import { lib, game, ui, get, ai, _status } from "../noname.js";
game.import("character", function () {
return {
name: "offline",
connect: true,
connectBanned: ["zhangliang"],
characterSort: {
offline: {
offline_star: [
"jsp_ganfuren",
"sp_xiahoushi",
"jsp_zhaoyun",
"huangjinleishi",
"sp_pangtong",
"sp_daqiao",
"sp_ganning",
"sp_xiahoudun",
"sp_lvmeng",
"sp_zhangfei",
"sp_liubei",
"old_machao",
"zhangliang",
"jsp_caoren",
],
offline_sticker: [
"sp_gongsunzan",
"sp_simazhao",
"sp_wangyuanji",
"sp_xinxianying",
"sp_liuxie",
],
offline_yijiang: ["ol_xinxianying"],
offline_luanwu: ["ns_lijue", "ns_zhangji", "ns_fanchou"],
offline_yongjian: [
"ns_chendao",
"yj_caoang",
"yj_caocao",
"yj_liru",
"yj_caohong",
"yj_zhangfei",
"yongjian_ganning",
"yj_dongzhuo",
"yj_xuyou",
"yj_jiaxu",
"yj_zhenji",
],
offline_piracyE: [
"shen_jiaxu",
"pe_wangyun",
"pe_zhonghui",
"pe_sunchen",
"pe_mengda",
"pe_wenqin",
"ns_caoanmin",
"jiangqing",
"kongrong",
"jiling",
"tianfeng",
"mateng",
],
offline_piracyS: [
"ns_jiaxu",
"longyufei",
"ps_guanyu",
"ps1059_guojia",
"ps2070_guojia",
"ps2063_zhaoyun",
"ps2067_zhaoyun",
"ps1062_zhouyu",
"ps2080_zhouyu",
"ps_caozhi",
"ps_jin_simayi",
"ps_caopi",
"ps_simayi",
"ps2068_simayi",
"ps_machao",
"ps_zhugeliang",
"ps2066_zhugeliang",
"ps_jiaxu",
"ps_lvbu",
"ps_shen_machao",
"jsp_liubei",
],
offline_piracyK: ["pk_sp_duyu"],
offline_vtuber: ["vtb_xiaosha", "vtb_xiaoshan", "vtb_xiaotao", "vtb_xiaole", "vtb_xiaojiu"],
offline_longyutao: ["drag_guanyu", "drag_caoren", "drag_lvchang"],
//offline_others:[""],
},
},
character: {
drag_guanyu: ["male", "shu", 4, ["dragchaojue", "dragjunshen"]],
drag_caoren: ["male", "wei", 4, ["draglizhong", "dragjuesui"]],
drag_lvchang: ["male", "wei", 3, ["dragjuwu", "dragshouxiang"]],
jsp_ganfuren: ["female", "shu", 3, ["shushen", "shenzhi"], ["character:gz_ganfuren"]],
ol_xinxianying: ["female", "wei", 3, ["xincaishi", "xinzhongjian"]],
zhangliang: ["male", "qun", 4, ["old_jijun", "old_fangtong"]],
jsp_caoren: ["male", "wei", 4, ["kuiwei", "yanzheng"]],
old_machao: ["male", "qun", 4, ["zhuiji", "oldcihuai"]],
vtb_xiaosha: ["female", "qun", 4, ["vtbguisha", "vtbshuli"]],
vtb_xiaoshan: ["female", "qun", 4, ["vtbshanwu", "vtbxianli"]],
vtb_xiaotao: ["female", "qun", 4, ["vtbtaoyan", "vtbyanli"]],
vtb_xiaole: ["female", "qun", 4, ["vtbleyu", "vtbyuanli"]],
vtb_xiaojiu: ["female", "qun", 4, ["vtbmeiniang", "vtbyaoli"]],
ps_shen_machao: ["male", "shen", 4, ["psshouli", "pshengwu"], ["qun"]],
mateng: ["male", "qun", 4, ["mashu", "xiongyi"]],
tianfeng: ["male", "qun", 3, ["sijian", "gzsuishi"]],
jiling: ["male", "qun", 4, ["shuangren"]],
kongrong: ["male", "qun", 3, ["zymingshi", "lirang"]],
jiangqing: ["male", "wu", 4, ["zyshangyi"]],
pk_sp_duyu: ["male", "qun", 4, ["pkwuku", "pksanchen"]],
ps_lvbu: ["male", "qun", 4, ["wushuang", "pssheji"]],
ps_jiaxu: ["male", "qun", 4, ["wansha", "psqupo", "psbaoquan"]],
ps_machao: ["male", "shu", 4, ["mashu", "tieji", "psweihou"]],
ps2066_zhugeliang: ["male", "shu", 3, ["pszhiji", "psjiefeng", "kongcheng"]],
ps_zhugeliang: ["male", "shu", 3, ["psguanxing", "pslongyin"]],
ps_simayi: ["male", "wei", 3, ["reguicai", "pshuxiao"]],
ps2068_simayi: ["male", "wei", 3, ["refankui", "reguicai", "pszhonghu"]],
ps_caopi: ["male", "wei", 3, ["psjianwei", "fangzhu", "songwei"], ["zhu"]],
ps_jin_simayi: ["male", "jin", 3, ["smyyingshi", "psquanyi"]],
ps_caozhi: ["male", "wei", 3, ["psliushang", "psqibu"]],
ps1062_zhouyu: ["male", "wu", 3, ["yingzi", "psoldshiyin"]],
ps2080_zhouyu: ["male", "wu", 3, ["psshiyin", "psquwu", "psliaozou"]],
ps2063_zhaoyun: ["male", "shu", 4, ["psqijin", "psqichu", "pslongxin"]],
ps2067_zhaoyun: ["male", "shu", 4, ["longdan", "pshuiqiang", "pshuntu"]],
ps1059_guojia: ["male", "wei", 3, ["tiandu", "psqizuo"]],
ps2070_guojia: ["male", "wei", 3, ["yiji", "psquanmou"]],
ps_guanyu: ["male", "shu", 4, ["wusheng", "pszhonghun", "nuzhan"]],
pe_wenqin: ["male", "wei", 4, ["gzjinfa"]],
pe_sunchen: ["male", "wu", 4, ["zyshilu", "zyxiongnve"]],
pe_mengda: ["male", "wei", 4, ["qiuan", "liangfan"]],
pe_zhonghui: ["male", "wei", 4, ["zyquanji", "zypaiyi"], ["clan:颍川钟氏"]],
pe_wangyun: ["male", "qun", 3, ["zylianji", "zymoucheng"], ["clan:太原王氏"]],
shen_jiaxu: ["male", "shen", 3, ["weimu", "zybishi", "zyjianbing"], ["qun"]],
yj_zhenji: ["female", "wei", 3, ["yjluoshen", "qingguo"]],
yj_jiaxu: ["male", "wei", 3, ["yjzhenlve", "yjjianshu", "yjyongdi"]],
yj_xuyou: ["male", "qun", 3, ["yjshicai", "yjchenggong", "yjzezhu"]],
yj_dongzhuo: ["male", "qun", 7, ["yjtuicheng", "yjyaoling", "yjshicha", "yjyongquan"], ["zhu"]],
yongjian_ganning: ["male", "wu", 4, ["yjjielve"]],
yj_zhangfei: ["male", "shu", 4, ["yjmangji"]],
yj_caohong: ["male", "wei", 4, ["yjlifeng"]],
yj_liru: ["male", "qun", 3, ["yjdumou", "yjweiquan", "yjrenwang"]],
yj_caocao: ["male", "qun", 4, ["yjxiandao", "yjsancai", "yjyibing"]],
longyufei: ["female", "shu", 3, ["longyi", "zhenjue"]],
sp_liubei: ["male", "shu", 4, ["zhaolie", "shichou"], ["zhu"]],
sp_zhangfei: ["male", "shu", 4, ["jie", "dahe"]],
sp_lvmeng: ["male", "wu", 3, ["tanhu", "mouduan"]],
sp_xiahoudun: ["male", "wei", 4, ["fenyong", "xuehen"], ["die_audio"]],
sp_ganning: ["male", "qun", 4, ["yinling", "junwei"]],
sp_daqiao: ["female", "wu", 3, ["yanxiao", "anxian"]],
sp_pangtong: ["male", "qun", 3, ["xinmanjuan", "zuixiang"]],
huangjinleishi: ["female", "qun", 3, ["fulu", "fuji"]],
jsp_zhaoyun: ["male", "qun", 3, ["chixin", "reyicong", "suiren"]],
sp_xiahoushi: ["female", "shu", 3, ["xinfu_yanyu", "xinfu_xiaode"]],
sp_gongsunzan: ["male", "qun", 4, ["spyicong", "sptuji"]],
sp_simazhao: ["male", "wei", 3, ["spzhaoxin", "splanggu"]],
sp_wangyuanji: ["female", "wei", 3, ["spfuluan", "spshude"]],
sp_xinxianying: ["female", "wei", 3, ["spmingjian", "spyinzhi"]],
sp_liuxie: ["male", "qun", 3, ["sphuangen", "sphantong"]],
ns_lijue: ["male", "qun", "4/6", ["nsfeixiong", "nscesuan"]],
ns_zhangji: ["male", "qun", 4, ["nslulve"]],
ns_fanchou: ["male", "qun", 4, ["nsyangwu"]],
ns_jiaxu: ["male", "qun", 3, ["nsyice", "luanwu"]],
ns_chendao: ["male", "shu", 4, ["nsjianglie"]],
yj_caoang: ["male", "wei", 4, ["yjxuepin"]],
ns_caoanmin: ["male", "wei", 4, ["nskuishe"]],
jsp_liubei: ["male", "qun", 4, ["jsprende"]],
},
characterIntro: {
lvchang:
"吕常(161—221年),荆州南阳博望(今河南省南阳市方城县博望镇)人,汉末至三国时期曹魏将领。吕常曾担任曹魏横海将军、章陵太守,为武猛都尉厉节中郎将裨将军,封关内侯。常以中勇,显名州司,试守雉长,执戈秉戎,慎守易,兵不顿于敌国,坠不侵于四邻,拜武猛都尉厉节中郎将裨将军,封关内侯。王师南征,与充军从,奄有江汉,舍爵册勋,封阴德亭侯,领郡。鸠集荒散,为民统纪,三考有成,转拜平狄将军,改封卢亭侯,莅国赋政,十有三年。会蜀将关羽猖獗为寇,常御之,羽不能克。文帝加其庸,转拜横海将军,徙封西鄂都乡侯,食邑并七百户。年六十一,黄初二年正月卒。",
huangjinleishi: "黄巾军中负责施法的女祭司二人组。",
longyufei:
"《三国杀·阵面对决》中的虚构角色,设定是由刘备之女夏侯岚、关羽之女关银屏、张飞之女张星彩三人在与吕布之魔魂战斗时,释放雅典娜的惊叹而召唤出来的精元化神。",
pk_sp_duyu:
"杜预(222年-285年),字元凯,京兆郡杜陵县(今陕西西安)人,中国魏晋时期军事家、经学家、律学家,曹魏散骑常侍杜恕之子。杜预初仕曹魏,任尚书郎,后成为权臣司马昭的幕僚,封丰乐亭侯。西晋建立后,历任河南尹、安西军司、秦州刺史、度支尚书等职。咸宁四年(278年)接替羊祜出任镇南大将军,镇守荆州。他积极备战,支持晋武帝司马炎对孙吴作战,并在咸宁五年(279年)成为晋灭吴之战的统帅之一。战后因功进封当阳县侯,仍镇荆州。太康五年(285年),杜预被征入朝,拜司隶校尉,途中于邓县逝世,终年六十三岁。获赠征南大将军、开府仪同三司,谥号为成。杜预耽思经籍,博学多通,多有建树,时誉为“杜武库”。著有《春秋左氏传集解》及《春秋释例》等。为明朝之前唯一一个同时进入文庙和武庙之人。",
ps_shen_machao:
"字孟起,扶风茂陵人。面如冠玉,目如流星,虎体猿臂,彪腹狼腰,声雄力猛。因衣着讲究,举止非凡,故人称“锦马超”。麾铁骑,捻金枪。",
xiaosha:
'2021年「虚拟天团」Vtuber企划中推出的虚拟偶像之一,该企划原定培养12位虚拟偶像,然而企划由于各方面原因暴死,现虚拟偶像仅存在于各武将的皮肤中。
设定上为三国杀新手菜鸡,误打误撞参加了三国杀组织的《三国之星》选秀大赛,没想到一路靠着颜值和风风火火的爽快性格过关斩将吸粉无数,获得了冠军,成为官方签约的形象代言人。
小杀现于B站还存在对应账号,但早已荒废。',
xiaoshan:
"2021年「虚拟天团」Vtuber企划中推出的虚拟偶像之一,该企划原定培养12位虚拟偶像,然而企划由于各方面原因暴死,现虚拟偶像仅存在于各武将的皮肤中。
设定上为小杀同系不同班的同学,由于本身性格比较安静,所以和风风火火的小杀有些不对盘。知道小杀也玩三国杀后,外表高冷、内心傲娇的她偷偷也去玩了游戏,立志要在游戏里碾压她。
小闪对应B站账号已销号。",
xiaotao:
"2021年「虚拟天团」Vtuber企划中推出的虚拟偶像之一,该企划原定培养12位虚拟偶像,然而企划由于各方面原因暴死,现虚拟偶像仅存在于各武将的皮肤中。
设定上为小杀的亲妹妹,陪姐姐去拍摄代言宣传照的时候,被导演看中,觉得三国美貌姐妹花是非常好的噱头,于是一并签下。正所谓“三国姐妹花,永远不分家!”。
小桃对应B站账号已销号。",
xiaole: "2021年「虚拟天团」Vtuber企划中推出的虚拟偶像之一,该企划原定培养12位虚拟偶像,然而企划由于各方面原因暴死,现虚拟偶像仅存在于各武将的皮肤中。
设定上小乐家与小桃小杀家是世交,三人从小就认识。和小闪是同班同学,小乐很喜欢安静的小闪。和小酒是小杀介绍认识的,大家都是打三国杀的网友,在打游戏时候比较依赖小酒——躺赢人躺赢魂,躺赢都是人上人。
小乐对应B站账号已销号。",
xiaojiu:
"2021年「虚拟天团」Vtuber企划中推出的虚拟偶像之一,该企划原定培养12位虚拟偶像,然而企划由于各方面原因暴死,现虚拟偶像仅存在于各武将的皮肤中。
设定上为非人类,是一只年龄成迷的神兽,真身是白泽。是小杀网上玩游戏认识的网友,爱好是喝酒,和小杀也有好酒友的关系。
小酒对应B站账号已销号。",
},
characterTitle: {
jsp_liubei: "S1019",
ns_caoanmin: "S1023",
longyufei: "S1044",
ps1059_guojia: "S1059",
ps_lvbu: "S1061",
ps1062_zhouyu: "S1062",
ps_jiaxu: "S1066",
ps_jin_simayi: "S1067",
ps_guanyu: "S2065",
ps2063_zhaoyun: "S2063",
ps2066_zhugeliang: "S2066",
ps2067_zhaoyun: "S2067",
ps2068_simayi: "S2068",
ps_machao: "S2069",
ps2070_guojia: "S2070",
ps_simayi: "S2073",
ps_zhugeliang: "S2073",
ps_caopi: "S2075",
ns_jiaxu: "S2079",
ps2080_zhouyu: "S2080",
ps_caozhi: "S2081",
ps_shen_machao: "SX015",
},
perfectPair: {},
card: {
yanxiao_card: {
type: "special_delay",
fullimage: true,
noEffect: true,
ai: {
basic: {
order: 1,
useful: 1,
value: 8,
},
result: {
target: 1,
},
},
},
},
characterFilter: {},
skill: {
//龙起襄樊
//关羽
//界界关羽
dragchaojue: {
trigger: { player: "phaseZhunbeiBegin" },
filter(event, player) {
if (!game.hasPlayer((target) => target != player)) return false;
return player.countCards(
"h",
(card) => _status.connectMode || lib.filter.cardDiscardable(card, player)
);
},
async cost(event, trigger, player) {
event.result = await player
.chooseToDiscard(get.prompt2("dragchaojue"), "h")
.set("ai", (card) => {
const player = get.event("player");
if (!game.hasPlayer((target) => get.attitude(player, target) < 0)) return 0;
return 7.5 - get.value(card);
})
.set("logSkill", "dragchaojue")
.forResult();
},
popup: false,
async content(event, trigger, player) {
const targets = game.filterPlayer((target) => target != player).sortBySeat();
if (targets.length) {
const suits = event.cards
.reduce((list, card) => list.add(get.suit(card, player)), [])
.sort((a, b) => {
return lib.suit.indexOf(a) - lib.suit.indexOf(b);
});
player.line(targets);
for (const i of targets) {
i.addTempSkill("dragchaojue_buff");
i.markAuto("dragchaojue_buff", suits);
}
for (const target of targets) {
const {
result: { bool },
} = await target
.chooseToGive(
player,
(card, player) => {
return get.event("suits").includes(get.suit(card));
},
"h",
"give"
)
.set("suits", suits)
.set("ai", (card) => {
const player = get.event("player"),
target = get.event().getParent().player;
const att = get.attitude(player, target);
if (att > 0) return 7.5 - get.value(card);
if (att == 0 && get.attitude(target, player) == 0) return 0;
if (
att < 0 &&
get.attitude(target, player) < 0 &&
player.getSkills(null, false, false).some((skill) => {
if (get.is.locked(skill, player)) return false;
const info = get.info(skill);
return (
info &&
info.ai &&
(info.ai.maixie || info.ai.maixie_hp || info.ai.maixie_defend)
);
}) &&
player.getHp() > 2
)
return 0;
return 7.5 - get.value(card);
})
.set(
"prompt",
"超绝:交给" +
get.translation(player) +
"一张" +
get.translation(suits) +
"手牌,或本回合非锁定技失效"
);
if (!bool) target.addTempSkill("fengyin");
}
}
},
subSkill: {
buff: {
onremove: true,
charlotte: true,
mod: {
cardEnabled2(card, player) {
if (player.getStorage("jsrgguanjue_ban").includes(get.suit(card)))
return false;
},
},
marktext: "绝",
intro: { content: "本回合内不能使用或打出$牌" },
},
},
},
dragjunshen: {
mod: {
targetInRange(card, player) {
if (get.suit(card) == "diamond" && card.name == "sha") return true;
},
},
locked: false,
enable: ["chooseToUse", "chooseToRespond"],
filterCard(card, player) {
return get.color(card) == "red";
},
viewAsFilter(player) {
return player.countCards("hes", { color: "red" });
},
position: "hes",
viewAs: { name: "sha" },
prompt: "将一张红色牌当作【杀】使用或打出",
check(card) {
const val = get.value(card);
if (_status.event.name == "chooseToRespond") return 1 / Math.max(0.1, val);
return 5 - val;
},
ai: {
order(item, player) {
if (!player || !_status.event.type || _status.event.type != "phase") {
return 0.1;
}
return get.order({ name: "sha" }, player) + 0.3;
},
respondSha: true,
skillTagFilter(player) {
if (!player.countCards("hes", { color: "red" })) return false;
},
},
group: ["dragjunshen_add", "dragjunshen_damage"],
subSkill: {
add: {
trigger: { player: "useCard2" },
filter(event, player) {
if (event.card.name != "sha" || get.suit(event.card) != "heart") return false;
return game.hasPlayer((target) => {
return (
target != player &&
!event.targets.includes(target) &&
lib.filter.targetEnabled2(event.card, player, target) &&
lib.filter.targetInRange(event.card, player, target)
);
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(
get.prompt("dragjunshen_add"),
"为" + get.translation(trigger.card) + "额外指定一个目标",
(card, player, target) => {
const evt = get.event().getTrigger();
return (
target != player &&
!evt.targets.includes(target) &&
lib.filter.targetEnabled2(evt.card, player, target) &&
lib.filter.targetInRange(evt.card, player, target)
);
}
)
.set("ai", (target) =>
get.effect(target, _status.event.getTrigger().card, _status.event.player)
)
.forResult();
},
content() {
trigger.targets.addArray(event.targets);
},
},
damage: {
trigger: { source: "damageBegin1" },
filter(event, player) {
const evt = event.getParent(2);
return evt.name == "useCard" && evt.skill == "dragjunshen";
},
logTarget: "player",
prompt2(event, player) {
return "令" + get.translation(event.player) + "选择弃置装备区所有牌或令此伤害+1";
},
async content(event, trigger, player) {
const target = trigger.player;
let result;
if (!target.countDiscardableCards(target, "e")) result = { index: 1 };
else
result = await target
.chooseControl()
.set("choiceList", ["弃置装备区所有牌", "令此伤害+1"])
.set("ai", () => {
const player = get.event("player"),
trigger = get.event().getTrigger();
if (
player.getHp() <= 2 ||
player.getDiscardableCards(player, "e").reduce((sum, card) => {
return sum + get.value(card, player);
}, 0) < 7
)
return 0;
return 1;
})
.forResult();
if (result.index == 0) {
await target.discard(target.getDiscardableCards(target, "e"));
} else trigger.increase("num");
},
},
},
},
//龙曹仁
draglizhong: {
trigger: { player: "phaseJieshuBegin" },
async cost(event, trigger, player) {
let choiceList = [
"将任意张装备牌至于任意名角色的装备区",
"令你或任意名装备区里有牌的角色摸一张牌",
],
choices = ["置入装备", "团体摸牌", "cancel2"];
if (
!player.countCards("he", (card) => {
if (get.type(card) != "equip") return false;
return game.hasPlayer((target) => {
return target.canEquip(card);
});
})
) {
choices.shift();
choiceList[0] = '' + choiceList[0] + "";
}
const {
result: { control },
} = await player
.chooseControl(choices)
.set("prompt", "###" + get.prompt("draglizhong") + "###选择首先执行的一项")
.set("choiceList", choiceList)
.set("ai", () => {
return get.event("controls")[0];
});
event.result = { bool: control != "cancel2", cost_data: control };
},
async content(event, trigger, player) {
let choices = ["置入装备", "团体摸牌"],
used = false;
if (event.cost_data == "团体摸牌") choices.reverse();
choices.push(event.cost_data);
for (let i = 1; i <= 3; i++) {
if (i == 3 && used) break;
switch (choices[i - 1]) {
case "置入装备":
while (
player.hasCard((card) => {
if (get.type(card) != "equip") return false;
return game.hasPlayer((target) => {
return target.canEquip(card);
});
}, "he")
) {
const {
result: { bool, cards, targets },
} = await player.chooseCardTarget({
prompt: "厉战:将一张装备牌置于一名角色的装备区",
filterCard(card) {
return get.type(card) == "equip";
},
position: "he",
filterTarget(card, player, target) {
return target.canEquip(card);
},
ai1(card) {
return 6 - get.value(card);
},
ai2(target) {
const player = get.event("player");
const att = get.attitude(player, target);
if (att <= 0 || target.countCards("e")) return 0;
return att * (target == player ? 1 : 3);
},
});
if (bool) {
if (i == 1 && !used) used = true;
const card = cards[0],
target = targets[0];
player.line(target);
if (target != player) {
player.$give(card, target, false);
}
await game.asyncDelay(0.5);
await target.equip(card);
} else break;
}
break;
case "团体摸牌":
const { result } = await player
.chooseTarget(
"厉战:令你或任意名装备区有牌的角色摸一张牌",
(card, player, target) => {
if (target != player && !target.countCards("e")) return false;
if (ui.selected.targets.length) {
const choose = ui.selected.targets[0];
if (choose == player && !player.countCards("e")) return false;
}
return true;
},
[1, Infinity]
)
.set("multitarget", true)
.set("complexTarget", true)
.set("ai", (target) => {
const player = get.event("player");
if (!player.countCards("e")) {
if (
game.countPlayer((choose) => {
return (
choose.countCards("e") &&
get.attitude(player, choose) > 0
);
}) > 1 &&
target == player
)
return 0;
}
return get.attitude(player, target);
});
if (result.bool) {
if (i == 1 && !used) used = true;
const targets = result.targets.sortBySeat();
player.line(targets);
choices.addArray(targets);
for (let j = 0; j < targets.length; j++) {
await targets[j].draw("nodelay");
}
await game.asyncDelayx();
}
break;
}
}
choices = choices.slice(3);
if (choices.length) {
choices.sortBySeat();
player.line(choices);
for (const target of choices) {
target.addTempSkill("draglizhong_effect", "roundStart");
}
await game.asyncDelayx();
}
},
subSkill: {
effect: {
charlotte: true,
mod: {
maxHandcard(player, num) {
return num + 2;
},
},
enable: "chooseToUse",
filterCard: true,
position: "e",
viewAs: { name: "wuxie" },
filter(event, player) {
return player.countCards("e") > 0;
},
viewAsFilter(player) {
return player.countCards("e") > 0;
},
prompt: "将一张装备区的牌当作【无懈可击】使用",
check(card) {
return 8 - get.equipValue(card);
