import { lib, game, ui, get, ai, _status } from "../../noname.js"; /** @type { importCharacterConfig['skill'] } */ const skills = { //韩当 sbgongqi: { audio: 2, trigger: { player: "phaseUseBegin", }, async cost(event, trigger, player) { event.result = await player .chooseToDiscard(get.prompt("sbgongqi"), "你可以弃置一张牌,令你本阶段使用牌时,其他角色不能使用或打出与你弃置的牌颜色不同的手牌进行响应。", "he", "chooseonly") .set("ai", card => { const ind = get.event("colors").indexOf(get.color(card)) + 1; if (ind <= 0) return 0; return 1.5 + 2 * ind - get.value(card); }) .set( "colors", (() => { if (!player.countCards("hs", card => player.hasValueTarget(card))) return []; const colors = Object.keys(lib.color); const infos = colors.map(color => { return [ color, game.filterPlayer().map(current => { const att = get.attitude(player, current); return current .getCards("hes", card => { if (get.color(card) !== color) return false; if (current.hasUseTarget(card, false, false)) return false; if (!lib.filter.cardEnabled(card, current, "forceEnable")) return false; return true; }) .map(card => { return get.value(card) * (att > 0 ? -0.2 : 1); }) .reduce((p, c) => p + c, 0); }), ]; }); infos.sort((a, b) => { return a[1] - b[1]; }); return infos.map(info => info[0]); })() ) .forResult(); }, locked: false, async content(event, trigger, player) { const { cards } = event; await player.discard(cards); await game.asyncDelayx(); player.addTempSkill("sbgongqi_effect", "phaseChange"); player.markAuto("sbgongqi_effect", [get.color(cards[0], player)]); player.line(game.filterPlayer()); await game.asyncDelayx(); }, updateBlocker(player) { const list = [], storage = player.storage.sbgongqi_block; if (storage && storage.length) { list.addArray(...storage.map(i => i[1])); } player.storage.sbgongqi_blocker = list; }, mod: { attackRange(player, num) { return num + 4; }, }, subSkill: { effect: { trigger: { player: "useCard", }, onremove: true, charlotte: true, forced: true, async content(event, trigger, player) { game.countPlayer(current => { if (current === player) return; current.addTempSkill("sbgongqi_block", "phaseChange"); if (!current.storage.sbgongqi_block) current.storage.sbgongqi_block = []; current.storage.sbgongqi_block.push([trigger.card, player.getStorage("sbgongqi_effect")]); lib.skill.sbgongqi.updateBlocker(current); }); }, }, block: { trigger: { player: ["damageBefore", "damageCancelled", "damageZero"], target: ["shaMiss", "useCardToExcluded", "useCardToEnd"], global: ["useCardEnd"], }, forced: true, firstDo: true, popup: false, charlotte: true, onremove: ["sbgongqi_block", "sbgongqi_blocker"], filter(event, player) { if (!event.card || !player.storage.sbgongqi_block) return false; return player.getStorage("sbgongqi_block").some(info => { return info[0] === event.card; }); }, async content(event, trigger, player) { const storage = player.storage.sbgongqi_block; for (let i = 0; i < storage.length; i++) { if (storage[i][0] === trigger.card) { storage.splice(i--, 1); } } if (!storage.length) player.removeSkill("sbgongqi_block"); else lib.skill.sbgongqi.updateBlocker(trigger.target); }, mod: { cardEnabled(card, player) { if (!player.storage.sbgongqi_blocker) return; const color = get.color(card); if (color == "none") return; const hs = player.getCards("h"), cards = [card]; if (Array.isArray(card.cards)) cards.addArray(card.cards); if (cards.containsSome(...hs) && player.storage.sbgongqi_blocker.includes(color)) return false; }, }, }, }, }, sbjiefan: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: true, async content(event, trigger, player) { const { target } = event; const targets = game.filterPlayer(current => { return current.inRange(target); }); const count = Math.min(2, targets.length); if (!count) { target.chat("没人打得到我喔!"); return; } const controls = ["选项一", "选项二", "背水!"]; const control = await target .chooseControl(controls) .set("choiceList", [`令所有攻击范围内含有你的角色依次弃置一张牌(${get.translation(targets)})`, `你摸等同于攻击范围内含有你的角色数的牌(${get.cnNumber(count)}张牌)`, `背水!令${get.translation(player)}的〖解烦〗失效直到其杀死一名角色,然后你依次执行上述所有选项`]) .set("ai", () => { return get.event("choice"); }) .set( "choice", (() => { const eff1 = targets .map(current => { let position = "h"; if (!current.countCards("h")) position += "e"; return get.effect(current, { name: "guohe", position }, target, target); }) .reduce((p, c) => p + c, 0); const eff2 = (get.effect(target, { name: "wuzhong" }, target) * count) / 2; if ( game.hasPlayer(current => { const att1 = get.attitude(player, current), att2 = get.attitude(target, current); if (att1 < 0 && att2 < 0) { return current.getHp() <= 1; } return false; }) && eff1 > 15 && eff2 > 0 ) return "背水!"; if (eff1 > 3 * eff2) return "选项一"; return "选项二"; })() ) .forResultControl(); game.log(target, "选择了", "#g" + control); if (control === "背水!") { player.tempBanSkill("sbjiefan", { source: "die" }); } if (control !== "选项二") { for (const current of targets) { target.line(current, "thunder"); await current.chooseToDiscard("解烦:请弃置一张牌", "he", true); } } if (control !== "选项一") { target.draw(count); } }, ai: { order: 8, result: { target(player, target) { const targets = game.filterPlayer(current => { return current.inRange(target); }); return Math.min(2, targets.length) / 2; }, } } }, //公孙瓒 sbyicong: { audio: 2, trigger: { global: "roundStart", }, filter(event, player) { return player.hasMark("charge"); }, chargeSkill: true, group: "sbyicong_init", async cost(event, trigger, player) { const len = player.countMark("charge"); const numbers = Array.from({ length: len }, (_, i) => get.cnNumber(i + 1, true)); if (_status.connectMode) { game.broadcastAll(() => { _status.noclearcountdown = true; }); } let result, result2; while (true) { result = await player .chooseControl(numbers, "cancel2") .set("prompt", get.prompt("sbyicong")) .set("prompt2", "你可以消耗任意点蓄力值并选择一项:⒈你于本轮内至其他角色的距离-X,令系统选择牌堆中的一张【杀】;⒉其他角色于本轮内至你的距离+X,令系统选择牌堆中的一张【闪】(X为你消耗的蓄力值)。然后若你的“扈”数小于4,你将系统选择的牌置于武将牌上,称为“扈”。") .set("ai", () => { return get.event("choice"); }) .set( "choice", (() => { if ( !game.hasPlayer(current => { return ( get.distance(player, current) >= 2 && player.countCards("hs", card => { const list = ["shunshou", "bingliang", "zhujinqiyuan"]; if (!player.inRange(current)) list.add("sha"); return list.includes(get.name(card)) && get.effect(current, card, player, player) > 0; }) > 0 ); }) ) return 0; return Math.ceil(len / 2) - 1; })() ) .forResult(); if (result.control === "cancel2") return; const num = result.index + 1; result2 = await player .chooseControl(["选项一", "选项二", "返回"]) .set("prompt", "义从:请选择一项") .set("choiceList", [ `你于本轮内至其他角色的距离-${num}${ player.countCards("s", card => { return card.hasGaintag("sbyicong"); }) >= 4 ? "" : ",将牌堆中的一张【杀】置于你的武将牌上,称为“扈”" }`, `其他角色于本轮内至你的距离+${num}${ player.countCards("s", card => { return card.hasGaintag("sbyicong"); }) >= 4 ? "" : ",将牌堆中的一张【闪】置于你的武将牌上,称为“扈”" }`, ]) .set("ai", () => { const player = get.player(); if (player.getHp() > 2 || player.countCards("hsx", ["shan", "caochuan"]) >= 3) return 0; return 1; }) .forResult(); if (result2.control !== "返回") break; } if (_status.connectMode) { game.broadcastAll(() => { delete _status.noclearcountdown; game.stopCountChoose(); }); } event.result = { bool: true, cost_data: { num: result.index + 1, choice: result2.index, }, }; }, async content(event, trigger, player) { const { num, choice } = event.cost_data; const skill = choice === 0 ? "sbyicong_to" : "sbyicong_from"; player.removeMark("charge", num); player.addTempSkill(skill, "roundStart"); player.addMark(skill, num, false); if (player.countCards("s", card => card.hasGaintag("sbyicong")) < 4) { const name = choice === 0 ? "sha" : "shan"; const card = get.cardPile2(name); if (card) { game.log(player, "将", card, "置于了武将牌上"); await player.loseToSpecial([card], "sbyicong"); player.markSkill("sbyicong"); } } }, marktext: "扈", intro: { name: "扈(义从)", mark(dialog, storage, player) { const cards = player.getCards("s", card => { return card.hasGaintag("sbyicong"); }); if (cards.length) dialog.addAuto(cards); else dialog.addText("暂无卡牌"); }, markcount(storage, player) { return player.countCards("s", card => { return card.hasGaintag("sbyicong"); }); }, onunmark(storage, player) { const cards = player.getCards("s", card => { return card.hasGaintag("sbyicong"); }); if (cards.length) { player.loseToDiscardpile(cards); } }, }, subSkill: { init: { audio: "sbyicong", trigger: { player: "enterGame", global: "phaseBefore", }, filter(event, player) { return event.name != "phase" || game.phaseNumber == 0; }, forced: true, locked: false, async content(event, trigger, player) { player.addMark("charge", 2); }, }, to: { charlotte: true, mod: { globalFrom(from, to, distance) { return distance - from.countMark("sbyicong_to"); }, }, marktext: "从", intro: { content: "本轮你至其他角色的距离-#", }, }, from: { charlotte: true, mod: { globalTo(from, to, distance) { return distance - to.countMark("sbyicong_to"); }, }, marktext: "从", intro: { content: "本轮其他角色至你的距离-#", }, }, }, }, sbqiaomeng: { audio: 2, trigger: { source: "damageSource", }, filter(event, player) { if (!event.card || event.card.name !== "sha") return false; return player.hasSkill("sbyicong", null, false, false); }, async cost(event, trigger, player) { const list = ["蓄力", "cancel2"]; const choiceList = [`弃置${get.translation(trigger.player)}区域里的一张牌,你摸一张牌`, `获得2点蓄力值`]; if (trigger.player.isIn() && trigger.player.countDiscardableCards(player, "hej")) { list.unshift("弃牌"); } else { choiceList[0] = `${choiceList[0]}`; } const result = await player .chooseControl(list) .set("prompt", get.prompt("sbqiaomeng")) .set("choiceList", choiceList) .set("ai", () => { return get.event("choice"); }) .set( "choice", (() => { if (!list.includes("弃牌")) return "蓄力"; const eff = get.effect(trigger.player, { name: "guohe" }, player, player); if (player.countMark("charge") >= 2 && eff >= 0) return "弃牌"; return "蓄力"; })() ) .forResult(); if (result.control !== "cancel2") { event.result = { bool: true, cost_data: { control: result.control, }, }; } }, async content(event, trigger, player) { const { control } = event.cost_data; if (control === "弃牌") { player.line(trigger.player); await player.discardPlayerCard(trigger.player, "hej", true); await player.draw(); } else { const num = Math.min(2, 4 - player.countMark("charge")); if (num > 0) player.addMark("charge", num); } }, }, //高顺 sbxianzhen: { audio: 2, enable: "phaseUse", usable: 1, filterTarget(card, player, target) { if (get.mode() === "identity" && target.getHp() >= player.getHp()) return false; return target !== player; }, async content(event, trigger, player) { const target = event.targets[0]; player.addTempSkill("sbxianzhen_attack", "phaseUseAfter"); player.markAuto("sbxianzhen_attack", target); }, ai: { expose: 0.2, order(item, player) { return get.order({ name: "sha" }) + 1; }, result: { target(player, target) { if ( !player.countCards("hs", card => { return get.name(card) === "sha" && player.canUse(card, target, false); }) ) return -0.1; if (target.countCards("h") === 1 && player.canCompare(target)) return -2; return -1.5; }, }, }, subSkill: { attack: { audio: "sbxianzhen", trigger: { player: "useCardToPlayered" }, filter(event, player) { if (event.card.name !== "sha") return false; return player.getStorage("sbxianzhen_attack").includes(event.target) && event.target.isIn() && player.canCompare(event.target); }, charlotte: true, onremove: true, logTarget: "target", check(event, player) { return get.attitude(player, event.target) < 0; }, prompt(event, player) { return `陷阵:是否与${get.translation(event.target)}拼点?`; }, prompt2(event, player) { const target = event.target, card = event.card; return `若你赢,${get.translation(card)}无视防具且不计入次数,且若你本回合未以此法造成过伤害,你对其造成1点伤害;
若其拼点牌为【杀】,则你获得之;
若其拼点牌为其最后的手牌,则${get.translation(card)}对其造成伤害时,此伤害+1。`; }, group: "sbxianzhen_record", async content(event, trigger, player) { const target = trigger.target, card = trigger.card; const next = player.chooseToCompare(target); let result = await next.forResult(); if (result.bool) { target.addTempSkill("qinggang2"); target.storage.qinggang2.add(card); if (trigger.addCount !== false) { trigger.addCount = false; const stat = player.getStat("card"); if (stat[card.name] && stat[card.name] > 0) stat[card.name]--; } game.log(card, "无视防具且不计入次数限制"); if (!player.storage.sbxianzhen_damaged) { player.storage.sbxianzhen_damaged = (player.storage.sbxianzhen_damaged || 0) + 1; player.when("phaseAfter").then(() => { delete player.storage.sbxianzhen_damaged; }); } if (player.storage.sbxianzhen_damaged <= 2) { await target.damage(); await game.asyncDelayx(); } } const toGain = []; for (const lose_list of next.lose_list) { let [comparer, cards] = lose_list; if (!Array.isArray(cards)) cards = [cards]; if (comparer === player) continue; for (const card of cards) { if (get.name(card, comparer) == "sha" && get.position(card, true) == "d") { toGain.push(card); } } } if (toGain.length) await player.gain(toGain, "gain2"); if (player.getStorage("sbxianzhen_recorded").includes(target)) { const id = target.playerid; const map = trigger.getParent().customArgs; if (!map[id]) map[id] = {}; if (typeof map[id].extraDamage != "number") { map[id].extraDamage = 0; } map[id].extraDamage++; game.log(card, "对", target, "造成的伤害+1"); } }, intro: { content: "本阶段对$使用牌无距离限制,且使用杀指定其为目标后可以与其拼点", }, mod: { targetInRange(card, player, target) { if (player.getStorage("sbxianzhen_attack").includes(target)) return true; }, }, }, record: { trigger: { global: "loseAsyncEnd", }, charlotte: true, silent: true, filter(event, player) { if (event.getParent(2).name !== "sbxianzhen_attack") return false; return game.hasPlayer(current => { if (current.countCards("h")) return false; const evt = event.getl(current); return evt && evt.hs && evt.hs.length; }); }, async content(event, trigger, player) { const targets = []; game.countPlayer(current => { if (current.countCards("h")) return false; const evt = trigger.getl(current); if (evt && evt.hs && evt.hs.length) targets.add(current); }); if (!player.storage.sbxianzhen_recorded) { player.when("sbxianzhen_attackAfter").then(() => { delete player.storage.sbxianzhen_recorded; }); } player.markAuto("sbxianzhen_recorded", targets); }, }, }, }, sbjinjiu: { audio: 2, inherit: "rejinjiu", group: ["sbjinjiu_decrease", "sbjinjiu_compare"], global: "sbjinjiu_global", subSkill: { decrease: { audio: "sbjinjiu", forced: true, trigger: { player: "damageBegin4" }, filter(event, player) { return event.getParent(2).jiu; }, async content(event, trigger) { trigger.num = 1; }, ai: { filterDamage: true, skillTagFilter(player, tag, arg) { return arg && arg.jiu; }, }, }, global: { mod: { cardEnabled(card, player) { if (card.name == "jiu" && _status.currentPhase && _status.currentPhase != player && _status.currentPhase.hasSkill("sbjinjiu")) return false; }, cardSavable(card, player) { if (card.name == "jiu" && _status.currentPhase && _status.currentPhase != player && _status.currentPhase.hasSkill("sbjinjiu")) return false; }, }, }, compare: { trigger: { global: "compare", }, filter(event, player) { const participant = [event.player]; if (event.targets) participant.addArray(event.targets); else participant.add(event.target); if (!participant.includes(player)) return false; if (event.player !== player && event.card1 && event.card1.name === "jiu") return true; if (event.target !== player && event.card2 && event.card2.name === "jiu") return true; return false; }, forced: true, direct: true, async content(event, trigger, player) { for (const [role, ind] of [ ["player", 1], ["target", 2], ]) { const current = trigger[role], card = trigger[`card${ind}`]; if (current !== player && card && card.name === "jiu") { await player.logSkill("sbjinjiu_compare", current); game.log(current, "拼点牌点数视为", "#yA"); trigger[`num${ind}`] = 1; } } }, }, }, }, //夏侯惇 sbganglie: { audio: 2, enable: "phaseUse", usable: 1, filter(event, player) { if (!event.sbganglie_enabledTargets) return false; return game.hasPlayer(current => { return lib.skill.sbganglie.filterTarget(null, player, current); }); }, onChooseToUse(event) { if (game.online || event.type !== "phase") return; const player = event.player; const chosen = player .getAllHistory("useSkill", evt => evt.skill === "sbganglie") .map(evt => { return evt.targets; }); let targets = player .getAllHistory("damage", evt => evt.source && evt.source.isIn()) .map(evt => evt.source) .unique(); targets = [...targets, ...targets]; targets.removeArray(chosen); event.set("sbganglie_enabledTargets", targets); }, filterTarget(card, player, target) { return get.event("sbganglie_enabledTargets").includes(target); }, async content(event, trigger, player) { event.targets[0].damage(2); }, ai: { order: 6, result: { target: -2, }, }, }, sbqingjian: { audio: 2, trigger: { global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"], }, forced: true, locked: false, filter(event, player) { if (player.getExpansions("sbqingjian").length >= Math.max(1, player.getHp() - 1)) return false; if (event.name !== "cardsDiscard") { if (event.position !== ui.discardPile) return false; if ( !game.hasPlayer(current => { const evt = event.getl(current); return evt.cards && evt.cards.length > 0; }) ) return false; } else { const evt = event.getParent(); if (evt.relatedEvent && evt.relatedEvent.name === "useCard") return false; } return true; }, group: "sbqingjian_give", async content(event, trigger, player) { let cards = trigger.cards.slice(); const maxNum = Math.max(1, player.getHp() - 1); const myLen = player.getExpansions("sbqingjian").length, cardsLen = trigger.cards.length; const overflow = myLen + cardsLen - maxNum; if (overflow > 0) cards.randomRemove(overflow); const next = player.addToExpansion(cards, "gain2"); next.gaintag.add("sbqingjian"); await next; }, marktext: "俭", intro: { content: "expansion", markcount: "expansion", }, subSkill: { give: { audio: "sbqingjian", trigger: { player: "phaseUseEnd" }, filter(event, player) { return player.getExpansions("sbqingjian").length > 0; }, forced: true, locked: false, async content(event, trigger, player) { if (_status.connectMode) game.broadcastAll(() => { _status.noclearcountdown = true; }); const given_map = {}; event.given_map = given_map; const expansions = player.getExpansions("sbqingjian"); let result; while (true) { if (expansions.length > 1) { result = await player .chooseCardButton("清俭:请选择要分配的牌", true, expansions, [1, expansions.length]) .set("ai", button => { if (ui.selected.buttons.length) return 0; return get.value(button.link, get.player()); }) .forResult(); } else if (expansions.length === 1) result = { bool: true, links: expansions.slice(0) }; else return; if (!result.bool) return; const toGive = result.links; result = await player .chooseTarget(`选择一名角色获得${get.translation(toGive)}`, expansions.length === 1) .set("ai", target => { const att = get.attitude(get.player(), target); if (get.event("toEnemy")) return Math.max(0.01, 100 - att); else if (att > 0) return Math.max(0.1, att / Math.sqrt(1 + target.countCards("h") + (get.event().getParent().given_map[target.playerid] || 0))); else return Math.max(0.01, (100 + att) / 200); }) .set("toEnemy", get.value(toGive[0], player, "raw") < 0) .forResult(); if (result.bool) { expansions.removeArray(toGive); if (result.targets.length) { const id = result.targets[0].playerid; if (!given_map[id]) given_map[id] = []; given_map[id].addArray(toGive); } if (!expansions.length) break; } } if (_status.connectMode) game.broadcastAll(() => { delete _status.noclearcountdown; game.stopCountChoose(); }); const gain_list = []; for (const i in given_map) { const source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; player.line(source, "green"); gain_list.push([source, given_map[i]]); game.log(source, "获得了", given_map[i]); } await game .loseAsync({ gain_list, giver: player, animate: "gain2", }) .setContent("gaincardMultiple"); }, }, }, }, //荀彧 sbquhu: { audio: 2, enable: "phaseUse", usable: 1, filter(event, player) { return game.countPlayer(current => lib.skill.sbquhu.filterTarget(null, player, current)) > 1; }, filterTarget(card, player, target) { return player != target && target.countCards("he") > 0; }, selectTarget: 2, multitarget: true, multiline: true, async content(event, trigger, player) { const targets = [player].addArray(event.targets); targets.sortBySeat(); const { result } = await player.chooseCardOL(targets, "he", [1, Infinity], true, "驱虎:请将任意张牌扣置于武将牌上").set("ai", card => { const player = get.event().getParent(2).player; let value = 5; if (get.player() == player) value -= 0.5; return value - get.useful(card); }); const lose_list = []; const map = new Map(); let myCards; let minLength = Infinity; for (let i = 0; i < result.length; i++) { const current = targets[i], cards = result[i].cards; if (current == player) myCards = cards; else if (cards.length < minLength) minLength = cards.length; lose_list.push([current, cards]); map.set(current.playerid, cards); } await game .loseAsync({ lose_list, log: true, animate: "giveAuto", gaintag: ["sbquhu"], }) .setContent(lib.skill.sbquhu.addToExpansionMultiple); await game.asyncDelay(1.5); const isMin = minLength > myCards.length; const sortedList = lose_list .filter(list => list[0] != player) .sort((a, b) => { return 1000 * (b[1].length - a[1].length) + (get.distance(player, a[0], "absolute") - get.distance(player, b[0], "absolute")); }); const mostPlayer = sortedList[0][0], secondPlayer = sortedList[1][0]; await new Promise(resolve => { game.broadcastAll(lose_list => { lose_list.forEach(list => list[0].prompt(`${get.cnNumber(list[1].length)}张`, "wood")); }, lose_list); setTimeout( () => { game.broadcastAll(lose_list => { lose_list.forEach(list => list[0].unprompt()); }, lose_list); resolve(); }, 2000 / (lib.config.speed == "vvfast" ? 3 : 1) ); }); if (isMin) { await mostPlayer.gain(myCards, "give", player); await game.asyncDelay(); const gain_list = lose_list.filter(list => list[0] != player); game.loseAsync({ gain_list, animate: "draw", }).setContent("gaincardMultiple"); } else { mostPlayer.line(secondPlayer, "thunder"); await secondPlayer.damage(mostPlayer); await game.asyncDelay(); await mostPlayer.gain(myCards, "give", player); await game.asyncDelay(); await game .loseAsync({ lose_list: sortedList, }) .setContent(() => { for (var i = 0; i < event.lose_list.length; i++) { var current = event.lose_list[i][0], cards = event.lose_list[i][1]; var next = current.lose(cards, ui.discardPile); current.