(); event.player.getHistory("useCard", evt => { list.remove(evt.card.name); }); return list.length; }, charlotte: true, logTarget: "player", prompt2: "对其造成1点伤害", check(event, player) { return get.damageEffect(event.player, player, player) >= 0; }, content() { trigger.player.damage(player); }, }, }, }, dddweiqiu: { audio: 2, trigger: { global: "recoverBefore" }, filter(event, player) { return !player.countCards("h"); }, forced: true, direct: true, content() { trigger.player.logSkill("dddweiqiu", player); trigger.cancel(); player.draw(); }, }, //薛灵芸 dddlianer: { audio: 2, trigger: { player: "useCardAfter" }, filter(event, player) { return event.cards.filterInD("od").length > 0 && get.color(event.card) == "red"; }, content() { "step 0"; var cards = trigger.cards.filterInD("od"); event.cards = cards; player.gain(cards, "gain2"); "step 1"; var number = get.number(cards[0]); if (cards.length == 1 && typeof number == "number") { player.addTempSkill("dddlianer_ceiling"); player.storage["dddlianer_ceiling"] = number; } }, mod: { aiOrder(player, card, num) { if (get.itemtype(card) == "card" && get.color(card) == "red") { if (!player.storage["dddlianer_ceiling"]) return; var numx = get.number(card); if (typeof numx == "number") { return num + 10 / Math.max(1, player.storage["dddlianer_ceiling"] - numx); } } }, }, subSkill: { ceiling: { onremove: true, charlotte: true, mod: { cardEnabled(card, player) { if (!player.storage["dddlianer_ceiling"]) return; var num = get.number(card); if (num != "unsure" && (typeof num != "number" || player.storage["dddlianer_ceiling"] <= num)) return false; }, cardRespondable(card, player) { if (!player.storage["dddlianer_ceiling"]) return; var num = get.number(card); if (num != "unsure" && (typeof num != "number" || player.storage["dddlianer_ceiling"] <= num)) return false; }, cardSavable(card, player) { if (!player.storage["dddlianer_ceiling"]) return; var num = get.number(card); if (num != "unsure" && (typeof num != "number" || player.storage["dddlianer_ceiling"] <= num)) return false; }, }, }, }, }, dddanzhi: { audio: 2, trigger: { global: "phaseBegin" }, filter(event, player) { var evts = game.getAllGlobalHistory("everything", evt => ["useCard", "respond"].includes(evt.name)); if (!evts.length) return false; const color = get.color(evts.lastItem.card, false); return color == "black"; }, direct: true, content() { "step 0"; player.chooseTarget(get.prompt("dddanzhi"), "选择一名角色,此回合其第一次成为黑色牌的目标时,此牌对其无效").set("ai", target => { return get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("dddanzhi", target); target.addTempSkill("dddanzhi_effect"); } }, subSkill: { effect: { trigger: { target: "useCardToTarget" }, filter(event, player) { return get.color(event.card) == "black"; }, forced: true, charlotte: true, content() { trigger.targets.remove(player); trigger.getParent().triggeredTargets2.remove(player); trigger.untrigger(); game.log(trigger.card, "对", player, "无效了"); game.delayx(); player.removeSkill("dddanzhi_effect"); }, }, }, }, //刘宏 dddshixing: { audio: 2, trigger: { global: ["changeHp", "useCard1", "phaseBefore"], }, forced: true, onremove: true, filter(event, player) { var num = player.countMark("dddshixing"); if (event.name == "changeHp") { if (event.player.hasSex("female")) { var bool = !event.player.isDamaged(); if ((bool && (num & 1) == 0) || (!bool && (num & 1) == 1)) { return true; } } return false; } if (event.name == "useCard") { var bool = game.getGlobalHistory("useCard", evt => get.type2(evt.card) == "trick").length == 0; if ((bool && (num & 2) == 0) || (!bool && (num & 2) == 2)) { return true; } return false; } return true; }, content() { lib.skill["dddshixing"].applyChange(player); }, applyChange(player) { player.removeAdditionalSkill("dddshixing"); var bool1 = game.hasPlayer(current => !current.isDamaged() && current.hasSex("female")), bool2 = game.getGlobalHistory("useCard", evt => get.type2(evt.card) == "trick").length == 0; player.storage["dddshixing"] = bool1 + 2 * bool2; var list = []; if (bool1) list.push("xiangle"); if (bool2) list.push("jiushi"); if (!bool1 && !bool2) list.push("rezhiheng"); player.addAdditionalSkill("dddshixing", list); }, derivation: ["xiangle", "jiushi", "rezhiheng"], }, ddddanggu: { audio: 2, trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return game.countPlayer(current => current.isLinked()) < game.countPlayer(current => current.group == "qun"); }, forced: true, group: "ddddanggu_negative", content() { "step 0"; if (!event.loop) event.loop = 0; var num = game.countPlayer(current => current.group == "qun") - game.countPlayer(current => current.isLinked()); player .chooseTarget("党锢:横置至少" + get.cnNumber(num) + "名角色", [num, Infinity], true, (card, player, target) => { return !target.isLinked(); }) .set("ai", target => { return get.effect(target, { name: "tiesuo" }, _status.event.player); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); player.logSkill("ddddanggu", targets); targets.forEach(i => i.link()); } }, discard() { "step 0"; game.log(player, "进入了弃牌阶段"); event.num = Math.max(0, player.countCards("he", card => !player.canIgnoreHandcard(card)) - player.getHandcardLimit()); if (event.num <= 0) event.finish(); else { if (lib.config.show_phase_prompt) { player.popup("弃牌阶段"); } } event.trigger("phaseDiscard"); "step 1"; player.chooseToDiscard(num, true, "he"); "step 2"; event.cards = result.cards; }, subSkill: { negative: { trigger: { global: "phaseDiscardBegin" }, filter(event, player) { return event.player != player && event.player.isLinked(); }, forced: true, logTarget: "player", content() { trigger.setContent(lib.skill["ddddanggu"].discard); }, }, }, }, dddfuzong: { audio: 2, zhuSkill: true, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter(event, player) { if (!player.hasZhuSkill("dddfuzong")) return false; return event.name != "phase" || game.phaseNumber == 0; }, group: "dddfuzong_discard", content() { player.draw( game.countPlayer(current => { return current.group == "qun"; }) ); }, subSkill: { discard: { trigger: { global: "die" }, filter(event, player) { if (!player.hasZhuSkill("dddfuzong")) return false; return event.player.group == "qun"; }, zhuSkill: true, forced: true, logTarget: "player", content() { trigger.player.discardPlayerCard(player, "he", true).set("forceDie", true); }, }, }, }, //夏侯玄 dddlanghuai: { audio: 2, trigger: { player: "phaseDrawBegin1" }, zhuanhuanji: true, direct: true, content() { "step 0"; if (player.hasMark("dddxuanlun_del")) event._result = { bool: true }; else player .chooseBool(get.prompt("dddlanghuai"), "展示手牌(无牌则不展示),并改为摸其中" + (!player.storage["dddlanghuai"] ? "包含" : "缺少") + "花色数的牌") .set("ai", () => _status.event.bool) .set( "bool", (function () { var list = [], cards = player.getCards("h"); for (var i of cards) { var suit = get.suit(i, player); if (!lib.suit.includes(suit)) continue; list.add(suit); } if (player.storage["dddlanghuai"]) { list = list.removeArray(lib.suit); } return (list.length == 2 && !player.storage["dddlanghuai"]) || list.length > 2; })() ); "step 1"; if (result.bool) { player.logSkill("dddlanghuai"); delete player.storage["dddxuanlun_del"]; if (player.countCards("h")) player.showHandcards(); } else event.finish(); "step 2"; var list = [], cards = player.getCards("h"); for (var i of cards) { var suit = get.suit(i, player); if (!lib.suit.includes(suit)) continue; list.add(suit); } if (player.storage["dddlanghuai"]) { list = lib.suit.slice().removeArray(list); } player.changeZhuanhuanji("dddlanghuai"); trigger.changeToZero(); if (list.length) player.draw(list.length); }, mark: true, intro: { content(storage, player) { return "摸牌阶段,你可展示手牌(无牌则不展示),并改为摸其中" + (!storage ? "包含" : "缺少") + "花色数的牌。"; }, }, marktext: "☯", }, dddxuanlun: { audio: 2, trigger: { player: "damageEnd" }, content() { player.draw(4); player.addTempSkill("dddxuanlun_choose"); }, ai: { maixie: true, maixie_hp: true, result: { effect(card, player, target) { if (get.tag(card, "damage")) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (!target.hasFriend()) return; var num = 1; if (get.attitude(player, target) > 0) { if (player.needsToDiscard()) num = 0.7; else num = 0.5; } if (target.hp >= 4) return [1, num * 2.5]; if (target.hp == 3) return [1, num * 1.5]; if (target.hp == 2) return [1, num * 0.5]; } }, }, threaten: 0.6, }, subSkill: { choose: { trigger: { global: "phaseEnd" }, forced: true, charlotte: true, filter(event, player) { if (player.hasMark("dddxuanlun_del") && !player.countCards("h")) return false; return true; }, content() { "step 0"; var choices = []; var choiceList = ["将四张牌以任意顺序置于牌堆顶或底", "删去此项和〖朗怀〗中的“可”,直到你发动〖朗怀〗"]; if (player.countCards("he") >= 4 || player.hasMark("dddxuanlun_del")) choices.push("选项一"); else choiceList[0] = '' + choiceList[0] + ""; if (!player.hasMark("dddxuanlun_del")) choices.push("选项二"); else choiceList[1] = '' + choiceList[1] + ""; if (choices.length == 1 && choices[0] == "选项一") event._result = { control: "选项一" }; else player .chooseControl(choices) .set("choiceList", choiceList) .set("ai", () => { if (!_status.event.controls.includes("选项一")) return 1; if (!_status.event.controls.includes("选项二")) return 0; var player = _status.event.player; var num = 0; for (var card of player.getCards("he")) { if (get.value(card, player) <= 5) num++; if (num >= 4) break; } return num >= 4 ? 