},
mark: true,
marktext: "守",
intro: { content: "手牌上限+2,可将装备区的牌当作【无懈可击】使用" },
},
},
},
//撅碎(难视
dragjuesui: {
trigger: { global: "dying" },
filter(event, player) {
return (
!player.getStorage("dragjuesui").includes(event.player) &&
event.player.hasEnabledSlot()
);
},
check(event, player) {
const target = event.player;
if (get.attitude(player, target) <= 0) return false;
return (
player.countCards("hs", (card) => player.canSaveCard(card, target)) +
target.countCards("hs", (card) => target.canSaveCard(card, target)) <
1 - target.hp
);
},
logTarget: "player",
async content(event, trigger, player) {
const target = trigger.player;
player.markAuto("dragjuesui", [target]);
const {
result: { bool },
} = await target.chooseBool("是否将体力值回复至1点并废除装备栏?");
if (bool) {
await target.recoverTo(1);
let disables = [];
for (let i = 1; i <= 5; i++) {
for (let j = 0; j < target.countEnabledSlot(i); j++) {
disables.push(i);
}
}
if (disables.length) await target.disableEquip(disables);
target.addSkill("dragjuesui_wusheng");
} else {
target.chat("拒绝!");
}
},
init(player) {
if (player.getStorage("dragjuesui").length) {
player.markSkill("dragjuesui");
}
},
intro: { content: "已对$发动过此技能" },
subSkill: {
wusheng: {
charlotte: true,
mark: true,
marktext: "碎",
intro: { content: "殊死一搏!可将黑色非基本牌当作无次数限制的【杀】使用" },
mod: {
cardUsable(card, player, num) {
if (card.storage && card.storage.dragjuesui) return Infinity;
},
},
enable: ["chooseToUse", "chooseToRespond"],
filterCard(card, player) {
return get.color(card) == "black" && get.type(card) != "basic";
},
position: "hse",
viewAs: { name: "sha", storage: { dragjuesui: true } },
viewAsFilter(player) {
if (
!player.countCards("hes", (card) => {
return get.color(card) == "black" && get.type(card) != "basic";
})
)
return false;
},
prompt: "将一张黑色非基本牌当作无次数限制的【杀】使用或打出",
check(card) {
return 7 - get.value(card);
},
ai: {
order(item, player) {
if (!player || !_status.event.type || _status.event.type != "phase") {
return 0.1;
}
return get.order({ name: "sha" }, player) * 0.99;
},
respondSha: true,
skillTagFilter(player) {
if (
!player.countCards("hes", (card) => {
return get.color(card) == "black" && get.type(card) != "basic";
})
)
return false;
},
},
},
},
},
//吕常×SP淳于琼√
dragjuwu: {
trigger: { target: "shaBefore" },
filter(event, player) {
return (
!game.hasNature(event.card) &&
game.countPlayer((target) => event.player.inRange(target)) >= 3
);
},
forced: true,
content() {
trigger.cancel();
},
ai: {
effect: {
target(card, player, target) {
if (
card.name == "sha" &&
!game.hasNature(card) &&
game.countPlayer((targetx) => player.inRange(targetx)) >= 3
)
return "zerotarget";
},
},
},
},
dragshouxiang: {
trigger: { player: "phaseDrawBegin2" },
filter(event, player) {
if (!game.hasPlayer((target) => target.inRange(player))) return false;
return !event.numFixed;
},
check(event, player) {
if (player.skipList.includes("phaseUse")) return true;
return (
player.countCards("h") +
event.num +
Math.min(
5,
game.countPlayer((target) => {
return target.inRange(player);
})
) -
game.countPlayer((target) => {
return target != player && get.attitude(player, target) > 0;
}) <=
player.getHandcardLimit()
);
},
content() {
trigger.num += Math.min(
5,
game.countPlayer((target) => target.inRange(player))
);
player.skip("phaseUse");
player.addTempSkill("dragshouxiang_effect");
},
subSkill: {
effect: {
charlotte: true,
trigger: { player: "phaseDiscardBegin" },
filter(event, player) {
return game.hasPlayer((target) => target.inRange(player));
},
forced: true,
async content(event, trigger, player) {
const num = Math.min(
5,
game.countPlayer((target) => target.inRange(player))
);
if (num) {
if (_status.connectMode)
game.broadcastAll(() => (_status.noclearcountdown = true));
let list = [];
while (
num - list.length > 0 &&
player.hasCard((card) => {
return !list.some((list) => list[1] == card);
}, "h") &&
game.hasPlayer((target) => {
return target != player && !list.some((list) => list[0] == target);
})
) {
const {
result: { bool, targets, cards },
} = await player
.chooseCardTarget({
prompt: "守襄:你可以交给任意名角色各一张手牌",
prompt2: "(还可分配" + (num - list.length) + "张)",
position: "h",
animate: false,
filterCard(card, player) {
return !get.event("list").some((list) => list[1] == card);
},
filterTarget(card, player, target) {
return (
target != player &&
!get.event("list").some((list) => list[0] == target)
);
},
ai1(card) {
if (card.name == "shan") return 1;
return Math.random();
},
ai2(target) {
return get.attitude(get.event("player"), target);
},
})
.set("list", list);
if (bool) {
list.push([targets[0], cards[0]]);
player.addGaintag(cards, "olsujian_given");
} else break;
}
if (_status.connectMode) {
game.broadcastAll(() => {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
if (list.length) {
await game
.loseAsync({
gain_list: list,
player: player,
cards: list.slice().map((list) => list[1]),
giver: player,
animate: "giveAuto",
})
.setContent("gaincardMultiple");
}
}
},
},
},
},
//天书乱斗虚拟偶像线下化
//小杀
vtbguisha: {
audio: 1,
trigger: { global: "useCard" },
direct: true,
shaRelated: true,
filter: function (event, player) {
return (
event.player != player &&
event.card.name == "sha" &&
player.countCards("he") > 0 &&
event.player.isPhaseUsing()
);
},
content: function () {
"step 0";
var go = false,
d1 = false;
if (get.attitude(player, trigger.player) > 0) {
d1 = true;
if (trigger.player.hasSkill("jueqing") || trigger.player.hasSkill("gangzhi"))
d1 = false;
for (var target of trigger.targets) {
if (
!target.mayHaveShan(
player,
"use",
target.getCards("h", (i) => {
return i.hasGaintag("sha_notshan");
})
) ||
trigger.player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: trigger.card,
},
true
)
) {
if (!target.hasSkill("gangzhi")) d1 = false;
if (
target.hasSkillTag("filterDamage", null, {
player: trigger.player,
card: trigger.card,
}) ||
get.attitude(player, target) >= 0
)
d1 = false;
}
}
if (trigger.addCount === false || !trigger.player.isPhaseUsing()) go = false;
else if (
!trigger.player.hasSkill("paoxiao") &&
!trigger.player.hasSkill("tanlin3") &&
!trigger.player.hasSkill("zhaxiang2") &&
!trigger.player.hasSkill("fengnu") &&
!trigger.player.getEquip("zhuge")
) {
var nh = trigger.player.countCards("h");
if (player == trigger.player) {
go = player.countCards("h", "sha") > 0;
} else if (nh >= 4) {
go = true;
} else if (player.countCards("h", "sha")) {
if (nh == 3) {
go = Math.random() < 0.8;
} else if (nh == 2) {
go = Math.random() < 0.5;
}
} else if (nh >= 3) {
if (nh == 3) {
go = Math.random() < 0.5;
} else if (nh == 2) {
go = Math.random() < 0.2;
}
}
}
}
go = go * Math.random() + d1 * Math.random() > 0.4;
//AI停顿
if (
go &&
!event.isMine() &&
!event.isOnline() &&
player.hasCard(function (card) {
return (
get.value(card) < 6 && lib.filter.cardDiscardable(card, player, event.name)
);
}, "he")
) {
game.delayx();
}
var next = player.chooseToDiscard(
get.prompt("vtbguisha"),
"弃置一张牌,令" +
get.translation(trigger.player) +
"本次使用的【杀】不计入使用次数,且对" +
get.translation(trigger.targets) +
"造成的伤害+1",
"he"
);
next.logSkill = ["vtbguisha", trigger.player];
next.set("ai", function (card) {
if (_status.event.go) {
return 6 - get.value(card);
}
return 0;
});
next.set("go", go);
"step 1";
if (result.bool) {
if (trigger.addCount !== false) {
trigger.addCount = false;
trigger.player.getStat().card.sha--;
}
trigger.player.addTempSkill("vtbguisha_bonus");
if (!trigger.card.storage) trigger.card.storage = {};
trigger.card.storage.vtbguisha_targets = trigger.targets;
}
},
ai: {
expose: 0.2,
},
subSkill: {
bonus: {
trigger: {
source: "damageBegin1",
},
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
return (
event.card &&
event.card.name == "sha" &&
event.card.storage &&
event.card.storage.vtbguisha_targets &&
event.card.storage.vtbguisha_targets.includes(event.player)
);
},
content: function () {
trigger.num++;
},
},
},
},
vtbshuli: {
audio: 1,
trigger: {
global: "damageSource",
},
usable: 2,
filter: function (event, player) {
return (
event.source &&
event.source != player &&
event.card &&
event.card.name == "sha" &&
event.source.isIn()
);
},
check: function (event, player) {
return (
get.attitude(player, event.source) >= 0 ||
(get.attitude(player, event.source) >= -4 &&
get.distance(_status.currentPhase, player, "absolute") >
get.distance(_status.currentPhase, event.source, "absolute"))
);
},
content: function () {
"step 0";
var drawers = [trigger.source, player].sortBySeat(_status.currentPhase);
game.asyncDraw(drawers);
},
},
//小闪
vtbshanwu: {
audio: 1,
trigger: {
global: "useCardToTarget",
},
filter: function (event, player) {
return (
event.card.name == "sha" &&
event.target != player &&
event.isFirstTarget &&
player.hasCard((card) => {
return get.name(card) == "shan" || _status.connectMode;
})
);
},
direct: true,
content: function () {
"step 0";
player
.chooseToDiscard(
get.prompt("vtbshanwu"),
"弃置一张【闪】,取消此【杀】对" + get.translation(trigger.targets) + "的目标",
{ name: "shan" }
)
.set("logSkill", "vtbshanwu")
.set("ai", (card) => {
if (_status.event.goon) return 6 - get.value(card);
return 0;
})
.set(
"goon",
(function () {
var effect = 0;
for (var target of trigger.targets) {
var eff = get.effect(target, trigger.card, trigger.player, player);
if (
!target.mayHaveShan(
player,
"use",
target.getCards("h", (i) => {
return i.hasGaintag("sha_notshan");
})
) ||
trigger.player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: trigger.card,
},
true
)
) {
eff *= 1.25;
}
if (target.hp <= 2) eff *= 1.1;
effect += eff;
}
return effect < 0;
})()
);
"step 1";
if (result.bool) {
game.log(player, "取消了", trigger.card, "的所有目标");
trigger.targets.length = 0;
trigger.getParent().triggeredTargets2.length = 0;
trigger.untrigger();
}
},
ai: {
expose: 0.2,
},
},
vtbxianli: {
audio: 1,
trigger: {
player: "loseAfter",
global: [
"equipAfter",
"addJudgeAfter",
"gainAfter",
"loseAsyncAfter",
"addToExpansionAfter",
],
},
usable: 2,
filter: function (event, player) {
if (
!_status.currentPhase ||
!_status.currentPhase.isIn() ||
!_status.currentPhase.countGainableCards(player, "he")
)
return false;
var evt = event.getl(player);
return (
evt &&
evt.cards2 &&
evt.cards2.some((card) => {
return get.name(card, false) == "shan";
})
);
},
check: function (event, player) {
return get.effect(_status.currentPhase, { name: "shunshou_copy2" }, player, player) > 0;
},
prompt2: function (event, player) {
return "获得" + get.translation(_status.currentPhase) + "的一张牌";
},
logTarget: () => _status.currentPhase,
content: function () {
"step 0";
player.gainPlayerCard(_status.currentPhase, "he", true);
},
ai: {
expose: 0.15,
},
},
//小桃
vtbtaoyan: {
audio: 1,
trigger: {
player: "phaseBegin",
},
direct: true,
content: function () {
"step 0";
if (!_status.vtbtaoyan_count) {
_status.vtbtaoyan_count = 5;
}
player
.chooseTarget(
get.prompt("vtbtaoyan"),
"令一或两名其他角色摸一张牌并从游戏外获得一张【桃】(♥6)",
lib.filter.notMe,
[1, 2]
)
.set("ai", (target) => {
var player = _status.event.player;
return (
get.recoverEffect(target, player, player) / 2 + get.attitude(player, target)
);
});
"step 1";
if (result.bool) {
var targets = result.targets.slice();
targets.sortBySeat();
player.logSkill("vtbtaoyan", targets);
game.broadcastAll(function () {
if (!lib.inpile.includes("tao")) {
lib.inpile.add("tao");
}
});
player.addSkill("vtbtaoyan_remove");
for (var target of targets) {
target.draw();
if (!_status.vtbtaoyan_count) continue;
if (!_status.vtbtaoyan_cards) _status.vtbtaoyan_cards = [];
_status.vtbtaoyan_count--;
var card = game.createCard("tao", "heart", 6);
_status.vtbtaoyan_cards.push(card.cardid);
target.gain(card, "gain2");
}
}
},
ai: {
expose: 0.3,
threaten: 3.2,
},
subSkill: {
remove: {
trigger: {
global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter", "equipAfter"],
},
forced: true,
charlotte: true,
popup: false,
firstDo: true,
forceDie: true,
filter: function (event, player) {
if (typeof _status.vtbtaoyan_count != "number") return false;
var cards = event.getd();
return cards.some((card) => {
return _status.vtbtaoyan_cards.includes(card.cardid);
});
},
content: function () {
var cards = trigger.getd(),
remove = [];
for (var card of cards) {
if (_status.vtbtaoyan_cards.includes(card.cardid)) {
_status.vtbtaoyan_cards.remove(card.cardid);
remove.push(card);
}
}
if (remove.length) {
remove.forEach((i) => {
i.remove();
_status.vtbtaoyan_count++;
});
game.log(remove, "被移出了游戏");
}
},
},
},
},
vtbyanli: {
audio: 1,
trigger: {
global: "dying",
},
filter: function (event, player) {
if (player.hasSkill("vtbyanli_used")) return false;
if (_status.currentPhase == player) return false;
return event.player.hp <= 0;
},
check: function (event, player) {
return get.recoverEffect(event.player, player, player) > 0;
},
content: function () {
"step 0";
player.addTempSkill("vtbyanli_used", "roundStart");
trigger.player.recover(1 - trigger.player.hp);
trigger.player.draw();
},
subSkill: {
used: {
charlotte: true,
},
},
},
//小乐
vtbleyu: {
audio: 1,
trigger: {
global: "phaseBegin",
},
direct: true,
filter: function (event, player) {
return player.countCards("he") >= 3;
},
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt2("vtbleyu", trigger.player), 3, "he")
.set("ai", (card) => {
if (ui.selected.cards.length == 2) return 10 - get.value(card);
if (_status.event.effect > 0) {
return 6 - get.value(card);
}
return 0;
})
.set(
"effect",
trigger.player.hasJudge("lebu")
? 0
: get.effect(trigger.player, { name: "lebu" }, player, player)
)
.set("logSkill", ["vtbleyu", trigger.player]);
"step 1";
if (result.bool) {
trigger.player.judge(lib.card.lebu.judge).judge2 = lib.card.lebu.judge2;
} else event.finish();
"step 2";
if (!result.bool) {
trigger.player.skip("phaseUse");
}
},
ai: {
expose: 0.3,
threaten: 2.9,
},
},
vtbyuanli: {
audio: 1,
trigger: { global: ["phaseUseSkipped", "phaseUseCancelled"] },
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("vtbyuanli"), lib.filter.notMe)
.set("ai", (target) => get.attitude(_status.event.player, target) + 1);
"step 1";
if (result.bool) {
player.logSkill("vtbyuanli", result.targets[0]);
game.asyncDraw([player, result.targets[0]].sortBySeat(_status.currentPhase));
}
},
ai: {
expose: 0.1,
},
},
vtbmeiniang: {
audio: 1,
trigger: { global: "phaseUseBegin" },
filter: function (event, player) {
return event.player != player;
},
check: function (event, player) {
return get.attitude(player, event.player) > 0 && event.player.getUseValue("jiu") >= 0;
},
logTarget: "player",
content: function () {
trigger.player.chooseUseTarget("jiu", true, false);
},
},
vtbyaoli: {
audio: 1,
trigger: { global: "useCardAfter" },
filter: function (event, player) {
return event.card.name == "jiu" && event.player != player && event.player.isPhaseUsing();
},
logTarget: "player",
check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
content: function () {
trigger.player.addTempSkill("vtbyaoli_effect");
trigger.player.addMark("vtbyaoli_effect", 1, false);
},
ai: {
expose: 0.15,
},
subSkill: {
effect: {
audio: "vtbyaoli",
charlotte: true,
trigger: { player: "useCard2" },
forced: true,
popup: false,
onremove: true,
nopop: true,
filter: function (event, player) {
return event.card.name == "sha" && player.countMark("vtbyaoli_effect") > 0;
},
content: function () {
"step 0";
trigger.directHit.addArray(game.filterPlayer());
var num = player.countMark("vtbyaoli_effect");
if (
!game.hasPlayer((current) => {
return (
!trigger.targets.includes(current) &&
lib.filter.targetEnabled2(trigger.card, player, current)
);
})
)
event.finish();
else
player
.chooseTarget(
"媱丽:是否为" +
get.translation(trigger.card) +
"额外指定" +
(num > 1 ? "至多" : "") +
get.cnNumber(num) +
"个目标?",
num == 1 ? 1 : [1, num],
(card, player, target) => {
return (
!_status.event.sourcex.includes(target) &&
player.canUse(_status.event.card, target)
);
}
)
.set("sourcex", trigger.targets)
.set("ai", (target) => {
var player = _status.event.player;
return get.effect(target, _status.event.card, player, player);
})
.set("card", trigger.card);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
player.logSkill("vtbyaoli_effect", event.targets);
trigger.targets.addArray(event.targets);
player.removeSkill("vtbyaoli_effect");
},
marktext: "媱",
intro: {
content: "下一张【杀】不可被响应且可以额外指定&个目标",
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return arg.card.name == "sha";
},
},
},
},
},
//官盗S特015神马超
psshouli: {
audio: "shouli",
enable: ["chooseToUse", "chooseToRespond"],
hiddenCard: function (player, name) {
if (player != _status.currentPhase && (name == "sha" || name == "shan")) return true;
},
filter: function (event, player) {
if (event.responded || event.psshouli || event.type == "wuxie") return false;
if (
game.hasPlayer(function (current) {
return current.getEquips(4).length > 0;
}) &&
event.filterCard(
get.autoViewAs(
{
name: "sha",
storage: { psshouli: true },
},
"unsure"
),
player,
event
)
)
return true;
if (
game.hasPlayer(function (current) {
return current.getEquips(3).length > 0;
}) &&
event.filterCard(
get.autoViewAs(
{
name: "shan",
storage: { psshouli: true },
},
"unsure"
),
player,
event
)
)
return true;
return false;
},
delay: false,
locked: true,
filterTarget: function (card, player, target) {
var event = _status.event,