$throw(cards); game.log(current, "将", cards, "置入了弃牌堆"); next.set("relatedEvent", event.getParent()); next.set("getlx", false); } }); await game.asyncDelayx(); } }, addToExpansionMultiple() { "step 0"; if (event.animate == "give") event.visible = true; event.type = "addToExpansion"; if (!event.gaintag) event.gaintag = []; if (event.lose_list) { var map = {}, map2 = {}; for (var list of event.lose_list) { var player = list[0], cards = list[1]; var myId = player.playerid; if (!map2[myId]) map2[myId] = []; for (var i of cards) { var owner = get.owner(i, "judge"); if (owner && (owner != player || get.position(i) != "x")) { var id = owner.playerid; if (!map[id]) map[id] = [[], [], []]; map[id][0].push(i); map2[myId].push(i); var position = get.position(i); if (position == "h") map[id][1].push(i); else map[id][2].push(i); } else if (!event.updatePile && get.position(i) == "c") event.updatePile = true; } } event.losing_map = map; event.gaining_map = map2; for (var i in map) { var owner = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; var next = owner.lose(map[i][0], ui.special).set("forceDie", true).set("getlx", false); next.set("relatedEvent", event.getParent()); next.set("forceDie", true); next.set("getlx", false); if (event.visible == true) next.set("visible", true); } } else { event.finish(); } "step 1"; if (event.lose_list) { var map = {}; for (var list of event.lose_list) { var player = list[0], cards = list[1]; for (var i = 0; i < cards.length; i++) { if (cards[i].willBeDestroyed("expansion", player, event)) { cards[i].selfDestroy(event); cards.splice(i--, 1); } else if (event.losing_map) { for (var id in event.losing_map) { if (event.losing_map[id][0].includes(cards[i])) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[id]; var hs = source.getCards("hejsx"); if (hs.includes(cards[i])) { cards.splice(i--, 1); } } } } } } } if (cards.length == 0) { event.finish(); return; } "step 2"; var loopedCount = 0, mapLength = Object.keys(event.gaining_map).length; for (var j in event.gaining_map) { loopedCount++; var map = {}; var player = (_status.connectMode ? lib.playerOL : game.playerMap)[j], cards = event.gaining_map[j]; var hs = player.getCards("x"); for (var i = 0; i < cards.length; i++) { if (hs.includes(cards[i])) { cards.splice(i--, 1); } } for (var num = 0; num < cards.length; num++) { if (_status.discarded) { _status.discarded.remove(cards[num]); } for (var num2 = 0; num2 < cards[num].vanishtag.length; num2++) { if (cards[num].vanishtag[num2][0] != "_") { cards[num].vanishtag.splice(num2--, 1); } } } if (event.animate == "draw") { player.$draw(cards.length); if (event.log) game.log(player, "将", get.cnNumber(cards.length), "张牌置于了武将牌上"); game.pause(); setTimeout( (player, cards, resume) => { player.$addToExpansion(cards, null, event.gaintag); for (var i of event.gaintag) player.markSkill(i); if (resume) game.resume(); }, get.delayx(500, 500), player, cards, loopedCount === mapLength ); } else if (event.animate == "gain") { player.$gain(cards, false); game.pause(); setTimeout( (player, cards, resume) => { player.$addToExpansion(cards, null, event.gaintag); for (var i of event.gaintag) player.markSkill(i); if (resume) game.resume(); }, get.delayx(700, 700), player, cards, loopedCount === mapLength ); } else if (event.animate == "gain2" || event.animate == "draw2") { var gain2t = 300; if (player.$gain2(cards) && player == game.me) { gain2t = 500; } game.pause(); setTimeout( (player, cards, resume) => { player.$addToExpansion(cards, null, event.gaintag); for (var i of event.gaintag) player.markSkill(i); if (resume) game.resume(); }, get.delayx(gain2t, gain2t), player, cards, loopedCount === mapLength ); } else if (event.animate == "give" || event.animate == "giveAuto") { var evtmap = event.losing_map; var entries = Object.entries(evtmap).map(entry => [entry[0], entry[1][0]]); var getOwner = card => { var entry = entries.find(entry => entry[1].includes(card)); if (entry) return (_status.connectMode ? lib.playerOL : game.playerMap)[entry[0]]; return null; }; var gainmap = {}; for (var cardx of cards) { var owner = getOwner(cardx); if (owner) { var id = owner.playerid; if (!gainmap[id]) gainmap[id] = []; gainmap[id].push(cardx); } } if (event.animate == "give") { for (var i in gainmap) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; source.$give(evtmap[i][0], player, false); if (event.log) game.log(player, "将", evtmap[i][0], "置于了武将牌上"); } } else { for (var i in gainmap) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; if (evtmap[i][1].length) { source.$giveAuto(evtmap[i][1], player, false); if (event.log) game.log(player, "将", get.cnNumber(evtmap[i][1].length), "张牌置于了武将牌上"); } if (evtmap[i][2].length) { source.$give(evtmap[i][2], player, false); if (event.log) game.log(player, "将", evtmap[i][2], "置于了武将牌上"); } } } game.pause(); setTimeout( (player, cards, resume) => { player.$addToExpansion(cards, null, event.gaintag); for (var i of event.gaintag) player.markSkill(i); if (resume) game.resume(); }, get.delayx(500, 500), player, cards, loopedCount === mapLength ); } else if (typeof event.animate == "function") { var time = event.animate(event); game.pause(); setTimeout( (player, cards, resume) => { player.$addToExpansion(cards, null, event.gaintag); for (var i of event.gaintag) player.markSkill(i); if (resume) game.resume(); }, get.delayx(time, time), player, cards, loopedCount === mapLength ); } else { player.$addToExpansion(cards, null, event.gaintag); for (var i of event.gaintag) player.markSkill(i); event.finish(); } } "step 3"; game.delayx(); if (event.updatePile) game.updateRoundNumber(); }, intro: { markcount: "expansion", mark(dialog, storage, player) { const cards = player.getExpansions("sbquhu"); if (player.isUnderControl(true)) dialog.addAuto(cards); else return "共有" + get.cnNumber(cards.length) + "张牌"; }, }, ai: { order: 3.5, result: { target(player, target) { let sgn = 1, preAtt = 0; if (ui.selected.targets.length) { const selected = ui.selected.targets[0]; preAtt = get.attitude(player, selected); if (preAtt > 0) sgn = -1; } let eff = 0.4 * target.countCards("h", card => { return 5 - get.useful(card); }) - 1; if ((get.attitude(player, target) > 0 && sgn < 0) || (get.attitude(player, target) < 0 && preAtt < 0)) eff = -Math.abs(eff); return eff; }, }, }, }, sbjieming: { audio: 2, trigger: { player: "damageEnd", }, direct: true, async content(event, trigger, player) { let num = Math.max(1, player.getDamagedHp()); const { result: { bool, targets }, } = await player .chooseTarget(get.prompt("sbjieming"), `令一名角色摸四张牌,然后其可以弃置任意张牌。若其弃置的牌数不大于${get.cnNumber(num)}张,你失去1点体力。`) .set("ai", target => { if (get.event("nope")) return 0; const player = get.player(), att = get.attitude(player, target); if (att > 2) { const num = Math.sqrt( Math.min( 5, Math.max( 1, target.countCards("he", card => get.value(card) < 5.5) ) ) ); return num * att; } return att / 3; }) .set("nope", player.getHp() + player.countCards("hs", card => player.canSaveCard(card, player)) <= 1 && num > 2); if (!bool) return; const target = targets[0]; player.logSkill("sbjieming", target); await target.draw(4); num = Math.max(1, player.getDamagedHp()); const { result: { bool: bool2, cards }, } = await target .chooseToDiscard("节命:是否弃置任意张牌?", `若你本次弃置的牌数不大于${get.cnNumber(num)}张,${get.translation(player)}失去1点体力。`, [1, Infinity], "he") .set("ai", card => { if (get.event("nope")) return 0; if (ui.selected.cards.length > get.event("num")) return 0; return 6 - get.value(card); }) .set("nope", get.attitude(target, player) * get.effect(player, { name: "losehp" }, player, target) >= 0) .set("num", num); if (!bool2 || cards.length <= num) player.loseHp(); }, ai: { maixie: true, maixie_hp: true, effect: { target(card, player, target, current) { if (get.tag(card, "damage") && target.hp > 1) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (!target.hasFriend()) return; let max = 0; const num = Math.max(1, player.getDamagedHp()); if (num > 2) return [1, -2]; const players = game.filterPlayer(); for (const current of players) { if (get.attitude(target, current) > 0) { max = Math.max(current.countCards("he"), max); } } return [1, Math.max(1, 1 + Math.min(2, max / 3))]; } if ((card.name == "tao" || card.name == "caoyao") && target.hp > 1 && target.countCards("h") <= target.hp) return [0, 0]; }, }, }, }, //曹丕 sbxingshang: { audio: 2, trigger: { global: ["die", "damageEnd"] }, filter(event, player) { if (player.countMark("sbxingshang") >= get.info("sbxingshang").getLimit) return false; return event.name == "die" || !player.getHistory("custom", evt => evt.sbxingshang).length; }, forced: true, locked: false, async content(event, trigger, player) { player.addMark("sbxingshang", Math.min(2, get.info("sbxingshang").getLimit - player.countMark("sbxingshang"))); if (trigger.name == "damage") player.getHistory("custom").push({ sbxingshang: true }); }, marktext: "颂", intro: { name: "颂", content: "mark", }, ai: { threaten: 2.5 }, getLimit: 9, getNum(num) { const list = [2, 2, 5, 5, 1, 2, 2, 3, 3, 2]; if ( typeof num != "number" || !Array.from({ length: list.length }) .map((_, i) => i + 1) .includes(num) ) return 0; return list[num - 1]; }, getEffect(player, num) { if (!player || typeof num != "number") return 0; switch (num) { //行殇选项 case 1: //-2,重置武将牌 if ( game.hasPlayer(target => { return get.attitude(player, target) > 0 && target.isTurnedOver(); }) ) return 10; return 0; case 2: //-2,摸min(5,max(2,阵亡角色数))的牌 return Math.min(5, Math.max(2, game.dead.length)); case 3: //-5,加上限加血+复原装备栏 if ( !game.hasPlayer(target => { return get.attitude(player, target) > 0 && target.maxHp < 10; }) ) return 0; return ( 5 + (game.hasPlayer(target => { return get.attitude(player, target) > 0 && target.hasDisabledSlot(); }) ? 1 : 0) ); case 4: //-5,劝封/化萍 return 0; //放逐选项 case 5: //-1,封印基本牌外的手牌 if ( game.hasPlayer(target => { return get.attitude(player, target) < 0; }) ) return 1; return 0; case 6: //-2,白板到结束 if ( game.hasPlayer(target => { if (target.hasSkill("sbfangzhu_ban") || target.hasSkill("fengyin") || target.hasSkill("baiban")) return false; return ( get.attitude(player, target) < 0 && ["name", "name1", "name2"].reduce((sum, name) => { if (target[name] && (name != "name1" || target.name != target.name1)) { if (get.character(target[name])) sum + get.rank(target[name], true); } return sum; }, 0) > 5 ); }) ) return 6; return 0; case 7: //-2,强命到结束 return 0; case 8: //-3,翻面 if ( game.hasPlayer(target => { return get.attitude(player, target) < 0 && !target.isTurnedOver(); }) ) return 8; return 0; case 9: //-3,封印装备牌外的手牌 if ( game.hasPlayer(target => { return get.attitude(player, target) < 0; }) ) return 2.5; return 0; case 10: //-2,封印锦囊牌外的手牌 if ( game.hasPlayer(target => { return get.attitude(player, target) < 0; }) ) return 1.5; return 0; default: //其他 return 0; } }, group: "sbxingshang_use", subSkill: { use: { audio: "sbxingshang", enable: "phaseUse", filter(event, player) { return game.hasPlayer(target => { if (player.countMark("sbxingshang") > 1) return true; return player.countMark("sbxingshang") && (target.isLinked() || target.isTurnedOver()); }); }, usable: 2, chooseButton: { dialog() { var dialog = ui.create.dialog("行殇:请选择你要执行的一项", "hidden"); dialog.add([ [ [1, "移去2个“颂”标记,复原一名角色的武将牌"], [2, "移去2个“颂”标记,令一名角色摸" + get.cnNumber(Math.min(5, Math.max(2, game.dead.length))) + "张牌"], [3, "移去5个“颂”标记,令一名体力上限小于10的角色加1点体力上限并回复1点体力,然后随机恢复一个被废除的装备栏"], [4, "移去5个“颂”标记,获得一名已阵亡角色的所有技能,然后失去〖行殇〗〖放逐〗〖颂威〗"], ], "textbutton", ]); return dialog; }, filter(button, player) { if (player.countMark("sbxingshang") < get.info("sbxingshang").getNum(button.link)) return false; switch (button.link) { case 1: return game.hasPlayer(target => target.isLinked() || target.isTurnedOver()); case 2: return true; case 3: return game.hasPlayer(target => target.maxHp < 10); case 4: return game.dead.length; } }, check(button) { const player = get.event("player"), info = get.info("sbxingshang"); let list = Array.from({ length: 4 }).map((_, i) => i + 1); list = list.filter(num => player.countMark("sbxingshang") >= info.getNum(num)); const num = list.sort((a, b) => info.getEffect(player, b) - info.getEffect(player, a))[0]; return button.link == num ? 10 : 0; }, backup(links, player) { return { num: links[0], audio: "sbxingshang", filterCard: () => false, selectCard: -1, filterTarget(card, player, target) { switch (lib.skill.sbxingshang_use_backup.num) { case 1: return target => target.isLinked() || target.isTurnedOver(); case 2: return true; case 3: return target.maxHp < 10; case 4: return target == player; } }, selectTarget: () => (lib.skill.sbxingshang_use_backup.num == 4 ? -1 : 1), async content(event, trigger, player) { const target = event.targets[0]; const num = lib.skill.sbxingshang_use_backup.num; player.removeMark("sbxingshang", get.info("sbxingshang").getNum(num)); switch (num) { case 1: { if (target.isLinked()) target.link(false); if (target.isTurnedOver()) target.turnOver(); break; } case 2: { target.draw(Math.min(5, Math.max(2, game.dead.length))); break; } case 3: { target.gainMaxHp(); target.recover(); let list = []; for (let i = 1; i <= 5; i++) { if (target.hasDisabledSlot(i)) list.push("equip" + i); } if (list.length) target.enableEquip(list.randomGet()); break; } case 4: { const result = await player .chooseTarget( "行殇:请选择一名已阵亡角色", (card, player, target) => { return target.isDead(); }, true, "获得一名已阵亡角色的所有技能,然后失去〖行殇〗〖放逐〗〖颂威〗" ) .set("ai", target => { return ["name", "name1", "name2"].reduce((sum, name) => { if (!target[name] || !lib.character[target[name]] || (name == "name1" && target.name1 == target.name)) return sum; return sum + get.rank(target[name], true); }, 0); }) .set("deadTarget", true) .forResult(); if (result.bool) { const target2 = result.targets[0]; player.line(target2); game.log(player, "选择了", target2); await player.changeSkills(target2.getStockSkills(true, true), ["sbxingshang", "sbfangzhu", "sbsongwei"]); } } } }, ai: { result: { target(player, target) { switch (lib.skill.sbxingshang_use_backup.num) { case 1: { let num = 0; if (target.isLinked() && !target.hasSkill("nzry_jieying")) num += 0.5; if (target.isTurnedOver()) num += 10; return num; } case 2: { return get.effect(target, { name: "draw" }, player, player); } case 3: { return Math.max(0, get.recoverEffect(target, player, player)) + get.attitude(player, target); } case 4: { return 1; } } }, }, }, }; }, prompt(links, player) { const str = "###行殇###"; switch (links[0]) { case 1: return str + "移去2个“颂”标记,复原一名角色的武将牌"; case 2: return str + "移去2个“颂”标记,令一名角色摸" + get.cnNumber(Math.min(5, Math.max(2, game.dead.length))) + "张牌"; case 3: return str + "移去5个“颂”标记,令一名体力上限小于10的角色加1点体力上限并回复1点体力,然后随机恢复一个被废除的装备栏"; case 4: return str + "移去5个“颂”标记,获得一名已阵亡角色的所有技能,然后失去〖行殇〗〖放逐〗〖颂威〗"; } }, }, ai: { order(_, player) { const info = get.info("sbxingshang"); const goon = player.hasSkill("sbfangzhu") && (player.getStat("skill").sbfangzhu || 0) < (get.info("sbfangzhu").usable || Infinity); let list = Array.from({ length: goon ? 10 : 4 }).map((_, i) => i + 1); list = list.filter(num => player.countMark("sbxingshang") >= info.getNum(num)); list.sort((a, b) => info.getEffect(player, b) - info.getEffect(player, a)); return Array.from({ length: 4 }) .map((_, i) => i + 1) .includes(list[0]) && info.getEffect(player, list[0]) > 0 ? 1 : 0; }, result: { player: 1 }, }, }, use_backup: {}, }, }, sbfangzhu: { audio: 2, audioname: ["mb_caomao"], enable: "phaseUse", filter(event, player) { return player.hasMark("sbxingshang"); }, usable: 1, chooseButton: { dialog() { var dialog = ui.create.dialog("放逐:请选择你要执行的一项", "hidden"); dialog.add([ [ [1, "移去1个“颂”标记,令一名其他角色于手牌中只能使用基本牌直到其回合结束"], [2, "移去2个“颂”标记,令一名其他角色的非Charlotte技能失效直到其回合结束"], [3, "移去2个“颂”标记,令一名其他角色不能响应除其外的角色使用的牌直到其回合结束"], [4, "移去3个“颂”标记,令一名其他角色将武将牌翻面"], [5, "移去3个“颂”标记,令一名其他角色于手牌中只能使用装备牌直到其回合结束"], [6, "移去2个“颂”标记,令一名其他角色于手牌中只能使用锦囊牌直到其回合结束"], ], "textbutton", ]); return dialog; }, filter(button, player) { if (player.countMark("sbxingshang") < get.info("sbxingshang").getNum(button.link + 4)) return false; return game.hasPlayer(target => { if (target == player) return false; const num = button.link, storage = target.getStorage("sbfangzhu_ban"); return !((num == 1 && storage.includes("basic")) || (num == 5 && storage.includes("equip")) || (num == 6 && storage.includes("trick"))); }); }, check(button) { const player = get.event("player"), info = get.info("sbxingshang"); let list = Array.from({ length: 6 }).map((_, i) => i + 1); list = list.filter(num => player.countMark("sbxingshang") >= info.getNum(num + 4)); const num = list.sort((a, b) => info.getEffect(player, b + 4) - info.getEffect(player, a + 4))[0] - 4; return button.link == num ? 10 : 0; }, backup(links, player) { return { num: links[0], audio: "sbfangzhu", audioname: ["mb_caomao"], filterCard: () => false, selectCard: -1, filterTarget(card, player, target) { if (target == player) return false; const num = lib.skill.sbfangzhu_backup.num, storage = target.getStorage("sbfangzhu_ban"); return !((num == 1 && storage.includes("basic")) || (num == 5 && storage.includes("equip")) || (num == 6 && storage.includes("trick"))); }, async content(event, trigger, player) { const target = event.target; const num = lib.skill.sbfangzhu_backup.num; player.removeMark("sbxingshang", get.info("sbxingshang").getNum(num + 4)); switch (num) { case 1: case 5: case 6: { const type = ["basic", "equip", "trick"][[1, 5, 6].indexOf(num)]; target.addTempSkill("sbfangzhu_ban", { player: "phaseEnd" }); target.markAuto("sbfangzhu_ban", [type]); break; } case 2: { target.addTempSkill("baiban", { player: "phaseEnd" }); break; } case 3: { target.addTempSkill("sbfangzhu_kill", { player: "phaseEnd" }); break; } case 4: { target.turnOver(); break; } } }, ai: { result: { target(player, target) { switch (lib.skill.sbfangzhu_backup.num) { case 1: return -target.countCards("h", card => get.type(card) != "basic") - 1; case 2: return -target.getSkills(null, null, false).reduce((sum, skill) => { return sum + Math.max(get.skillRank(skill, "out"), get.skillRank(skill, "in")); }, 0); case 3: return 0; case 4: if (get.attitude(player, target) > 0 && target.isTurnedOver()) return 10 * target.countCards("hs") + 1; if (get.attitude(player, target) < 0 && !target.isTurnedOver()) return -5 * target.countCards("hs") + 1; return 0; case 5: return -target.countCards("h", card => get.type(card) != "equip") - 3; case 6: return -target.countCards("h", card => get.type2(card) != "trick") - 2; } }, }, }, }; }, prompt(links, player) { const str = "###放逐###"; switch (links[0]) { case 1: return str + "移去1个“颂”标记,令一名其他角色于手牌中只能使用基本牌直到其回合结束"; case 2: return str + "移去2个“颂”标记,令一名其他角色的非Charlotte技能失效直到其回合结束"; case 3: return str + "移去2个“颂”标记,令一名其他角色不能响应除其外的角色使用的牌直到其回合结束"; case 4: return str + "移去3个“颂”标记,令一名其他角色将武将牌翻面"; case 5: return str + "移去3个“颂”标记,令一名其他角色于手牌中只能使用装备牌直到其回合结束"; case 6: return str + "移去2个“颂”标记,令一名其他角色于手牌中只能使用锦囊牌直到其回合结束"; } }, }, ai: { order(_, player) { const info = get.info("sbxingshang"); const goon = player.hasSkill("sbxingshang") && (player.getStat("skill").sbxingshang_use || 0) < (info.subSkill.use.usable || Infinity); let list = Array.from({ length: goon ? 10 : 6 }).map((_, i) => i + (goon ? 1 : 5)); list = list.filter(num => player.countMark("sbxingshang") >= info.getNum(num)); list.sort((a, b) => info.getEffect(player, b) - info.getEffect(player, a)); return Array.from({ length: 6 }) .map((_, i) => i + 5) .includes(list[0]) && info.getEffect(player, list[0]) > 0 ? 1 : 0; }, result: { player: 1 }, combo: "sbxingshang", }, subSkill: { backup: {}, kill: { charlotte: true, mark: true, marktext: "禁", intro: { content: "不能响应其他角色使用的牌" }, trigger: { global: "useCard1" }, filter(event, player) { return event.player != player; }, forced: true, popup: false, async content(event, trigger, player) { trigger.directHit.add(player); }, }, ban: { charlotte: true, onremove: true, mark: true, marktext: "禁", intro: { markcount: () => 0, content(storage) { if (storage.length > 1) return "不能使用手牌"; return "于手牌中只能使用" + get.translation(storage[0]) + "牌"; }, }, mod: { cardEnabled(card, player) { const storage = player.getStorage("sbfangzhu_ban"); if (get.itemtype(card) == "card" && get.position(card) != "h") return; if (storage.length > 1 || !storage.includes(get.type2(card))) return false; }, cardSavable(card, player) { const storage = player.getStorage("sbfangzhu_ban"); if (get.itemtype(card) == "card" && get.position(card) != "h") return; if (storage.length > 1 || !storage.includes(get.type2(card))) return false; }, }, }, }, }, sbsongwei: { audio: 2, trigger: { player: "phaseUseBegin" }, filter(event, player) { if (player.countMark("sbxingshang") >= get.info("sbxingshang").getLimit) return false; return game.hasPlayer(target => target.group == "wei" && target != player); }, zhuSkill: true, forced: true, locked: false, async content(event, trigger, player) { player.addMark("sbxingshang", Math.min(get.info("sbxingshang").getLimit - player.countMark("sbxingshang"), 2 * game.countPlayer(target => target.group == "wei" && target != player))); }, group: "sbsongwei_delete", subSkill: { delete: { audio: "sbsongwei", enable: "phaseUse", filter(event, player) { if (player.storage.sbsongwei_delete) return false; return game.hasPlayer(target => lib.skill.sbsongwei.subSkill.delete.filterTarget(null, player, target)); }, filterTarget(card, player, target) { return target != player && target.group == "wei" && target.getStockSkills(false, true).length; }, skillAnimation: true, animationColor: "thunder", async content(event, trigger, player) { player.storage.sbsongwei_delete = true; player.awakenSkill("sbsongwei_delete"); event.target.removeSkills(event.target.getStockSkills(false, true)); }, ai: { order: 13, result: { target(player, target) { return -target.getStockSkills(false, true).length; }, }, }, }, }, }, //关羽 //矢 sbwusheng: { audio: 3, trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return game.hasPlayer(target => target != player && !target.isZhu2()); }, direct: true, content: function* (event, map) { var player = map.player; var result = yield player .chooseTarget(get.prompt("sbwusheng"), "选择一名非主公的其他角色,本阶段对其使用【杀】无距离和次数限制,使用【杀】指定其为目标后摸" + (get.mode() === "identity" ? "两" : "一") + "张牌,对其使用三张【杀】后不能对其使用【杀】", (card, player, target) => { return target != player && !target.isZhu2(); }) .set("ai", target => { var player = _status.event.player; return get.effect(target, { name: "sha" }, player, player); }); if (result.bool) { var target = result.targets[0]; player.logSkill("sbwusheng", target); if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.25); player.addTempSkill("sbwusheng_effect", { player: "phaseUseAfter" }); player.storage.sbwusheng_effect[target.playerid] = 0; } }, group: "sbwusheng_wusheng", subSkill: { wusheng: { audio: "sbwusheng", enable: ["chooseToUse", "chooseToRespond"], hiddenCard: function (player, name) { return name == "sha" && player.countCards("hs"); }, filter: function (event, player) { return event.filterCard(get.autoViewAs({ name: "sha" }, "unsure"), player, event) || lib.inpile_nature.some(nature => event.filterCard(get.autoViewAs({ name: "sha", nature }, "unsure"), player, event)); }, chooseButton: { dialog: function (event, player) { var list = []; if (event.filterCard({ name: "sha" }, player, event)) list.push(["基本", "", "sha"]); for (var j of lib.inpile_nature) { if (event.filterCard({ name: "sha", nature: j }, player, event)) list.push(["基本", "", "sha", j]); } var dialog = ui.create.dialog("武圣", [list, "vcard"], "hidden"); dialog.direct = true; return dialog; }, check: function (button) { var player = _status.event.player; var card = { name: button.link[2], nature: button.link[3] }; if ( _status.event.getParent().type == "phase" && game.hasPlayer(function (current) { return player.canUse(card, current) && get.effect(current, card, player, player) > 0; }) ) { switch (button.link[2]) { case "sha": if (button.link[3] == "fire") return 2.95; else if (button.link[3] == "thunder" || button.link[3] == "ice") return 2.92; else return 2.9; } } return 1 + Math.random(); }, backup: function (links, player) { return { audio: "sbwusheng", filterCard: true, check: function (card) { return 6 - get.value(card); }, viewAs: { name: links[0][2], nature: links[0][3] }, position: "hs", popname: true, }; }, prompt: function (links, player) { return "将一张手牌当作" + get.translation(links[0][3] || "") + "【" + get.translation(links[0][2]) + "】" + (_status.event.name == "chooseToUse" ? "使用" : "打出"); }, }, ai: { respondSha: true, fireAttack: true, skillTagFilter: function (player, tag) { if (!player.countCards("hs")) return false; }, order: function (item, player) { if (player && _status.event.type == "phase") { var max = 0; if (lib.inpile_nature.some(i => player.getUseValue({ name: "sha", nature: i }) > 0)) { var temp = get.order({ name: "sha" }); if (temp > max) max = temp; } if (max > 0) max += 0.3; return max; } return 4; }, result: { player: 1 }, }, }, effect: { charlotte: true, onremove: true, init: function (player) { if (!player.storage.sbwusheng_effect) player.storage.sbwusheng_effect = {}; }, mod: { targetInRange: function (card, player, target) { if (card.name == "sha" && typeof player.storage.sbwusheng_effect[target.playerid] == "number") return true; }, cardUsableTarget: function (card, player, target) { if (card.name !