0 : 1; }); "step 1"; game.log(player, "选择了", "#y" + result.control); if (result.control == "选项一") { var cards = player.getCards("he"); if (cards.length <= 4) event._result = { bool: true, cards: cards, }; else player.chooseCard("玄论:将四张牌置于牌堆顶或牌堆底", "he", true, 4); } else { player.addMark("dddxuanlun_del", 1, false); event.finish(); } "step 2"; if (result.bool) { var cards = result.cards; event.cards = cards; player .chooseToMove() .set("list", [["牌堆顶", cards], ["牌堆底"]]) .set("prompt", "玄论:将这些牌置于牌堆顶或牌堆底") .set("processAI", function (list) { var cards = list[0][1], player = _status.event.player; var target = _status.currentPhase.next; var att = get.sgn(get.attitude(player, target)); var top = []; var judges = target.getCards("j"); var stopped = false; if (player != target || !target.hasWuxie()) { for (var i = 0; i < judges.length; i++) { var judge = get.judge(judges[i]); cards.sort(function (a, b) { return (judge(b) - judge(a)) * att; }); if (judge(cards[0]) * att < 0) { stopped = true; break; } else { top.unshift(cards.shift()); } } } var bottom; if (!stopped) { cards.sort(function (a, b) { return (get.value(b, player) - get.value(a, player)) * att; }); while (cards.length) { if (get.value(cards[0], player) <= 5 == att > 0) break; top.unshift(cards.shift()); } } bottom = cards; return [top, bottom]; }); } else event.finish(); "step 3"; if (result.bool) { var top = result.moved[0]; var bottom = result.moved[1]; top.reverse(); player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下"); var cards = top.addArray(bottom); player.$throw(cards.length, 1000); player.lose(cards, ui.cardPile).set("top", top).insert_index = function (event, card) { if (event.top.includes(card)) return ui.cardPile.firstChild; return null; }; } }, }, }, }, //张闿 dddjiexing: { audio: 2, trigger: { global: ["recoverBegin", "useCard"], }, filter(event, player) { if (event.player == player) return false; if (event.name == "recover") return player.isDamaged(); return get.type(event.card, false) == "equip" && event.cards.some(i => get.position(i, true) == "o" && player.canEquip(i, true)); }, limited: true, skillAnimation: true, animationColor: "legend", logTarget: "player", check(event, player) { if (get.attitude(player, event.player) >= 0) return false; if (event.name == "recover") return get.recoverEffect(event.player, player, player) < get.recoverEffect(player, player, player); return get.effect(event.targets[0], event.card, player, player) < get.effect(player, event.card, player, player); }, content() { player.awakenSkill("dddjiexing"); player.addSkill("dddjiexing_reset"); if (trigger.name == "recover") { trigger.cancel(); player.recover(trigger.num); } else { trigger.all_excluded = true; trigger.targets.length = 0; var cards = trigger.cards.filterInD(); for (var i of cards) { if (player.canEquip(i, true)) player.equip(i); } } }, subSkill: { reset: { audio: "dddjiexing", trigger: { player: ["recoverAfter", "useCardAfter"] }, filter(event, player) { if (event.getParent().name == "dddjiexing") return false; if (event.name == "useCard") return get.type(event.card, false) == "equip"; return true; }, forced: true, charlotte: true, content() { player.restoreSkill("dddjiexing"); player.removeSkill("dddjiexing_reset"); }, }, }, }, dddbailei: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, filter(event, player) { return game.hasPlayer(current => current.isMaxEquip(true) && current.countGainableCards(player, "he")) || game.hasPlayer(current => current.getHp() == 1); }, direct: true, content() { "step 0"; player .chooseTarget(get.prompt2("dddbailei"), (card, player, target) => { return (target.isMaxEquip(true) && target.countGainableCards(player, "he")) || target.getHp() == 1; }) .set("ai", target => { var att = get.attitude(_status.event.player, target); if (att >= 3) return false; if (target.hp == 1) return 100; return 1; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("dddbailei", target); if (target.isMaxEquip(true) && target.hp == 1) { if (target.countGainableCards(player, "he")) { player.gainPlayerCard("拜泪:获得" + get.translation(target) + "一张牌,或点击“取消”对其造成1点伤害", "he", target); } else event._result = { bool: false }; } else if (target.isMaxEquip(true)) player.gainPlayerCard("拜泪:获得" + get.translation(target) + "一张牌", "he", target, true); else { event._result = { bool: false }; } } else event.finish(); "step 2"; if (!result.bool) { player.line(target); // player.trySkillAnimate('dddbailei_animate','dddbailei_animate',player.checkShow('dddbailei')); target.damage(); game.delayx(); } else event.finish(); "step 3"; if (target.isIn()) { event.finish(); return; } player.removeSkills("dddbailei"); }, subSkill: { animate: { skillAnimation: true, animationColor: "fire", }, }, }, }; export default skills;