evt = event;
if (event._backup) evt = event._backup;
var equip3 = target.getCards("e", (card) => get.is.defendingMount(card, false));
var equip4 = target.getCards("e", (card) => get.is.attackingMount(card, false));
if (
equip3.length &&
equip3.some((card) =>
evt.filterCard(
get.autoViewAs(
{
name: "shan",
storage: { psshouli: true },
},
[card]
),
player,
event
)
)
)
return true;
return equip4.some((card) => {
var sha = get.autoViewAs(
{
name: "sha",
storage: { psshouli: true },
},
[card]
);
if (evt.filterCard(sha, player, event)) {
if (!evt.filterTarget) return true;
return game.hasPlayer(function (current) {
return evt.filterTarget(sha, player, current);
});
}
});
},
prompt: "将场上的一张坐骑牌当做【杀】或【闪】使用或打出",
content: function () {
"step 0";
var evt = event.getParent(2);
evt.set("psshouli", true);
var list = [];
var equip3 = target.getCards("e", (card) => get.is.defendingMount(card, false));
var equip4 = target.getCards("e", (card) => get.is.attackingMount(card, false));
var backupx = _status.event;
_status.event = evt;
try {
if (
equip3.length &&
equip3.some((card) => {
var shan = get.autoViewAs(
{
name: "shan",
storage: { psshouli: true },
},
[card]
);
if (evt.filterCard(shan, player, event)) return true;
return false;
})
) {
list.push("shan");
}
if (
equip4.length &&
equip4.some((card) => {
var sha = get.autoViewAs(
{
name: "sha",
storage: { psshouli: true },
},
[card]
);
if (
evt.filterCard(sha, player, evt) &&
(!evt.filterTarget ||
game.hasPlayer(function (current) {
return evt.filterTarget(sha, player, current);
}))
)
return true;
return false;
})
) {
list.push("sha");
}
} catch (e) {
game.print(e);
}
_status.event = backupx;
if (list.length == 1) {
event.cardName = list[0];
var cards = list[0] == "shan" ? equip3 : equip4;
if (cards.length == 1)
event._result = {
bool: true,
links: [cards[0]],
};
else
player
.choosePlayerCard(true, target, "e")
.set("filterButton", function (button) {
return _status.event.cards.includes(button.link);
})
.set("cards", cards);
} else
player.choosePlayerCard(true, target, "e").set("filterButton", function (button) {
var card = button.link;
return get.is.attackingMount(card) || get.is.defendingMount(card);
});
"step 1";
var evt = event.getParent(2);
if (result.bool && result.links && result.links.length) {
var name =
event.cardName || (get.is.attackingMount(result.links[0]) ? "sha" : "shan");
if (evt.name == "chooseToUse") {
game.broadcastAll(
function (result, name) {
lib.skill.psshouli_backup.viewAs = {
name: name,
cards: [result],
storage: { psshouli: true },
};
lib.skill.psshouli_backup.prompt =
"选择" +
get.translation(name) +
"(" +
get.translation(result) +
")的目标";
},
result.links[0],
name
);
evt.set("_backupevent", "psshouli_backup");
evt.backup("psshouli_backup");
evt.set(
"openskilldialog",
"选择" +
get.translation(name) +
"(" +
get.translation(result.links[0]) +
")的目标"
);
evt.set("norestore", true);
evt.set("custom", {
add: {},
replace: { window: function () {} },
});
} else {
delete evt.result.skill;
delete evt.result.used;
evt.result.card = get.autoViewAs(
{
name: name,
cards: [result.links[0]],
storage: { psshouli: true },
},
result.links
);
evt.result.cards = [result.links[0]];
target.$give(result.links[0], player, false);
if (player != target) target.addTempSkill("fengyin");
target.addTempSkill("psshouli_thunder");
player.addTempSkill("psshouli_thunder");
evt.redo();
return;
}
}
evt.goto(0);
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter: function (player, tag) {
var func = get.is[tag == "respondSha" ? "attackingMount" : "defendingMount"];
return game.hasPlayer(function (current) {
return current.hasCard((card) => func(card, false), "e");
});
},
order: 2,
result: {
player: function (player, target) {
var att = Math.max(8, get.attitude(player, target));
if (_status.event.type != "phase") return 9 - att;
if (!player.hasValueTarget({ name: "sha" })) return 0;
return 9 - att;
},
},
},
group: "psshouli_init",
subSkill: {
thunder: {
charlotte: true,
trigger: { player: "damageBegin1" },
forced: true,
mark: true,
content: function () {
trigger.num++;
game.setNature(trigger, "thunder");
},
marktext: "⚡",
intro: {
content: "受到的伤害+1且改为雷属性",
},
ai: {
effect: {
target: (card, player, target) => {
if (!get.tag(card, "damage")) return;
if (target.hasSkillTag("nodamage") || target.hasSkillTag("nothunder"))
return "zeroplayertarget";
if (
target.hasSkillTag("filterDamage", null, {
player: player,
card: new lib.element.VCard(
{
name: card.name,
nature: "thunder",
},
[card]
),
})
)
return;
return 2;
},
},
},
},
init: {
audio: "psshouli",
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
logTarget: () => game.filterPlayer(),
equips: [
["heart", 5, "chitu"],
["diamond", 13, "zixin"],
["spade", 5, "jueying"],
["diamond", 13, "hualiu"],
["club", 5, "dilu"],
["spade", 13, "dawan"],
["heart", 13, "zhuahuang"],
["heart", 3, "jingfanma"],
],
content: function () {
"step 0";
event.targets = game
.filterPlayer()
.sortBySeat(
_status.firstAct2 || game.zhong || game.zhu || _status.firstAct || player
);
event.target = event.targets.shift();
game.delayx();
"step 1";
player.line(target, "green");
target
.chooseToUse(
"狩骊:使用一张坐骑牌并摸一张牌,或使用一张坐骑牌指示物",
function (card, player, event) {
if (
get.subtype(card) != "equip3" &&
get.subtype(card) != "equip4" &&
get.subtype(card) != "equip6"
)
return false;
return lib.filter.filterCard.apply(this, arguments);
}
)
.set("ai", () => 1);
"step 2";
if (result.bool) target.draw();
else {
var cardx = lib.skill.psshouli_init.equips.randomRemove();
if (!cardx) return;
cardx = {
suit: cardx[0],
number: cardx[1],
name: cardx[2],
};
var card = game.createCard(cardx);
if (!_status.psshouli_equips) _status.psshouli_equips = [];
_status.psshouli_equips.push(card.cardid);
if (card) {
target.chooseUseTarget(card, true, "nopopup", "noanimate");
player.addSkill("psshouli_remove");
}
}
"step 3";
event.target = event.targets.shift();
if (event.target) {
event.goto(1);
}
},
},
remove: {
trigger: {
global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter", "equipAfter"],
},
forced: true,
charlotte: true,
popup: false,
firstDo: true,
forceDie: true,
filter: function (event, player) {
if (!_status.psshouli_equips || !_status.psshouli_equips.length) return false;
var cards = event.getd();
return cards.filter((i) => _status.psshouli_equips.includes(i.cardid)).length;
},
content: function () {
var cards = trigger.getd(),
remove = [];
for (var card of cards) {
if (_status.psshouli_equips.includes(card.cardid)) {
_status.psshouli_equips.remove(card.cardid);
remove.push(card);
}
}
if (remove.length) {
game.cardsGotoSpecial(remove);
lib.skill.psshouli_init.equips.addArray(
remove.map((i) => [i.suit, i.number, i.name])
);
game.log("坐骑指示物", remove, "被移出了游戏");
}
},
},
},
},
psshouli_backup: {
sourceSkill: "psshouli",
precontent: function () {
"step 0";
delete event.result.skill;
event.result._apply_args = { throw: false };
var cards = event.result.card.cards;
event.result.cards = cards;
var owner = get.owner(cards[0]);
event.target = owner;
owner.$throw(cards[0]);
player.popup(event.result.card.name, "metal");
game.delayx();
event.getParent().addCount = false;
"step 1";
if (player != target) target.addTempSkill("fengyin");
target.addTempSkill("psshouli_thunder");
player.addTempSkill("psshouli_thunder");
},
filterCard: function () {
return false;
},
prompt: "请选择【杀】的目标",
selectCard: -1,
},
pshengwu: {
audio: "hengwu",
mod: {
aiOrder: (player, card, num) => {
if (
num > 0 &&
get.tag(card, "draw") &&
ui.cardPile.childNodes.length + ui.discardPile.childNodes.length < 20
)
return 0;
},
aiValue: (player, card, num) => {
if (num > 0 && card.name === "zhuge") return 20;
},
aiUseful: (player, card, num) => {
if (num > 0 && card.name === "zhuge") return 10;
},
},
trigger: { player: ["useCard", "respond"] },
direct: true,
locked: false,
filter: function (event, player) {
return game.hasPlayer((i) =>
i.countCards(
"ej",
(cardx) => get.type(cardx) == "equip" && get.suit(event.card) == get.suit(cardx)
)
);
},
content: function () {
"step 0";
var suit = get.suit(trigger.card),
extra = game
.filterPlayer()
.map((i) =>
i.countCards("ej", (cardx) => {
return (
get.type(cardx) == "equip" &&
get.suit(trigger.card) == get.suit(cardx)
);
})
)
.reduce((p, c) => p + c);
var prompt2 =
"弃置任意张" +
get.translation(suit) +
"手牌,然后摸X张牌(X为你弃置的牌数+" +
extra +
")";
player
.chooseToDiscard("h", [1, player.countCards("h", { suit: suit })], { suit: suit })
.set("prompt", get.prompt("pshengwu"))
.set("prompt2", prompt2)
.set("ai", (card) => {
if (_status.event.tie) return 0;
let player = _status.event.player;
if (_status.event.goon) return 12 - get.value(card);
if (player == _status.currentPhase) {
if (["shan", "caochuan", "tao", "wuxie"].includes(card.name))
return 8 - get.value(card);
return 6 - get.value(card);
}
return 5.5 - get.value(card);
})
.set("goon", player.countCards("h", { suit: suit }) == 1)
.set("tie", extra > ui.cardPile.childNodes.length + ui.discardPile.childNodes.length)
.set("logSkill", "pshengwu");
"step 1";
if (result.bool) {
var num = result.cards.length;
player.draw(
num +
game
.filterPlayer()
.map((i) =>
i.countCards(
"ej",
(cardx) =>
get.type(cardx) == "equip" &&
get.suit(trigger.card) == get.suit(cardx)
)
)
.reduce((p, c) => p + c)
);
}
},
ai: {
threaten: 100,
reverseEquip: true,
effect: {
player: (card, player, target) => {
if (typeof card !== "object") return;
let suit = get.suit(card);
if (
!lib.suit.includes(suit) ||
player.hasCard(function (i) {
return get.suit(i, player) == suit;
}, "h")
)
return;
return [
1,
game.countPlayer((current) => {
return current.countCards("e", (card) => {
return get.suit(card, current) == suit;
});
}),
];
},
target: (card, player, target) => {
if (
card.name === "sha" &&
!player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: card,
},
true
) &&
game.hasPlayer((current) => {
return current.hasCard((cardx) => {
return get.subtype(cardx) === "equip3";
}, "e");
})
)
return [0, -0.5];
},
},
},
},
//战役篇田丰
gzsuishi: {
audio: "suishi",
preHidden: ["gzsuishi2"],
trigger: { global: "dying" },
forced: true,
//priority:6.5,
check: function () {
return false;
},
filter: function (event, player) {
return (
event.player != player &&
event.parent.name == "damage" &&
event.parent.source &&
event.parent.source.isFriendOf(player)
);
},
content: function () {
player.draw();
},
group: "gzsuishi2",
},
gzsuishi2: {
audio: "suishi",
trigger: { global: "dieAfter" },
forced: true,
check: function () {
return false;
},
filter: function (event, player) {
return event.player.isFriendOf(player);
},
content: function () {
player.loseHp();
},
},
//战役篇孔融
zymingshi: {
audio: "mingshi",
forced: true,
trigger: { target: "useCardToBefore" },
priority: 15,
filter: function (event, player) {
if (!player.hasEmptySlot(2)) return false;
if (event.card.name != "sha") return false;
return game.hasNature(event.card);
},
content: function () {
trigger.cancel();
},
ai: {
effect: {
target: function (card, player, target) {
if (card.name === "sha" && game.hasNature(card) && target.hasEmptySlot(2))
return "zeroplayertarget";
if (get.subtype(card) == "equip2" && target.isEmpty(2)) return [0.6, -0.8];
},
},
},
},
//战役篇蒋钦
zyshangyi: {
audio: "shangyi",
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player != target;
},
content: function () {
"step 0";
target.viewHandcards(player);
"step 1";
if (!target.countCards("h")) event.finish();
else player.chooseCardButton(target, target.getCards("h"));
"step 2";
if (result.bool) {
target.discard(result.links[0]);
}
},
ai: {
order: 11,
result: {
target: function (player, target) {
return -target.countCards("h");
},
},
threaten: 1.1,
},
},
//官盗K系列杜预
pkwuku: {
audio: "spwuku",
trigger: { global: "useCard" },
forced: true,
preHidden: true,
filter: function (event, player) {
if (get.type(event.card) != "equip") return false;
return player.countMark("pkwuku") < 3;
},
content: function () {
player.addMark("pkwuku", 1);
},
marktext: "库",
intro: {
content: "mark",
},
ai: {
combo: "pksanchen",
threaten: 3.6,
},
},
pksanchen: {
audio: "spsanchen",
trigger: { player: "phaseJieshuBegin" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "gray",
filter: function (event, player) {
return player.countMark("pkwuku") > 2;
},
content: function () {
player.awakenSkill("pksanchen");
player.gainMaxHp();
player.recover();
player.addSkills("pkmiewu");
},
ai: {
combo: "pkwuku",
},
derivation: "pkmiewu",
},
pkmiewu: {
audio: "spmiewu",
enable: ["chooseToUse", "chooseToRespond"],
filter: function (event, player) {
if (!player.countMark("pkwuku") || player.hasSkill("pkmiewu2")) return false;
for (var i of lib.inpile) {
var type = get.type(i);
if (
(type == "basic" || type == "trick") &&
event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)
)
return true;
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name == "sha") {
if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event))
list.push(["基本", "", "sha"]);
for (var nature of lib.inpile_nature) {
if (
event.filterCard(
get.autoViewAs({ name, nature }, "unsure"),
player,
event
)
)
list.push(["基本", "", "sha", nature]);
}
} else if (
get.type(name) == "trick" &&
event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)
)
list.push(["锦囊", "", name]);
else if (
get.type(name) == "basic" &&
event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)
)
list.push(["基本", "", name]);
}
return ui.create.dialog("灭吴", [list, "vcard"]);
},
//これ 要らない(そよりん声线)
//filter:function(button,player){
// return _status.event.getParent().filterCard({name:button.link[2]},player,_status.event.getParent());
//},
check: function (button) {
if (_status.event.getParent().type != "phase") return 1;
var player = _status.event.player;
if (
[
"wugu",
"zhulu_card",
"yiyi",
"lulitongxin",
"lianjunshengyan",
"diaohulishan",
].includes(button.link[2])
)
return 0;
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
},
backup: function (links, player) {
return {
audio: "spmiewu",
filterCard: () => false,
selectCard: -1,
popname: true,
viewAs: { name: links[0][2], nature: links[0][3] },
precontent: function () {
player.addTempSkill("pkmiewu2");
player.removeMark("pkwuku", 1);
},
};
},
prompt: function (links, player) {
return (
"视为使用" +
(get.translation(links[0][3]) || "") +
get.translation(links[0][2]) +
"并摸一张牌"
);
},
},
hiddenCard: function (player, name) {
if (!lib.inpile.includes(name)) return false;
var type = get.type(name);
return (
(type == "basic" || type == "trick") &&
player.countMark("pkwuku") > 0 &&
!player.hasSkill("pkmiewu2")
);
},
ai: {
combo: "pkwuku",
fireAttack: true,
respondSha: true,
respondShan: true,
skillTagFilter: function (player) {
if (!player.countMark("pkwuku") || player.hasSkill("pkmiewu2")) return false;
},
order: 1,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
},
pkmiewu2: {
trigger: { player: ["useCardAfter", "respondAfter"] },
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
return event.skill == "pkmiewu_backup";
},
content: function () {
player.draw();
},
},
pkmiewu_backup: { audio: "pkmiewu" },
//官盗S系列关羽
pszhonghun: {
audio: "zhongyi",
trigger: { player: ["useCard", "respond"] },
filter: function (event, player) {
return get.color(event.card) == "red";
},
frequent: true,
content: function () {
"step 0";
var card = game.cardsGotoOrdering(get.cards()).cards[0];
event.card = card;
game.updateRoundNumber();
player.showCards(card, get.translation(player) + "发动了【忠魂】");
"step 1";
if (get.color(card) == "red") player.gain(card, "gain2");
},
},
//官盗S系列郭嘉·一版
psqizuo: {
audio: 2,
trigger: { global: ["damageBegin1", "damageBegin3"] },
filter: function (event, player, name) {
return (
(name == "damageBegin1" &&
event.source &&
event.source.isIn() &&
player.inRange(event.source)) ||
(name == "damageBegin3" &&
event.player &&
event.player.isIn() &&
player.inRange(event.player))
);
},
direct: true,
content: function () {
"step 0";
var name = event.triggername;
var source = get.translation(trigger.source),
target = get.translation(trigger.player),
num = trigger.num;
var targetx = trigger[name == "damageBegin1" ? "source" : "player"];
var str =
name == "damageBegin1"
? source + "即将对" + target + "造成" + num + "点伤害"
: target + "即将受到" + source + "造成的" + num + "点伤害";
player
.chooseToDiscard(
get.prompt("psqizuo", targetx),
str + ",是否弃置一张牌并判定,若结果颜色与此牌相同,你可以令此伤害+1或-1?",
"he"
)
.set("ai", (card) => {
if (_status.event.goon)
return (
5.25 -
get.value(card) +
(get.color(card) == get.color(_status.pileTop) ? 0.75 : 0)
);
return 0;
})
.set(
"goon",
(function () {
var eff = get.damageEffect(trigger.player, trigger.source, player);
if (
eff > 5 &&
!trigger.player.hasSkillTag("filterDamage", null, {
player: player,
card: trigger.card,
})
)
return true;
if (eff < -5) return true;
return false;
})()
)
.set("logSkill", ["psqizuo", targetx]);
"step 1";
if (result.bool) {
event.color = get.color(result.cards[0], player);
player.judge(function (card) {
if (get.color(card) == _status.event.getParent("psqizuo").color) return 1;
return 0;
});
} else event.finish();
"step 2";
if (result.bool) {
player
.chooseControl("+1", "-1", "cancel2")
.set("prompt", "是否令此伤害+1或-1?")