== "sha" || typeof player.storage.sbwusheng_effect[target.playerid] !== "number") return; return player.storage.sbwusheng_effect[target.playerid] < 3; }, playerEnabled: function (card, player, target) { if (card.name != "sha" || typeof player.storage.sbwusheng_effect[target.playerid] != "number") return; if (player.storage.sbwusheng_effect[target.playerid] >= 3) return false; }, }, audio: "sbwusheng", trigger: { player: ["useCardToPlayered", "useCardAfter"] }, filter: function (event, player) { if (event.card.name != "sha") return false; if (event.name == "useCard") return event.targets.some(target => typeof player.storage.sbwusheng_effect[target.playerid] == "number"); return typeof player.storage.sbwusheng_effect[event.target.playerid] == "number"; }, direct: true, content: function () { if (trigger.name == "useCard") { var targets = trigger.targets.filter(target => typeof player.storage.sbwusheng_effect[target.playerid] == "number"); targets.forEach(target => player.storage.sbwusheng_effect[target.playerid]++); } else { player.logSkill("sbwusheng_effect", trigger.target); player.draw(get.mode() === "identity" ? 2 : 1); } }, }, }, ai: { threaten: 114514 }, }, sbyijue: { audio: 2, trigger: { global: "damageBegin4" }, filter: function (event, player) { if (!event.source || event.source != player || event.player == player) return false; return event.num >= event.player.hp && !player.getStorage("sbyijue").includes(event.player); }, forced: true, logTarget: "player", content: function () { trigger.cancel(); player.addTempSkill("sbyijue_effect"); player.markAuto("sbyijue", [trigger.player]); player.markAuto("sbyijue_effect", [trigger.player]); }, ai: { neg: true, }, marktext: "绝", intro: { content: "已放$一马" }, subSkill: { effect: { charlotte: true, onremove: true, audio: "sbyijue", trigger: { player: "useCardToPlayer" }, filter: function (event, player) { return player.getStorage("sbyijue_effect").includes(event.target); }, forced: true, logTarget: "target", content: function () { trigger.getParent().excluded.add(trigger.target); }, ai: { effect: { player_use(card, player, target) { if (player.getStorage("sbyijue_effect").includes(target)) return "zeroplayertarget"; }, }, }, marktext: "义", intro: { content: "本回合放$一马" }, }, }, }, //黄月英 sbqicai: { mod: { targetInRange: function (card, player, target) { if (get.type2(card) == "trick") return true; }, }, locked: false, getLimit: 3, audio: 2, enable: "phaseUse", onChooseToUse: function (event) { if (!event.sbqicai && !game.online) { const player = get.player(); const cards = Array.from(ui.discardPile.childNodes).filter(card => lib.skill.sbqicai.filterCardx(card, player)); event.set("sbqicai", cards); } }, filter: function (event, player) { return player.countCards("h", card => lib.skill.sbqicai.filterCardx(card, player)) || (event.sbqicai && event.sbqicai.length); }, filterCardx: function (card, player) { if (player.getStorage("sbqicai").includes(card.name)) return false; return get.type(card) == "equip" && game.hasPlayer(target => target != player && target.hasEmptySlot(get.subtype(card))); }, usable: 1, chooseButton: { dialog: function (event, player) { const list1 = player.getCards("h", card => lib.skill.sbqicai.filterCardx(card, player)); const list2 = event.sbqicai; var dialog = ui.create.dialog('###奇才###
请选择一张装备牌置入一名其他角色的装备区
'); if (list1.length) { dialog.add('
手牌区
'); dialog.add(list1); } if (list2.length) { dialog.add('
弃牌堆
'); dialog.add(list2); if (list1.length) dialog.classList.add("fullheight"); } return dialog; }, check: function (button) { var player = _status.event.player; var num = get.value(button.link); if (!game.hasPlayer(target => target != player && target.hasEmptySlot(get.subtype(button.link)) && get.attitude(player, target) > 0)) num = 1 / (get.value(button.link) || 0.5); if (get.owner(button.link)) return num; return num * 5; }, backup: function (links, player) { return { audio: "sbqicai", card: links[0], filterCard: function (card, player) { var cardx = lib.skill.sbqicai_backup.card; if (get.owner(cardx)) return card == cardx; return false; }, selectCard: -1, filterTarget: function (card, player, target) { return target != player && target.canEquip(lib.skill.sbqicai_backup.card); }, check: () => 1, discard: false, lose: false, prepare: function (cards, player, targets) { if (cards && cards.length) player.$give(cards, targets[0], false); }, content: function () { if (!cards || !cards.length) { cards = [lib.skill.sbqicai_backup.card]; target.$gain2(cards); game.delayx(); } if (get.mode() == "doudizhu") player.markAuto("sbqicai", [cards[0].name]); target.equip(cards[0]); player.addSkill("sbqicai_gain"); lib.skill.sbqicai.updateCounter(player, target, 0); }, ai: { result: { target: function (player, target) { var att = get.attitude(player, target); if (att > 0) return 3; if (att < 0) return -1; return 0; }, }, }, }; }, prompt: function (links, player) { return "请选择置入" + get.translation(links) + "的角色"; }, }, updateCounter: function (player, target, num) { const skill = `sbqicai_${player.playerid}`; game.broadcastAll(lib.skill.sbqicai.initSkill, skill); if (!target.hasSkill(skill)) target.addSkill(skill); if (num == 0) target.clearMark(skill, false); else if (num > 0) target.addMark(skill, num, false); if (target.countMark(skill) >= lib.skill.sbqicai.getLimit) target.removeSkill(skill); if (!_status.postReconnect.sbqicai) { _status.postReconnect.sbqicai = [lib.skill.sbqicai.initSkill, []]; } _status.postReconnect.sbqicai[1].add(skill); }, initSkill: skill => { if (!lib.skill[skill]) { lib.skill[skill] = { onremove: true, mark: true, marktext: "奇", intro: { markcount: function (storage) { return (storage || 0).toString(); }, content: function (storage) { return "已被掠夺" + get.cnNumber(storage || 0) + "张普通锦囊牌"; }, }, }; lib.translate[skill] = "奇才"; lib.translate[skill + "_bg"] = "奇"; } }, ai: { order: 7, result: { player: function (player) { if (!game.hasPlayer(target => target != player && target.hasEmptySlot(2) && get.attitude(player, target) != 0)) return 0; return 1; }, }, }, marktext: "才", intro: { content: "已使用$发动过此技能" }, subSkill: { gain: { audio: "sbqicai", trigger: { global: ["gainAfter", "loseAsyncAfter"] }, filter: function (event, player) { return game.hasPlayer(function (current) { if (!event.getg(current).length || !current.hasSkill("sbqicai_" + player.playerid)) return false; if (current.countMark("sbqicai_" + player.playerid) >= lib.skill.sbqicai.getLimit) return false; return event.getg(current).some(card => get.type(card) == "trick" && lib.filter.canBeGained(card, current, player)); }); }, forced: true, direct: true, charlotte: true, content: function () { "step 0"; if (!event.checkedTargets) event.checkedTargets = []; var target = game.findPlayer(function (current) { if (!trigger.getg(current).length || !current.hasSkill("sbqicai_" + player.playerid)) return false; if (event.checkedTargets.includes(current)) return false; if (current.countMark("sbqicai_" + player.playerid) >= lib.skill.sbqicai.getLimit) return false; return trigger.getg(current).some(card => get.type(card) == "trick" && lib.filter.canBeGained(card, current, player)); }); if (!target) { event.finish(); return; } event.target = target; player.logSkill("sbqicai_gain", target); event.checkedTargets.add(target); var cards = trigger.getg(target).filter(card => get.type(card) == "trick" && lib.filter.canBeGained(card, target, player)); if (cards.length <= lib.skill.sbqicai.getLimit - target.countMark("sbqicai_" + player.playerid)) event._result = { bool: true, links: cards }; else { var num = lib.skill.sbqicai.getLimit - target.countMark("sbqicai_" + player.playerid); target .chooseButton(["奇才:将其中" + get.cnNumber(num) + "张牌交给" + get.translation(player), cards], num, true) .set("ai", function (button) { return get.value(button.link) * get.sgn(_status.event.att); }) .set("att", get.attitude(target, player)); } "step 1"; if (result.bool) { game.delaye(0.5); target.give(result.links, player); lib.skill.sbqicai.updateCounter(player, target, result.links.length); } event.goto(0); }, }, }, }, sbjizhi: { audio: 2, trigger: { player: "useCard" }, filter: function (event, player) { return get.type(event.card) == "trick"; }, forced: true, content: function () { player.draw().gaintag = ["sbjizhi"]; player.addTempSkill("sbjizhi_mark"); }, subSkill: { mark: { charlotte: true, onremove: function (player) { player.removeGaintag("sbjizhi"); }, mod: { ignoredHandcard: function (card, player) { if (card.hasGaintag("sbjizhi")) return true; }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("sbjizhi")) return false; }, }, }, }, }, //诸葛亮 sbhuoji: { audio: 3, dutySkill: true, derivation: ["sbguanxing", "sbkongcheng"], group: ["sbhuoji_fire", "sbhuoji_achieve", "sbhuoji_fail", "sbhuoji_mark"], subSkill: { fire: { audio: "sbhuoji1.mp3", enable: "phaseUse", filterTarget: lib.filter.notMe, prompt: "选择一名其他角色,对其与其势力相同的所有其他角色各造成1点火属性伤害", usable: 1, line: "fire", content: function () { "step 0"; target.damage("fire"); "step 1"; var targets = game.filterPlayer(current => { if (current == player || current == target) return false; return current.group == target.group; }); if (targets.length) { game.delayx(); player.line(targets, "fire"); targets.forEach(i => i.damage("fire")); } }, ai: { order: 7, fireAttack: true, result: { target: function (player, target) { var att = get.attitude(player, target); return ( get.sgn(att) * game .filterPlayer(current => { if (current == player) return false; return current.group == target.group; }) .reduce((num, current) => num + get.damageEffect(current, player, player, "fire"), 0) ); }, }, }, }, achieve: { audio: "sbhuoji2.mp3", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return player.getAllHistory("sourceDamage", evt => evt.hasNature("fire")).reduce((num, evt) => num + evt.num, 0) >= game.players.length + game.dead.length; }, forced: true, locked: false, skillAnimation: true, animationColor: "fire", async content(event, trigger, player) { player.awakenSkill("sbhuoji"); game.log(player, "成功完成使命"); player.changeSkin("sbhuoji", "sb_zhugeliang"); player.changeSkills(["sbguanxing", "sbkongcheng"], ["sbhuoji", "sbkanpo"]); }, }, fail: { audio: "sbhuoji3.mp3", trigger: { player: "dying" }, forced: true, locked: false, content: function () { player.awakenSkill("sbhuoji"); game.log(player, "使命失败"); }, }, mark: { charlotte: true, trigger: { source: "damage" }, filter: function (event, player) { return event.hasNature("fire"); }, firstDo: true, forced: true, popup: false, content: function () { player.addTempSkill("sbhuoji_count", { player: ["sbhuoji_achieveBegin", "sbhuoji_failBegin"], }); player.storage.sbhuoji_count = player.getAllHistory("sourceDamage", evt => evt.hasNature("fire")).reduce((num, evt) => num + evt.num, 0); player.markSkill("sbhuoji_count"); }, }, count: { charlotte: true, intro: { content: "本局游戏已造成过#点火属性伤害" }, }, }, }, sbkanpo: { init: function (player) { if (!player.storage.sbkanpo) { player.storage.sbkanpo = [get.mode() == "doudizhu" || (get.mode() == "versus" && _status.mode == "two") ? 2 : 4, [], []]; player.markSkill("sbkanpo"); } }, audio: 2, trigger: { global: "roundStart" }, filter: function (event, player) { var storage = player.storage.sbkanpo; return storage[0] || storage[1].length; }, forced: true, locked: false, content: function* (event, map) { var player = map.player, storage = player.storage.sbkanpo; var sum = storage[0]; storage[1] = []; player.markSkill("sbkanpo"); if (!sum) return; const list = get.inpileVCardList(info => { if (info[2] == "sha" && info[3]) return false; return info[0] != "equip"; }); const func = () => { const event = get.event(); const controls = [ link => { const evt = get.event(); if (evt.dialog && evt.dialog.buttons) { for (let i = 0; i < evt.dialog.buttons.length; i++) { const button = evt.dialog.buttons[i]; button.classList.remove("selectable"); button.classList.remove("selected"); const counterNode = button.querySelector(".caption"); if (counterNode) { counterNode.childNodes[0].innerHTML = ``; } } ui.selected.buttons.length = 0; game.check(); } return; }, ]; event.controls = [ui.create.control(controls.concat(["清除选择", "stayleft"]))]; }; if (event.isMine()) func(); else if (event.isOnline()) event.player.send(func); var result = yield player .chooseButton(["看破:是否记录至多" + get.cnNumber(sum) + "个牌名?", [list, "vcard"]], [1, sum], false) .set("ai", function (button) { if (ui.selected.buttons.length >= Math.max(3, game.countPlayer() / 2)) return 0; switch (button.link[2]) { case "wuxie": return 5 + Math.random(); case "sha": return 5 + Math.random(); case "tao": return 4 + Math.random(); case "jiu": return 3 + Math.random(); case "lebu": return 3 + Math.random(); case "shan": return 4.5 + Math.random(); case "wuzhong": return 4 + Math.random(); case "shunshou": return 2.7 + Math.random(); case "nanman": return 2 + Math.random(); case "wanjian": return 1.6 + Math.random(); default: return 1.5 + Math.random(); } }) .set("filterButton", button => { return !_status.event.names.includes(button.link[2]); }) .set("names", storage[2]) .set("custom", { add: { confirm: function (bool) { if (bool != true) return; const event = get.event().parent; if (event.controls) event.controls.forEach(i => i.close()); if (ui.confirm) ui.confirm.close(); game.uncheck(); }, button: function () { if (ui.selected.buttons.length) return; const event = get.event(); if (event.dialog && event.dialog.buttons) { for (let i = 0; i < event.dialog.buttons.length; i++) { const button = event.dialog.buttons[i]; const counterNode = button.querySelector(".caption"); if (counterNode) { counterNode.childNodes[0].innerHTML = ``; } } } if (!ui.selected.buttons.length) { const evt = event.parent; if (evt.controls) evt.controls[0].classList.add("disabled"); } }, }, replace: { button: function (button) { const event = get.event(), sum = event.sum; if (!event.isMine()) return; if (button.classList.contains("selectable") == false) return; if (ui.selected.buttons.length >= sum) return false; button.classList.add("selected"); ui.selected.buttons.push(button); let counterNode = button.querySelector(".caption"); const count = ui.selected.buttons.filter(i => i == button).length; if (counterNode) { counterNode = counterNode.childNodes[0]; counterNode.innerHTML = `×${count}`; } else { counterNode = ui.create.caption(`×${count}`, button); counterNode.style.right = "5px"; counterNode.style.bottom = "2px"; } const evt = event.parent; if (evt.controls) evt.controls[0].classList.remove("disabled"); game.check(); }, }, }) .set("sum", sum); if (result.bool) { var names = result.links.map(link => link[2]); storage[0] -= names.length; storage[1] = names; storage[2] = names; } else storage[2] = []; player.markSkill("sbkanpo"); }, marktext: "破", intro: { markcount: function (storage) { return storage[1].length; }, mark: function (dialog, content, player) { const storage = player.getStorage("sbkanpo"); const sum = storage[0]; const names = storage[1]; dialog.addText("剩余可记录" + sum + "次牌名"); if (player.isUnderControl(true) && names.length) { dialog.addText("当前记录牌名:"); dialog.addSmall([names, "vcard"]); } }, }, group: "sbkanpo_kanpo", subSkill: { kanpo: { audio: "sbkanpo", trigger: { global: "useCard" }, filter: function (event, player) { return event.player != player && player.storage.sbkanpo[1].includes(event.card.name); }, prompt2: function (event, player) { return "移除" + get.translation(event.card.name) + "的记录,令" + get.translation(event.card) + "无效"; }, check: function (event, player) { var effect = 0; if (event.card.name == "wuxie" || event.card.name == "shan") { if (get.attitude(player, event.player) < -1) effect = -1; } else 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) { if (event.card.name == "sha") { 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); } else return true; } return false; }, logTarget: "player", content: function () { player.storage.sbkanpo[1].remove(trigger.card.name); player.markSkill("sbkanpo"); trigger.targets.length = 0; trigger.all_excluded = true; player.draw(); }, }, }, }, sbguanxing: { audio: 2, trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] }, filter: function (event, player) { var bool = player.hasCard(card => card.hasGaintag("sbguanxing"), "s"); if (event.name == "phaseZhunbei") { return bool || 7 - lib.skill.sbguanxing.getNum * player.countMark("sbguanxingx") > 0; } return bool && player.hasSkill("sbguanxing_on"); }, forced: true, locked: false, content: function () { "step 0"; if (trigger.name == "phaseJieshu") { event.goto(2); return; } player.addMark("sbguanxingx", 1, false); var cards = player.getCards("s", card => card.hasGaintag("sbguanxing")); if (cards.length) player.loseToDiscardpile(cards); var num = player.countMark("sbguanxingx") - 1; event.num = Math.max(0, 7 - lib.skill.sbguanxing.getNum * num); "step 1"; if (num) { var cards2 = get.cards(num); player.$gain2(cards2, false); game.log(player, "将", cards2, "置于了武将牌上"); player.loseToSpecial(cards2, "sbguanxing").visible = true; player.markSkill("sbguanxing"); } "step 2"; var cards = player.getCards("s", card => card.hasGaintag("sbguanxing")); if (cards.length) { player .chooseToMove() .set("list", [["你的“星”", cards], ["牌堆顶"]]) .set("prompt", "观星:点击将牌移动到牌堆顶") .set("processAI", function (list) { var cards = list[0][1].slice(), player = _status.event.player; var name = _status.event.getTrigger().name; var target = name == "phaseZhunbei" ? player : player.getNext(); var judges = target.getCards("j"); var top = [], att = get.sgn(get.attitude(player, target)); if (judges.length && att != 0 && (target != player || !player.hasWuxie())) { for (var i = 0; i < judges.length; i++) { var judge = (card, num) => get.judge(card) * num; cards.sort((a, b) => judge(b, att) - judge(a, att)); if (judge(cards[0], att) < 0) break; else top.unshift(cards.shift()); } } return [cards, top]; }) .set("filterOk", function (moved) { return moved[1].length; }); } else event._result = { bool: false }; "step 3"; if (result.bool) { var cards = result.moved[1]; player.loseToDiscardpile(cards, ui.cardPile, "insert").log = false; game.log(player, "将", cards, "置于了牌堆顶"); } else if (trigger.name == "phaseZhunbei") player.addTempSkill("sbguanxing_on"); }, getNum: 3, group: "sbguanxing_unmark", subSkill: { on: { charlotte: true }, unmark: { trigger: { player: "loseAfter" }, filter: function (event, player) { if (!event.ss || !event.ss.length) return false; return !player.countCards("s", card => card.hasGaintag("sbguanxing")); }, charlotte: true, forced: true, silent: true, content: function () { player.unmarkSkill("sbguanxing"); }, }, }, marktext: "星", intro: { mark: function (dialog, storage, player) { var cards = player.getCards("s", card => card.hasGaintag("sbguanxing")); if (!cards || !cards.length) return; dialog.addAuto(cards); }, markcount: function (storage, player) { return player.countCards("s", card => card.hasGaintag("sbguanxing")); }, onunmark: function (storage, player) { var cards = player.getCards("s", card => card.hasGaintag("sbguanxing")); if (cards.length) player.loseToDiscardpile(cards); }, }, mod: { aiOrder: function (player, card, num) { var cards = player.getCards("s", card => card.hasGaintag("sbguanxing")); if (get.itemtype(card) == "card" && card.hasGaintag("sbguanxing")) return num + (cards.length > 1 ? 0.5 : -0.0001); }, }, }, sbkongcheng: { audio: 2, trigger: { player: ["damageBegin3", "damageBegin4"] }, filter: function (event, player, name) { if (!player.hasSkill("sbguanxing")) return false; const num = player.countCards("s", card => card.hasGaintag("sbguanxing")); if (name == "damageBegin3" && !num) return true; if (name == "damageBegin4" && num) return true; return false; }, forced: true, content: function () { "step 0"; var num = player.countCards("s", card => card.hasGaintag("sbguanxing")); if (!num && event.triggername == "damageBegin3") { trigger.increase("num"); } else if (num && event.triggername == "damageBegin4") { player .judge(function (result) { if (get.number(result) <= get.player().countCards("s", card => card.hasGaintag("sbguanxing"))) return 2; return -1; }) .set("judge2", result => result.bool) .set("callback", function () { if (event.judgeResult.number <= player.countCards("s", card => card.hasGaintag("sbguanxing"))) { event.getParent("sbkongcheng").getTrigger().decrease("num"); } }); } }, ai: { combo: "sbguanxing", }, }, //卢植 sbzhenliang: { mark: true, locked: false, zhuanhuanji: true, marktext: "☯", intro: { content: function (storage, player) { if (storage) return "你的回合外,一名角色使用或打出牌结算完成后,若此牌与“任”类别相同,则你可以令一名角色摸两张牌。"; return "出牌阶段限一次,你可以弃置一张与“任”颜色相同的牌并对攻击范围内的一名角色造成1点伤害。"