.set("ai", () => {
if (_status.event.eff < 0) return 1;
return 0;
})
.set("eff", get.damageEffect(trigger.player, trigger.source, player));
} else event.finish();
"step 3";
if (result.index == 0) {
trigger.num++;
player.popup(" +1 ", "fire");
game.log(player, "令此伤害+1");
}
if (result.index == 1) {
trigger.num--;
player.popup(" -1 ", "water");
game.log(player, "令此伤害-1");
}
},
ai: {
threaten: 0.8,
},
},
//官盗S系列郭嘉·二版
psquanmou: {
audio: 2,
trigger: {
global: "useCardAfter",
},
direct: true,
filter: function (event, player) {
return (
get.type2(event.card) == "trick" &&
event.player != player &&
event.targets &&
event.targets.includes(player) &&
event.cards.filterInD("odj").length &&
player.countCards("h")
);
},
content: function () {
"step 0";
player
.chooseToDiscard(
get.prompt("psquanmou"),
"弃置一张" +
get.translation(get.color(trigger.card)) +
"手牌,获得" +
get.translation(trigger.cards),
"h",
(card, player) => {
return get.color(card) == _status.event.color;
}
)
.set("ai", (card) => {
return _status.event.value - get.value(card);
})
.set("logSkill", "psquanmou")
.set("value", get.value(trigger.cards, player))
.set("color", get.color(trigger.card));
"step 1";
if (result.bool) {
var cards = trigger.cards.filterInD("odj");
if (cards.filterInD("od").length) player.gain(cards.filterInD("od"), "gain2");
if (cards.filterInD("j").length)
player.gain(cards.filterInD("j"), get.owner(cards.filterInD("j")[0]), "give");
}
},
},
//官盗S赵云·一版
pshuiqiang: {
audio: 2,
trigger: { player: ["shaMiss", "eventNeutralized"] },
direct: true,
filter: function (event, player) {
if (!event.card || event.card.name != "sha") return false;
return (
event.target.isIn() &&
player.canUse("sha", event.target, false) &&
(player.hasSha() || (_status.connectMode && player.countCards("h")))
);
},
content: function () {
"step 0";
player
.chooseToUse(
get.prompt2("pshuiqiang", trigger.target),
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
trigger.target,
-1
)
.set("addCount", false).logSkill = "pshuiqiang";
},
},
pshuntu: {
audio: 2,
trigger: { source: "damageSource" },
usable: 1,
filter: function (event, player) {
return (
event.card &&
event.card.name == "sha" &&
event.getParent(2).player == player &&
event.notLink() &&
player.isPhaseUsing()
);
},
direct: true,
content: function () {
"step 0";
player
.chooseToUse(
get.prompt2("pshuntu", trigger.player),
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
trigger.player,
-1
)
.set("addCount", false).logSkill = "pshuntu";
"step 1";
if (!result.bool) player.storage.counttrigger.pshuntu--;
},
},
//官盗S赵云·二版
psqijin: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
"step 0";
trigger.changeToZero();
event.cards = get.cards(7);
game.cardsGotoOrdering(event.cards);
event.videoId = lib.status.videoId++;
game.broadcastAll(
function (player, id, cards) {
var str = "七进";
if (player == game.me && !_status.auto) str += ":获得一种颜色的所有牌";
var dialog = ui.create.dialog(str, cards);
dialog.videoId = id;
},
player,
event.videoId,
event.cards
);
event.time = get.utc();
game.addVideo("showCards", player, ["七进", get.cardsInfo(event.cards)]);
game.addVideo("delay", null, 2);
"step 1";
var list = [];
for (var i of cards) list.add(get.color(i, false));
list.sort();
var next = player.chooseControl(list);
next.set("ai", function () {
return _status.event.choice;
}).set(
"choice",
(function () {
if (list.length == 0) return list[0];
var color = list[0];
var cards1 = cards.filter((i) => get.color(i) == color),
cards2 = cards.filter((i) => get.color(i) == list[1]);
if (get.value(cards1) * cards1.length > get.value(cards2) * cards2.length)
return list[0];
return list[1];
})()
);
"step 2";
event.color = result.control;
var time = 1000 - (get.utc() - event.time);
if (time > 0) game.delay(0, time);
"step 3";
game.broadcastAll("closeDialog", event.videoId);
player.gain(
cards.filter((i) => get.color(i, false) == event.color),
"gain2"
);
},
ai: {
threaten: 1.5,
},
},
psqichu: {
audio: 2,
enable: ["chooseToUse", "chooseToRespond"],
hiddenCard: function (player, name) {
if (
player != _status.currentPhase &&
!player.hasSkill("psqichu_used") &&
get.type(name) == "basic" &&
lib.inpile.includes(name)
)
return true;
},
filter: function (event, player) {
if (event.responded || player == _status.currentPhase || player.hasSkill("psqichu_used"))
return false;
for (var i of lib.inpile) {
if (get.type(i) == "basic" && event.filterCard({ name: i }, player, event))
return true;
}
return false;
},
delay: false,
content: function () {
"step 0";
player.addTempSkill("psqichu_used");
var evt = event.getParent(2);
var cards = get.cards(2);
for (var i = cards.length - 1; i >= 0; i--) {
ui.cardPile.insertBefore(cards[i].fix(), ui.cardPile.firstChild);
}
var aozhan = player.hasSkill("aozhan");
player
.chooseButton([
"七出:选择要" + (evt.name == "chooseToUse" ? "使用" : "打出") + "的牌",
cards,
])
.set("filterButton", function (button) {
return _status.event.cards.includes(button.link);
})
.set(
"cards",
cards.filter(function (card) {
if (get.type(card) != "basic") return false;
if (aozhan && card.name == "tao") {
return (
evt.filterCard(
{
name: "sha",
isCard: true,
cards: [card],
},
evt.player,
evt
) ||
evt.filterCard(
{
name: "shan",
isCard: true,
cards: [card],
},
evt.player,
evt
)
);
}
return evt.filterCard(card, evt.player, evt);
})
)
.set("ai", function (button) {
var evt = _status.event.getParent(3);
if (evt && evt.ai) {
var tmp = _status.event;
_status.event = evt;
var result = (evt.ai || event.ai1)(button.link, _status.event.player, evt);
_status.event = tmp;
return result;
}
return 1;
});
"step 1";
var evt = event.getParent(2);
if (result.bool && result.links && result.links.length) {
var name = result.links[0].name,
aozhan = player.hasSkill("aozhan") && name == "tao";
if (aozhan) {
name = evt.filterCard(
{
name: "sha",
isCard: true,
cards: [card],
},
evt.player,
evt
)
? "sha"
: "shan";
}
if (evt.name == "chooseToUse") {
game.broadcastAll(
function (result, name) {
lib.skill.psqichu_backup.viewAs = {
name: name,
cards: [result],
isCard: true,
};
lib.skill.psqichu_backup.prompt =
"选择" + get.translation(result) + "的目标";
},
result.links[0],
name
);
evt.set("_backupevent", "psqichu_backup");
evt.backup("psqichu_backup");
} else {
delete evt.result.skill;
delete evt.result.used;
evt.result.card = get.autoViewAs(result.links[0]);
if (aozhan) evt.result.card.name = name;
evt.result.cards = [result.links[0]];
evt.redo();
return;
}
}
evt.goto(0);
},
ai: {
effect: {
target: function (card, player, target, effect) {
if (target.hasSkill("psqichu_used")) return;
if (get.tag(card, "respondShan")) return 0.7;
if (get.tag(card, "respondSha")) return 0.7;
},
},
order: 11,
respondShan: true,
respondSha: true,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
subSkill: {
backup: {
precontent: function () {
delete event.result.skill;
var name = event.result.card.name;
event.result.cards = event.result.card.cards;
event.result.card = get.autoViewAs(event.result.cards[0]);
event.result.card.name = name;
},
filterCard: function () {
return false;
},
selectCard: -1,
},
used: { charlotte: true },
},
},
pslongxin: {
audio: 2,
trigger: { player: "phaseJudgeBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("j") && player.countCards("h");
},
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt2("pslongxin"), { type: "equip" }, "he")
.set("logSkill", "pslongxin")
.set("ai", (card) => {
if (_status.event.goon) return 15 - get.value(card);
return 0;
})
.set(
"goon",
player.hasCard((card) => {
var cardj = card.viewAs ? { name: card.viewAs } : card;
return get.effect(player, cardj, player, player) < 0;
}, "j")
);
"step 1";
if (result.bool) {
player.discardPlayerCard(player, "j", true);
}
},
},
//官盗S周瑜·一版
psoldshiyin: {
audio: 2,
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
frequent: true,
filter: function (event, player) {
if (player != _status.currentPhase) return false;
return event.getg(player).filter((i) => get.owner(i) == player).length > 0;
},
content: function () {
"step 0";
player.showCards(
trigger.getg(player).filter((i) => get.owner(i) == player),
get.translation(player) + "发动了【识音】"
);
"step 1";
var suits = [],
cards = trigger.getg(player).filter((i) => get.owner(i) == player);
for (var card of cards) suits.add(get.suit(card, player));
player.addTempSkill("psoldshiyin_effect");
if (!player.storage.psoldshiyin_effect) player.storage.psoldshiyin_effect = 0;
player.storage.psoldshiyin_effect = Math.max(
player.storage.psoldshiyin_effect,
suits.length
);
if (suits.length >= 2) player.addMark("psoldshiyin_damage", 1, false);
},
subSkill: {
effect: {
trigger: { player: "useCard" },
charlotte: true,
forced: true,
onremove: ["psoldshiyin_effect", "psoldshiyin_damage"],
content: function () {
var num = player.countMark("psoldshiyin_effect");
if (num >= 1) trigger.directHit.addArray(game.players);
if (num >= 2 && get.tag(trigger.card, "damage"))
trigger.baseDamage += player.countMark("psoldshiyin_damage");
if (num >= 3) player.draw();
player.removeSkill("psoldshiyin_effect");
},
mod: {
aiOrder: function (player, card, num) {
var numx = player.countMark("psoldshiyin_effect");
if (numx >= 2 && get.tag(card, "damage")) return num + 10;
},
},
},
},
},
//官盗S周瑜·二版
psshiyin: {
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
locked: false,
direct: true,
group: "psshiyin_change",
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
"step 0";
player
.chooseCard(get.prompt("psshiyin"), "将一张手牌置于武将牌上,称为“杂音”牌")
.set("ai", (card) => 20 - get.value(card));
"step 1";
if (result.bool) {
player.logSkill("psshiyin");
player.addToExpansion(result.cards, player, "give").gaintag.add("psshiyin");
}
},
marktext: "音",
intro: {
name: "杂音",
name2: "杂音",
content: "expansion",
markcount: "expansion",
},
subSkill: {
change: {
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return player.getExpansions("psshiyin").length && player.countCards("h");
},
content: function () {
"step 0";
var card = player.getExpansions("psshiyin")[0];
player
.chooseCard(
get.prompt("psshiyin"),
"用一张手牌替换“杂音”牌(" + get.translation(card) + ")"
)
.set("ai", (card) => {
if (_status.event.suit && get.suit(card) == _status.event.suit)
return 8 - get.value(card);
return 0;
})
.set(
"suit",
(function () {
var suits = lib.suit
.slice()
.map((i) => [
i,
(get.suit(card) == i ? 1 : 0) +
player.countCards("h", { suit: i }),
])
.filter((i) => i[1] > 0);
suits.sort((a, b) => a[1] - b[1]);
if (suits.length > 0) return suits[0][0];
return null;
})()
);
"step 1";
if (result.bool) {
player.logSkill("psshiyin");
player
.addToExpansion(result.cards[0], "give", player)
.gaintag.add("psshiyin");
var card = player.getExpansions("psshiyin")[0];
if (card) player.gain(card, "gain2");
}
},
},
},
},
psquwu: {
audio: 2,
forced: true,
trigger: { target: "useCardToBefore" },
filter: function (event, player) {
return (
player.getExpansions("psshiyin").length &&
get.suit(player.getExpansions("psshiyin")[0]) == get.suit(event.card)
);
},
content: function () {
trigger.cancel();
},
ai: {
threaten: 1.1,
combo: "psshiyin",
effect: {
target: function (card, player, target, current) {
var list = target.getExpansions("psshiyin");
for (var cardx of list) {
if (get.suit(cardx) == get.suit(card)) return "zeroplayertarget";
}
},
},
},
mod: {
cardEnabled2: function (card, player) {
var list = player.getExpansions("psshiyin");
for (var cardx of list) {
if (get.suit(cardx) == get.suit(card)) return false;
}
},
cardRespondable: function (card, player) {
var list = player.getExpansions("psshiyin");
for (var cardx of list) {
if (get.suit(cardx) == get.suit(card)) return false;
}
},
cardSavable: function (card, player) {
var list = player.getExpansions("psshiyin");
for (var cardx of list) {
if (get.suit(cardx) == get.suit(card)) return false;
}
},
},
},
psliaozou: {
audio: 2,
enable: "phaseUse",
locked: false,
filter: function (event, player) {
return (
!player.hasSkill("psliaozou_blocker", null, null, false) &&
player.getExpansions("psshiyin").length > 0
);
},
content: function () {
"step 0";
player.showHandcards(get.translation(player) + "发动了【聊奏】");
"step 1";
var cards = player.getExpansions("psshiyin"),
bool = true;
for (var card of cards) {
var suit = get.suit(card);
if (player.hasCard((cardx) => get.suit(cardx) == suit)) {
bool = false;
break;
}
}
if (bool) player.draw();
else
player.addTempSkill("psliaozou_blocker", {
player: ["useCard1", "useSkillBegin", "phaseUseEnd"],
});
},
subSkill: {
blocker: { charlotte: true },
},
mod: {
aiValue: function (player, card, num) {
var suit = get.suit(card);
if (
player.isPhaseUsing() &&
player.getExpansions("psshiyin").some((i) => get.suit(i) == suit)
)
return num / 5;
},
aiUseful: function () {
return lib.skill.psliaozou.mod.aiValue.apply(this, arguments);
},
},
ai: {
combo: "psshiyin",
order: 9.9,
result: {
player: function (player) {
var cards = player.getExpansions("psshiyin"),
bool = true;
for (var card of cards) {
var suit = get.suit(card);
if (player.hasCard((cardx) => get.suit(cardx) == suit)) return 0;
}
return 1;
},
},
},
},
//官盗S武将传晋司马
psquanyi: {
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
group: "psquanyi_tianbian",
content: function () {
"step 0";
player.chooseToCompare(target, function (card) {
if (typeof card == "string" && lib.skill[card]) {
var ais =
lib.skill[card].check ||
function () {
return 0;
};
return ais();
}
var player = get.owner(card);
var getn = function (card) {
if (player.hasSkill("tianbian") && get.suit(card) == "heart") return 13;
return get.number(card);
};
var event = _status.event.getParent();
var to = player == event.player ? event.target : event.player;
var addi = get.value(card) >= 8 && get.type(card) != "equip" ? -6 : 0;
if (card.name == "du") addi -= 5;
if (get.color(card) == "black") addi -= 6;
if (player == event.player) {
if (event.small) {
return -getn(card) - get.value(card) / 2 + addi;
}
return getn(card) - get.value(card) / 2 + addi;
} else {
if (get.attitude(player, to) <= 0 == Boolean(event.small)) {
return -getn(card) - get.value(card) / 2 + addi;
}
return getn(card) - get.value(card) / 2 + addi;
}
});
"step 1";
if (result.tie) event.finish();
else {
var targets = [player, target];
if (!result.bool) targets.reverse();
var suits = [result.player, result.target].map((i) => get.suit(i, false));
event.targets = targets;
event.suits = suits;
}
"step 2";
if (event.suits.includes("heart")) {
if (targets[1].countGainableCards("hej", targets[0]) > 0) {
targets[0].gainPlayerCard(targets[1], "hej", true);
}
}
"step 3";
if (event.suits.includes("diamond")) {
targets[1].damage(targets[0]);
}
"step 4";
if (event.suits.includes("spade")) {
targets[0].loseHp();
}
"step 5";
if (event.suits.includes("club")) {
if (targets[0].countDiscardableCards(targets[0], "he")) {
targets[0].chooseToDiscard(2, true, "he");
}
}
},
ai: {
order: 6,
result: {
target: -1,
},
},
subSkill: {
tianbian: {
audio: "psquanyi",
enable: "chooseCard",
check: function (event) {
var player = _status.event.player;
if (player.hasSkill("smyyingshi")) {
var card = ui.cardPile.childNodes[0];
if (
(get.color(card) == "black" && get.number(card) <= 4) ||
(get.color(card) == "red" && get.number(card) >= 11)
)
return 20;
}
return !player.hasCard(function (card) {
var val = get.value(card);
return (
val < 0 ||
(get.color(card) == "black" && val <= 4) ||
(get.color(card) == "red" && get.number(card) >= 11)
);
}, "h")
? 20
: 0;
},
filter: function (event) {
return event.type == "compare" && !event.directresult;
},
onCompare: function (player) {
return game.cardsGotoOrdering(get.cards()).cards;
},
},
},
},
//官盗S曹植
psliushang: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
forced: true,
filter: function (event, player) {
return !event.numFixed;
},
group: "psliushang_give",
content: function () {
"step 0";
trigger.changeToZero();
player.draw(1 + Math.max(3, game.countPlayer()));
event.targets = game.filterPlayer((i) => i != player);
"step 1";
var current = targets.shift();
if (!player.countCards("h")) event.finish();
else
player.chooseCardTarget({
prompt: "流殇:将一张牌置于" + get.translation(current) + "武将牌上",
current: current,
filterCard: true,
forced: true,
filterTarget: function (card, player, target) {
return target == _status.event.current;
},
selectTarget: -1,
ai1: function (card) {
var current = _status.event.current;
return get.value(card, current) * get.attitude(_status.event.player, current);
},
ai2: () => 1,
});
"step 2";
if (result.bool) {
result.targets[0]
.addToExpansion(result.cards, player, "give")
.gaintag.add("psliushang");
}
if (targets.length) event.goto(1);
},
marktext: "殇",
intro: {
content: "expansion",
markcount: "expansion",
},
subSkill: {
give: {
trigger: { global: "phaseZhunbeiBegin" },
filter: function (event, player) {
return event.player != player && event.player.getExpansions("psliushang").length;
},
forced: true,
logTarget: "player",
content: function () {
"step 0";
var cards = trigger.player.getExpansions("psliushang"),
name = get.translation(cards);
event.cards = cards;
trigger.player
.chooseControl()
.set("choiceList", [
"获得" + name + ",且于本回合防止对" + get.translation(player) + "的伤害",
"将" + name + "置入弃牌堆",
])
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
if (get.damageEffect(player, trigger.player, trigger.player) <= 0)
return 0;
if (get.value(cards, trigger.player) < 0) return 1;
if (
trigger.player.hasCard((card) => {
return (
get.tag(card, "damage") &&
trigger.player.canUse(card, player) &&
get.effect(player, card, trigger.player, trigger.player) >
0
);
}, "hs")
)
return 1;
return 0;
})()
);
"step 1";
if (result.index == 0) {
trigger.player.gain(cards, "gain2");
trigger.player.addTempSkill("psliushang_prevent");
trigger.player.markAuto("psliushang_prevent", [player]);
} else {
trigger.player.loseToDiscardpile(cards);
}
"step 2";
game.delayx();
},
},
prevent: {
trigger: { source: "damageBegin2" },
filter: function (event, player) {
return player.getStorage("psliushang_prevent").includes(event.player);
},
forced: true,
onremove: true,
charlotte: true,
logTarget: "player",
content: function () {
trigger.cancel();
},
ai: {
effect: {
target: function (card, player, target, current) {
if (
player.getStorage("psliushang_prevent").includes(target) &&
get.tag(card, "damage")
) {
return "zeroplayertarget";
}
},
},
},
},
},
},
psqibu: {
trigger: { player: "dying" },
filter: function (event, player) {
return player.hp <= 0;
},
limited: true,
skillAnimation: true,
animationColor: "water",
content: function () {
"step 0";
player.awakenSkill("psqibu");
var cards = game.cardsGotoOrdering(get.cards(7)).cards;
game.updateRoundNumber();
event.cards = cards;
player.showCards(cards, get.translation(player) + "发动了【流殇】");
"step 1";
var num = cards.filter((i) => get.suit(i) == "heart").length;
var gains = cards.filter((i) => get.suit(i) == "club");
if (num > 0) player.recover(num);
if (gains.length) player.gain(gains, "gain2");
},
},
//官盗S曹丕
psjianwei: {
audio: 2,
trigger: { player: "phaseBegin" },
skillAnimation: true,
animationColor: "water",
limited: true,
direct: true,
filter: function (event, player) {
return player.hp >= 1;
},
content: function () {
"step 0";
player.chooseTarget(get.prompt2("psjianwei"), lib.filter.notMe).set("ai", (target) => {
var player = _status.event.player;
if (player.hp == 1 && !player.canSave(player)) return 0;
var sgn = get.sgnAttitude(player, target);
var valMine = [0, 0],
valHis = [0, 0];
player.getCards("hej", (card) => {
if (get.position(card) == "j") {
valMine[0] += get.effect(player, card, player);
valMine[1] += get.effect(target, card, player);
} else {
valMine[0] += get.value(card, player);
valMine[1] += get.value(card, target) * sgn;
}
});
target.getCards("hej", (card) => {
if (get.position(card) == "j") {
valHis[0] += get.effect(player, card, player);
valHis[1] += get.effect(target, card, player);
} else {
valHis[0] += get.value(card, player);
valHis[1] += get.value(card, target) * sgn;
}
});
return valMine[1] - valMine[0] + valHis[0] - valHis[1] >= 60;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("psjianwei", target);
player.awakenSkill("psjianwei");
player.loseHp();
} else event.finish();
"step 2";
if (player.isIn() && target.isIn()) {
var next = game.createEvent("psjianwei_swap");
next.player = player;
next.target = target;
next.set("cards1", player.getCards("hej"));
next.set("cards2", target.getCards("hej"));
next.setContent(lib.skill.psjianwei.swapRegioncards);
}
},
swapRegioncards: function () {
"step 0";
player.$giveAuto(event.cards1, target);
target.$giveAuto(event.cards2, player);
"step 1";
event.h1 = event.cards1.filter((i) => get.position(i) == "h");
event.e1 = event.cards1.filter((i) => get.position(i) == "e");
event.j1 = event.cards1.filter((i) => get.position(i) == "j");
event.h2 = event.cards2.filter((i) => get.position(i) == "h");
event.e2 = event.cards2.filter((i) => get.position(i) == "e");
event.j2 = event.cards2.filter((i) => get.position(i) == "j");
game.loseAsync({
lose_list: [
[player, event.cards1],
[target, event.cards2],
],
}).setContent("chooseToCompareLose");
"step 2";
var todis = [];
for (var i = 0; i < event.j1.length; i++) {
if (
target.isDisabledJudge() ||
target.hasJudge(event.j1[i].viewAs || event.j1[i].name)
)
todis.push(event.j1[i]);
}
for (var i = 0; i < event.j2.length; i++) {
if (
player.isDisabledJudge() ||
player.hasJudge(event.j2[i].viewAs || event.j2[i].name)
)
todis.push(event.j2[i]);
}
if (todis.length) game.cardsDiscard(todis);
"step 3";
game.loseAsync({
gain_list: [
[player, event.h2.filter((i) => get.position(i, true) == "o")],
[target, event.h1.filter((i) => get.position(i, true) == "o")],
],
}).setContent("gaincardMultiple");
for (var i = 0; i < event.e2.length; i++) {
if (get.position(event.e2[i], true) == "o") player.equip(event.e2[i]);
}
for (var i = 0; i < event.e1.length; i++) {
if (get.position(event.e1[i], true) == "o") target.equip(event.e1[i]);
}
for (var i = 0; i < event.j2.length; i++) {
if (get.position(event.j2[i], true) == "o") player.addJudge(event.j2[i]);
}
for (var i = 0; i < event.j1.length; i++) {
if (get.position(event.j1[i], true) == "o") target.addJudge(event.j1[i]);
}
"step 4";
game.delayx();
},
},
//官盗S司马懿
pszhonghu: {
audio: 2,
trigger: { global: "dieAfter" },
global: "pszhonghu_skip",
filter: function (event, player) {
return player != _status.currentPhase;
},
content: function () {
"step 0";
var evt = trigger.getParent("phaseUse");
if (evt && evt.name == "phaseUse") {
evt.skipped = true;
}
var evt = trigger.getParent("phase");
if (evt && evt.name == "phase") {
game.log(evt.player, "结束了回合");
evt.finish();
evt.untrigger(true);
}
_status._pszhonghu = player;
},
subSkill: {
skip: {
trigger: { player: "phaseBeforeStart" },
forced: true,
priority: Infinity,
popup: false,
firstDo: true,
filter: function (event, player) {
if (
(_status._pszhonghu && !_status._pszhonghu.isIn()) ||
event.player == _status._pszhonghu
)
delete _status._pszhonghu;
return _status._pszhonghu && event.player != _status._pszhonghu;
},
content: function () {
trigger.cancel(null, null, "notrigger");
},
},
},
},
//官盗S虎啸龙吟司马懿&诸葛亮
pshuxiao: {
audio: 2,
trigger: { player: "phaseBegin" },
frequent: true,
content: function () {
"step 0";
player.judge(function (card) {
if (get.type(card) == "basic" || get.type(card) == "trick") return 3;
return -1;
});
"step 1";
if (result.bool) {
player.addTempSkill("pshuxiao_use");
player.storage.pshuxiao_use = {
card: { name: result.name, nature: result.card.nature },
number: result.number,
suit: result.suit,
};
}
},
subSkill: {
use: {
charlotte: true,
onremove: true,
enable: "chooseToUse",
popname: true,
position: "hs",
hiddenCard: function (player, name) {
return player.storage.pshuxiao_use.card.name == name;
},
filter: function (event, player) {
if (!player.storage.pshuxiao_use) return false;
if (!player.countCards("h")) return false;
return event.filterCard(player.storage.pshuxiao_use.card, player, event);
},
viewAs: function (cards, player) {
return player.storage.pshuxiao_use.card;
},
filterCard: function (card, player) {
return (
get.number(card) == player.storage.pshuxiao_use.number ||
get.suit(card) == player.storage.pshuxiao_use.suit
);
},
prompt: function (event) {
var player = _status.event.player;
return (
"将一张" +
get.translation(player.storage.pshuxiao_use.suit) +
"牌或点数为" +
get.strNumber(player.storage.pshuxiao_use.number) +
"的牌当作" +
get.translation(player.storage.pshuxiao_use.card) +
"使用"
);
},
},
},
},
psguanxing: {
audio: "guanxing",
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
preHidden: true,
content: function () {
"step 0";
var num = 5;
var cards = get.cards(num);
game.cardsGotoOrdering(cards);
var next = player.chooseToMove();
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
next.set("prompt", "观星:点击将牌移动到牌堆顶或牌堆底");
next.processAI = function (list) {
var cards = list[0][1],
player = _status.event.player;
var top = [];
var judges = player.getCards("j");
var stopped = false;
if (!player.hasWuxie()) {
for (var i = 0; i < judges.length; i++) {
var judge = get.judge(judges[i]);
cards.sort(function (a, b) {
return judge(b) - judge(a);
});
if (judge(cards[0]) < 0) {
stopped = true;
break;
} else {
top.unshift(cards.shift());
}
}
}
var bottom;
if (!stopped) {
cards.sort(function (a, b) {
return get.value(b, player) - get.value(a, player);
});
while (cards.length) {
if (get.value(cards[0], player) <= 5) break;
top.unshift(cards.shift());
}
}
bottom = cards;
return [top, bottom];
};
"step 1";
var top = result.moved[0];
var bottom = result.moved[1];
top.reverse();
for (var i = 0; i < top.length; i++) {
ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild);
}
for (i = 0; i < bottom.length; i++) {
ui.cardPile.appendChild(bottom[i]);
}
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶");
game.updateRoundNumber();
game.delayx();
},
ai: {
threaten: 1.2,
},
},
pslongyin: {
audio: 2,
enable: ["chooseToUse", "chooseToRespond"],
filter: function (event, player) {
if (!player.countCards("hse") || player.hasSkill("pslongyin_used")) return false;
for (var i of lib.inpile) {
var type = get.type(i);
if (
(type == "basic" || type == "trick") &&
event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)
)
return true;
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name == "sha") {
if (event.filterCard({ name: name }, player, event))
list.push(["基本", "", "sha"]);
for (var j of lib.inpile_nature) {
if (event.filterCard({ name: name, nature: j }, player, event))
list.push(["基本", "", "sha", j]);
}
} else if (
get.type(name) == "trick" &&
event.filterCard({ name: name }, player, event)
)
list.push(["锦囊", "", name]);
else if (
get.type(name) == "basic" &&
event.filterCard({ name: name }, player, event)
)
list.push(["基本", "", name]);
}
return ui.create.dialog("虎啸", [list, "vcard"]);
},
filter: function (button, player) {
return _status.event
.getParent()
.filterCard(
{ name: button.link[2], nature: button.link[3] },
player,
_status.event.getParent()
);
},
check: function (button) {
if (_status.event.getParent().type != "phase") return 1;
var player = _status.event.player;
if (
[
"wugu",
"zhulu_card",
"yiyi",
"lulitongxin",
"lianjunshengyan",
"diaohulishan",
].includes(button.link[2])
)
return 0;
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
},
backup: function (links, player) {
return {
filterCard: function (card, player) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return get.number(card) + num <= 13;
},
selectCard: [1, Infinity],
filterOk: function () {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return num == 13;
},
audio: "pslongyin",
popname: true,
complexCard: true,
check: function (card) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num + get.number(card) == 13) return 5.5 - get.value(card);
if (ui.selected.cards.length == 0) {
var cards = _status.event.player.getCards("h");
for (var i = 0; i < cards.length; i++) {
for (var j = i + 1; j < cards.length; j++) {
if (get.number(cards[i]) + get.number(cards[j]) == 13) {
if (cards[i] == card || cards[j] == card)
return 6 - get.value(card);
}
}
}
}
return 0;
},
position: "hes",
viewAs: { name: links[0][2], nature: links[0][3] },
precontent: function () {
player.addTempSkill("pslongyin_used");
},
};
},
prompt: function (links, player) {
return (
"将任意张点数和为13牌当做" +
(get.translation(links[0][3]) || "") +
get.translation(links[0][2]) +
"使用"
);
},
},
hiddenCard: function (player, name) {
if (!lib.inpile.includes(name)) return false;
var type = get.type(name);
return (
(type == "basic" || type == "trick") &&
player.countCards("she") > 0 &&
!player.hasSkill("pslongyin_used")
);
},
ai: {
fireAttack: true,
respondSha: true,
respondShan: true,
skillTagFilter: function (player) {
if (!player.countCards("hse") || player.hasSkill("pslongyin_used")) return false;
},
order: 1,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
subSkill: {
used: { charlotte: true },
},
},
//官盗S武将传诸葛亮
pszhiji: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
if (!ui.selected.targets.length) return true;
return target.group != ui.selected.targets[0].group;
},
selectTarget: 2,
complexTarget: true,
multitarget: true,
multiline: true,
filterCard: true,
selectCard: 2,
check: function (card) {
return 6 - get.value(card);
},
content: function () {
"step 0";
targets.sortBySeat();
if (targets[0].canUse("sha", targets[1], false))
targets[0].useCard({ name: "sha", isCard: true }, targets[1], false, "noai");
"step 1";
if (targets[1].canUse("sha", targets[0], false))
targets[1].useCard({ name: "sha", isCard: true }, targets[0], false, "noai");
},
ai: {
order: 2.5,
result: {
player: 1,
target: function (player, target) {
if (ui.selected.targets.length) {
var targetx = ui.selected.targets[0];
if (
get.effect(targetx, { name: "sha" }, target, player) +
get.effect(target, { name: "sha" }, targetx, player) <
0
)
return 0;
return -1;
}
return -1;
},
},
},
},
psjiefeng: {
audio: 2,
enable: "phaseUse",
filterCard: true,
selectCard: 2,
check: function (card) {
return 6 - get.value(card);
},
content: function () {
"step 0";
var cards = game.cardsGotoOrdering(get.cards(5)).cards;
event.cards = cards;
player.showCards(cards, get.translation(player) + "发动了【借风】");
"step 1";
if (cards.filter((i) => get.color(i) == "red").length >= 2) {
player.chooseUseTarget("wanjian", true);
}
},
ai: {
order: 9,
result: {
player: function (player) {
if (player.getUseValue({ name: "wanjian" }) < 0) return 0;
return 1;
},
},
},
},
//官盗S马超
psweihou: {
trigger: { player: "judgeBegin" },
filter: function (event, player) {
return !event.directresult;
},
content: function () {
"step 0";
var cards = get.cards(2);
for (var i = cards.length - 1; i >= 0; i--) {
ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild);
}
game.updateRoundNumber();
event.cards = cards;
event.videoId = lib.status.videoId++;
game.broadcastAll(
function (player, id, cards) {
var str;
if (player == game.me && !_status.auto) str = "威侯:选择一张作为本次判定结果";
else str = get.translation(player) + "发动了【威侯】";
var dialog = ui.create.dialog(str, cards);
dialog.videoId = id;
},
player,
event.videoId,
event.cards
);
game.addVideo("showCards", player, ["威侯", get.cardsInfo(event.cards)]);
if (!event.isMine() && !event.isOnline()) game.delayx();
"step 1";
player
.chooseButton(["威侯:选择一张作为本次判定结果", cards], true)
.set("ai", (button) => {
return _status.event.getTrigger().judge(button.link);
})
.set("dialog", event.videoId);
"step 2";
game.broadcastAll("closeDialog", event.videoId);
if (result.bool) {
trigger.directresult = result.links[0];
game.cardsDiscard(
cards.removeArray(result.links).filter((i) => get.position(i) == "c")
);
}
"step 3";
game.updateRoundNumber();
},
},
//官盗S1066★贾诩
psqupo: {
audio: 2,
trigger: { global: "phaseBegin" },
filter: function (event, player) {
return player.countCards("he");
},
direct: true,
content: function () {
"step 0";
var cards = player.getCards("he");
var current = trigger.player;
var ai1 = function (card) {
var player = _status.event.player,
current = _status.event.current;
var card = get.color(card);
if (color == "black") {
if (!current.hasSha() || !current.hasUseTarget({ name: "sha" })) return 0;
if (targets.length) return 5.5 - get.value(card);
} else if (color == "red") {
if (get.attitude(player, current) <= 0) return 0;
if (
current.hasCard((card) => {
if (!get.tag(card, "damage")) return false;
var targetsx = game.filterPlayer((currentx) => {
if (currentx == current || current == player) return false;
return (
current.canUse(card, currentx) &&
get.effect(currentx, card, current, player) > 0
);
});
targets2.addArray(targetsx);
return targetsx.length;
}, "hs")
)
return 5.5 - get.value(card);
}
return 0;
};
var targets = game.filterPlayer((currentx) => {
if (currentx == current || current == player) return false;
return (
!current.canUse("sha", currentx) ||
(get.effect(currentx, { name: "sha" }, current, player) > 0 &&
get.attitude(player, currentx) > -3)
);
});
targets.sort((a, b) => get.attitude(player, b) - get.attitude(player, a));
var targets2 = [];
var cardx = cards.sort((a, b) => ai1(b) - ai1(a))[0];
targets2.sort((a, b) => get.threaten(b, current) - get.threaten(a, current));
var next = player.chooseCardTarget({
filterCard: true,
prompt: get.prompt2("psqupo"),
current: trigger.player,
filterTarget: function (card, player, target) {
return player != target && target != _status.event.current;
},
ai1: function (card) {
return card == _status.event.cardx ? 1 : 0;
},
ai2: function (target) {
return target == _status.event.targetx ? 1 : 0;
},
});
if (ai1(cardx) > 0) {
next.cardx = cardx;
if (get.color(cardx) == "black") {
if (targets.length) next.targetx = targets[0];
} else {
if (targets2.length) next.targetx = targets2[0];
}
}
"step 1";
if (result.bool) {
var target = result.targets[0],
cards = result.cards;
player.logSkill("psqupo", target);
player.give(cards, target);
var color = get.color(cards[0]);
if (color == "black") {
_status.currentPhase.addTempSkill("psqupo_black");
_status.currentPhase.markAuto("psqupo_black", [target]);
} else if (color == "red") {
target.addTempSkill("psqupo_red");
target.addMark("psqupo_red", 1, false);
}
}
},
subSkill: {
black: {
trigger: { player: "useCardToTarget" },
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
if (event.card.name != "sha") return false;
var targets = player.getStorage("psqupo_black").slice();
targets.remove(event.target);
return targets.length;
},
content: function () {
var targets = player.getStorage("psqupo_black").slice();
targets.remove(trigger.target);
player.loseHp(targets.length);
},
},
red: {
trigger: { player: "damageBegin3" },
charlotte: true,
forced: true,
onremove: true,
content: function () {
player.loseHp(player.countMark("psqupo_red"));
player.removeSkill("psqupo_red");
},
},
},
},
psbaoquan: {
audio: 2,
trigger: { player: "damageBegin4" },
filter: function (event, player) {
return player.countCards("h", { type: ["trick", "delay"] }) || _status.connectMode;
},
direct: true,
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt2("psbaoquan"), { type: ["trick", "delay"] })
.set("logSkill", "psbaoquan")
.set("ai", (card) => {
if (_status.event.goon) return 7 - get.value(card);
return 0;