; }, }, audio: 2, enable: "phaseUse", filter: function (event, player) { if (player.storage.sbzhenliang) return false; var storage = player.getExpansions("nzry_mingren"); if (!storage.length) return false; var color = get.color(storage[0]); return game.hasPlayer(function (current) { return ( player.inRange(current) && player.countCards("he", function (card) { return get.color(card) == color; }) >= Math.max(1, Math.abs(player.getHp() - current.getHp())) ); }); }, filterCard: function (card, player) { return get.color(card) == get.color(player.getExpansions("nzry_mingren")[0]); }, selectCard: [1, Infinity], complexSelect: true, complexCard: true, position: "he", filterTarget: function (card, player, target) { return player.inRange(target) && ui.selected.cards.length == Math.max(1, Math.abs(player.getHp() - target.getHp())); }, check: function (card) { return 6.5 - get.value(card); }, prompt: "弃置与攻击范围内的一名角色体力值之差(至少为1)张与“任”颜色相同的牌,对其造成1点伤害", content: function () { player.changeZhuanhuanji("sbzhenliang"); target.damage("nocard"); }, ai: { order: 5, result: { player: function (player, target) { return get.damageEffect(target, player, player); }, }, combo: "nzry_mingren", }, group: "sbzhenliang_draw", subSkill: { draw: { trigger: { global: ["useCardAfter", "respondAfter"] }, filter: function (event, player) { if (_status.currentPhase == player || !player.storage.sbzhenliang) return false; var card = player.getExpansions("nzry_mingren")[0]; return card && get.type2(event.card) == get.type2(card); }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt("sbzhenliang"), "令一名角色摸两张牌").set("ai", function (target) { if (target.hasSkillTag("nogain")) return 0.1; var att = get.attitude(player, target); return att * (Math.max(5 - target.countCards("h"), 2) + 3); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.changeZhuanhuanji("sbzhenliang"); player.logSkill("sbzhenliang", target); target.draw(2); } }, }, }, }, //小乔 sbtianxiang: { audio: 2, enable: "phaseUse", filter: function (event, player) { return player.countCards("he", card => lib.skill.sbtianxiang.filterCard(card, player)) && game.hasPlayer(target => lib.skill.sbtianxiang.filterTarget(null, player, target)); }, filterCard: function (card, player) { return get.color(card, player) == "red"; }, filterTarget: function (card, player, target) { return target != player && !target.getSkills().some(skill => skill.indexOf("sbtianxiang_") == 0); }, discard: false, lose: false, delay: 0, usable: 3, prompt: "将一张红色牌交给一名角色并令其获得此花色的“天香”标记", content: function () { player.give(cards, target); var suit = get.suit(cards[0], player); target.addSkill("sbtianxiang_" + suit); }, ai: { order: 5, result: { target: -1 }, }, group: ["sbtianxiang_draw", "sbtianxiang_effect"], subSkill: { heart: { charlotte: true, mark: true, marktext: "♥︎", intro: { content: "伤害转移术" }, }, diamond: { charlotte: true, mark: true, marktext: "♦︎", intro: { content: "掳掠大法" }, }, draw: { audio: "sbtianxiang", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return game.hasPlayer(target => target.getSkills().some(skill => skill.indexOf("sbtianxiang_") == 0)); }, forced: true, locked: false, content: function () { var num = 0; game.countPlayer(target => { var skills = target.getSkills().filter(skill => skill.indexOf("sbtianxiang_") == 0); target.removeSkill(skills); num += skills.length; }); if (get.mode() != "identity") num += 2; player.draw(num); }, }, effect: { trigger: { player: "damageBegin3" }, filter: function (event, player) { return game.hasPlayer(target => target.getSkills().some(skill => skill.indexOf("sbtianxiang_") == 0)); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("sbtianxiang"), "移去一名角色的“天香”标记并执行相应效果", function (card, player, target) { return target.getSkills().some(skill => skill.indexOf("sbtianxiang_") == 0); }) .set("ai", target => { var player = _status.event.player; return -get.attitude(player, target) * target.getSkills().filter(skill => skill.indexOf("sbtianxiang_") == 0).length; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("sbtianxiang", target); var skills = target.getSkills().filter(skill => skill.indexOf("sbtianxiang_") == 0); target.removeSkill(skills); if (skills.includes("sbtianxiang_heart")) { target.damage(trigger.source ? trigger.source : "nosource"); trigger.cancel(); } if (skills.includes("sbtianxiang_diamond")) { var cards = target.getCards("he"); if (!cards.length) event.finish(); else if (cards.length <= 2) event._result = { bool: true, cards: cards }; else target.chooseCard("he", 2, "天香:交给" + get.translation(player) + "两张牌", true); } else event.finish(); } else event.finish(); "step 2"; if (result.bool) player.gain(result.cards, target, "giveAuto"); }, }, }, }, //张郃 sbqiaobian: { audio: 2, trigger: { player: ["phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore"] }, usable: 1, direct: true, content: function () { "step 0"; switch (trigger.name) { case "phaseJudge": player .chooseTarget(get.prompt("sbqiaobian"), "失去1点体力并跳过判定阶段,将判定区里的牌移动给一名其他角色", lib.filter.notMe) .set("ai", function (target) { var player = _status.event.player; if ( player.hp + player.countCards("h", function (card) { var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 != "unchanged") return mod2; var mod = game.checkMod(card, player, player, "unchanged", "cardSavable", player); if (mod != "unchanged") return mod; var savable = get.info(card).savable; if (typeof savable == "function") savable = savable(card, player, player); return savable; }) <= 1 ) return 0; var eff = 0; for (var card of player.getCards("j")) { var cardx; if (card.viewAs) cardx = get.autoViewAs({ name: card.viewAs }, [card]); else cardx = card; if (target.canAddJudge(cardx)) eff += get.effect(target, cardx, player, player); else eff -= get.attitude(player, target) / 114514; } return eff; }) .setHiddenSkill("sbqiaobian"); break; case "phaseDraw": player.chooseBool(get.prompt("sbqiaobian"), "跳过摸牌阶段,于下个准备阶段摸五张牌并回复1点体力").setHiddenSkill("sbqiaobian"); break; case "phaseUse": var num = player.countCards("h") - 6; if (num <= 0) player.chooseBool(get.prompt("sbqiaobian"), "跳过出牌阶段和弃牌阶段,然后移动场上的一张牌").set("choice", player.canMoveCard(true)).setHiddenSkill("sbqiaobian"); else player .chooseToDiscard(get.prompt("sbqiaobian"), num, "弃置" + get.cnNumber(num) + "张手牌并跳过出牌阶段和弃牌阶段,然后移动场上的一张牌") .set("ai", function (card) { var player = _status.event.player; if (!player.canMoveCard(true) || player.countCards("hs", card => player.hasValueTarget(card)) >= 9) return 0; return 7 - get.value(card); }) .setHiddenSkill("sbqiaobian").logSkill = "sbqiaobian"; break; } "step 1"; if (result.bool) { trigger.cancel(); switch (trigger.name) { case "phaseJudge": var target = result.targets[0]; player.logSkill("sbqiaobian", target); player.loseHp(); game.log(player, "跳过了判定阶段"); for (var card of player.getCards("j")) { if (target.canAddJudge(card)) { player.$give(card, target, false); if (card.viewAs) target.addJudge({ name: card.viewAs }, [card]); else target.addJudge(card); } else player.discard(card); } break; case "phaseDraw": player.logSkill("sbqiaobian"); game.log(player, "跳过了摸牌阶段"); player.addSkill("sbqiaobian_draw"); break; case "phaseUse": if (!result.cards || !result.cards.length) player.logSkill("sbqiaobian", target); player.skip("phaseDiscard"); game.log(player, "跳过了出牌阶段"); game.log(player, "跳过了弃牌阶段"); player.moveCard(); break; } } else player.storage.counttrigger.sbqiaobian--; }, subSkill: { draw: { charlotte: true, mark: true, intro: { content: "准备阶段摸五张牌并回复1点体力" }, audio: "sbqiaobian", trigger: { player: "phaseZhunbeiBegin" }, forced: true, content: function () { player.removeSkill("sbqiaobian_draw"); player.draw(5); player.recover(); }, }, }, }, //萌货 sbhuoshou: { audio: 2, trigger: { player: "phaseUseBegin", }, filter: function (event, player) { return true; }, forced: true, onremove: true, group: ["sbhuoshou_cancel", "sbhuoshou_source", "sbhuoshou_nanmaned"], content: function () { "step 0"; var card = get.discardPile(card => { return card.name == "nanman"; }); if (card) { player.gain(card, "gain2"); } else { game.log("但是弃牌堆里并没有", "#y南蛮入侵", "!"); player.addMark("sbhuoshou", 1, false); if (player.countMark("sbhuoshou") >= 5 && Math.random() < 0.25) player.chat("我南蛮呢"); } }, subSkill: { cancel: { audio: "sbhuoshou", trigger: { target: "useCardToBefore" }, forced: true, priority: 15, filter: function (event, player) { return event.card.name == "nanman"; }, content: function () { trigger.cancel(); }, }, source: { audio: "sbhuoshou", trigger: { global: "useCardToPlayered" }, forced: true, filter: function (event, player) { return event.isFirstTarget && event.card && event.card.name == "nanman" && event.player != player; }, content: function () { trigger.getParent().customArgs.default.customSource = player; }, }, nanmaned: { trigger: { player: "useCard1", }, filter: function (event, player) { return event.card.name == "nanman"; }, forced: true, popup: false, charlotte: true, content: function () { "step 0"; player.addTempSkill("sbhuoshou_ban", "phaseUseAfter"); }, }, ban: { charlotte: true, intro: { content: "此阶段不能再使用【南蛮入侵】", }, }, }, mod: { cardEnabled: function (card, player) { if (player.hasSkill("sbhuoshou_ban") && card.name == "nanman") return false; }, }, ai: { threaten: 1.9, }, }, sbzaiqi: { audio: 2, trigger: { player: "phaseDiscardEnd", }, chargeSkill: true, filter: function (event, player) { return player.hasMark("charge"); }, group: "sbzaiqi_backflow", direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt("sbzaiqi"), "选择任意名角色并消耗等量蓄力值,令这些角色选择一项:1.令你摸一张牌;2.弃置一张牌,然后你回复1点体力", [1, player.countMark("charge")]).set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); return 3 - get.sgn(att) + Math.abs(att / 1000); }); "step 1"; if (result.bool) { var targets = result.targets; targets.sortBySeat(); event.targets = targets; player.logSkill("sbzaiqi", targets); player.removeMark("charge", targets.length); } else event.finish(); "step 2"; var target = targets.shift(); event.target = target; if (!target.countCards("he")) event._result = { bool: false }; else target .chooseToDiscard(get.translation(player) + "对你发动了【再起】", "是否弃置一张牌令其回复1点体力?或者点击“取消”,令该角色摸一张牌。", "he") .set("ai", card => { var eff = _status.event.eff, att = _status.event.att; if ((eff > 0 && att > 0) || (eff <= 0 && att < 0)) return 5.5 - get.value(card); return 0; }) .set("eff", get.recoverEffect(player, player, target)) .set("att", get.attitude(target, player)); "step 3"; target.line(player); if (result.bool) { player.recover(); } else { player.draw(); } game.delayex(); if (targets.length) event.goto(2); }, subSkill: { backflow: { audio: "sbzaiqi", trigger: { //player:'enterGame', source: "damageSource", //global:'phaseBefore', }, usable: 1, filter: function (event, player) { if (event.name == "damage") return true; return event.name != "phase" || game.phaseNumber == 0; }, forced: true, locked: false, content: function () { player.addMark("charge", trigger.name == "damage" ? 1 : 3); }, }, }, }, //祝融 sblieren: { audio: 2, trigger: { player: "useCardToPlayered" }, filter: function (event, player) { return event.targets.length == 1 && event.card.name == "sha" && player.canCompare(event.target, true); }, check: function (event, player) { return get.attitude(player, event.target) <= 0 || game.hasPlayer(current => get.damageEffect(current, player, player) > 0); }, shaRelated: true, logTarget: "target", content: function () { "step 0"; player.draw(); "step 1"; if (player.canCompare(trigger.target)) player.chooseToCompare(trigger.target); else event.finish(); "step 2"; if (result.bool) { player.addTempSkill("sblieren_damage"); if (!trigger.card.storage) trigger.card.storage = {}; trigger.card.storage.sblieren = [player, trigger.target]; } }, subSkill: { damage: { audio: "sblieren", trigger: { global: "useCardAfter" }, filter: function (event, player) { return ( event.card.name == "sha" && event.card.storage && event.card.storage.sblieren && event.card.storage.sblieren[0] == player && game.hasPlayer(current => { return !event.card.storage.sblieren.includes(current); }) ); }, direct: true, charlotte: true, content: function () { "step 0"; var target = trigger.card.storage.sblieren[1]; player .chooseTarget("烈刃:是否对除" + get.translation(target) + "外的一名其他角色造成1点伤害?", (card, player, target) => { return target != _status.event.targeted && target != player; }) .set("targeted", target) .set("ai", targetx => get.damageEffect(targetx, _status.event.player, _status.event.player)); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("sblieren_damage", target); target.damage(); } }, }, }, }, sbjuxiang: { audio: 2, trigger: { player: "phaseJieshuBegin", }, forced: true, direct: true, filter: function (event, player) { return !player.hasHistory("useCard", evt => evt.card.name == "nanman") && (!_status.sbjuxiang_nanman || _status.sbjuxiang_nanman.length); }, group: ["sbjuxiang_cancel", "sbjuxiang_gain"], content: function () { "step 0"; if (!_status.sbjuxiang_nanman) { _status.sbjuxiang_nanman = [ { name: "nanman", number: 7, suit: "spade" }, { name: "nanman", number: 7, suit: "club" }, ]; game.broadcastAll(function () { if (!lib.inpile.includes("nanman")) lib.inpile.add("nanman"); }); } player.chooseTarget(get.prompt("sbjuxiang"), "将游戏外的随机一张【南蛮入侵】交给一名角色(剩余" + get.cnNumber(_status.sbjuxiang_nanman.length) + "张)").set("ai", target => { var player = _status.event.player; return Math.max(0, target.getUseValue({ name: "nanman" })) * get.attitude(player, target) * (target == player ? 0.5 : 1); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("sbjuxiang", target); if (!_status.sbjuxiang_nanman.length) return; var info = _status.sbjuxiang_nanman.randomRemove(); var card = game.createCard2(info); target.gain(card, "gain2").giver = player; } }, ai: { expose: 0.05, effect: { target: function (card) { if (card.name == "nanman") return [0, 1]; }, }, }, subSkill: { cancel: { audio: "sbjuxiang", trigger: { target: "useCardToBefore" }, forced: true, priority: 15, filter: function (event, player) { return event.card.name == "nanman"; }, content: function () { trigger.cancel(); }, }, gain: { audio: "sbjuxiang", trigger: { global: "useCardAfter" }, forced: true, filter: function (event, player) { return event.card.name == "nanman" && event.player != player && event.cards.filterInD().length; }, content: function () { player.gain(trigger.cards.filterInD(), "gain2"); }, }, }, }, //阿笨 sbjiang: { audio: 2, trigger: { player: "useCardToPlayered", target: "useCardToTargeted", }, shaRelated: true, filter: function (event, player) { if (!(event.card.name == "juedou" || (event.card.name == "sha" && get.color(event.card) == "red"))) return false; return true; }, frequent: true, onremove: true, group: ["sbjiang_add", "sbjiang_qiben"], content: function () { player.draw(); }, ai: { effect: { target_use(card, player, target) { if (card.name == "sha" && get.color(card) == "red") return [1, 0.6]; }, player_use(card, player, target) { if (card.name == "sha" && get.color(card) == "red") return [1, 1]; }, }, }, subSkill: { add: { audio: "sbjiang", trigger: { player: "useCard2" }, direct: true, filter: function (event, player) { if (event.card.name != "juedou") return false; var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current); }) ) { return true; } } return false; }, content: function () { "step 0"; var prompt2 = "为" + get.translation(trigger.card) + "额外指定一个目标,然后失去1点体力"; player .chooseTarget(get.prompt("sbjiang_add"), function (card, player, target) { var player = _status.event.player; if (_status.event.targets.includes(target)) return false; return lib.filter.targetEnabled2(_status.event.card, player, target); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; var eff = get.effect(target, trigger.card, player, player); if (player.hasZhuSkill("sbzhiba") && !player.hasMark("sbjiang")) return eff; if (eff + get.effect(player, { name: "losehp" }, player) / 8 > 0) return eff; return 0; }) .set("targets", trigger.targets) .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"; if (event.targets) { player.logSkill("sbjiang_add", event.targets); trigger.targets.addArray(event.targets); player.loseHp(); } }, }, qiben: { audio: "sbjiang", enable: "phaseUse", viewAs: { name: "juedou" }, filterCard: true, position: "h", selectCard: -1, prompt: function () { var player = _status.event.player; var limit = player.hasMark("sbjiang") ? game.countPlayer(current => { return current.group == "wu" && current != player; }) + 1 : 1; return "出牌阶段限" + get.cnNumber(limit) + "次。你可以将所有手牌当【决斗】使用"; }, filter: function (event, player) { var limit = player.hasMark("sbjiang") ? game.countPlayer(current => { return current.group == "wu" && current != player; }) + 1 : 1; if ((player.getStat("skill").sbjiang_qiben || 0) >= limit) return false; var hs = player.getCards("h"); if (!hs.length) return false; for (var i = 0; i < hs.length; i++) { var mod2 = game.checkMod(hs[i], player, "unchanged", "cardEnabled2", player); if (mod2 === false) return false; } return event.filterCard(get.autoViewAs({ name: "juedou" }, hs)); }, ai: { order: 0.001, nokeep: true, skillTagFilter: function (player, tag, arg) { if (tag === "nokeep") { if (arg && (!arg.card || get.name(arg.card) !== "tao")) return false; let limit = player.hasMark("sbjiang") ? game.countPlayer(current => { return current.group == "wu" && current != player; }) + 1 : 1; return player.isPhaseUsing() && (player.getStat("skill").sbjiang_qiben || 0) < limit && player.hasCard(card => get.name(card) != "tao", "h"); } }, }, }, }, }, sbhunzi: { audio: 2, trigger: { player: "dyingAfter" }, juexingji: true, forced: true, skillAnimation: true, animationColor: "wood", derivation: ["sbyingzi", "gzyinghun"], content: function () { "step 0"; player.awakenSkill("sbhunzi"); player.loseMaxHp(); "step 1"; player.changeHujia(1, null, true); "step 2"; player.draw(3); "step 3"; player.addSkills(["sbyingzi", "gzyinghun"]); }, ai: { threaten: function (player, target) { if (target.hp == 1) return 2; return 0.5; }, maixie: true, effect: { target: function (card, player, target) { if (!target.hasFriend() || target.hp > 1) return; if (get.tag(card, "damage") == 1 && ((target.hasZhuSkill("sbzhiba") && game.countPlayer(current => current != target && current.group == "wu")) || player.countCards("hs", card => player.canSaveCard(card, target)) + target.countCards("hs", card => target.canSaveCard(card, target)) > 0) && !target.isTurnedOver() && _status.currentPhase != target && get.distance(_status.currentPhase, target, "absolute") <= 3) return [0.5, 1]; }, }, }, }, sbzhiba: { audio: 2, trigger: { player: "dying" }, filter: function (event, player) { if (!player.hasZhuSkill("sbzhiba")) return false; return player.hp <= 0; }, zhuSkill: true, limited: true, mark: true, skillAnimation: true, animationColor: "wood", content: function () { "step 0"; player.awakenSkill("sbzhiba"); event.targets = game .filterPlayer(current => { return current.group == "wu" && current != player; }) .sortBySeat(_status.currentPhase); var num = event.targets.length; if (num > 0) player.recover(num); player.addMark("sbjiang", 1, false); player.addTempSkill("sbzhiba_draw"); if (!event.targets.length) event.finish(); "step 1"; var target = targets.shift(); target.damage("nosource"); if (targets.length) event.redo(); }, subSkill: { draw: { trigger: { global: "dieAfter" }, filter: function (event, player) { return event.getParent(3).name == "sbzhiba"; }, forced: true, charlotte: true, content: function () { player.draw(3); }, }, }, }, //大乔 sbguose: { audio: 2, enable: "phaseUse", get usable() { return get.mode() == "identity" ? 4 : 2; }, discard: false, lose: false, delay: false, filter: function (event, player) { return player.hasCard(card => get.suit(card) == "diamond", "hes") || game.hasPlayer(current => current.hasJudge("lebu")); }, position: "hes", filterCard: function (card, player) { if (get.suit(card) != "diamond") return false; var mod = game.checkMod(ui.selected.cards[0], player, "unchanged", "cardEnabled2", player); if (!mod) return false; return true; }, selectCard: [0, 1], filterTarget: function (card, player, target) { if (!ui.selected.cards.length) { if (target.hasJudge("lebu")) return true; return false; } if (player == target) return false; return player.canUse(get.autoViewAs({ name: "lebu" }, ui.selected.cards), target); }, complexSelect: true, check: function (card) { return 7 - get.value(card); }, content: function () { "step 0"; if (target.hasJudge("lebu")) { target.discard(target.getJudge("lebu")); } else { player.useCard({ name: "lebu" }, target, cards).audio = false; } "step 1"; player.draw(); }, ai: { result: { target: function (player, target) { if (target.hasJudge("lebu")) return -get.effect(target, { name: "lebu" }, player, target); return get.effect(target, { name: "lebu" }, player, target); }, }, order: 9, }, }, sbliuli: { audio: 2, inherit: "liuli", group: "sbliuli_heart", subSkill: { heart: { trigger: { player: "logSkill" }, filter: function (event, player) { if (event.skill != "sbliuli") return false; if (player.hasSkill("sbliuli_used")) return false; var evt = event.log_event; return player.hasHistory("lose", evtx => { return evtx.getParent(2) == evt && get.suit(evtx.cards[0]) == "heart"; }); }, direct: true, content: function () { "step 0"; var sourcex = trigger.log_event.getTrigger().player; player .chooseTarget("流离:是否令一名不为" + get.translation(sourcex) + "的其他角色获得“流离”标记?", (card, player, target) => { return target != player && target != _status.event.sourcex; }) .set("ai", target => { return get.attitude(_status.event.player, target); }) .set("sourcex", sourcex); "step 1"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); game.countPlayer(i => i.removeSkill("sbliuli_dangxian")); target.addSkill("sbliuli_dangxian"); player.addTempSkill("sbliuli_used"); } }, }, used: { charlotte: true }, dangxian: { trigger: { player: "phaseBegin" }, forced: true, charlotte: true, mark: true, marktext: "流", intro: { content: "回合开始时,执行一个额外的出牌阶段" }, content: function () { var next = player.phaseUse(); event.next.remove(next); trigger.next.push(next); player.removeSkill("sbliuli_dangxian"); }, }, }, }, //刘表 sbzishou: { audio: 2, trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { if (player == event.player) return false; if (!event.player.countCards("he")) return false; return ( !event.player.hasAllHistory("sourceDamage", evt => { return evt.player == player; }) && !event.player.hasAllHistory("damage", evt => { return evt.source == player; }) ); }, forced: true, logTarget: "player", content: function () { "step 0"; trigger.player.chooseCard(true, get.translation(player) + "对你发动了【自守】", "交给其一张牌", "he"); "step 1"; if (result.bool) { trigger.player.give(result.cards, player); } }, ai: { threaten: 3, }, }, sbzongshi: { audio: 2, trigger: { player: "damageEnd" }, filter: function (event, player) { if (!event.source || !event.source.isIn()) return false; return !player.getStorage("sbzongshi").includes(event.source); }, forced: true, onremove: true, logTarget: "source", content: function () { trigger.source.chooseToDiscard(true, trigger.source.countCards("h")); player.markAuto("sbzongshi", [trigger.source]); }, intro: { content: "已扒过目标:$", }, ai: { threaten: 0.5, effect: { target: function (card, player, target, current) { if (player._sbzongshi_aiChecking) return; if (!get.tag(card, "damage")) return; var cards = player.getCards("h"); if (!target.hasFriend()) return; player._sbzongshi_aiChecking = true; var value = cards.reduce((p, c) => { return p + get.value(c); }, 0); delete player._sbzongshi_aiChecking; if (cards.length > 5 || value > 5 * cards.length) return [1, 0, 0, -cards.length / 2]; return [1, 0, 0, -0.5]; }, }, }, }, //貂蝉 sblijian: { audio: 2, enable: "phaseUse", filter: function (event, player) { return ( !player.getStat("skill").sblijian && game.countPlayer(current => { return current != player; }) > 1 ); }, filterCard: true, selectCard: [1, Infinity], position: "he", filterTarget: lib.filter.notMe, selectTarget: function () { return ui.selected.cards.length + 1; }, filterOk: function () { return ui.selected.targets.length == ui.selected.cards.length + 1; }, check: function (card) { let player = get.owner(card), targets = lib.skill.sblijian.selectTargetAi(_status.event, player); if (ui.selected.cards.length < targets - 1) { if (player.hasSkill("sbbiyue")) return 4 * targets - get.value(card); return 6 + targets - get.value(card); } return 0; }, selectTargetAi: (event, player) => { let cache = _status.event.getTempCache("sblijian", "targets"); if (Array.isArray(cache)) return cache.length; let targets = [], cards = [0], sbbiyue = player.hasSkill("sbbiyue") ? Math.max( 0, 3 - game.countPlayer2(current => { return current.getHistory("damage").length > 0; }) ) : 0, alter = [null, 1, 1], temp; for (let i of game.players) { if (player === i) continue; let vplayer = ui.create.player(i); temp = get.effect(i, new lib.element.VCard({ name: "juedou", isCard: true }), vplayer, i); vplayer.remove(); if (temp) { let att = get.attitude(event.player, i); if ((!att && sbbiyue) || att * temp > 0) targets.push([i, temp, att]); else if (!alter[2]) continue; else if (!att || (att > 0 && temp > -15 && i.hp > 2) || (att < 0 && temp < 15)) alter = [i, temp, att]; } } targets.sort((a, b) => { if (Boolean(a[2]) !