})
.set("goon", get.damageEffect(player, trigger.source, player) < -5);
"step 1";
if (result.bool) {
trigger.cancel();
}
},
},
//官盗S吕布
pssheji: {
audio: 2,
enable: "phaseUse",
filterCard: true,
selectCard: -1,
position: "h",
locked: false,
filter: function (event, player) {
if (player.hasSkill("pssheji_used")) return false;
var hs = player.getCards("h");
if (!hs.length) return false;
for (var card of hs) {
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 === false) return false;
}
return event.filterCard(get.autoViewAs({ name: "sha" }, hs));
},
viewAs: {
name: "sha",
storage: { pssheji: true },
},
onuse: function (links, player) {
player.addTempSkill("pssheji_used", "phaseUseAfter");
},
ai: {
order: 1,
threaten: 1.1,
},
mod: {
targetInRange: function (card, player, target) {
if (card.storage && card.storage.pssheji) return true;
},
},
subSkill: {
used: {
audio: "pssheji",
trigger: { source: "damageSource" },
charlotte: true,
forced: true,
popup: false,
logTarget: "player",
filter: function (event, player) {
return (
event.card.storage &&
event.card.storage.pssheji &&
event.player.hasCard((card) => {
if (!lib.filter.canBeGained(card, player, event.player)) return false;
return ["equip1", "equip3", "equip4", "equip6"].includes(
get.subtype(card)
);
}, "e")
);
},
content: function () {
var cards = trigger.player.getCards("e", (card) => {
if (!lib.filter.canBeGained(card, player, trigger.player)) return false;
return ["equip1", "equip3", "equip4", "equip6"].includes(get.subtype(card));
});
if (cards.length) player.gain(cards, "giveAuto", trigger.player);
},
},
},
},
//战役篇国战将转身份
//钟会
zyquanji: {
audio: "gzquanji",
trigger: {
player: "damageEnd",
source: "damageSource",
},
frequent: true,
filter: function (event, player, name) {
if (name == "damageEnd") return true;
var evt = event.getParent();
if (evt.player != player) return false;
return evt.card && evt.type == "card" && evt.targets.length == 1;
},
content: function () {
"step 0";
player.draw();
"step 1";
var hs = player.getCards("he");
if (hs.length > 0) {
if (hs.length == 1) event._result = { bool: true, cards: hs };
else player.chooseCard("he", true, "选择一张牌作为“权”");
} else event.finish();
"step 2";
if (result.bool) {
var cs = result.cards;
player.addToExpansion(cs, player, "give").gaintag.add("zyquanji");
}
},
intro: {
content: "expansion",
markcount: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
locked: false,
mod: {
maxHandcard: function (player, num) {
return num + player.getExpansions("zyquanji").length;
},
},
},
zypaiyi: {
audio: "gzpaiyi",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.getExpansions("zyquanji").length > 0;
},
chooseButton: {
dialog: function (event, player) {
return ui.create.dialog("排异", player.getExpansions("zyquanji"), "hidden");
},
backup: function (links, player) {
return {
audio: "gzpaiyi",
filterTarget: true,
filterCard: function () {
return false;
},
selectCard: -1,
card: links[0],
delay: false,
content: lib.skill.zypaiyi.contentx,
ai: {
order: 10,
result: {
target: function (player, target) {
if (target != player) return 0;
if (
player.getExpansions("zyquanji").length <= 1 ||
(player.needsToDiscard() &&
!player.getEquip("zhuge") &&
!player.hasSkill("new_paoxiao"))
)
return 0;
return 1;
},
},
},
};
},
prompt: function () {
return "请选择【排异】的目标";
},
},
contentx: function () {
"step 0";
var card = lib.skill.zypaiyi_backup.card;
player.loseToDiscardpile(card);
"step 1";
var num = player.getExpansions("zyquanji").length;
if (num > 0) target.draw(Math.min(7, num));
"step 2";
if (target.countCards("h") > player.countCards("h")) {
target.damage();
}
},
ai: {
order: function (item, player) {
var num = player.getExpansions("zyquanji").length;
if (num == 1) return 8;
return 1;
},
result: {
player: 1,
},
combo: "zyquanji"
},
},
//孙綝
zyshilu: {
audio: "gzshilu",
preHidden: true,
trigger: { global: "dieAfter" },
prompt2: function (event, player) {
return (
"将其的所有武将牌" +
(player == event.source ? "及武将牌库里的一张随机武将牌" : "") +
"置于武将牌上作为“戮”"
);
},
logTarget: "player",
content: function () {
var list = [],
target = trigger.player;
if (
target.name1 &&
!target.isUnseen(0) &&
target.name1.indexOf("gz_shibing") != 0 &&
_status.characterlist.includes(target.name1)
)
list.push(target.name1);
if (
target.name2 &&
!target.isUnseen(1) &&
target.name2.indexOf("gz_shibing") != 0 &&
_status.characterlist.includes(target.name1)
)
list.push(target.name2);
_status.characterlist.removeArray(list);
if (player == trigger.source) list.addArray(_status.characterlist.randomRemove(1));
if (list.length) {
player.markAuto("zyshilu", list);
game.log(player, "将", "#g" + get.translation(list), "置于武将牌上作为", "#y“戮”");
game.broadcastAll(
function (player, list) {
var cards = [];
for (var i = 0; i < list.length; i++) {
var cardname = "huashen_card_" + list[i];
lib.card[cardname] = {
fullimage: true,
image: "character:" + list[i],
};
lib.translate[cardname] = get.rawName2(list[i]);
cards.push(game.createCard(cardname, "", ""));
}
player.$draw(cards, "nobroadcast");
},
player,
list
);
}
},
marktext: "戮",
intro: {
content: "character",
onunmark: function (storage, player) {
if (storage && storage.length) {
_status.characterlist.addArray(storage);
storage.length = 0;
}
},
mark: function (dialog, storage, player) {
if (storage && storage.length) {
dialog.addSmall([storage, "character"]);
} else {
return "没有“戮”";
}
},
// content:function(storage,player){
// return '共有'+get.cnNumber(storage.length)+'张“戮”';
// },
},
group: "zyshilu_zhiheng",
subSkill: {
zhiheng: {
audio: "zyshilu",
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
return player.getStorage("zyshilu").length > 0 && player.countCards("he") > 0;
},
direct: true,
content: function () {
"step 0";
var num = Math.min(player.getStorage("zyshilu").length, player.countCards("he"));
player.chooseToDiscard(
"he",
get.prompt("zyshilu"),
"弃置至多" + get.cnNumber(num) + "张牌并摸等量的牌",
[1, num]
).logSkill = "zyshilu_zhiheng";
"step 1";
if (result.bool && result.cards && result.cards.length)
player.draw(result.cards.length);
},
},
},
},
zyxiongnve: {
audio: "gzxiongnve",
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return player.getStorage("zyshilu").length > 0;
},
content: function () {
"step 0";
player
.chooseButton([get.prompt("zyxiongnve"), [player.storage.zyshilu, "character"]])
.set("ai", function (button) {
if (!_status.event.goon) return 0;
return 1;
})
.set(
"goon",
player.countCards("hs", function (card) {
return get.tag(card, "damage") && player.hasValueTarget(card);
}) > 1
);
"step 1";
if (result.bool) {
player.logSkill("zyxiongnve");
lib.skill.zyxiongnve.throwCharacter(player, result.links);
game.delayx();
player
.chooseControl()
.set("prompt", "选择获得一项效果")
.set("choiceList", [
"本回合造成的伤害+1",
"本回合造成伤害时,获得其一张牌",
"本回合使用牌没有次数限制",
])
.set("ai", function () {
var player = _status.event.player;
if (
player.countCards("hs", function (card) {
return get.name(card) == "sha" && player.hasValueTarget(card);
}) > player.getCardUsable("sha")
)
return 0;
return get.rand(1, 2);
});
} else event.finish();
"step 2";
var skill = "zyxiongnve_effect" + result.index;
player.addTempSkill(skill);
game.log(player, "本回合", "#g" + lib.skill[skill].promptx);
},
group: "zyxiongnve_end",
throwCharacter: function (player, list) {
player.unmarkAuto("zyshilu", list);
_status.characterlist.addArray(list);
game.log(player, "从", "#y“戮”", "中移去了", "#g" + get.translation(list));
game.broadcastAll(
function (player, list) {
var cards = [];
for (var i = 0; i < list.length; i++) {
var cardname = "huashen_card_" + list[i];
lib.card[cardname] = {
fullimage: true,
image: "character:" + list[i],
};
lib.translate[cardname] = get.rawName2(list[i]);
cards.push(game.createCard(cardname, "", ""));
}
player.$throw(cards, 1000, "nobroadcast");
},
player,
list
);
},
subSkill: {
effect0: {
promptx: "造成的伤害+1",
charlotte: true,
onremove: true,
audio: "zyxiongnve",
intro: {
content: "当你造成伤害时,此伤害+1",
},
trigger: { source: "damageBegin1" },
forced: true,
logTarget: "player",
content: function () {
trigger.num++;
},
},
effect1: {
promptx: "造成伤害后,获得其一张牌",
charlotte: true,
onremove: true,
audio: "zyxiongnve",
intro: {
content: "对其他角色造成伤害时,获得其一张牌",
},
trigger: { source: "damageBegin1" },
forced: true,
filter: function (event, player) {
return (
player != event.player && event.player.countGainableCards(player, "he") > 0
);
},
logTarget: "player",
content: function () {
player.gainPlayerCard(trigger.player, true, "he");
},
},
effect2: {
promptx: "使用牌没有次数限制",
charlotte: true,
onremove: true,
intro: {
content: "使用牌没有次数限制",
},
mod: {
cardUsable: () => Infinity,
},
},
effect3: {
charlotte: true,
audio: "zyxiongnve",
mark: true,
intro: {
content: "受到的伤害-1",
},
trigger: { player: "damageBegin4" },
forced: true,
filter: function (event, player) {
return event.source != player && event.source && event.source.isIn();
},
content: function () {
trigger.num--;
},
ai: {
effect: {
target: function (card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return;
var num = get.tag(card, "damage");
if (num) {
if (num > 1) return 0.5;
return 0;
}
},
},
},
},
end: {
trigger: { player: "phaseUseEnd" },
direct: true,
filter: function (event, player) {
return player.getStorage("zyshilu").length > 1;
},
content: function () {
"step 0";
player
.chooseButton(
[
"凶虐:是否移去两张“戮”获得减伤?",
[player.storage.zyshilu, "character"],
],
2
)
.set("ai", function (button) {
var player = _status.event.player;
if (game.countPlayer() * 1.5 + player.storage.zyshilu.length / 2 > 8)
return 1;
if (player.hp <= 2) return 1;
return 0;
});
"step 1";
if (result.bool) {
player.logSkill("zyxiongnve");
lib.skill.zyxiongnve.throwCharacter(player, result.links);
player.addTempSkill("zyxiongnve_effect3", { player: "phaseBegin" });
game.delayx();
}
},
},
},
ai: {
combo: "zyshilu",
},
},
//孟达
qiuan: {
audio: 2,
trigger: { player: "damageBegin4" },
filter: function (event, player) {
return (
event.cards &&
event.cards.filterInD().length > 0 &&
!player.getExpansions("qiuan").length
);
},
check: function (event, player) {
if (get.damageEffect(player, event.source || player, player, event.nature) >= 0)
return false;
return true;
},
preHidden: true,
content: function () {
var cards = trigger.cards.filterInD();
player.addToExpansion("gain2", cards).gaintag.add("qiuan");
trigger.cancel();
},
ai: {
combo: "liangfan",
},
intro: {
content: "expansion",
markcount: "expansion",
},
marktext: "函",
},
liangfan: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return player.getExpansions("qiuan").length > 0;
},
content: function () {
"step 0";
var cards = player.getExpansions("qiuan");
player.gain(cards, "gain2").gaintag.add("liangfan");
player.addTempSkill("liangfan2");
"step 1";
player.loseHp();
},
ai: {
combo: "qiuan",
},
},
liangfan2: {
audio: "liangfan",
mark: true,
mod: {
aiOrder: function (player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("liangfan")) return num + 0.1;
},
},
intro: { content: "使用“量反”牌造成伤害后,可获得目标角色的一张牌" },
trigger: { source: "damageEnd" },
logTarget: "player",
charlotte: true,
onremove: function (player) {
player.removeGaintag("liangfan");
},
prompt: (event) => "量反:是否获得" + get.translation(event.player) + "的一张牌?",
filter: function (event, player) {
var evt = event.getParent(2);
if (evt.name != "useCard" || evt.card != event.card) return false;
if (!event.player.countGainableCards(player, "he")) return false;
return (
player.getHistory("lose", function (evt2) {
if (evt2.getParent() != evt) return false;
for (var i in evt2.gaintag_map) {
if (evt2.gaintag_map[i].includes("liangfan")) return true;
}
return false;
}).length > 0
);
},
marktext: "反",
content: function () {
player.gainPlayerCard(trigger.player, true, "he");
},
},
//文钦
gzjinfa: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
player.countCards("he") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("he") > 0;
})
);
},
filterCard: true,
position: "he",
filterTarget: function (card, player, target) {
return target != player && target.countCards("he") > 0;
},
check: function (card) {
return 6 - get.value(card);
},
content: function () {
"step 0";
target
.chooseCard(
"he",
"交给" + get.translation(player) + "一张装备牌,或令其获得你的一张牌",
{ type: "equip" }
)
.set("ai", function (card) {
if (_status.event.goon && get.suit(card) == "spade") return 8 - get.value(card);
return 5 - get.value(card);
})
.set(
"goon",
target.canUse("sha", player, false) &&
get.effect(player, { name: "sha" }, target, target) > 0
);
"step 1";
if (!result.bool) {
player.gainPlayerCard(target, "he", true);
event.finish();
} else target.give(result.cards, player);
"step 2";
if (
result.bool &&
result.cards &&
result.cards.length &&
target.isIn() &&
player.isIn() &&
get.suit(result.cards[0], target) == "spade" &&
target.canUse("sha", player, false)
)
target.useCard({ name: "sha", isCard: true }, false, player);
},
ai: {
order: 6,
result: {
player: function (player, target) {
if (
target.countCards("e", function (card) {
return get.suit(card) == "spade" && get.value(card) < 8;
}) &&
target.canUse("sha", player, false)
)
return get.effect(player, { name: "sha" }, target, player);
return 0;
},
target: function (player, target) {
var es = target.getCards("e").sort(function (a, b) {
return get.value(b, target) - get.value(a, target);
});
if (es.length) return -Math.min(2, get.value(es[0]));
return -2;
},
},
},
},
//一战成名·群雄逐鹿·长安之战专属神贾诩
zybishi: {
audio: 2,
trigger: { target: "useCardToTargeted" },
filter: function (event, player) {
return event.card.name == "sha" && event.player != player;
},
check: function (event, player) {
var effect = 0;
if (event.targets && event.targets.length) {
for (var i = 0; i < event.targets.length; i++) {
effect += get.effect(event.targets[i], event.card, event.player, player);
}
}
if (effect < 0) {
var target = event.targets[0];
if (target == player) {
return !player.countCards("h", "shan");
} else {
return target.hp == 1 || (target.countCards("h") <= 2 && target.hp <= 2);
}
}
return false;
},
content: function () {
player.line(trigger.player, "green");
trigger.player.draw();
var evt = trigger.getParent();
evt.targets.length = 0;
evt.all_excluded = true;
game.log(evt.card, "被无效了");
},
},
zyjianbing: {
audio: 2,
trigger: { global: "damageBegin3" },
logTarget: "player",
filter: function (event, player) {
return (
event.player != player &&
event.player.isIn() &&
event.card &&
event.card.name == "sha" &&
event.player.countGainableCards(player, "he") > 0
);
},
content: function () {
"step 0";
player.gainPlayerCard(trigger.player, true, "he");
"step 1";
if (result.bool && result.cards && result.cards.length) {
var card = result.cards[0];
if (get.suit(card, trigger.player) == "heart") {
trigger.player.recover();
}
}
},
},
//战役篇改王允
zylianji: {
audio: "wylianji",
trigger: { player: "phaseUseEnd" },
filter: function (event, player) {
return player.hasHistory("useCard", (evt) => evt.getParent("phaseUse") == event);
},
direct: true,
content: function () {
"step 0";
var types = [];
player.getHistory("useCard", (evt) => {
if (evt.getParent("phaseUse") != trigger) return false;
types.add(get.type2(evt.card));
});
event.num = types.length;
event.logged = false;
player.chooseTarget(get.prompt("zylianji"), "令一名角色摸一张牌").set("ai", (target) => {
var player = _status.event.player;
if (target == player && player.needsToDiscard(1)) return 1;
return get.effect(target, { name: "draw" }, player, player);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
if (!event.logged) {
event.logged = true;
player.logSkill("zylianji", target);
}
target.draw();
}
if (event.num <= 1) event.finish();
"step 2";
if (player.isHealthy()) event._result = { bool: false };
else player.chooseBool(get.prompt("zylianji"), "回复1点体力").set("ai", () => true);
"step 3";
if (result.bool) {
if (!event.logged) {
event.logged = true;
player.logSkill("zylianji");
}
player.recover();
}
if (event.num <= 2) event.finish();
"step 4";
player
.chooseTarget(
get.prompt("zylianji"),
"跳过本回合的剩余阶段,然后令一名其他角色执行这些阶段",
lib.filter.notMe
)
.set("ai", (target) => {
var att = get.attitude(_status.event.player, target),
num = target.needsToDiscard(),
numx = player.needsToDiscard();
if (att < 0 && num > 0) return (-att * Math.sqrt(num)) / 3 + numx;
var skills = target.getSkills();
var val = 0;
for (var skill of skills) {
var info = get.info(skill);
if (
info.trigger &&
info.trigger.player &&
(info.trigger.player.indexOf("phaseJieshu") == 0 ||
(Array.isArray(info.trigger.player) &&
info.trigger.player.some((i) => i.indexOf("phaseJieshu") == 0)))
) {
var threaten = info.ai && info.ai.threaten ? info.ai.threaten : 1;
if (info.ai && info.ai.neg) val -= 3 * threaten;
else if (info.ai && info.ai.halfneg) val -= 1.5 * threaten;
else val += threaten;
}
}
return (att * val) / 2 + numx;
});
"step 5";
if (result.bool) {
var target = result.targets[0];
if (!event.logged) {
event.logged = true;
player.logSkill("zylianji", target);
} else player.line(target);
player.addTempSkill("zylianji_skip");
player.storage.zylianji_insert = target;
}
},
subSkill: {
skip: {
trigger: {
player: [
"phaseZhunbeiBefore",
"phaseJudgeBefore",
"phaseDrawBefore",
"phaseUseBefore",
"phaseDiscardBefore",
"phaseJieshuBefore",
],
},
init: function (player) {
if (!player.storage.zylianji_skip) player.storage.zylianji_skip = [];
},
forced: true,
charlotte: true,
group: "zylianji_insert",
onremove: true,
content: function () {
trigger.cancel();
player.storage.zylianji_skip.push(trigger.name);
},
},
insert: {
trigger: { player: "phaseEnd" },
filter: function (event, player) {
return (
player.storage.zylianji_skip &&
player.storage.zylianji_skip.length &&
player.storage.zylianji_insert &&
player.storage.zylianji_insert.isIn()
);
},
forced: true,
charlotte: true,
onremove: true,
getStr: function (str) {
switch (str) {
case "phaseDraw":
return "player.phaseDraw();if(!player.noPhaseDelay){if(player==game.me){game.delay()}else{game.delayx()}}";
case "phaseDiscard":
return "game.broadcastAll(function(){if(ui.tempnowuxie){ui.tempnowuxie.close();delete ui.tempnowuxie;}});player.phaseDiscard();if(!player.noPhaseDelay){game.delayx()};delete player._noSkill;";
default:
return "player." + str + "();";
}
},
content: function () {
"step 0";
var func = "";
for (var i = 0; i < player.storage.zylianji_skip.length; i++) {
var phase = player.storage.zylianji_skip[i];
func += "\n'step" + " " + i + "'\n";
func += lib.skill.zylianji_insert.getStr(phase);
}
player.line(player.storage.zylianji_insert);
player.storage.zylianji_insert
.insertPhase()
.setContent(new Function(func))._noTurnOver = true;
},
},
},
},
zymoucheng: {
enable: "phaseUse",
usable: 1,
viewAs: { name: "jiedao" },
filterCard: { color: "black" },
position: "he",
check: function (card) {
return 4.5 - get.value(card);
},
},
//用间篇豪华版盒子甄姬
yjluoshen: {
audio: "luoshen",
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
content: function () {
"step 0";
event.cards = [];
"step 1";
var next = player.judge(function (card) {
var color = get.color(card);
var evt = _status.event.getParent("yjluoshen");
if (evt) {
if (!evt.color) evt.color = color;
else if (evt.color != color) return -1;
}
return 1;
});
next.judge2 = function (result) {
return result.bool;
};
if (get.mode() != "guozhan" && !player.hasSkillTag("rejudge"))
next.set("callback", function () {
if (get.position(card, true) == "o") player.gain(card, "gain2");
});
else
next.set("callback", function () {
event.getParent().orderingCards.remove(card);
});
"step 2";
if (result.judge > 0) {
event.cards.push(result.card);
player.chooseBool("是否再次发动【洛神】?").set("frequentSkill", "yjluoshen");
} else {
for (var i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i], true) != "o") {
event.cards.splice(i, 1);
i--;
}
}
if (event.cards.length) {
player.gain(event.cards, "gain2");
}
event.finish();
}
"step 3";
if (result.bool) {
event.goto(1);
} else {
if (event.cards.length) {
player.gain(event.cards, "gain2");
}
}
},
},
//用间篇豪华版盒子贾诩
yjzhenlve: {
audio: "zhenlue",
inherit: "zhenlue",
content: function () {
trigger.directHit.addArray(game.players);
},
},
yjjianshu: {
audio: "jianshu",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
filterTarget: function (card, player, target) {
if (target == player) return false;
if (ui.selected.targets.length) {
return (
ui.selected.targets[0] != target &&
!ui.selected.targets[0].hasSkillTag("noCompareSource") &&
target.countCards("h") &&
!target.hasSkillTag("noCompareTarget")
);
}
return true;
},
filterCard: true,
discard: false,
lose: false,
delay: false,
check: function (card) {
if (_status.event.player.hp == 1) return 8 - get.value(card);
return 6 - get.value(card);
},
selectTarget: 2,
targetprompt: ["发起者", "拼点对象"],
multitarget: true,
content: function () {
"step 0";
player.give(cards, targets[0], "give");
"step 1";
targets[0].chooseToCompare(targets[1]);
"step 2";
if (result.bool) {
targets[1].loseHp();
} else if (result.tie) {
targets[0].loseHp();
targets[1].loseHp();
} else {
targets[0].loseHp();
}
},
ai: {
expose: 0.4,
order: 4,
result: {
target: function (player, target) {
if (ui.selected.targets.length) return -1;
return -0.5;
},
},
},
},
yjyongdi: {
audio: "yongdi",
unique: true,
limited: true,
trigger: { player: "phaseZhunbeiBegin" },
animationColor: "thunder",
skillAnimation: "legend",
mark: true,
intro: {
content: "limited",
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("yjyongdi"), function (card, player, target) {
return target.hasSex("male") || target.name == "key_yuri";
})
.set("ai", function (target) {
if (!_status.event.goon) return 0;
var player = _status.event.player;
var att = get.attitude(player, target);
if (att <= 1) return 0;
var mode = get.mode();
if (mode == "identity" || (mode == "versus" && _status.mode == "four")) {
if (target.name && lib.character[target.name]) {
for (var i = 0; i < lib.character[target.name][3].length; i++) {
if (lib.skill[lib.character[target.name][3][i]].zhuSkill) {
return att * 2;
}
}
}
}
return att;
})
.set("goon", !player.hasUnknown());
"step 1";
if (result.bool) {
player.awakenSkill("yjyongdi");
player.logSkill("yjyongdi", result.targets);
var target = result.targets[0];
target.gainMaxHp(true);
target.recover();
var mode = get.mode();
if (
mode == "identity" ||
(mode == "versus" && _status.mode == "four") ||
mode == "doudizhu"
) {
if (target.name && lib.character[target.name]) {
var skills = lib.character[target.name][3];
target.storage.zhuSkill_yjyongdi = [];
for (var i = 0; i < skills.length; i++) {
var info = lib.skill[skills[i]];
if (info.zhuSkill) {
target.storage.zhuSkill_yjyongdi.push(skills[i]);
if (info.init) {
info.init(target);
}
if (info.init2) {
info.init2(target);
}
}
}
}
}
}
},
ai: {
expose: 0.2,
},
},
//用间篇豪华版盒子许攸
yjshicai: {
audio: "spshicai",
enable: "phaseUse",
usable: 1,
filterCard: true,
position: "he",
prompt: function () {
var str = "弃置一张牌,然后获得";
if (get.itemtype(_status.pileTop) == "card") str += get.translation(_status.pileTop);
else str += "牌堆顶的一张牌";
return str;
},
check: function (card) {
var player = _status.event.player;
var cardx = _status.pileTop;
if (get.itemtype(cardx) != "card") return 0;
var val = player.getUseValue(cardx, null, true);
if (!val) return 0;
var val2 = player.getUseValue(card, null, true);
return (val - val2) / Math.max(0.1, get.value(card));
},
group: ["yjshicai_mark"],
content: function () {
var card = get.cards()[0];
player.gain(card, "gain2").gaintag.add("yjshicai_clear");
player.addTempSkill("yjshicai_clear", "phaseUseAfter");
},
ai: {
order: 3,
result: { player: 1 },
},
subSkill: {
mark: {
trigger: { player: "phaseBegin" },
silent: true,
firstDo: true,
content: function () {
player.addTempSkill("spshicai2");
},
},
clear: {
trigger: {
player: "loseAfter",
global: [
"equipAfter",
"addJudgeAfter",
"gainAfter",
"loseAsyncAfter",
"addToExpansionAfter",
],
},
onremove: function (player, skill) {
player.removeGaintag(skill);
},
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
if (event.name == "lose") {
for (var i in event.gaintag_map) {
if (event.gaintag_map[i].includes("yjshicai_clear")) return true;
}
return false;
}
return player.hasHistory("lose", function (evt) {
if (evt.getParent() != event) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("yjshicai_clear")) return true;
}
});
},
content: function () {
delete player.getStat("skill").yjshicai;
},
},
},
},
yjchenggong: {
audio: "chenggong",
trigger: {
global: "useCardToPlayered",
},
filter: function (event, player) {
return event.isFirstTarget && event.targets.length > 1 && event.player.isIn();
},
check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
logTarget: "player",
content: function () {
trigger.player.draw();
},
ai: { expose: 0.2 },
},
yjzezhu: {
audio: "zezhu",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
var zhu =
get.mode() == "identity"
? get.zhu(player)
: game.filterPlayer((i) => i.getSeatNum() == 1)[0];
if (!zhu) return false;
return zhu.countGainableCards(player, zhu == player ? "ej" : "hej");
},
filterTarget: function (card, player, target) {
var zhu =
get.mode() == "identity"
? get.zhu(player)
: game.filterPlayer((i) => i.getSeatNum() == 1)[0];
return target == zhu;
},
selectTarget: 1,
content: function () {
"step 0";
player.gainPlayerCard(target, player == target ? "ej" : "hej", true);
"step 1";
if (!player.countCards("he") || player == target) event.finish();
else player.chooseCard("择主:交给" + get.translation(target) + "一张牌", "he", true);
"step 2";
player.give(result.cards, target);
},
ai: {
order: 2.9,
result: { player: 1 },
},
},
//用间beta董卓
yjtuicheng: {
audio: 2,
enable: "phaseUse",
viewAs: { name: "tuixinzhifu", isCard: true },
filterCard: () => false,
selectCard: -1,
log: false,
precontent: function () {
player.logSkill("yjtuicheng");
player.loseHp();
},
ai: {
effect: {
player: function (card, player) {
if (get.name(card) != "tuixinzhifu" || _status.event.skill != "yjtuicheng")
return;
if (player.hp < 3) return "zeroplayertarget";
if (
player.hasSkill("yjshicha") &&
!player.hasHistory("useSkill", (evt) => evt.skill == "yjtuicheng")
)
return [1, 2];
return "zeroplayertarget";
},
},
},
},
yjyaoling: {
audio: 2,
trigger: {
player: "phaseUseEnd",
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(
get.prompt("yjyaoling"),
"减1点体力上限,选择一名其他角色A和一名角色B,令A选择对B使用杀或被你弃牌",
2,
(card, player, target) => {
if (!ui.selected.targets.length) return target != player;
return ui.selected.targets[0].canUse("sha", target, false);
}
)
.set("targetprompt", ["打人", "被打"])
.set("complexSelect", true)
.set("ai", (target) => {
var player = _status.event.player;
if (!ui.selected.targets.length)
return get.effect(target, { name: "guohe_copy2" }, player, player);
var targetx = ui.selected.targets[0];
return get.effect(target, { name: "sha" }, targetx, player) + 5;
});
"step 1";
if (result.bool) {
var targets = result.targets;
event.targets = targets;
player.logSkill("yjyaoling", targets, false);
player.line2(targets);
player.loseMaxHp();
targets[0]
.chooseToUse(function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
}, "耀令:对" +
get.translation(targets[1]) +
"使用一张杀,或令" +
get.translation(player) +
"弃置你的一张牌")
.set("targetRequired", true)
.set("filterTarget", function (card, player, target) {
if (
target != _status.event.sourcex &&
!ui.selected.targets.includes(_status.event.sourcex)
)
return false;
return lib.filter.filterTarget.apply(this, arguments);
})
.set("sourcex", targets[1]);
} else event.finish();
"step 2";
if (!result.bool && targets[0].countDiscardableCards(player, "he")) {
player.discardPlayerCard(targets[0], "he", true);
}
},
},
yjshicha: {
audio: 2,
trigger: { player: "phaseDiscardBegin" },
forced: true,
filter: function (event, player) {
var tuicheng = false,
yaoling = false;
player.getHistory("useSkill", (evt) => {
if (evt.skill == "yjtuicheng") tuicheng = true;
if (evt.skill == "yjyaoling") yaoling = true;
});
return !(tuicheng && yaoling);
},
content: function () {
player.addTempSkill("yjshicha_limit");
},
subSkill: {
limit: {
charlotte: true,
mark: true,
intro: { content: "本回合手牌上限为1" },
mod: {
maxHandcard: () => 1,
},
},
},
ai: {
neg: true,
},
},
yjyongquan: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
zhuSkill: true,
filter: function (event, player) {
return (
player.hasZhuSkill("yjyongquan") &&
game.hasPlayer((current) => {
return current != player && player.hasZhuSkill(current) && current.group == "qun";
})
);
},
logTarget: function (event, player) {
return game.filterPlayer((current) => {
return current != player && player.hasZhuSkill(current) && current.group == "qun";
});
},
content: function () {
"step 0";
var targets = lib.skill.yjyongquan.logTarget(trigger, player);
event.targets = targets;
"step 1";
var target = targets.shift();
event.target = target;
target
.chooseCard("拥权:是否交给" + get.translation(player) + "一张牌?", "he")
.set("ai", (card) => {
if (_status.event.goon) return 4.5 - get.value(card);
return 0;
})
.set("goon", get.attitude(target, player) > 3);
"step 2";
if (result.bool) {
target.line(player);
target.give(result.cards, player);
}
"step 3";
if (targets.length) event.goto(1);
},
},
//用间beta甘宁的新版
yjjielve: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return !player.hasSkill("yjjielve_ban");
},
viewAs: { name: "chenghuodajie" },
filterCard: function (card, player) {
if (ui.selected.cards.length) return get.color(card) == get.color(ui.selected.cards[0]);
var cards = player.getCards("hes");
for (var cardx of cards) {
if (card != cardx && get.color(card) == get.color(cardx)) return true;
}
return false;
},
position: "hes",
selectCard: 2,
complexCard: true,
check: function (card) {
return 5 - get.value(card);
},
onuse: function (links, player) {
player.addTempSkill("yjjielve_check");
},
subSkill: {
check: {
trigger: { source: "damageSource" },
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
return (
event.card &&
event.card.name == "chenghuodajie" &&
event.getParent().skill == "yjjielve"
);
},
content: function () {
player.addTempSkill("yjjielve_ban");
},
},
ban: { charlotte: true },
},
},
//用间beta张飞
yjmangji: {
audio: 2,
forced: true,
trigger: {
player: ["loseAfter", "damageEnd", "loseHpEnd", "recoverEnd"],
global: [
"equipAfter",
"addJudgeAfter",
"gainAfter",
"loseAsyncAfter",
"addToExpansionAfter",
],
},
direct: true,
filter: function (event, player) {
if (player.hp < 1 || !player.countDiscardableCards(player, "h")) return false;
if (["damage", "loseHp", "recover"].includes(event.name)) return true;
var evt = event.getl(player);
if (event.name == "equip" && event.player == player) return !evt || evt.cards.length != 1;
if (!evt || !evt.es.length) return false;
return game.hasPlayer((current) => player.canUse("sha", current, false));
},
content: function () {
"step 0";
player.chooseCardTarget({
prompt: "莽击:弃置一张手牌,视为对一名其他角色使用一张【杀】",
forced: true,
filterCard: lib.filter.cardDiscardable,
filterTarget: function (card, player, target) {
return player.canUse("sha", target, false);
},
ai2: function (target) {
return get.effect(target, { name: "sha" }, _status.event.player);
},
});
"step 1";
if (result.bool) {
var target = result.targets[0],
cards = result.cards;
player.logSkill("yjmangji", target);
player.discard(cards);
if (player.canUse("sha", target, false))
player.useCard({ name: "sha", isCard: true }, target, false);
}
},
},
//用间beta曹洪
yjlifeng: {
audio: 2,
enable: "phaseUse",
usable: 1,
locked: false,
filter: function (event, player) {
for (var card of ui.discardPile.childNodes) {
if (get.type(card) == "equip") return true;
}
return false;
},
content: function () {
"step 0";
var cards = Array.from(ui.discardPile.childNodes).filter((i) => get.type(i) == "equip");
player
.chooseButton(["厉锋:获得一张装备牌", cards], cards.length > 0)
.set("ai", get.buttonValue);
"step 1";
if (result.bool) {
var card = result.links[0];
player.gain(card, "gain2");
}
},
ai: {
order: 10,
result: { player: 1 },
effect: {
target: function (card, player, target) {
if (card && get.type(card) == "equip" && _status.event.skill == "_gifting")
return 0;
},
},
},
mod: {
cardGiftable: function (card, player) {
return get.type(card) == "equip";
},
},
},
//用间篇李儒
yjdumou: {
audio: 2,
forced: true,
mod: {
cardname: function (card, player, name) {
if (player == _status.currentPhase && card.name == "du") return "guohe";
},
aiValue: function (player, card, num) {
if (card.name == "du") return get.value({ name: "guohe" });
},
},
init: () => {
game.addGlobalSkill("yjdumou_du");
},
onremove: () => {
if (!game.hasPlayer((i) => i.hasSkill("yjdumou"), true))
game.removeGlobalSkill("yjdumou_du");
},
subSkill: {
du: {
mod: {
cardname: function (card, player, name) {
if (
_status.currentPhase &&
player != _status.currentPhase &&
_status.currentPhase.hasSkill("yjdumou") &&
get.color(card) == "black"
)
return "du";
},
aiValue: function (player, card, num) {
if (get.name(card) == "du" && card.name != "du")
return get.value({ name: card.name });
},
},
trigger: { player: "dieAfter" },
filter: () => {
return !game.hasPlayer((i) => i.hasSkill("yjdumou"), true);
},
silent: true,
forceDie: true,
content: () => {
game.removeGlobalSkill("yjdumou_du");
},
},
},
ai: { threaten: 2.1 },
},
yjweiquan: {
audio: 2,
enable: "phaseUse",
skillAnimation: true,
animationColor: "soil",
filterTarget: true,
limited: true,
selectTarget: () => [1, game.roundNumber],
contentBefore: function () {
"step 0";
player.awakenSkill("yjweiquan");
player.chooseTarget("威权:选择获得牌的角色", true).set("ai", (target) => {
var att = get.attitude(_status.event.player, target),
num = target.needsToDiscard(
targets.filter((i) => i != target && i.countCards("h")).length
);
if (att > 0 && num <= 2) return 0;
if (att < 0 && target.needsToDiscard(-5)) return -att - Math.sqrt(num);
return att - Math.sqrt(num);
});
"step 1";
event.getParent()._yjweiquan = result.targets[0];
},
content: function () {
"step 0";
var targetx = event.getParent()._yjweiquan;
if (target == targetx || !target.countCards("h")) event.finish();
else target.chooseCard("威权:将一张手牌交给" + get.translation(targetx), true);
"step 1";
if (result.bool) {
var targetx = event.getParent()._yjweiquan;
target.give(result.cards, targetx);
}
},
contentAfter: function () {
var targetx = event.getParent()._yjweiquan;
if (targetx.countCards("h") > targetx.hp) {
var next = targetx.phase();
event.next.remove(next);
event.getParent().after.push(next);
next.player = targetx;
next._noTurnOver = true;
next._triggered = null;
next.setContent(function () {
game.broadcastAll(function () {
if (ui.tempnowuxie) {
ui.tempnowuxie.close();
delete ui.tempnowuxie;
}
});
player.phaseDiscard();
if (!player.noPhaseDelay) game.delayx();
delete player._noSkill;
});
}
},
ai: {
order: 6,
result: {
player: function (player) {
var num = game.countPlayer(
(current) => get.attitude(player, current) < 0 && current.countCards("h")
);
if (
(game.roundNumber < num && player.hp > 2) ||
!game.hasPlayer((current) => {
return (
(get.attitude(player, current) > 0 &&
current.needsToDiscard(num) < 2) ||
(get.attitude(player, current) < 0 && current.needsToDiscard(-5))
);
})
)
return -10;
return 1;
},
target: -1,
},
},
},
yjrenwang: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
for (var card of ui.discardPile.childNodes) {