== Boolean(b[2])) return Math.abs(b[2]) - Math.abs(a[2]); return Math.abs(b[1]) - Math.abs(a[1]); }); if (targets.length < 2 && alter[0]) targets.push(alter); targets = targets.slice( 0, 1 + player.countCards("he", card => { if (lib.filter.cardDiscardable(card, player, "sblijian")) { cards.push(get.value(card)); return true; } return false; }) ); cards.sort((a, b) => a - b); for (let i = 0; i < targets.length; i++) { if (Math.abs(targets[i][1]) < cards[i] / (1 + sbbiyue)) { targets.splice(i, targets.length - i); break; } } if (targets.length < 2) { event.putTempCache("sblijian", "targets", []); return 0; } event.putTempCache("sblijian", "targets", targets); return targets.length; }, multiline: true, content: function () { var targetx = targets.slice().sortBySeat(target)[1]; var card = { name: "juedou", isCard: true }; if (target.canUse(card, targetx)) target.useCard(card, targetx); }, ai: { threaten: 3, order: 7, result: { player: function (player, target) { let targets = _status.event.getTempCache("sblijian", "targets"); if (Array.isArray(targets)) for (let arr of targets) { if (target === arr[0] && !arr[2]) return 1; } return 0; }, target: function (player, target) { let targets = _status.event.getTempCache("sblijian", "targets"); if (Array.isArray(targets)) for (let arr of targets) { if (target === arr[0]) { if (arr[1] * arr[2] < 0) return get.sgn(arr[2]); return arr[1]; } } return 0; }, }, }, }, sbbiyue: { audio: 2, trigger: { player: "phaseJieshuBegin" }, forced: true, content: function () { player.draw( Math.min( 4, game.countPlayer2(current => { return current.getHistory("damage").length > 0; }) + 1 ) ); }, }, //陈宫 sbmingce: { audio: 2, enable: "phaseUse", usable: 1, position: "he", filter: function (event, player) { return player.countCards("he") > 0; }, filterCard: true, check: function (card) { return 8 - get.value(card); }, filterTarget: lib.filter.notMe, selectTarget: 1, discard: false, lose: false, delay: false, onremove: true, group: "sbmingce_hit", content: function () { "step 0"; player.give(cards, target); "step 1"; var choices = ["选项二"]; var choiceList = ["失去1点体力,令" + get.translation(player) + "摸两张牌并获得1枚“策”", "摸一张牌"]; if (target.hp > 0) choices.unshift("选项一"); else choiceList[0] = '' + choiceList[0] + ""; target .chooseControl(choices) .set("choiceList", choiceList) .set("prompt", get.translation(player) + "对你发动了【明策】,请选择一项") .set("ai", () => { return _status.event.choice; }) .set("choice", target.hp <= 0 || (((target.hp + target.countCards("hs", "tao") > 2 && get.attitude(target, player) > 0) || get.effect(target, { name: "losehp" }, target, target) > 0) && target.hp > 0) ? 0 : 1); "step 2"; if (result.control == "选项一") { target.loseHp(); player.draw(2); } else { target.draw(); event.finish(); } "step 3"; player.addMark("sbmingce", 1); }, marktext: "笨", intro: { name: "策(明策)", name2: "策", content: "mark", }, ai: { result: { player: 0.5, target: 1, }, order: 8.5, expose: 0.2, }, subSkill: { hit: { audio: "sbmingce", trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return player.hasMark("sbmingce"); }, direct: true, content: function () { "step 0"; var num = player.countMark("sbmingce"); event.num = num; player.chooseTarget(get.prompt("sbmingce"), "移去所有“策”,对一名其他角色造成" + num + "点伤害", lib.filter.notMe).set("ai", target => { var player = _status.event.player; var eff = get.damageEffect(target, player, player); var num = player.countMark("sbmingce"); if (target.hasSkillTag("filterDamage", null, { player: player })) num = 1; return eff * num; }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("sbmingce_hit", target); player.removeMark("sbmingce", num); target.damage(num); } }, }, }, }, sbzhichi: { audio: 2, trigger: { player: "damageEnd" }, forced: true, content: function () { player.addTempSkill("sbzhichi_muteki"); }, subSkill: { muteki: { audio: "sbzhichi", trigger: { player: "damageBegin4" }, charlotte: true, forced: true, group: "sbzhichi_egg", content: function () { trigger.cancel(); }, mark: true, intro: { content: "我无敌啦!" }, ai: { maixie: true, maixie_hp: true, nofire: true, nothunder: true, nodamage: true, effect: { target: function (card, player, target, current) { if (get.tag(card, "damage")) return "zeroplayertarget"; }, }, }, }, egg: { trigger: { player: "die" }, charlotte: true, forced: true, silent: true, forceDie: true, content: function () { player.chat("你是真滴牛批"); }, }, }, }, //袁绍 sbluanji: { audio: 2, enable: "phaseUse", trigger: { global: "respond" }, viewAs: { name: "wanjian" }, forced: true, locked: false, filter: function (event, player) { if (event.name == "chooseToUse") return player.countCards("hs") > 1 && !player.hasSkill("sbluanji_used"); var evt = event.getParent(2); return ( evt.name == "wanjian" && evt.getParent().player == player && event.player != player && player.getHistory("gain", function (evt) { return evt.getParent(2).name == "sbluanji"; }).length < 3 ); }, filterCard: true, selectCard: 2, position: "hs", prompt: "将两张手牌当【万箭齐发】使用", check: function (card) { var player = _status.event.player; var targets = game.filterPlayer(function (current) { return player.canUse("wanjian", current); }); var num = 0; for (var i = 0; i < targets.length; i++) { var eff = get.sgn(get.effect(targets[i], { name: "wanjian" }, player, player)); if (targets[i].hp == 1) { eff *= 1.5; } if (get.attitude(player, targets[i]) == 0 || targets[i].group == "qun") { eff += 0.5; } num += eff; } if (!player.needsToDiscard(-1)) { if (targets.length >= 7) { if (num < 1) return 0; } else if (targets.length >= 5) { if (num < 0.5) return 0; } } return 6 - get.value(card); }, content: function () { player.draw(); }, precontent: function () { player.addTempSkill("sbluanji_used", "phaseUseAfter"); }, ai: { threaten: 1.6, }, subSkill: { used: { charlotte: true } }, }, sbxueyi: { audio: 2, trigger: { player: "useCardToTargeted" }, filter: function (event, player) { return player.hasZhuSkill("sbxueyi") && event.target != player && event.target.group == "qun"; }, zhuSkill: true, forced: true, usable: 2, logTarget: "target", content: function () { player.draw(); }, mod: { maxHandcard: function (player, num) { if (player.hasZhuSkill("sbxueyi")) { return num + 2 * game.countPlayer(current => player != current && current.group == "qun"); } }, }, ai: { effect: { player_use(card, player, target) { if (player != target && target && target.group == "qun" && card.name != "tao") return [1, 0.1]; }, }, }, }, //庞统 sblianhuan: { audio: 2, enable: "phaseUse", filter: (event, player) => player.hasCard(card => lib.skill.sblianhuan.filterCard(card, player), lib.skill.sblianhuan.position), filterTarget: function (card, player, target) { if (player.hasSkill("sblianhuan_blocker")) return false; if (!ui.selected.cards.length) return false; card = get.autoViewAs({ name: "tiesuo" }, [ui.selected.cards[0]]); return player.canUse(card, target); }, filterCard: (card, player) => get.suit(card) == "club" && (!player.hasSkill("sblianhuan_blocker") || player.canRecast(card)), selectCard: 1, position: "hs", derivation: "sblianhuan_lv2", selectTarget: function () { var card = get.card(), player = get.player(); if (player.hasSkill("sblianhuan_blocker")) return 0; if (card == undefined) return; var range = [0, 2]; game.checkMod(card, player, range, "selectTarget", player); return range; }, filterOk: function () { var card = ui.selected.cards[0]; if (!card) return false; if (get.position(card) == "s" && !ui.selected.targets.length) return false; return true; }, check: function (card) { return 6 - get.value(card); }, prompt: function () { var player = _status.event.player, use = !player.hasSkill("sblianhuan_blocker"); return "重铸一张♣手牌" + (use ? ";或将一张♣手牌当【铁索连环】使用" : ""); }, group: ["sblianhuan_use", "sblianhuan_add", "sblianhuan_discard2"], multitarget: true, multiline: true, discard: false, lose: false, delay: false, content: function () { "step 0"; if (targets.length) { player.addTempSkill("sblianhuan_blocker", "phaseUseAfter"); var card = get.autoViewAs({ name: "tiesuo" }, cards); player.useCard(card, cards, targets); } else { player.loseToDiscardpile(cards); player.draw(cards.length); } }, subSkill: { blocker: { charlotte: true }, use: { audio: "sblianhuan", trigger: { player: "useCard" }, filter: function (event, player) { return event.card.name == "tiesuo" && !player.storage.sblianhuan; }, check: function (event, player) { var eff = 0, targets = event.targets.filter(i => !i.isLinked()); for (var target of targets) { eff += get.attitude(player, target); } return eff < -1; }, prompt2: "失去1点体力,然后当此牌指定第一个目标后,你随机弃置所有不处于连环状态的目标角色各一张手牌", content: function () { "step 0"; player.loseHp(); "step 1"; if (!trigger.card.storage) trigger.card.storage = {}; trigger.card.storage.sblianhuan = true; trigger._sblianhuan = true; player.addTempSkill("sblianhuan_discard", "phaseUseAfter"); }, }, discard: { trigger: { global: "useCardToPlayered" }, forced: true, locked: false, popup: false, charlotte: true, filter: function (event, player) { return event.isFirstTarget && event.card.storage && event.card.storage.sblianhuan; }, content: function () { "step 0"; event.targets = trigger.targets.filter(i => !i.isLinked()); if (!event.targets.length) event.finish(); else player.logSkill("sblianhuan_discard", event.targets); "step 1"; var target = targets.shift(); var cards = target.getCards("h", card => { return lib.filter.cardDiscardable(card, player, "sblianhuan"); }); if (cards.length > 0) { player.line(target); target.discard(cards.randomGet()); } if (targets.length) event.redo(); }, }, add: { trigger: { player: "useCard2" }, filter: function (event, player) { return ( event.card.name == "tiesuo" && player.storage.sblianhuan && game.hasPlayer(current => { return !event.targets.includes(current) && player.canUse(event.card, current); }) ); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("sblianhuan_add"), "为" + get.translation(trigger.card) + "额外指定任意个目标", [1, Infinity], function (card, player, target) { return !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target); }) .set("sourcex", trigger.targets) .set("ai", function (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("sblianhuan_add", event.targets); trigger.targets.addArray(event.targets); }, }, discard2: { trigger: { player: "useCardToPlayered" }, forced: true, locked: false, popup: false, filter: function (event, player) { return event.isFirstTarget && event.card.name == "tiesuo" && player.storage.sblianhuan && !event.getParent()._sblianhuan; }, content: function () { "step 0"; event.targets = trigger.targets.filter(i => !i.isLinked()); if (!event.targets.length) event.finish(); else player.logSkill("sblianhuan_discard2", event.targets); "step 1"; var target = targets.shift(); var cards = target.getCards("h", card => { return lib.filter.cardDiscardable(card, player, "sblianhuan"); }); if (cards.length > 0) { player.line(target); target.discard(cards.randomGet()); } if (targets.length) event.redo(); }, }, }, }, sbniepan: { audio: 2, enable: "chooseToUse", mark: true, skillAnimation: true, limited: true, animationColor: "orange", filter: function (event, player) { return event.type == "dying" && player == event.dying; }, content: function () { "step 0"; player.awakenSkill("sbniepan"); player.discard(player.getCards("hej")); "step 1"; player.draw(2); "step 2"; if (player.hp < 2) player.recover(2 - player.hp); "step 3"; player.turnOver(false); "step 4"; player.link(false); "step 5"; player.storage.sblianhuan = true; game.log(player, "修改了", "#g【连环】"); }, ai: { order: 1, skillTagFilter: function (player, arg, target) { if (player != target || player.storage.sbniepan) return false; }, save: true, result: { player: function (player) { if (player.hp <= 0) return 10; return 0; }, }, threaten: function (player, target) { if (!target.storage.sbniepan) return 0.6; }, }, }, //法正 sbxuanhuo: { audio: 2, enable: "phaseUse", usable: 1, group: "sbxuanhuo_rob", filterTarget: function (card, player, target) { return !target.hasMark("sbxuanhuo_mark") && player != target; }, filterCard: true, position: "he", discard: false, lose: false, delay: false, onremove: function (player) { delete player.storage.sbxuanhuo; player.unmarkSkill("sbxuanhuo"); }, check: function (card) { return 6.5 - get.value(card); }, content: function () { "step 0"; player.give(cards, target); if (player.storage.sbxuanhuo && player.storage.sbxuanhuo[target.playerid]) delete player.storage.sbxuanhuo[target.playerid]; "step 1"; target.addMark("sbxuanhuo_mark"); var history = target.getAllHistory("lose"); if (history.length) { history[history.length - 1].sbxuanhuo_mark = true; } }, getNum: function (current, skill) { var num = 0; var history = current.getAllHistory("lose"); if (history.length) { for (var i = history.length - 1; i >= 0; i--) { var evt = history[i]; if (evt.sbxuanhuo_mark) break; if (typeof skill == "string") { if (evt.getParent(2).name == skill) num += evt.cards2.length; } else { var evtx = evt.getParent(), player = skill; if (evtx.name == "gain") { var cards = evtx.cards; if (evtx.player == player && cards.length > 0) num += cards.length; } else if (evtx.name == "loseAsync") { if (evtx.type != "gain" || evtx.giver) return false; var cards = evtx.getl(current).cards2; var cardsx = evtx.getg(player); if (cardsx.length > 0) num += cardsx.length; } } } } return num; }, ai: { order: 9, result: { target: function (player, target) { return -Math.sqrt(Math.max(target.hp, 1)); }, }, }, marktext: "惑", intro: { content: function (storage, player) { if (!storage || get.is.empty(storage)) return "未得到过牌"; var map = _status.connectMode ? lib.playerOL : game.playerMap; var str = "已得到"; for (var i in storage) { str += get.translation(map[i]) + "的" + get.cnNumber(storage[i]) + "张牌、"; } return str.slice(0, -1); }, }, subSkill: { mark: { marktext: "眩", intro: { name: "眩惑", name2: "眩", markcount: () => 0, content: "已获得“眩”标记", }, }, rob: { audio: "sbxuanhuo", trigger: { global: ["gainAfter", "loseAsyncAfter"], }, forced: true, locked: false, direct: true, filter: function (event, player) { var evt = event.getParent("phaseDraw"); if (evt && evt.name == "phaseDraw") return false; return game.hasPlayer(current => { if (!event.getg(current).length || !current.hasMark("sbxuanhuo_mark")) return false; if (evt && evt.player == current) return false; if (lib.skill.sbxuanhuo.getNum(current, "sbxuanhuo_rob") >= 5) return false; return current.hasCard(card => lib.filter.canBeGained(card, current, player), "he"); }); }, content: function () { "step 0"; var evt = trigger.getParent("phaseDraw"); var targets = game.filterPlayer(current => { if (!trigger.getg(current).length || !current.hasMark("sbxuanhuo_mark")) return false; if (evt && evt.player == current) return false; if (lib.skill.sbxuanhuo.getNum(current, "sbxuanhuo_rob") >= 5) return false; return current.hasCard(card => lib.filter.canBeGained(card, current, player), "he"); }); event.targets = targets; "step 1"; var target = targets.shift(); player.logSkill("sbxuanhuo", target); var hs = target.getCards("h", card => lib.filter.canBeGained(card, target, player)); if (hs.length) { player.gain(hs.randomGet(), target, "giveAuto"); if (!player.storage.sbxuanhuo) player.storage.sbxuanhuo = {}; player.storage.sbxuanhuo[target.playerid] = lib.skill.sbxuanhuo.getNum(target, "sbxuanhuo_rob") + 1; player.markSkill("sbxuanhuo"); } if (targets.length > 0) event.redo(); }, }, }, }, sbenyuan: { audio: 2, forced: true, direct: true, trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return game.hasPlayer(current => current.hasMark("sbxuanhuo_mark")); }, content: function () { "step 0"; var targets = game.filterPlayer(current => current.hasMark("sbxuanhuo_mark")); event.targets = targets; "step 1"; var target = targets.shift(); event.target = target; player.logSkill("sbenyuan", target); target.removeMark("sbxuanhuo_mark", target.countMark("sbxuanhuo_mark")); game.players.forEach(current => { var storage = current.storage.sbxuanhuo; if (storage && storage[target.playerid]) delete storage[target.playerid]; if (storage && get.is.empty(storage)) { delete current.storage.sbxuanhuo; current.unmarkSkill("sbxuanhuo"); } }); var num = lib.skill.sbxuanhuo.getNum(target, player); if (num >= 3) { var cards = player.getCards("he"); if (!cards.length) event._result = { bool: false }; else if (cards.length <= 3) event._result = { bool: true, cards: cards }; else player.chooseCard("恩怨:交给" + get.translation(target) + "三张牌", true, 3, "he"); } else { target.loseHp(); player.recover(); event.goto(3); } "step 2"; if (result.bool) player.give(result.cards, target); "step 3"; if (targets.length) event.goto(1); }, ai: { combo: "sbxuanhuo", }, }, //姜维 sbtiaoxin: { audio: 2, enable: "phaseUse", usable: 1, chargeSkill: true, filter: function (event, player) { return player.hasMark("charge"); }, filterTarget: lib.filter.notMe, selectTarget: function () { return [1, _status.event.player.countMark("charge")]; }, multiline: true, group: "sbtiaoxin_backflow", content: function () { "step 0"; target .chooseToUse( function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "挑衅:对" + get.translation(player) + "使用一张杀,或交给其一张牌" ) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", player); "step 1"; if (!result.bool && target.countCards("he") > 0) { target.chooseCard("he", "交给" + get.translation(player) + "一张牌", true); } else event.finish(); "step 2"; if (result.bool) { target.give(result.cards, player); } }, contentAfter: function () { player.removeMark("charge", targets.length); }, ai: { threaten: 1.2, order: 4, expose: 0.2, result: { target: function (player, target) { if (target.countGainableCards(player, "he") == 0) return 0; return -1; }, player: function (player, target) { if (!target.canUse("sha", player)) return 0; if (target.countCards("h") == 0) return 0; if (target.countCards("h") == 1) return -0.1; if (player.hp <= 2) return -2; if (player.countCards("h", "shan") == 0) return -1; return -0.5; }, }, }, subSkill: { backflow: { audio: "sbtiaoxin", trigger: { player: ["loseAfter", "enterGame"], global: ["loseAsyncAfter", "phaseBefore"], }, forced: true, filter: function (event, player) { if (player.countMark("charge") >= 4) return false; if (event.name.indexOf("lose") == 0) { if (event.type != "discard") return false; var evt = event.getParent("phaseDiscard"); return evt && evt.player == player && event.getl(player).cards2.length > 0; } else { return event.name != "phase" || game.phaseNumber == 0; } }, content: function () { var num = Math.min(4 - player.countMark("charge"), trigger.name.indexOf("lose") == 0 ? trigger.getl(player).cards2.length : 4); if (num > 0) player.addMark("charge", num); }, }, }, }, sbzhiji: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, juexingji: true, forced: true, skillAnimation: true, animationColor: "fire", filter: function (event, player) { var len = 0; player.getAllHistory("useSkill", evt => { if (evt.skill != "sbtiaoxin") return false; len += evt.targets.length; }); return len >= 4; }, content: function () { "step 0"; player.awakenSkill("sbzhiji"); player.loseMaxHp(); "step 1"; player.chooseTarget("志继:令至少一名角色获得“北伐”标记", true, [1, Infinity]).set("ai", target => -get.attitude(player, target)); "step 2"; if (result.bool) { player.line(result.targets, "fire"); result.targets.forEach(target => { target.addAdditionalSkill("sbzhiji_" + player.playerid, "sbzhiji_beifa"); target.markAuto("sbzhiji_beifa", [player]); }); player.addTempSkill("sbzhiji_clear", { player: "phaseBegin" }); if (!event.isMine() && !event.isOnline()) game.delayx(); } }, subSkill: { beifa: { charlotte: true, mark: true, marktext: "伐", intro: { name: "北伐", name2: "北伐", content: "使用牌只能指定$和自己为目标", }, mod: { playerEnabled: function (card, player, target) { if (player != target && !player.getStorage("sbzhiji_beifa").includes(target)) return false; }, }, }, clear: { charlotte: true, onremove: function (player) { game.countPlayer(function (current) { current.removeAdditionalSkill("sbzhiji_" + player.playerid); }); }, }, }, ai: { combo: "sbtiaoxin", }, }, //刘备 sbrende: { audio: 3, enable: ["chooseToUse", "chooseToRespond"], maxNum: 8, filter: function (event, player) { if (event.type == "wuxie" || player.hasSkill("sbrende_used")) return false; if (player.countMark("sbrende") < 2) return false; for (var name of lib.inpile) { if (get.type(name) != "basic") continue; var card = { name: name, isCard: true }; if (event.filterCard(card, player, event)) return true; if (name == "sha") { for (var nature of lib.inpile_nature) { card.nature = nature; if (event.filterCard(card, player, event)) return true; } } } return false; }, group: ["sbrende_give", "sbrende_gain"], chooseButton: { dialog: function (event, player) { var dialog = ui.create.dialog("仁德"); if (event.type == "phase") { dialog._chosenOpt = []; var table = document.createElement("div"); table.classList.add("add-setting"); table.style.margin = "0"; table.style.width = "100%"; table.style.position = "relative"; var list = ["视为使用基本牌", "交给其他角色牌"]; for (var i of list) { var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode"); td.innerHTML = "" + i + ""; td.link = i; if (i == list[0]) { td.classList.add("bluebg"); dialog._chosenOpt.add(td); } td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () { if (_status.dragged) return; if (_status.clicked) return; if (_status.justdragged) return; _status.tempNoButton = true; _status.clicked = true; setTimeout(function () { _status.tempNoButton = false; }, 500); var link = this.link; if (link == "交给其他角色牌") game.uncheck(); var current = this.parentNode.querySelector(".bluebg"); if (current) { current.classList.remove("bluebg"); dialog._chosenOpt.remove(current); } dialog._chosenOpt.add(this); this.classList.add("bluebg"); game.check(); }); table.appendChild(td); dialog.buttons.add(td); } dialog.content.appendChild(table); } var cards = []; for (var name of lib.inpile) { if (get.type(name) != "basic") continue; var card = { name: name, isCard: true }; if (event.filterCard(card, player, event)) cards.push(["基本", "", name]); if (name == "sha") { for (var nature of lib.inpile_nature) { card.nature = nature; if (event.filterCard(card, player, event)) cards.push(["基本", "", name, nature]); } } } dialog.add([cards, "vcard"]); return dialog; }, check: function (button, player) { if (typeof button.link == "string") return -1; if (_status.event.getParent().type != "phase") return 1; return _status.event.player.getUseValue({ name: button.link[2], nature: button.link[3], }); }, select: function () { var opts = _status.event.dialog._chosenOpt; return opts && opts.length && opts[0].link == "交给其他角色牌" ? 0 : 1; }, backup: function (links, player) { var isUse = links.length == 1; var backup = get.copy(lib.skill["sbrende_" + (isUse ? "use" : "give")]); if (isUse) backup.viewAs = { name: links[0][2], nature: links[0][3], isCard: true }; return backup; }, prompt: function (links, player) { var isUse = links.length == 1; return isUse ? "移去2枚“仁望”,视为使用或打出" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) : "###仁德###出牌阶段每名角色限一次。你可以将任意张牌交给一名其他角色,然后你获得等量“仁望”标记(至多为" + lib.skill.sbrende.maxNum + ")"; }, }, hiddenCard: function (player, name) { return get.type(name) == "basic" && player.countMark("sbrende") > 1 && player.hasSkill("sbrende_used"); }, marktext: "仁", intro: { name: "仁望", name2: "仁望", content: "mark", }, ai: { respondSha: true, respondShan: true, save: true, skillTagFilter: function (player) { return player.countMark("sbrende") > 1 && !player.hasSkill("sbrende_used"); }, order: function (item, player) { if (_status.event.type == "phase" && lib.skill.sbzhangwu.ai.result.player(player) > 0) return 9.1; return 0.5; }, result: { player: function (player) { if (_status.event.dying) { return get.attitude(player, _status.event.dying); } return _status.event.type == "phase" && player.countMark("sbrende") <= 2 ? 0 : 1; }, }, }, subSkill: { backup: {}, used: { charlotte: true }, given: { onremove: true }, use: { audio: "sbrende", filterCard: () => false, selectCard: -1, popname: true, precontent: function () { player.logSkill("sbrende_use"); delete event.result.skill; player.removeMark("sbrende", 2); player.addTempSkill("sbrende_used"); }, }, give: { audio: "sbrende", enable: "phaseUse", filterCard: true, selectCard: [1, Infinity], position: "he", discard: false, lose: false, delay: false, filter: function (event, player) { if (player.countMark("sbrende") < 2 || player.hasSkill("sbrende_used")) return true; for (var name of lib.inpile) { if (get.type(name) != "basic") continue; var card = { name: name, isCard: true }; if (event.filterCard(card, player, event)) return false; if (name == "sha") { for (var nature of lib.inpile_nature) { card.nature = nature; if (event.filterCard(card, player, event)) return false; } } } return true; }, filterTarget: function (card, player, target) { if (player.getStorage("sbrende_given").includes(target)) return false; return player != target; }, prompt: function (event) { return "出牌阶段每名角色限一次。你可以将任意张牌交给一名其他角色,然后你获得等量“仁望”标记(至多为" + lib.skill.sbrende.maxNum + ")"; }, check: function (card) { var player = get.owner(card); if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0; if (ui.selected.cards.length + player.countMark("sbrende") > lib.skill.sbrende.maxNum) return 0; if (!ui.selected.cards.length && card.name == "du") return 20; if (ui.selected.cards.length >= Math.max(2, player.countCards("he") - player.hp)) return 0; if (player.countCards("he") <= 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("he") > player.hp) return 10 - get.value(card); if (player.countCards("he") > 2) return 6 - get.value(card); return -1; } return 18 - (ui.selected.cards.length + player.countMark("sbrende")) - get.value(card); }, content: function () { player.addTempSkill("sbrende_given", "phaseUseAfter"); player.markAuto("sbrende_given", [target]); player.markAuto("sbrende_givenx", [target]); player.give(cards, target); var num = Math.min(lib.skill.sbrende.maxNum - player.countMark("sbrende"), cards.length); if (num > 0) player.addMark("sbrende", num); }, ai: { order: function (skill, player) { return player.countMark("sbrende") < 2 ? 6.8 : 5.8; }, result: { target: function (player, target) { if (!player.hasFriend() && player.hasSkill("sbzhangwu") && ui.selected.cards.length && get.value(ui.selected.cards[0]) > (lib.skill.sbzhangwu.filterTarget(null, player, target) ? 3 : 5)) return -0.1; 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"); return Math.max(1, 5 - nh); }, }, threaten: 1.1, }, }, gain: { audio: "sbrende", trigger: { player: "phaseUseBegin" }, forced: true, locked: false, filter: function (event, player) { return player.countMark("sbrende") < lib.skill.sbrende.maxNum; }, content: function () { var num = Math.min(lib.skill.sbrende.maxNum - player.countMark("sbrende"), 2); if (num > 0) player.addMark("sbrende", num); }, }, }, }, sbzhangwu: { audio: 2, enable: "phaseUse", skillAnimation: "epic", animationColor: "orange", limited: true, filter: function (event, player) { if (game.roundNumber <= 1) return false; if (!game.hasPlayer(current => lib.skill.sbzhangwu.filterTarget(null, player, current))) return false; return true; }, filterTarget: function (card, player, target) { if (target == player) return false; return player.getStorage("sbrende_givenx").includes(target); }, selectTarget: [-1, -2], multiline: true, content: function () { "step 0"; player.awakenSkill("sbzhangwu"); var num = Math.min(game.roundNumber - 1, 3); var cards = target.getCards("he"), count = cards.length; if (count == 0) event.finish(); else if (count <= num) event._result = { bool: true, cards: cards }; else target.chooseCard("章武:交给" + get.translation(player) + get.cnNumber(num) + "张牌", true, "he", num); "step 1"; if (result.bool) { target.give(result.cards, player); } }, contentAfter: function () { "step 0"; player.recover(3); "step 1"; player.removeSkills("sbrende"); game.delayx(); }, ai: { order: 9, combo: "sbrende", result: { player: function (player, target) { var targets = game.filterPlayer(current => lib.skill.sbzhangwu.filterTarget(null, player, current)); if (!targets.length) return 0; var eff = 0; for (var target of targets) { eff += get.effect(target, { name: "shunshou_copy2" }, player, player); } eff += 15 - 5 * Math.max(0, 3 - player.getDamagedHp()); return eff > 15 ? 1 : 0; }, }, }, }, sbjijiang: { audio: 2, trigger: { player: "phaseUseEnd" }, zhuSkill: true, unique: true, popup: false, filter: function (event, player) { if (!player.hasZhuSkill("sbjijiang")) return false; return game.hasPlayer(current => { if (current.group != "shu" || player == current || current.hp < player.hp) return false; return game.hasPlayer(currentx => current.inRange(currentx)); }); }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt2("sbjijiang"), 2) .set("filterTarget", (card, player, target) => { if (!ui.selected.targets.length) return target.group == "shu" && target.hp >= player.hp && target != player; var current = ui.selected.targets[0]; return current.inRange(target); }) .set("targetprompt", ["进行选择", "出杀对象"]) .set("multitarget", true) .set("ai", target => { var player = _status.event.player; if (ui.selected.targets.length) { var current = ui.selected.targets[0]; return get.effect(target, new lib.element.VCard({ name: "sha" }), current, player); } let curs = game.filterPlayer(current => { return target !== current && target.inRange(current) && target.canUse({ name: "sha", isCard: true }, current, false); }); if (!curs.length) { let att = get.attitude(player, target); if (att >= 0) return 0; return -att * get.threaten(target, player); } return curs.reduce((max, i) => Math.max(max, get.effect(i, new lib.element.VCard({ name: "sha" }), target, player)), -1); }) .forResult(); }, async content(event, trigger, player) { let targets = event.targets; player.logSkill("sbjijiang", targets, false); player.line2(targets); var choiceList = ["视为对" + get.translation(targets[1]) + "使用一张【杀】", "你的下一个出牌阶段开始前,跳过此阶段"], result; if (!targets[0].canUse({ name: "sha", isCard: true }, targets[1], false)) result = { index: 1 }; else result = await targets[0] .chooseControl() .set("choiceList", choiceList) .set("ai", () => { return _status.event.choice; }) .set("choice", get.effect(targets[1], { name: "sha" }, targets[0], targets[0]) > get.effect(targets[0], { name: "lebu" }, targets[0], targets[0]) ? 0 : 1) .forResult(); if (result.index == 0) { targets[0].useCard({ name: "sha", isCard: true }, targets[1], false); } else { targets[0].addSkill("sbjijiang_skip"); } }, subSkill: { skip: { trigger: { player: "phaseUseBefore" }, charlotte: true, forced: true, content: function () { trigger.cancel(); player.removeSkill("sbjijiang_skip"); }, }, }, }, //赵云 sblongdan: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], chargeSkill: true, filter: function (event, player) { if (event.type == "wuxie" || !player.hasMark("charge")) return false; var marked = player.hasSkill("sblongdan_mark", null, null, false); for (var name of lib.inpile) { if (!marked && name != "sha" && name != "shan") continue; if (get.type(name) != "basic") continue; if (player.hasCard(lib.skill.sblongdan.getFilter(name, player), "hs")) { if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) return true; if (marked && name == "sha") { for (var nature of lib.inpile_nature) { if (event.filterCard(get.autoViewAs({ name, nature }, "unsure"), player, event)) return true; } } } } return false; }, chooseButton: { dialog: function (event, player) { var list = []; var marked = player.hasSkill("sblongdan_mark", null, null, false); for (var name of lib.inpile) { if (!marked && name != "sha" && name != "shan") continue; if (get.type(name) != "basic") continue; if (player.hasCard(lib.skill.sblongdan.getFilter(name, player), "hs")) { if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["基本", "", name]); if (marked && name == "sha") { for (var nature of lib.inpile_nature) { if (event.filterCard(get.autoViewAs({ name, nature }, "unsure"), player, event)) list.push(["基本", "", name, nature]); } } } } return ui.create.dialog("龙胆", [list, "vcard"], "hidden"); }, check: function (button) { if (_status.event.getParent().type != "phase") return 1; var player = _status.event.player, card = { name: button.link[2], nature: button.link[3] }; if (card.name == "jiu" && Math.min(player.countMark("charge"), player.countCards("h", { type: "basic" })) < 2) return 0; return player.getUseValue(card, null, true); }, backup: function (links, player) { return { viewAs: { name: links[0][2], nature: links[0][3], }, filterCard: lib.skill.sblongdan.getFilter(links[0][2], player), position: "he", popname: true, check: function (card) { return 6 / Math.max(1, get.value(card)); }, precontent: function () { player.removeMark("charge", 1); player.addTempSkill("sblongdan_draw"); }, }; }, prompt: function (links, player) { var marked = player.hasSkill("sblongdan_mark", null, null, false); var card = { name: links[0][2], nature: links[0][3], isCard: true, }; if (marked) return "将一张基本牌当做" + get.translation(card) + "使用"; return "将一张" + (card.name == "sha" ? "闪" : "杀") + "当做" + get.translation(card) + "使用"; }, }, hiddenCard: function (player, name) { if (get.type(name) != "basic" || !player.hasMark("charge")) return false; var marked = player.hasSkill("sblongdan_mark", null, null, false); if (!marked && name != "sha" && name != "shan") return false; return player.hasCard(lib.skill.sblongdan.getFilter(name, player), "hs"); }, ai: { respondSha: true, respondShan: true, skillTagFilter: function (player, tag) { return lib.skill.sblongdan.hiddenCard(player, tag == "respondSha" ? "sha" : "shan"); }, order: 9, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, getFilter: function (name, player) { if (!player.hasSkill("sblongdan_mark", null, null, false)) { if (name == "sha") return { name: "shan" }; if (name == "shan") return { name: "sha" }; return () => false; } return { type: "basic" }; }, group: "sblongdan_charge", onremove: function (player) { player.removeSkill("sblongdan_mark"); }, subSkill: { backup: { audio: "sblongdan" }, mark: { charlotte: true }, draw: { charlotte: true, trigger: { player: ["useCardAfter"] }, forced: true, popup: false, filter: function (event, player) { return event.skill == "sblongdan_backup"; }, content: function () { player.draw(); }, }, charge: { audio: "sblongdan", trigger: { global: ["phaseBefore", "phaseEnd"], player: "enterGame", }, forced: true, filter: function (event, player, name) { if (player.countMark("charge") > 2) return false; return name != "phaseBefore" || game.phaseNumber == 0; }, content: function () { player.addMark("charge", 1); }, }, }, }, sbjizhu: { audio: 3, trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(lib.filter.notMe, get.prompt("sbjizhu"), "和一名其他角色进行“协力”").set("ai", function (target) { return get.threaten(target) * Math.sqrt(1 + target.countCards("h")) * (target.isTurnedOver() || target.hasJudge("lebu") ? 0.1 : 1); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("sbjizhu", target); player.chooseCooperationFor(target, "sbjizhu").set("ai", function (button) { var base = 0; switch (button.link) { case "cooperation_damage": base = 0.1; break; case "cooperation_draw": base = 0.6; break; case "cooperation_discard": base = 0.1; break; case "cooperation_use": base = 0.6; break; } return base + Math.random(); }); player.addAdditionalSkill("cooperation", "sbjizhu_effect"); } else event.finish(); "step 2"; game.delayx(); }, subSkill: { effect: { audio: "sbjizhu", charlotte: true, trigger: { global: "phaseJieshuBegin" }, forced: true, logTarget: "player", filter: function (event, player) { return player.checkCooperationStatus(event.player, "sbjizhu") && player.hasSkill("sblongdan", null, null, false); }, content: function () { game.log(player, "和", trigger.player, "的协力成功"); player.addTempSkill("sblongdan_mark", { player: "phaseJieshuBegin" }); game.delayx(); }, }, }, derivation: "sblongdan_shabi", ai: { combo: "sblongdan", }, }, //张飞 sbpaoxiao: { audio: 2, mod: { cardUsable: function (card) { if (card.name == "sha") return Infinity; }, targetInRange: function (card, player, target) { if (card.name == "sha" && player.getEquips(1).length > 0) return true; }, }, trigger: { player: "useCard" }, forced: true, filter: function (event, player) { if (event.card.name != "sha") return false; var evt = event.getParent("phaseUse"); if (!evt || evt.player != player) return false; return player.hasHistory( "useCard", function (evtx) { return evtx != event && evtx.card.name == "sha" && evtx.getParent("phaseUse") == evt; }, event ); }, content: function () { if (!trigger.card.storage) trigger.card.storage = {}; trigger.card.storage.sbpaoxiao = true; trigger.baseDamage++; trigger.directHit.addArray(game.players); player.addTempSkill("sbpaoxiao_effect", "phaseUseAfter"); }, subSkill: { effect: { charlotte: true, trigger: { player: "useCardToPlayered" }, forced: true, popup: false, filter: function (event, player) { return event.card.storage && event.card.storage.sbpaoxiao && event.target.isIn(); }, content: function () { trigger.target.addTempSkill("fengyin"); }, group: "sbpaoxiao_recoil", }, recoil: { charlotte: true, trigger: { source: "damageSource" }, forced: true, filter: function (event, player) { return event.card && event.card.storage && event.card.storage.sbpaoxiao && event.player.isIn(); }, content: function () { "step 0"; player.loseHp(); "step 1"; var hs = player.getCards("h", function (card) { return lib.filter.cardDiscardable(card, player, "sbpaoxiao_recoil"); }); if (hs.length > 0) player.discard(hs.randomGet()); }, }, }, }, sbxieji: { audio: 3, trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(lib.filter.notMe, get.prompt("sbxieji"), "和一名其他角色进行“协力”").set("ai", function (target) { return get.threaten(target) * Math.sqrt(1 + target.countCards("h")) * (target.isTurnedOver() || target.hasJudge("lebu") ? 0.1 : 1); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("sbxieji", target); //选择对方的协击条件 player.chooseCooperationFor(target, "sbxieji").set("ai", function (button) { var base = 0; switch (button.link) { case "cooperation_damage": base = 0.8; break; case "cooperation_draw": base = 0.1; break; case "cooperation_discard": base = 0.1; break; case "cooperation_use": base = 0.1; break; } return base + Math.random(); }); //保证技能cooperation被移除之后 失去该技能 player.addAdditionalSkill("cooperation", "sbxieji_effect"); } else event.finish(); "step 2"; game.delayx(); }, subSkill: { effect: { audio: "sbxieji", charlotte: true, trigger: { global: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { //判断自己是否有目标为该角色 且已经完成的协力记录 return player.checkCooperationStatus(event.player, "sbxieji"); }, content: function () { "step 0"; game.log(player, "和", trigger.player, "的协力成功"); player .chooseTarget("协击:请选择【杀】的目标", "你和" + get.translation(trigger.player) + "协力成功,可以视为对至多三名其他角色使用一张【杀】,且此【杀】造成伤害时,你摸等同于伤害值的牌", [1, 3], true, function (card, player, target) { return player.canUse("sha", target, false); }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "sha" }, player, player); }); "step 1"; if (result.bool) { player.addTempSkill("sbxieji_reward", "sbxieji_effectAfter"); player.useCard( { name: "sha", isCard: true, storage: { sbxieji: true }, }, "sbxieji_effect", result.targets ); } }, }, reward: { charlotte: true, trigger: { source: "damageSource" }, forced: true, popup: false, filter: function (event, player) { return event.card && event.card.storage && event.card.storage.sbxieji && event.getParent().type == "card"; }, content: function () { player.draw(trigger.num); }, }, }, }, //徐晃 sbduanliang: { audio: 1, enable: "phaseUse", usable: 1, filterTarget: lib.filter.notMe, content: function () { "step 0"; player .chooseToDuiben(target) .set("title", "谋弈") .set("namelist", ["固守城池", "突出重围", "围城断粮", "擂鼓进军"]) .set("translationList", [`以防止${get.translation(player)}通过此技能对你使用【决斗】`, `以防止${get.translation(player)}通过此技能对你使用【兵粮寸断】`, `若成功,将牌堆顶的牌当做【兵粮寸断】对${get.translation(target)}使用`, `若成功,视为对${get.translation(target)}使用【决斗】`]) .set("ai", button => { var source = _status.event.getParent().player, target = _status.event.getParent().target; if (get.effect(target, { name: "juedou" }, source, source) >= 10 && button.link[2] == "db_def2" && Math.random() < 0.5) return 10; return 1 + Math.random(); }); "step 1"; if (result.bool) { if (result.player == "db_def1") { if (target.hasJudge("bingliang")) player.gainPlayerCard(target, "he", true); else { if (ui.cardPile.childNodes.length > 0) { if (player.canUse(get.autoViewAs({ name: "bingliang" }, [ui.cardPile.firstChild]), target, false)) { player.useCard({ name: "bingliang" }, target, get.cards()); } } } } else { var card = { name: "juedou", isCard: true }; if (player.canUse(card, target)) player.useCard(card, target); } } }, ai: { threaten: 1.2, order: 5.5, result: { player: 1, target: -1, }, }, subSkill: { true1: { audio: true }, true2: { audio: true }, false: { audio: true }, }, }, sbshipo: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return game.hasPlayer(current => { return current.hp < player.hp || current.hasJudge("bingliang"); }); }, content: function () { "step 0"; var list = []; var choiceList = ["选择一名体力少于你的角色", "选择所有判定区有兵粮寸断的其他角色"]; var bool = false, bool2 = false; game.filterPlayer(current => { if (current.hp < player.hp) bool = true; if (current.hasJudge("bingliang")) bool2 = true; }); if (bool) list.push("选项一"); else choiceList[0] = '' + choiceList[0] + ""; if (bool2) list.push("选项二"); else choiceList[1] = '' + choiceList[1] + ""; if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); player .chooseControl(list, "cancel2") .set("prompt", get.prompt2("sbshipo")) .set("choiceList", choiceList) .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { var eff = 0, eff2 = 0; if (!list.includes("选项一")) eff = Infinity; if (!list.includes("选项二")) eff2 = Infinity; game.countPlayer(current => { if (current.hp < player.hp) { var effx = get.attitude(player, current) / Math.sqrt(Math.max(0.1, 2 * current.hp + current.countCards("h"))); if (effx < eff) eff = effx; } if (current.hasJudge("bingliang")) eff2 += get.attitude(player, current) / Math.sqrt(Math.max(0.1, 2 * current.hp + current.countCards("h"))); }); if (eff > 0 && eff2 > 0) return "cancel2"; return eff < eff2 ? "选项一" : "选项二"; })() ); "step 1"; if (result.control == "cancel2") { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); event.finish(); return; } if (result.control == "选项一") { player.chooseTarget("选择一名体力少于你的角色", (card, player, target) => target.hp < player.hp, true).set("ai", target => -get.attitude(player, target) / Math.sqrt(Math.max(0.1, 2 * target.hp + target.countCards("h")))); } else { event._result = { bool: true, targets: game.filterPlayer(current => current.hasJudge("bingliang")), }; } "step 2"; game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); if (result.bool) { var targets = result.targets; player.logSkill("sbshipo", targets); event.targets = targets.sortBySeat(); event.cards = []; } else event.finish(); "step 3"; var target = event.targets.shift(); event.target = target; target.chooseCard("交给" + get.translation(player) + "一张手牌,或受到1点伤害").set("ai", card => { var player = _status.event.player, source = _status.event.getParent().player; if (get.damageEffect(player, source, player) > 0) return 0; if (get.attitude(player, source) > 0) return 1; if (get.tag(card, "recover") > 0) return 0; return (player.hp < 2 ? 7 : 5.5) - get.value(card); }); "step 4"; if (result.bool) { event.cards.addArray(result.cards); target.give(result.cards, player); } else { target.damage(); } "step 5"; if (event.targets.length) event.goto(3); else { var cards = event.cards.filter(card => get.owner(card) == player && get.position(card) == "h"); if (!cards.length) event.finish(); else event.cards = cards; } "step 6"; player.chooseCardTarget({ filterCard: function (card, player, target) { return _status.event.getParent().cards.includes(card); }, filterTarget: lib.filter.notMe, selectCard: [1, event.cards.length], prompt: "是否将任意张得到的牌交给一名其他角色?", ai1: function (card) { var player = _status.event.player; var val = player.getUseValue(card); if (val > 0) return 2; if (player.hp <= 2 && val == 0 && get.value(card) > 5) return 0; return Math.random() > 0.5 ? 