if (get.color(card) == "black" && get.type(card) == "basic") return true;
}
return false;
},
content: function () {
"step 0";
var cards = Array.from(ui.discardPile.childNodes).filter(
(i) => get.color(i) == "black" && get.type(i) == "basic"
);
player
.chooseButton(["人望:选择一张黑色基本牌", cards], cards.length > 0)
.set("ai", get.buttonValue);
"step 1";
if (result.bool) {
var card = result.links[0];
event.card = card;
player
.chooseTarget("选择一名角色获得" + get.translation(card), true)
.set("ai", (target) => get.attitude(_status.event.player, target));
} else event.finish();
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target);
target.gain(card, "gain2");
}
},
ai: {
order: 10,
result: { player: 1 },
},
},
//群曹操
yjxiandao: {
trigger: { player: "giftAccepted" },
usable: 1,
forced: true,
locked: false,
filter: (event, player) => event.target != player && event.target.isIn(),
logTarget: "target",
content: function () {
"step 0";
event.target = trigger.target;
event.card = trigger.card;
event.target.markAuto("yjxiandao_block", [get.suit(event.card, false)]);
event.target.addTempSkill("yjxiandao_block");
"step 1";
var type = get.type(card, false);
if (type == "trick") player.draw(2);
if (type == "equip") {
if (
target.countGainableCards(player, "he", function (cardx) {
return cardx != card;
}) > 0
)
player
.gainPlayerCard(target, "he", true)
.set("card", card)
.set("filterButton", function (button) {
return button.link != _status.event.card;
});
if (get.subtype(card, false) == "equip1") target.damage();
}
},
subSkill: {
block: {
charlotte: true,
onremove: true,
mod: {
cardEnabled: function (card, player) {
if (player.getStorage("yjxiandao_block").includes(get.suit(card)))
return false;
},
cardRespondable: function (card, player) {
if (player.getStorage("yjxiandao_block").includes(get.suit(card)))
return false;
},
cardSavable: function (card, player) {
if (player.getStorage("yjxiandao_block").includes(get.suit(card)))
return false;
},
},
mark: true,
intro: { content: "不能使用或打出$牌" },
},
},
},
yjsancai: {
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
player.showHandcards();
var hs = player.getCards("h");
if (hs.length > 1) {
var type = get.type2(hs[0], player);
for (var i = 1; i < hs.length; i++) {
if (get.type(hs[i]) != type) {
event.finish();
return;
}
}
}
"step 1";
player.chooseCardTarget({
prompt: "是否赠予一张手牌?",
filterCard: true,
filterTarget: lib.filter.notMe,
});
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
player.gift(result.cards, target);
}
},
},
yjyibing: {
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
direct: true,
filter: function (event, player) {
if (event.getParent().name == "gift") return false;
if (event.getParent("yjyibing").player == player) return false;
var evt = event.getParent("phaseDraw"),
hs = player.getCards("h"),
cards = event.getg(player);
return (
cards.length > 0 &&
(!evt || evt.player != player) &&
cards.filter(function (card) {
return (
hs.includes(card) &&
game.checkMod(card, player, "unchanged", "cardEnabled2", player) !== false
);
}).length == cards.length &&
player.hasUseTarget(
{
name: "sha",
cards: event.cards,
},
false
)
);
},
content: function () {
var cards = trigger.getg(player);
player.chooseUseTarget(
get.prompt("yjyibing"),
"将" + get.translation(cards) + "当做【杀】使用",
"sha",
cards,
false,
"nodistance"
).logSkill = "yjyibing";
},
},
//龙羽飞
longyi: {
enable: ["chooseToUse", "chooseToRespond"],
filter: function (event, player) {
if (event.type == "wuxie") return false;
var hs = player.getCards("h");
if (!hs.length) return false;
for (var i of hs) {
if (game.checkMod(i, player, "unchanged", "cardEnabled2", player) === false)
return false;
}
for (var i of lib.inpile) {
if (
i != "du" &&
get.type(i) == "basic" &&
event.filterCard({ name: i, cards: hs }, player, event)
)
return true;
if (i == "sha") {
var list = ["fire", "thunder", "ice"];
for (var j of list) {
if (event.filterCard({ name: i, nature: j, cards: hs }, player, event))
return true;
}
}
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var vcards = [],
hs = player.getCards("h");
for (var i of lib.inpile) {
if (
i != "du" &&
get.type(i) == "basic" &&
event.filterCard({ name: i, cards: hs }, player, event)
)
vcards.push(["基本", "", i]);
if (i == "sha") {
for (var j of lib.inpile_nature) {
if (event.filterCard({ name: i, nature: j, cards: hs }, player, event))
vcards.push(["基本", "", i, j]);
}
}
}
return ui.create.dialog("龙裔", [vcards, "vcard"]);
},
check: function (button, player) {
if (_status.event.getParent().type != "phase") return 1;
return _status.event.player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
},
backup: function (links, player) {
return {
audio: "longyi",
popname: true,
viewAs: { name: links[0][2], nature: links[0][3] },
filterCard: true,
selectCard: -1,
position: "h",
};
},
prompt: function (links, player) {
return (
"将所有手牌当做" +
(get.translation(links[0][3]) || "") +
get.translation(links[0][2]) +
"使用或打出"
);
},
},
hiddenCard: function (player, name) {
return name != "du" && get.type(name) == "basic" && player.countCards("h") > 0;
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter: function (player) {
return player.countCards("h") > 0;
},
order: 0.5,
result: {
player: function (player) {
if (_status.event.dying) {
return get.attitude(player, _status.event.dying);
}
if (_status.event.type == "respondShan") return 1;
var val = 0,
hs = player.getCards("h"),
max = 0;
for (var i of hs) {
val += get.value(i, player);
if (get.type(i, player) == "trick") max += 5;
}
if (player.hasSkill("zhenjue")) max += 7;
return val <= max ? 1 : 0;
},
},
},
group: "longyi_effect",
subSkill: {
effect: {
trigger: { player: ["useCard", "respond"] },
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
if (event.skill != "longyi_backup") return false;
for (var i of event.cards) {
var type = get.type2(i, player);
if (type == "equip" || type == "trick") return true;
}
return false;
},
content: function () {
var map = {};
for (var i of trigger.cards) {
map[get.type2(i, player)] = true;
}
if (map.trick) player.draw();
if (map.equip && trigger.directHit) trigger.directHit.addArray(game.players);
},
},
backup: {},
},
},
zhenjue: {
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return player.countCards("h") == 0;
},
logTarget: "player",
content: function () {
"step 0";
trigger.player
.chooseToDiscard("he", "弃置一张牌,或令" + get.translation(player) + "摸一张牌")
.set("ai", function (card) {
if (_status.event.goon) return 7 - get.value(card);
return -get.value(card);
})
.set("goon", get.attitude(trigger.player, player) < 0);
"step 1";
if (!result.bool) player.draw();
},
},
//群刘备
jsprende: {
audio: "rerende",
enable: "phaseUse",
filterCard: true,
selectCard: [1, Infinity],
discard: false,
lose: false,
delay: false,
filterTarget: function (card, player, target) {
return player != target;
},
onremove: true,
check: function (card) {
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0;
if (!ui.selected.cards.length && card.name == "du") return 20;
var player = get.owner(card);
if (ui.selected.cards.length >= Math.max(2, player.countCards("h") - player.hp)) return 0;
if (
player.hp == player.maxHp ||
player.storage.jsprende < 0 ||
player.countCards("h") <= 1
) {
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (
players[i].hasSkill("haoshi") &&
!players[i].isTurnedOver() &&
!players[i].hasJudge("lebu") &&
get.attitude(player, players[i]) >= 3 &&
get.attitude(players[i], player) >= 3
) {
return 11 - get.value(card);
}
}
if (player.countCards("h") > player.hp) return 10 - get.value(card);
if (player.countCards("h") > 2) return 6 - get.value(card);
return -1;
}
return 10 - get.value(card);
},
content: function () {
"step 0";
var evt = _status.event.getParent("phaseUse");
if (evt && evt.name == "phaseUse" && !evt.jsprende) {
var next = game.createEvent("jsprende_clear");
_status.event.next.remove(next);
evt.after.push(next);
evt.jsprende = true;
next.player = player;
next.setContent(function () {
delete player.storage.jsprende;
});
}
player.give(cards, target);
if (typeof player.storage.jsprende != "number") {
player.storage.jsprende = 0;
}
if (player.storage.jsprende >= 0) {
player.storage.jsprende += cards.length;
if (player.storage.jsprende >= 2) {
var list = [];
if (
lib.filter.cardUsable(
{ name: "sha", isCard: true },
player,
event.getParent("chooseToUse")
) &&
game.hasPlayer(function (current) {
return player.canUse("sha", current);
})
) {
list.push(["基本", "", "sha"]);
}
for (var i of lib.inpile_nature) {
if (
lib.filter.cardUsable(
{ name: "sha", nature: i, isCard: true },
player,
event.getParent("chooseToUse")
) &&
game.hasPlayer(function (current) {
return player.canUse(
{ name: "sha", nature: i, isCard: true },
current
);
})
) {
list.push(["基本", "", "sha", i]);
}
}
if (
lib.filter.cardUsable(
{ name: "tao", isCard: true },
player,
event.getParent("chooseToUse")
) &&
game.hasPlayer(function (current) {
return player.canUse("tao", current);
})
) {
list.push(["基本", "", "tao"]);
}
if (
lib.filter.cardUsable(
{ name: "jiu", isCard: true },
player,
event.getParent("chooseToUse")
) &&
game.hasPlayer(function (current) {
return player.canUse("jiu", current);
})
) {
list.push(["基本", "", "jiu"]);
}
if (list.length) {
player
.chooseButton(["是否视为使用一张基本牌?", [list, "vcard"]])
.set("ai", function (button) {
var player = _status.event.player;
var card = {
name: button.link[2],
nature: button.link[3],
isCard: true,
};
if (card.name == "tao") {
if (
player.hp == 1 ||
(player.hp == 2 && !player.hasShan()) ||
player.needsToDiscard()
) {
return 5;
}
return 1;
}
if (card.name == "sha") {
if (
game.hasPlayer(function (current) {
return (
player.canUse(card, current) &&
get.effect(current, card, player, player) > 0
);
})
) {
if (card.nature == "fire") return 2.95;
if (card.nature == "thunder" || card.nature == "ice")
return 2.92;
return 2.9;
}
return 0;
}
if (card.name == "jiu") {
return 0.5;
}
return 0;
});
} else {
event.finish();
}
player.storage.jsprende = -1;
} else {
event.finish();
}
} else {
event.finish();
}
"step 1";
if (result && result.bool && result.links[0]) {
var card = { name: result.links[0][2], nature: result.links[0][3], isCard: true };
player.chooseUseTarget(card, true);
}
},
ai: {
fireAttack: true,
order: function (skill, player) {
if (
player.hp < player.maxHp &&
player.storage.jsprende < 2 &&
player.countCards("h") > 1
) {
return 10;
}
return 4;
},
result: {
target: function (player, target) {
if (target.hasSkillTag("nogain")) return 0;
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") {
if (target.hasSkillTag("nodu")) return 0;
return -10;
}
if (target.hasJudge("lebu")) return 0;
var nh = target.countCards("h");
var np = player.countCards("h");
if (
player.hp == player.maxHp ||
player.storage.jsprende < 0 ||
player.countCards("h") <= 1
) {
if (nh >= np - 1 && np <= player.hp && !target.hasSkill("haoshi")) return 0;
}
return Math.max(1, 5 - nh);
},
},
effect: {
target: function (card, player, target) {
if (player == target && get.type(card) == "equip") {
if (player.countCards("e", { subtype: get.subtype(card) })) {
if (
game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 0;
})
) {
return 0;
}
}
}
},
},
threaten: 0.8,
},
},
//曹安民
nskuishe: {
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target != player && target.countCards("he") > 0;
},
content: function () {
"step 0";
player.choosePlayerCard(target, "he", true).set("ai", get.buttonValue);
"step 1";
if (result.bool) {
var card = result.cards[0];
event.card = card;
player
.chooseTarget(
"将" +
get.translation(target) +
"的" +
(get.position(card) == "h" &&
!player.hasSkillTag("viewHandcard", null, target, true)
? "手牌"
: get.translation(card)) +
"交给一名角色",
true,
function (target) {
return target != _status.event.getParent().target;
}
)
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (_status.event.du) {
if (target.hasSkillTag("nodu")) return 0;
return -att;
}
if (target.hasSkillTag("nogain")) return 0.1;
if (att > 0) {
return att + Math.max(0, 5 - target.countCards("h"));
}
return att;
})
.set("du", event.card.name == "du");
} else event.finish();
"step 2";
if (result.bool) {
var target2 = result.targets[0];
target.line(target2, "green");
target2.gain(target, card, "giveAuto").giver = player;
} else event.finish();
"step 3";
target
.chooseToUse(function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
}, "是否对" + get.translation(player) + "使用一张杀?")
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (
target != _status.event.sourcex &&
!ui.selected.targets.includes(_status.event.sourcex)
)
return false;
return lib.filter.filterTarget.apply(this, arguments);
})
.set("sourcex", player);
},
ai: {
order: 6,
expose: 0.2,
result: {
target: -1.5,
player: function (player, target) {
if (!target.canUse("sha", player)) return 0;
if (target.countCards("h") == 1) return 0.1;
if (player.hasShan()) return -0.5;
if (player.hp <= 1) return -2;
if (player.hp <= 2) return -1;
return 0;
},
},
},
},
//文和乱武
nsyangwu: {
enable: "phaseUse",
usable: 1,
filterCard: { suit: "heart" },
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > player.countCards("h");
},
filter: function (event, player) {
var info = lib.skill.nsyangwu;
return (
player.countCards("h", info.filterCard) &&
game.hasPlayer(function (target) {
return info.filterTarget(null, player, target);
})
);
},
check: function (card) {
var num = 0;
var player = _status.event.player;
game.countPlayer(function (current) {
if (current != player && get.attitude(player, current) < 0)
num = Math.max(num, current.countCards("h") - player.countCards("h"));
});
return Math.ceil((num + 1) / 2) * 2 + 4 - get.value(card);
},
content: function () {
var num = Math.ceil((target.countCards("h") - player.countCards("h")) / 2);
if (num) player.gainPlayerCard(target, true, "h", num, "visible");
},
ai: {
order: 4,
result: {
target: function (player, target) {
return player.countCards("h") - target.countCards("h");
},
},
},
},
nslulve: {
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return (
current.countCards("e") > 0 && current.countCards("e") <= player.countCards("he")
);
});
},
filterCard: function () {
if (ui.selected.targets.length) return false;
return true;
},
position: "he",
selectCard: [1, Infinity],
complexSelect: true,
complexCard: true,
filterTarget: function (card, player, target) {
return (
target != player &&
target.countCards("e") > 0 &&
ui.selected.cards.length == target.countCards("e")
);
},
check: function (card) {
var player = _status.event.player;
if (
game.hasPlayer(function (current) {
return (
current != player &&
current.countCards("e") > 0 &&
ui.selected.cards.length == current.countCards("e") &&
get.damageEffect(current, player, player) > 0
);
})
)
return 0;
switch (ui.selected.cards.length) {
case 0:
return 8 - get.value(card);
case 1:
return 6 - get.value(card);
case 2:
return 3 - get.value(card);
default:
return 0;
}
},
content: function () {
target.damage("nocard");
},
ai: {
damage: true,
order: 2,
result: {
target: function (player, target) {
return get.damageEffect(target, player);
},
},
expose: 0.3,
},
},
nsfeixiong: {
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return (
player.countCards("h") > 0 &&
game.hasPlayer(function (current) {
return current != player && player.canCompare(current);
})
);
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("nsfeixiong"), function (card, player, target) {
return player != target && player.canCompare(target);
})
.set("ai", function (target) {
var player = _status.event.player;
var hs = player.getCards("h").sort(function (a, b) {
return b.number - a.number;
});
var ts = target.getCards("h").sort(function (a, b) {
return b.number - a.number;
});
if (!hs.length || !ts.length) return 0;
if (hs[0].number > ts[0].number) return get.damageEffect(target, player, player);
return 0;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("nsfeixiong", target);
if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.2);
player.chooseToCompare(target);
} else event.finish();
"step 2";
if (!result.tie) {
var targets = [player, target];
if (result.bool) targets.reverse();
targets[0].damage(targets[1]);
}
},
},
nscesuan: {
trigger: { player: "damageBegin3" },
forced: true,
content: function () {
"step 0";
trigger.cancel();
event.lose = player.loseMaxHp();
"step 1";
if (event.lose && event.lose.loseHp) player.draw();
},
ai: {
halfneg: true,
filterDamage: true,
skillTagFilter: function (player, tag, arg) {
if (tag === "filterDamage" && arg && arg.player) {
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
}
},
},
},
//S贾诩
nsyice: {
trigger: {
player: "loseAfter",
global: ["cardsDiscardAfter", "loseAsyncAfter"],
},
filter: function (event, player) {
if (event.name != "cardsDiscard") {
if (event.type != "discard") return false;
var evt = event.getl(player);
return evt.cards2 && evt.cards2.filterInD("d").length > 0;
} else {
var evt = event.getParent();
if (
evt.name != "orderingDiscard" ||
!evt.relatedEvent ||
evt.relatedEvent.player != player ||
!["useCard", "respond"].includes(evt.relatedEvent.name)
)
return false;
return event.cards.filterInD("d").length > 0;
}
},
forced: true,
content: function () {
"step 0";
var evt = trigger.getParent().relatedEvent;
if ((trigger.name == "discard" && !trigger.delay) || (evt && evt.name == "respond"))
game.delayx();
"step 1";
var cards;
if (trigger.getl) cards = trigger.getl(player).cards2.filterInD("d");
else cards = trigger.cards.filterInD("d");
if (cards.length == 1) event._result = { bool: true, links: cards };
else {
var dialog = [
"遗策:选择要放置的卡牌",
'