1 : 0; }, ai2: function (target) { var player = _status.event.player, cards = ui.selected.cards; var val = 0; for (var card of cards) { val += target.getUseValue(card); } if (val > 0) return val * get.attitude(player, target) * 2; return get.value(card, target) * get.attitude(player, target); }, }); "step 7"; if (result.bool) { var cards = result.cards, target = result.targets[0]; player.give(cards, target); } }, }, //马超 sbtieji: { audio: 1, trigger: { player: "useCardToPlayered" }, logTarget: "target", filter: function (event, player) { return player != event.target && event.card.name == "sha" && event.target.isIn(); }, check: function (event, player) { return get.attitude(player, event.target) < 0; }, content: function () { "step 0"; var target = trigger.target; event.target = target; target.addTempSkill("fengyin"); trigger.directHit.add(target); player .chooseToDuiben(target) .set("title", "谋弈") .set("namelist", ["出阵迎战", "拱卫中军", "直取敌营", "扰阵疲敌"]) .set("translationList", [`以防止${get.translation(player)}摸2张牌`, `以防止${get.translation(player)}获得你1张牌`, `若成功,你获得${get.translation(target)}1张牌`, `若成功,你摸2张牌`]) .set("ai", button => { var source = get.event().getParent().player, target = get.event().getParent().target; if (!target.countCards("he") && button.link[2] == "db_def2") return 10; if (!target.countCards("he") && get.attitude(target, source) <= 0 && button.link[2] == "db_atk1") return 10; return 1 + Math.random(); }); "step 1"; if (result.bool) { if (result.player == "db_def1") player.gainPlayerCard(target, "he", true); else player.draw(2); } }, shaRelated: true, ai: { ignoreSkill: true, skillTagFilter: function (player, tag, arg) { if (tag == "directHit_ai") { return get.attitude(player, arg.target) <= 0; } if (!arg || arg.isLink || !arg.card || arg.card.name != "sha") return false; if (!arg.target || get.attitude(player, arg.target) >= 0) return false; if (!arg.skill || !lib.skill[arg.skill] || lib.skill[arg.skill].charlotte || get.is.locked(arg.skill) || !arg.target.getSkills(true, false).includes(arg.skill)) return false; }, directHit_ai: true, }, subSkill: { true1: { audio: true }, true2: { audio: true }, false: { audio: true }, }, }, //甘宁 sbqixi: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("h") > 0; }, filterTarget: lib.filter.notMe, content: function () { "step 0"; event.list = lib.suit.slice(); event.suits = []; event.num = 0; var cards = player.getCards("h"), map = {}, max = -Infinity; for (var card of cards) { var suit = get.suit(card, player); if (!map[suit]) map[suit] = 0; map[suit]++; if (map[suit] > max) max = map[suit]; } for (var i in map) { if (map[i] == max) event.suits.push(i); } "step 1"; target .chooseControl(event.list) .set("prompt", "奇袭:猜测" + get.translation(player) + "手牌中最多的花色") .set("ai", () => { var player = _status.event.getParent().player, controls = _status.event.controls; if (player.countCards("h") <= 3 && controls.includes("diamond") && Math.random() < 0.3) return "diamond"; return controls.randomGet(); }); "step 2"; var control = result.control; target.chat("我猜是" + get.translation(control) + "!"); game.log(target, "猜测为", "#y" + control); if (!event.isMine() && !event.isOnline()) game.delayx(); "step 3"; var control = result.control; if (!event.suits.includes(control)) { player.chat("猜错了!"); game.log(target, "猜测", "#y错误"); event.num++; event.list.remove(control); player.chooseBool("是否令其重新选择一个花色继续猜测?").set("ai", () => 1); } else { player.chat(event.num == 0 ? "这么准?" : "猜对了!"); game.log(target, "猜测", "#g正确"); player.showHandcards(); event.goto(4); } "step 4"; if (result.bool) { event.goto(1); } "step 5"; if (event.num > 0 && target.countDiscardableCards(player, "hej")) { player.line(target); player.discardPlayerCard(target, event.num, true, "hej"); } }, ai: { order: 10, result: { player: 1, target: function (player, target) { return get.effect(target, { name: "guohe" }, player, target) * (5 - get.attitude(player, target) / 2); }, }, }, }, sbfenwei: { audio: 2, enable: "phaseUse", filter: function (event, player) { return player.countCards("he") > 0; }, skillAnimation: true, animationColor: "wood", limited: true, position: "he", filterCard: true, selectCard: [1, 3], filterTarget: true, selectTarget: function () { return ui.selected.cards.length; }, delay: false, discard: false, lose: false, complexSelect: true, filterOk: function () { return ui.selected.targets.length == ui.selected.cards.length; }, multitarget: true, multiline: true, check: function (card) { return 7 - get.value(card); }, content: function () { "step 0"; player.awakenSkill("sbfenwei"); for (var i = 0; i < cards.length; i++) { targets[i].addToExpansion(cards[i], player, "give").gaintag.add("sbfenwei_effect"); } "step 1"; player.addSkill("sbfenwei_effect"); player.draw(cards.length); }, intro: { content: "limited", }, ai: { order: 6.9, result: { target: function (player, target) { if ( game.hasPlayer(current => { return get.rawAttitude(player, current) > 0 && current != player && get.attitude(player, current) <= 0; }) && game.countPlayer(current => { return get.attitude(player, current) > 0; }) <= 2 ) return 0; return 1; }, }, }, subSkill: { effect: { audio: "sbfenwei", trigger: { global: "useCardToTarget", }, charlotte: true, forced: true, filter: function (event, player) { return event.target.getExpansions("sbfenwei_effect").length > 0 && get.type2(event.card) == "trick"; }, content: function () { "step 0"; var choiceList = ["令" + get.translation(trigger.target) + "获得其“威”", "移去" + get.translation(trigger.target) + "的“威”,取消" + get.translation(trigger.card) + "对其的目标"]; player .chooseControl() .set("choiceList", choiceList) .set("prompt", "奋威:请选择一项") .set("ai", () => { var player = _status.event.player, evt = _status.event.getTrigger(); if (get.effect(evt.target, evt.card, evt.player, player) < -10) return 1; return 0; }); "step 1"; var cards = trigger.target.getExpansions("sbfenwei_effect"); if (result.index == 0) { trigger.target.gain(cards, "gain2", "fromStorage"); } else { trigger.target.loseToDiscardpile(cards); trigger.targets.remove(trigger.target); trigger.getParent().triggeredTargets2.remove(trigger.target); trigger.untrigger(); } }, marktext: "威", intro: { name: "威", markcount: "expansion", content: "expansion", }, }, }, }, //甄宓 sbluoshen: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt2("sbluoshen")).set("ai", target => { var eff = 0; var num = Math.ceil(game.countPlayer() / 2), players = game .filterPlayer(current => current != player) .sortBySeat(target) .slice(0, num); for (var targetx of players) { eff += get.attitude(player, targetx) * Math.sqrt(targetx.countCards("h")); } return 1 - eff; }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("sbluoshen", target); player.addTempSkill("sbluoshen_add"); event.targets = game .filterPlayer(current => current != player) .sortBySeat(target) .slice(0, Math.ceil(game.countPlayer() / 2)); } else event.finish(); "step 2"; var target = event.targets.shift(); event.target = target; player.line(target); if (!target.countCards("h")) event._result = { bool: false }; else target .chooseCard("展示一张手牌", true) .set("ai", card => { var val = _status.event.goon ? 15 : 5; if (get.color(card) == "black") return val - get.value(card); return 7 - get.value(card); }) .set("goon", get.attitude(target, player) > 0); "step 3"; if (result.bool) { var card = result.cards[0]; target.showCards(card, get.translation(target) + "【洛神】展示"); if (get.color(card) == "black") { player.gain(card, target, "give", "bySelf").gaintag.add("sbluoshen"); } else if (get.color(card) == "red") { target.discard(card); } } "step 4"; if (targets.length) event.goto(2); }, subSkill: { add: { mod: { ignoredHandcard: function (card, player) { if (card.hasGaintag("sbluoshen")) { return true; } }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("sbluoshen")) { return false; } }, }, onremove: function (player) { player.removeGaintag("sbluoshen"); }, }, }, }, //曹操 sbjianxiong: { audio: 2, trigger: { player: "damageEnd" }, group: "sbjianxiong_mark", filter: function (event, player) { return (get.itemtype(event.cards) == "cards" && event.cards.some(i => get.position(i, true) == "o")) || 1 - player.countMark("sbjianxiong") > 0; }, prompt2: function (event, player) { var gain = get.itemtype(event.cards) == "cards" && event.cards.some(i => get.position(i, true) == "o"), draw = 1 - player.countMark("sbjianxiong"); var str = ""; if (gain) str += "获得" + get.translation(event.cards); if (gain && draw > 0) str += "并"; if (draw > 0) str += "摸" + get.cnNumber(1 - player.countMark("sbjianxiong")) + "张牌"; if (player.countMark("sbjianxiong")) str += ",然后可以弃1枚“治世”"; return str; }, content: function () { "step 0"; if (get.itemtype(trigger.cards) == "cards" && trigger.cards.some(i => get.position(i, true) == "o")) { player.gain(trigger.cards, "gain2"); } var num = player.countMark("sbjianxiong"); if (1 - num > 0) { player.draw(1 - num, "nodelay"); } if (!num) event.finish(); "step 1"; player.chooseBool("是否弃1枚“治世”?").set("ai", () => { var player = _status.event.player, current = _status.currentPhase; if (get.distance(current, player, "absolute") > 3 && player.hp <= 2) return true; return false; }); "step 2"; if (result.bool) { player.removeMark("sbjianxiong", 1); } }, ai: { maixie: true, maixie_hp: true, effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return [1, -1]; if (get.tag(card, "damage") && player != target) { var cards = card.cards, evt = _status.event; if (evt.player == target && card.name == "damage" && evt.getParent().type == "card") cards = evt.getParent().cards.filterInD(); if (target.hp <= 1) return; if (get.itemtype(cards) != "cards") return; for (var i of cards) { if (get.name(i, target) == "tao") return [1, 5]; } if (get.value(cards, target) >= 7 + target.getDamagedHp()) return [1, 3]; return [1, 0.55 + 0.05 * Math.max(0, 1 - target.countMark("sbjianxiong"))]; } }, }, }, marktext: "治", intro: { name: "治世", name2: "治世", content: "mark", }, subSkill: { mark: { audio: "sbjianxiong", trigger: { global: "phaseBefore", player: "enterGame" }, forced: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { "step 0"; var map = {}; var list = []; for (var i = 1; i <= 2; i++) { var cn = get.cnNumber(i, true); map[cn] = i; list.push(cn); } event.map = map; list.push("cancel2"); player .chooseControl(list, function () { return get.cnNumber(2, true); }) .set("prompt", "奸雄:获得任意枚“治世”标记"); "step 1"; if (result.control != "cancel2") player.addMark("sbjianxiong", event.map[result.control]); }, }, }, }, sbqingzheng: { audio: 2, audioname: ["mb_caomao"], trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return player.countCards("h") > 0; }, direct: true, content: function () { "step 0"; var num = 3 - player.countMark("sbjianxiong"); var prompt = "###" + get.prompt("sbqingzheng") + "###弃置" + get.cnNumber(num) + "种花色的所有牌"; var next = player.chooseButton([prompt, [lib.suit.map(i => ["", "", "lukai_" + i]), "vcard"]], num); next.set("filterButton", button => { var player = _status.event.player; var cards = player.getCards("h", { suit: button.link[2].slice(6) }); return cards.length > 0 && cards.filter(card => lib.filter.cardDiscardable(card, player, "sbqingzheng")).length == cards.length; }); next.set("ai", button => { var player = _status.event.player; return ( player.countMark("sbjianxiong") * 15 - player .getCards("h", { suit: button.link[2].slice(6) }) .map(i => get.value(i)) .reduce((p, c) => p + c, 0) ); }); next.set("custom", { replace: { button: function (button) { if (!_status.event.isMine()) return; if (button.classList.contains("selectable") == false) return; var cards = _status.event.player.getCards("h", { suit: button.link[2].slice(6), }); if (cards.length) { var chosen = cards.filter(i => ui.selected.cards.includes(i)).length == cards.length; if (chosen) { ui.selected.cards.removeArray(cards); cards.forEach(card => { card.classList.remove("selected"); card.updateTransform(false); }); } else { ui.selected.cards.addArray(cards); cards.forEach(card => { card.classList.add("selected"); card.updateTransform(true); }); } } if (button.classList.contains("selected")) { ui.selected.buttons.remove(button); button.classList.remove("selected"); if (_status.multitarget || _status.event.complexSelect) { game.uncheck(); game.check(); } } else { button.classList.add("selected"); ui.selected.buttons.add(button); } var custom = _status.event.custom; if (custom && custom.add && custom.add.button) { custom.add.button(); } game.check(); }, }, add: next.custom.add, }); "step 1"; if (result.bool) { var cards = result.cards; if (!cards.length) { var suits = result.links.map(i => i[2].slice(6)); cards = player.getCards("h", card => suits.includes(get.suit(card, player))); } event.cards = cards; if (!cards.length) event.finish(); else player .chooseTarget("清正:观看一名其他角色的手牌并弃置其中一种花色的所有牌", (card, player, target) => { return target != player && target.countCards("h"); }) .set("ai", target => { var player = _status.event.player, att = get.attitude(player, target); if (att >= 0) return 0; return 1 - att / 2 + Math.sqrt(target.countCards("h")); }); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("sbqingzheng", target); player.discard(cards); var list = []; var dialog = ["清正:弃置" + get.translation(target) + "一种花色的所有牌"]; for (var suit of lib.suit.concat("none")) { if (target.countCards("h", { suit: suit })) { dialog.push('
' + get.translation(suit + "2") + "牌
"); dialog.push(target.getCards("h", { suit: suit })); list.push(suit); } } if (list.length) { player .chooseControl(list) .set("dialog", dialog) .set("ai", () => { return _status.event.control; }) .set( "control", (() => { var getv = cards => cards.map(i => get.value(i)).reduce((p, c) => p + c, 0); return list.sort((a, b) => { return getv(target.getCards("h", { suit: b })) - getv(target.getCards("h", { suit: a })); })[0]; })() ); } } else event.finish(); "step 3"; var cards2 = target.getCards("h", { suit: result.control }); event.cards2 = cards2; target.discard(cards2, "notBySelf").set("discarder", player); "step 4"; if (event.cards2.length < cards.length) target.damage(); "step 5"; if (player.countMark("sbjianxiong") < 2 && player.hasSkill("sbjianxiong")) { player.chooseBool("是否获得1枚“治世”?").set("ai", () => (Math.random() < 0.5 ? 0 : 1)); } else event.finish(); "step 6"; if (result.bool) { player.addMark("sbjianxiong", 1); } }, ai: { combo: "sbjianxiong" }, }, sbhujia: { audio: 2, trigger: { player: "damageBegin4" }, zhuSkill: true, direct: true, filter: function (event, player) { return ( !player.hasSkill("sbhujia_used") && game.hasPlayer(current => { return current != player && current.group == "wei" && player.hasZhuSkill("sbhujia", current); }) ); }, content: function () { "step 0"; player .chooseTarget(get.prompt("sbhujia"), "将" + get.translation(trigger.source) + "即将对你造成的" + trigger.num + "点伤害转移给一名其他魏势力角色", (card, player, target) => { return target != player && target.group == "wei" && player.hasZhuSkill("sbhujia", target); }) .set("ai", target => { var player = _status.event.player, evt = _status.event.getTrigger(); return get.damageEffect(target, evt.source, player, evt.nature) - _status.event.eff; }) .set("eff", get.damageEffect(player, trigger.source, player, trigger.nature)); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("sbhujia", target); player.addTempSkill("sbhujia_used", "roundStart"); trigger.cancel(); if (trigger.source) target.damage(trigger.source, trigger.nature, trigger.num).set("card", trigger.card).set("cards", trigger.cards); else target.damage("nosource", trigger.nature, trigger.num).set("card", trigger.card).set("cards", trigger.cards); } }, ai: { maixie_defend: true, effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return; if ( get.tag(card, "damage") && !target.hasSkill("sbhujia_used") && game.hasPlayer(current => { return current != target && current.group == "wei" && target.hasZhuSkill("sbhujia", current); }) ) return 0.8; }, }, threaten: function (player, target) { if (target.countCards("h") == 0) return 2; }, }, subSkill: { used: { charlotte: true }, }, }, //张角 sbleiji: { audio: 2, enable: "phaseUse", filter: function (event, player) { return player.countMark("sbguidao") >= 4; }, filterTarget: lib.filter.notMe, content: function () { player.removeMark("sbguidao", 4); target.damage("thunder"); }, ai: { combo: "sbguidao", order: 9, result: { target: function (player, target) { return get.damageEffect(target, player, target, "thunder"); }, }, }, }, sbguidao: { audio: 2, trigger: { global: ["phaseBefore", "damageEnd"], player: "enterGame", }, forced: true, locked: false, group: "sbguidao_defend", filter: function (event, player) { if (player.countMark("sbguidao") >= 8) return false; if (event.name == "damage") return event.hasNature() && !player.hasSkill("sbguidao_forbid"); return event.name != "phase" || game.phaseNumber == 0; }, content: function () { var num = 2; if (trigger.name != "damage") num += 2; num = Math.min(8 - player.countMark("sbguidao"), num); player.addMark("sbguidao", num); }, marktext: "兵", intro: { name: "道兵", name2: "道兵", content: "共有$枚“道兵”", }, subSkill: { defend: { audio: "sbguidao", trigger: { player: "damageBegin4" }, filter: function (event, player) { return player.countMark("sbguidao") >= 2; }, prompt2: "弃2枚“道兵”,防止伤害", check: function (event, player) { return event.num >= 2 || player.hp <= event.num; }, content: function () { trigger.cancel(); player.removeMark("sbguidao", 2); if (player != _status.currentPhase) { player.addTempSkill("sbguidao_forbid", { player: "phaseBegin" }); } }, }, forbid: { charlotte: true }, }, }, sbhuangtian: { audio: 2, trigger: { player: "phaseBegin", }, forced: true, zhuSkill: true, group: "sbhuangtian_mark", filter: function (event, player) { if (player.phaseNumber > 1 || game.phaseNumber > 1) return false; if (!player.hasZhuSkill("sbhuangtian")) return false; return ( !game.hasPlayer(function (current) { return current.countCards("hej", "taipingyaoshu"); }) && !Array.from(ui.cardPile.childNodes) .concat(Array.from(ui.discardPile.childNodes)) .concat(Array.from(ui.ordering.childNodes)) .map(i => i.name) .includes("taipingyaoshu") ); }, content: function () { "step 0"; if (!lib.inpile.contains("taipingyaoshu")) { lib.inpile.push("taipingyaoshu"); } event.card = game.createCard2("taipingyaoshu", "heart", 3); "step 1"; if (card) player.equip(card); }, subSkill: { mark: { audio: "sbhuangtiang", trigger: { global: "damageSource" }, forced: true, zhuSkill: true, filter: function (event, player) { if (!player.hasZhuSkill("sbhuangtian") || !player.hasSkill("sbguidao", null, false, false)) return false; if (!event.source || player == event.source || event.source.group != "qun") return false; if (player.hasSkill("sbguidao") && player.countMark("sbguidao") >= 8) return false; if (player.countMark("sbhuangtian_count") >= 4) return false; return true; }, content: function () { var num = Math.min(8 - player.countMark("sbhuangtian_count"), 2); player.addMark("sbguidao", num); player.addTempSkill("sbhuangtian_count", "roundStart"); player.addMark("sbhuangtian_count", num, false); }, }, count: { onremove: true }, }, }, //夏侯氏 sbqiaoshi: { audio: 2, trigger: { player: "damageEnd" }, usable: 1, direct: true, filter: function (event, player) { return event.source && event.source != player && event.source.isIn(); }, content: function () { "step 0"; trigger.source .chooseBool("樵拾:是否令" + get.translation(player) + "回复" + trigger.num + "点体力,然后你摸两张牌?") .set("ai", () => { return _status.event.bool; }) .set("bool", get.recoverEffect(player, trigger.source, trigger.source) + 2 * get.effect(trigger.source, { name: "draw" }, trigger.source) > 5); "step 1"; if (result.bool) { player.logSkill("sbqiaoshi"); trigger.source.line(player, "green"); player.recover(trigger.num); trigger.source.draw(2); } else player.storage.counttrigger.sbqiaoshi--; }, ai: { effect: { target: function (card, player, target) { if (get.tag(card, "damage")) { if (get.attitude(target, player) <= 0 || target == player) return; if (target.storage.counttrigger && target.storage.counttrigger.sbqiaoshi) return; if (target.hp <= 1 && !player.canSave(target)) return; return [0, 0.5, 0, 0.5]; } }, }, }, }, sbyanyu: { enable: "phaseUse", usable: 2, filterCard: { name: "sha" }, selectCard: 1, group: "sbyanyu_draw", check: () => 1, content: function () { player.draw(); }, subSkill: { draw: { trigger: { player: "phaseUseEnd" }, filter: function (event, player) { return player.getHistory("useSkill", evt => { if (evt.skill != "sbyanyu") return false; var evtx = evt.event.getParent("phaseUse"); if (!evtx || evtx != _status.event.getParent("phaseUse")) return; return true; }).length; }, direct: true, content: function () { "step 0"; event.num = 3 * player.getHistory("useSkill", evt => { if (evt.skill != "sbyanyu") return false; var evtx = evt.event.getParent("phaseUse"); if (!evtx || evtx != _status.event.getParent("phaseUse")) return; return true; }).length; player.chooseTarget(get.prompt("sbyanyu"), "令一名其他角色摸" + get.cnNumber(event.num) + "张牌", lib.filter.notMe).set("ai", target => { var player = _status.event.player; return get.effect(target, { name: "draw" }, player, player); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("sbyanyu_draw", target); target.draw(num); } }, }, }, ai: { order: function (obj, player) { if ( game.hasPlayer(current => current != player && get.attitude(player, current) > 0) && player.getHistory("useSkill", evt => { if (evt.skill != "sbyanyu") return false; var evtx = evt.event.getParent("phaseUse"); if (!evtx || evtx != _status.event.getParent("phaseUse")) return; return true; }).length < 2 ) return 9; return 2; }, result: { player: 1, }, }, }, //曹仁 sbjushou: { audio: 3, enable: "phaseUse", usable: 1, filter: function (event, player) { return !player.isTurnedOver(); }, filterCard: true, selectCard: [1, 2], check: function (card) { if (ui.selected.cards.length + _status.event.player.hujia >= 5) return 0; return 6.5 - get.value(card); }, position: "he", group: ["sbjushou_damage", "sbjushou_draw"], content: function () { player.turnOver(); player.changeHujia(cards.length, null, true); }, ai: { order: 5, result: { player: 1, }, }, subSkill: { damage: { audio: "sbjushou", trigger: { player: "damageEnd", }, filter: function (event, player) { return player.isTurnedOver(); }, direct: true, content: function () { "step 0"; player .chooseControl("翻面", "获得1点护甲", "cancel2") .set("ai", () => { if (_status.event.player.hujia >= 3) return 0; return 1; }) .set("prompt", get.prompt("sbjushou")) .set("prompt2", "选择一项"); "step 1"; if (result.control == "cancel2") { event.finish(); return; } player.logSkill("sbjushou"); if (result.control == "翻面") { player.turnOver(); } else { player.changeHujia(1, null, true); } }, ai: { effect: { target: function (card, player, target) { if (!target.isTurnedOver()) return; if (get.tag(card, "damage")) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if ( (card.name == "sha" && !player.hasSkill("jiu")) || target.hasSkillTag("filterDamage", null, { player: player, card: card, }) ) return "zerotarget"; } }, }, }, }, draw: { audio: "sbjushou", trigger: { player: "turnOverAfter" }, forced: true, locked: false, filter: function (event, player) { return !player.isTurnedOver() && player.hujia > 0; }, content: function () { player.draw(player.hujia); }, }, }, }, sbjiewei: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.hujia > 0; }, filterTarget: function (card, player, target) { return target != player && target.countCards("h"); }, content: function () { player.changeHujia(-1); player.gainPlayerCard(target, "visible", true, "h").set("ai", function (button) { return get.value(button.link, _status.event.target); }); }, ai: { order: 8, result: { target: -1, }, }, }, //周瑜 sbyingzi: { audio: 2, audioname: ["sb_sunce"], trigger: { player: "phaseDrawBegin2" }, forced: true, getNum: function (player) { return (player.countCards("h") >= 2) + (player.hp >= 2) + (player.countCards("e") >= 1); }, filter: function (event, player) { return !event.numFixed && lib.skill.sbyingzi.getNum(player) > 0; }, content: function () { var num = lib.skill.sbyingzi.getNum(player); trigger.num += num; player.addTempSkill("sbyingzi_limit"); player.addMark("sbyingzi_limit", num, false); }, ai: { threaten: 2, }, subSkill: { limit: { charlotte: true, forced: true, onremove: true, marktext: "英", intro: { content: "本回合手牌上限+#", }, mod: { maxHandcard: function (player, num) { return num + player.countMark("sbyingzi_limit"); }, }, }, }, }, sbfanjian: { audio: 2, enable: "phaseUse", usable: 5, filter: function (event, player) { return !player.hasSkill("sbfanjian_ban"); }, chooseButton: { dialog: function () { return ui.create.dialog("###反间###" + get.translation("sbfanjian_info")); }, chooseControl: function (event, player) { var suits = lib.suit.slice(); suits.push("cancel2"); return suits; }, check: function (event, player) { var suits = lib.suit.slice(); suits = suits.filter(suit => !player.getStorage("sbfanjian_guessed").includes(suit)); return suits.randomGet(); }, backup: function (result, player) { return { audio: "sbfanjian", filterCard: function (card, player) { return !player.getStorage("sbfanjian_guessed").includes(get.suit(card, player)); }, suit: result.control, position: "h", filterTarget: lib.filter.notMe, check: function (card) { return 6 - get.value(card); }, discard: false, lose: false, delay: false, content: function () { "step 0"; var suit = get.suit(cards, player); event.claimSuit = lib.skill.sbfanjian_backup.suit; event.cardSuit = suit; player.addTempSkill("sbfanjian_guessed"); var claim = get.translation(event.claimSuit + "2"); player.chat("我声明" + claim); game.log(player, "声明了", "#y" + claim); var choiceList = ["猜测此牌花色为" + claim, "猜测此牌花色不为" + claim, "不猜测,你翻面并令其〖反间〗失效"]; target .chooseControl() .set("choiceList", choiceList) .set("prompt", get.translation(player) + "对你发动了【反间】并选择了一张牌,请选择一项") .set("ai", () => { var player = _status.event.player, user = _status.event.getParent().player, claim = _status.event.getParent().claimSuit, suit = _status.event.getParent().cardSuit; if (player.isTurnedOver()) return 2; var lose = get.effect(player, { name: "losehp" }, user, player); if (user.getStorage("sbfanjian_guessed").includes(claim) && claim == suit) return lose <= 0 ? 0 : 1; if (get.attitude(player, user) > 0) return 0; var list = [0, 1]; if (player.hp <= 1 && player.getFriends().length > 0) list.push(2); return list.randomGet(); }); "step 1"; player.markAuto("sbfanjian_guessed", [event.cardSuit]); if (result.index == 2) { game.log(target, "选择", "#y不猜测"); target.chat("不猜!"); target.turnOver(); } else { var claim = get.translation(event.claimSuit + "2"); target.chat("我猜花色" + (result.index == 1 ? "不" : "") + "为" + claim); game.log(target, "猜测花色", "#g" + (result.index == 1 ? "不" : "") + "为" + claim); } if (event.isMine() && !event.isOnline()) game.delayx(); "step 2"; target.gain(cards, player, "giveAuto", "bySelf"); "step 3"; if ((result.index == 0 && event.claimSuit != event.cardSuit) || (result.index == 1 && event.claimSuit == event.cardSuit)) { game.log(target, "猜测", "#y错误"); target.loseHp(); } else { if (result.index != 2) game.log(target, "猜测", "#g正确"); player.addTempSkill("sbfanjian_ban"); } }, ai: { result: { target: function (player, target) { if (!ui.selected.cards.length) return 0; var val = get.value(ui.selected.cards, target); if (val < 0) return val + get.effect(target, { name: "losehp" }, player, target); if (val > 5 || get.value(ui.selected.cards, player) > 5) return target.isTurnedOver() ? 5 : 0; if (target.isTurnedOver()) return 1; return get.effect(target, { name: "losehp" }, player, target); }, }, }, }; }, prompt: function (result) { return "你选择了" + get.translation(result.control) + ",请选择一张手牌和【反间】的目标"; }, }, subSkill: { guessed: { onremove: true, charlotte: true }, ban: { charlotte: true }, backup: {}, }, ai: { order: 4, result: { player: 1 }, }, }, //黄盖 sbkurou: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, group: "sbkurou_gain", content: function () { "step 0"; player.chooseCardTarget({ prompt: get.prompt("sbkurou"), prompt2: "交给其他角色一张牌,若此牌为【桃】或【酒】,你失去2点体力,否则你失去1点体力", filterCard: true, position: "he", filterTarget: lib.filter.notMe, ai1: function (card) { if ((player.hp <= 1 && !player.canSave(player)) || player.hujia >= 5) return 0; if ( get.value(card, player) > 6 && !game.hasPlayer(current => { return current != player && get.attitude(current, player) > 0 && !current.hasSkillTag("nogain"); }) ) return 0; if ( player.hp >= 2 && (card.name == "tao" || (card.name == "jiu" && player.countCards("hs", cardx => { return cardx != card && get.tag(cardx, "save"); }))) && player.hujia <= 1 ) return 10; if (player.hp <= 1 && !player.canSave(player)) return 0; return 1 / Math.max(0.1, get.value(card)); }, ai2: function (target) { var player = _status.event.player, att = get.attitude(player, target); if (ui.selected.cards.length) { var val = get.value(ui.selected.cards[0]); att *= val >= 0 ? 1 : -1; } if (target.hasSkillTag("nogain")) att /= 9; return 15 + att; }, }); "step 1"; if (result.bool) { var target = result.targets[0], card = result.cards[0]; player.logSkill("sbkurou", target); if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.15); player.give(card, target); player.loseHp(["tao", "jiu"].includes(get.name(card, target)) ? 2 : 1); } }, ai: { nokeep: true, skillTagFilter: function (player, tag, arg) { if (tag === "nokeep") return (!arg || (arg.card && get.name(arg.card) === "tao")) && player.hp <= 0 && player.isPhaseUsing(); }, }, subSkill: { gain: { audio: "sbkurou", trigger: { player: "loseHpEnd" }, forced: true, locked: false, filter: function (event, player) { return player.isIn() && player.hujia < 5; }, content: function () { "step 0"; event.count = trigger.num; "step 1"; player.changeHujia(2, null, true); "step 2"; if (--event.count > 0) { player.logSkill("sbkurou_gain"); event.goto(1); } }, ai: { maihp: true, effect: { target(card, player, target) { if (get.tag(card, "damage")) { if (player.hasSkillTag("jueqing", false, target)) return [1, 1]; return 1.2; } if (get.tag(card, "loseHp")) { if (target.hp <= 1 || target.hujia >= 5) return; return [1, 1]; } }, }, }, }, }, }, sbzhaxiang: { audio: 2, trigger: { player: "useCard" }, forced: true, group: "sbzhaxiang_draw", filter: function (event, player) { return player.getHistory("useCard").length <= player.getDamagedHp(); }, content: function () { trigger.directHit.addArray(game.filterPlayer()); }, ai: { threaten: 1.5, directHit_ai: true, skillTagFilter: function (player, tag, arg) { return player.countUsed() < player.getDamagedHp(); }, }, mod: { targetInRange: function (card, player) { if (player.countUsed() < player.getDamagedHp()) return true; }, cardUsable: function (card, player) { if (player.countUsed() < player.getDamagedHp()) return Infinity; }, aiOrder: function (player, card, num) { if (player.countUsed() >= player.getDamagedHp()) return; var numx = get.info(card).usable; if (typeof numx == "function") numx = num(card, player); if (typeof numx == "number") return num + 10; }, }, subSkill: { draw: { audio: "sbzhaxiang", mod: { aiOrder: function (player, card, num) { if (num > 0 && _status.event && _status.event.type == "phase" && get.tag(card, "recover")) return num / 5; }, }, trigger: { player: "phaseDrawBegin2" }, forced: true, filter: function (event, player) { return !event.numFixed && player.getDamagedHp() > 0; }, content: function () { trigger.num += player.getDamagedHp(); }, ai: { effect: { target: function (card, player, target) { if (get.tag(card, "recover") && target.hp > 0 && target.needsToDiscard() < 1) return [0, 0]; }, }, }, }, }, }, //孙权 sbzhiheng: { audio: 2, audioname: ["shen_caopi"], locked: false, mod: { aiOrder: function (player, card, num) { if (num <= 0 || get.itemtype(card) !== "card" || get.type(card) !== "equip") return num; let eq = player.getEquip(get.subtype(card)); if (eq && get.equipValue(card) - get.equipValue(eq) < Math.max(1.2, 6 - player.hp)) return 0; }, }, enable: "phaseUse", usable: 1, position: "he", filterCard: lib.filter.cardDiscardable, discard: false, lose: false, delay: false, selectCard: [1, Infinity], prompt: function (event) { var count = _status.event.player.countMark("sbtongye"); var str = "出牌阶段限一次。你可以弃置任意张牌并摸等量的牌,若你以此法弃置的牌包括你所有手牌,则你多摸" + get.cnNumber(count + 1) + "张牌"; if (count > 0) str += ",并弃1枚“业”"; str += "。"; return str; }, check: function (card) { var player = _status.event.player; if ( get.position(card) == "h" && !player.countCards("h", "du") && (player.hp > 2 || !player.countCards("h", function (card) { return get.value(card) >= 8; })) ) { return 1; } return 6 - get.value(card); }, content: function () { "step 0"; player.discard(cards); event.num = 1; var hs = player.getCards("h"); if (!hs.length) event.num = 0; for (var i = 0; i < hs.length; i++) { if (!cards.includes(hs[i])) { event.num = 0; break; } } "step 1"; var all = event.num; player.draw((all ? 1 + player.countMark("sbtongye") : 0) + cards.length); if (all) player.removeMark("sbtongye", 1); }, ai: { order: function (item, player) { if (player.hasCard(i => get.value(i) > Math.max(6, 9 - player.hp), "he")) return 1; return 10; }, result: { player: 1, }, nokeep: true, skillTagFilter: function (player, tag, arg) { if (tag === "nokeep") return (!arg || (arg && arg.card && get.name(arg.card) === "tao")) && player.isPhaseUsing() && !player.getStat().skill.sbzhiheng && player.hasCard(card => get.name(card) !== "tao", "h"); }, threaten: 1.56, }, }, sbtongye: { audio: 2, trigger: { player: "phaseJieshuBegin" }, forced: true, onremove: true, content: function () { "step 0"; player .chooseControl("变化", "不变") .set("prompt", "统业:猜测场上装备数是否于你下回合准备阶段前发生变化") .set("ai", () => { let player = _status.event.player; if (game.countPlayer() > 3) return "变化"; if ( game.countPlayer(function (current) { return current.hasCard({ type: "equip" }, "e"); }) < game.countPlayer() ) return "变化"; if ( game.countPlayer() == 2 && game.countPlayer(function (current) { if (current != player) return current.countCards("e", { type: "equip" }) + current.countDisabledSlot(); }) >= 5 ) return "不变"; if (Math.random() < 0.3) return "变化"; return "不变"; }); "step 1"; if (result.control == "变化") { player.addSkill("sbtongye_change", 1); player.chat("变!"); } else { player.addSkill("sbtongye_nochange", 1); player.chat("不变!"); } var num = game .filterPlayer() .map(i => i.countCards("e")) .reduce((p, c) => p + c, 0); player.removeMark("sbtongye_count", player.countMark("sbtongye_count"), false); if (num > 0) player.addMark("sbtongye_count", num, false); player.addSkill("sbtongye_settle"); }, marktext: "业", intro: { name: "统业", name2: "业", content: "mark", }, ai: { combo: "sbzhiheng", }, subSkill: { broadcast: { trigger: { global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, charlotte: true, silent: true, filter: function (event, player) { var num = 0; game.countPlayer(function (current) { var evt = event.getl(current); if (evt && evt.es) num += evt.es.length; }); if (event.name == "equip") num--; return num != 0; }, content: function () { if (player.hasSkill("sbtongye_change")) player.markSkill("sbtongye_change"); if (player.hasSkill("sbtongye_nochange")) player.markSkill("sbtongye_nochange"); }, }, settle: { audio: "sbtongye", init: function (player) { player.addSkill("sbtongye_broadcast"); }, trigger: { player: "phaseZhunbeiBegin" }, forced: true, charlotte: true, filter: function (event, player) { return player.hasSkill("sbtongye_change") || player.hasSkill("sbtongye_nochange"); }, content: function () { var delta = game .filterPlayer() .map(i => i.countCards("e")) .reduce((p, c) => p + c, 0) - player.countMark("sbtongye_count"); if ((player.hasSkill("sbtongye_change") && delta != 0) || (player.hasSkill("sbtongye_nochange") && delta == 0)) { game.log(player, "猜测", "#g正确"); if (player.countMark("sbtongye") < 2) player.addMark("sbtongye", 1); } else { game.log(player, "猜测", "#y错误"); player.removeMark("sbtongye", 1); } player.removeSkill("sbtongye_change"); player.removeSkill("sbtongye_nochange"); player.removeSkill("sbtongye_settle"); player.removeSkill("sbtongye_broadcast"); }, }, change: { charlotte: true, mark: true, marktext: "变", intro: { markcount: function (storage, player) { return ( game .filterPlayer() .map(i => i.countCards("e")) .reduce((p, c) => p + c, 0) - player.countMark("sbtongye_count") ); }, mark: function (dialog, storage, player) { dialog.addText(get.translation(player) + "猜测场上装备数发生变化"); var delta = game .filterPlayer() .map(i => i.countCards("e")) .reduce((p, c) => p + c, 0) - player.countMark("sbtongye_count"); if (delta == 0) dialog.addText("(当前未发生变化)"); else dialog.addText("(当前已" + (delta > 0 ? "增加" : "减少") + get.cnNumber(Math.abs(delta)) + "张装备牌)"); }, }, }, nochange: { charlotte: true, mark: true, marktext: '', intro: { markcount: function (storage, player) { return ( game .filterPlayer() .map(i => i.countCards("e")) .reduce((p, c) => p + c, 0) - player.countMark("sbtongye_count") ); }, mark: function (dialog, storage, player) { dialog.addText(get.translation(player) + "猜测场上装备数不发生变化"); var delta = game .filterPlayer() .map(i => i.countCards("e")) .reduce((p, c) => p + c, 0) - player.countMark("sbtongye_count"); if (delta == 0) dialog.addText("(当前未发生变化)"); else dialog.addText("(当前已" + (delta > 0 ? "增加" : "减少") + get.cnNumber(Math.abs(delta)) + "张装备牌)"); }, }, }, }, }, sbjiuyuan: { audio: 2, trigger: { global: "useCard" }, forced: true, zhuSkill: true, group: "sbjiuyuan_recover", filter: function (event, player) { return event.card.name == "tao" && player != event.player && event.player.group == "wu" && event.player.isIn() && player.hasZhuSkill("sbjiuyuan", event.player); }, content: function () { player.draw(); }, subSkill: { recover: { audio: "sbjiuyuan", trigger: { target: "taoBegin" }, zhuSkill: true, forced: true, filter: function (event, player) { if (event.player == player) return false; if (!player.hasZhuSkill("sbjiuyuan", event.player)) return false; if (event.player.group != "wu") return false; return true; }, content: function () { trigger.baseDamage++; }, }, }, }, //孙尚香 sbjieyin: { trigger: { player: "phaseUseBegin" }, forced: true, locked: false, dutySkill: true, group: ["sbjieyin_init", "sbjieyin_fail"], filter: function (event, player) { return game.hasPlayer(current => current.hasMark("sbjieyin_mark")); }, content: function () { "step 0"; var targets = game.filterPlayer(current => current.hasMark("sbjieyin_mark")); event.targets = targets; "step 1"; var target = targets.shift(); event.target = target; var str = target.hasSkill("sbjieyin_marked") ? "移去" : "移动或移去"; var num = Math.min(2, Math.max(1, target.countCards("h"))); target .chooseCard("交给" + get.translation(player) + get.cnNumber(num) + "张手牌,然后获得1点护甲;或令其" + str + "你的所有“助”标记", num) .set("ai", card => { if (_status.event.goon) return 100 - get.value(card); return 0; }) .set("goon", get.attitude(target, player) > 1); "step 2"; if (result.bool) { target.give(result.cards, player); target.changeHujia(1, null, true); event.goto(4); } else { if (!game.hasPlayer(current => current != player && current != target) || target.hasSkill("sbjieyin_marked")) event._result = { bool: false }; else player .chooseTarget("结姻:是否移动" + get.translation(target) + "的“助”?", (card, player, target) => { return target != player && target != _status.event.getParent().target; }) .set("ai", target => get.attitude(_status.event.player, target) - 1); target.addSkill("sbjieyin_marked"); } "step 3"; if (result.bool) { var targetx = result.targets[0]; var num = target.countMark("sbjieyin_mark"); target.removeSkill("sbjieyin_mark"); targetx.addSkill("sbjieyin_mark"); targetx.addMark("sbjieyin_mark", num, false); player.line2([target, targetx], "green"); game.log(player, "将", target, "的" + get.cnNumber(num) + "枚“助”移动至", targetx); } else { target.removeSkill("sbjieyin_mark"); game.log(player, "移去了", target, "的" + get.cnNumber(num) + "枚“助”"); game.createEvent("sbjieyin_fail").setContent(lib.skill.sbjieyin_fail.content).player = player; } "step 4"; if (targets.length) event.goto(1); }, subSkill: { fail: { audio: "sbjieyin", trigger: { global: "dieAfter" }, dutySkill: true, forced: true, locked: false, direct: true, filter: function (event, player) { return event.player.hasMark("sbjieyin_mark"); }, content: function () { player.logSkill("sbjieyin_fail"); player.awakenSkill("sbjieyin"); game.log(player, "使命失败"); player.changeGroup("wu"); player.recover(); player.gain(player.getExpansions("sbliangzhu"), "gain2"); player.loseMaxHp(); }, }, mark: { charlotte: true, mark: true, marktext: "助", onremove: true, intro: { name: "结姻(助)", name2: "助", content: "mark", }, }, marked: { charlotte: true }, init: { audio: "sbjieyin", trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, locked: false, direct: true, dutySkill: true, filter: function (event, player) { return game.hasPlayer(current => current != player) && (event.name != "phase" || game.phaseNumber == 0); }, content: function () { "step 0"; player.chooseTarget("结姻:令一名其他角色获得1枚“助”", lib.filter.notMe, true).set("ai", target => get.attitude(_status.event.player, target)); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("sbjieyin_init", target); target.addSkill("sbjieyin_mark"); target.addMark("sbjieyin_mark", 1); } "step 2"; game.delayx(); }, }, }, }, sbliangzhu: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.group == "shu" && game.hasPlayer(current => current != player && current.countCards("e")); }, groupSkill: true, filterTarget: function (card, player, target) { return target.countCards("e") && target != player; }, content: function () { "step 0"; player.choosePlayerCard(target, "e", true); "step 1"; if (result.bool) { player.addToExpansion(result.cards, target, "give").gaintag.add("sbliangzhu"); } else event.finish(); "step 2"; for (var target of game.filterPlayer(current => current.hasMark("sbjieyin_mark"))) { target.chooseDrawRecover(2, true); } }, marktext: "妆", intro: { name: "良助(妆)", name2: "妆", content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, ai: { order: 9, result: { player: function (player) { var num = 0, targets = game.filterPlayer(current => current.hasMark("sbjieyin_mark")); for (var current of targets) { num += 2 * get.effect(current, { name: "draw" }, player, player); } if (num > 0) return 3; return 1; }, target: -1, }, }, }, sbxiaoji: { audio: 2, audioname: ["sp_sunshangxiang", "re_sunshangxiang", "db_sunshangxiang"], trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, forced: true, locked: false, groupSkill: true, filter: function (event, player) { if (player.group != "wu") return false; var evt = event.getl(player); return evt && evt.player == player && evt.es && evt.es.length > 0; }, content: function () { "step 0"; event.count = trigger.getl(player).es.length; "step 1"; event.count--; player.draw(2); player .chooseTarget("是否弃置场上的一张牌?", (card, player, target) => { return target.countDiscardableCards(player, "ej"); }) .set("ai", target => { var player = _status.event.player; var att = get.attitude(player, target); if ( att > 0 && (target.countCards("j") > 0 || target.countCards("e", function (card) { return get.value(card, target) < 0; })) ) return 2; if (att < 0 && target.countCards("e") > 0 && !target.hasSkillTag("noe")) return -1; return 0; }); "step 2"; if (result.bool) { player.discardPlayerCard(result.targets[0], "ej", true); } "step 3"; if (event.count > 0) { player.logSkill("sbxiaoji"); event.goto(1); } }, ai: { noe: true, reverseEquip: true, effect: { target: function (card, player, target, current) { if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3]; }, }, }, }, //吕蒙 sbkeji: { audio: 2, enable: "phaseUse", filterCard: true, selectCard: function () { var player = _status.event.player; if (player.hasSkill("sbkeji_discard")) return [0, 0]; if (player.hasSkill("sbkeji_losehp")) return [1, 1]; return [0, 1]; }, locked: false, usable: 2, prompt: function (event) { var player = _status.event.player, str = "出牌阶段" + (player.storage.sbkeji ? "" : "各") + "限一次。你可以"; var discard = player.hasSkill("sbkeji_discard"), losehp = player.hasSkill("sbkeji_losehp"); if (!discard) str += "弃置一张手牌并获得1点护甲"; if (!losehp) str += (!discard ? ",或" : "") + "点击“确定”失去1点体力并获得2点护甲"; return str; }, filter: function (event, player) { return (player.getStat("skill").sbkeji || 0) < (player.storage.sbkeji ? 1 : 2); }, check: function (card) { var player = _status.event.player; if (_status.event.player.hp == 1 && player.canSave(player) && player.hujia <= 3) return 0; return 6 - get.value(card); }, content: function () { "step 0"; if (cards.length) { player.changeHujia(1, null, true); player.addTempSkill("sbkeji_discard", "phaseUseAfter"); event.finish(); } else { player.loseHp(); } "step 1"; player.changeHujia(2, null, true); player.addTempSkill("sbkeji_losehp", "phaseUseAfter"); }, mod: { maxHandcard: function (player, num) { return num + player.hujia; }, cardEnabled: function (card, player) { if (player != _status.event.dying && card.name == "tao") return false; }, cardSavable: function (card, player) { if (player != _status.event.dying && card.name == "tao") return false; }, }, ai: { order: 1, result: { player: function (player, target) { if (player.hujia >= 5) return 0; if ( player.hp == 1 && !player.canSave(player) && !player.hasCard(card => { return lib.filter.cardDiscardable(card, player, "sbkeji") && get.value(card) < 6; }, "h") ) { return 0; } return 1; }, }, }, subSkill: { discard: { charlotte: true }, losehp: { charlotte: true }, }, }, sbdujiang: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, derivation: "sbduojing", juexingji: true, forced: true, skillAnimation: true, animationColor: "wood", filter: function (event, player) { return player.hujia >= 3; }, content: function () { player.awakenSkill("sbdujiang"); player.addSkills("sbduojing"); player.storage.sbkeji = true; }, }, sbduojing: { audio: 2, trigger: { player: "useCardToPlayer" }, filter: function (event, player) { return player.hujia > 0 && event.card.name == "sha"; }, check: function (event, player) { return event.target.countGainableCards(player, "he") > 0 || player.countCards("hs", { name: "sha" }) > 0; }, logTarget: "target", content: function () { "step 0"; player.changeHujia(-1); if (!trigger.card.storage) trigger.card.storage = {}; trigger.card.storage.sbduojing = true; "step 1"; var target = trigger.target; if (target.countGainableCards(player, "he") > 0) player.gainPlayerCard(target, "he", true); player.addTempSkill("sbduojing_add", "phaseUseAfter"); player.addMark("sbduojing_add", 1, false); player.markSkill("sbduojing_add"); }, subSkill: { add: { charlotte: true, marktext: "夺", onremove: true, intro: { content: "本阶段使用杀次数上限+$", }, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("sbduojing_add"); }, }, }, }, ai: { unequip: true, unequip_ai: true, skillTagFilter: function (player, tag, arg) { if (player.hujia <= 0) return; if (tag == "unequip" && (!arg || !arg.card || !arg.card.storage || !arg.card.storage.sbduojing)) return false; if (tag == "unequip_ai" && (!arg || arg.name != "sha")) return false; }, }, }, //于禁 sbxiayuan: { audio: 2, trigger: { global: "damageEnd" }, direct: true, filter: function (event, player) { return event.hujia && !event.player.hujia && event.player.isIn() && player.countCards("h") > 1 && !player.hasSkill("sbxiayuan_round", null, false, false); }, content: function () { "step 0"; player.addTempSkill("sbxiayuan_round", "roundStart"); player .chooseToDiscard(2, "h", get.prompt("sbxiayuan", trigger.player), "弃置两张手牌,令其获得" + get.cnNumber(trigger.hujia) + "点护甲") .set("goon", get.attitude(player, trigger.player) > 0) .set("ai", function (card) { if (!_status.event.goon) return 0; return 5 - get.value(card); }).logSkill = ["sbxiayuan", trigger.player]; "step 1"; if (result.bool) { var target = trigger.player; target.changeHujia(trigger.hujia, null, true); game.delayx(); } else player.removeSkill("sbxiayuan_round"); }, subSkill: { round: { charlotte: true } }, ai: { expose: 0.2 }, }, sbjieyue: { audio: 4, trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(lib.filter.notMe, get.prompt("sbjieyue"), "令一名其他角色获得1点护甲,然后该角色可以交给你一张牌。").set("ai", function (target) { return get.attitude(_status.event.player, target) / Math.sqrt(Math.min(1, target.hp + target.hujia)); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("sbjieyue", target); target.changeHujia(1, null, true); target.chooseCard("he", "是否交给" + get.translation(player) + "一张牌?").set("ai", card => 0.1 - get.value(card)); } else event.finish(); "step 2"; if (result.bool) { target.give(result.cards, player); } }, ai: { threaten: 2.7, expose: 0.2, }, }, //华雄 sbyangwei: { audio: 3, enable: "phaseUse", filter: function (event, player) { return !player.hasSkill("sbyangwei_counter", null, null, false); }, content: function () { player.draw(2); player.addTempSkill("sbyangwei_effect"); player.addSkill("sbyangwei_counter"); }, ai: { order: 9, result: { player: 1 }, }, subSkill: { effect: { audio: "sbyangwei", equipSkill: false, inherit: "qinggang_skill", charlotte: true, nopop: true, mod: { targetInRange: function (card) { if (card.name == "sha") return true; }, cardUsable: function (card, player, num) { if (card.name == "sha") return num + 1; }, }, mark: true, marktext: "威", intro: { content: "使用【杀】的次数上限+1且无距离限制且无视防具" }, }, counter: { trigger: { player: "phaseJieshu" }, silent: true, popup: false, forced: true, charlotte: true, onremove: true, content: function () { if (!player.storage.sbyangwei_counter) player.storage.sbyangwei_counter = true; else player.removeSkill("sbyangwei_counter"); }, }, }, }, //黄忠 sbliegong: { audio: 2, mod: { cardnature: function (card, player) { if (player.hasEmptySlot(1) && get.name(card, player) == "sha") return false; }, }, trigger: { player: "useCardToPlayered" }, filter: function (event, player) { return !event.getParent()._sbliegong_player && event.targets.length == 1 && event.card.name == "sha" && player.getStorage("sbliegong").length > 0; }, prompt2: function (event, player) { var str = "", storage = player.getStorage("sbliegong"); if (storage.length > 1) { str += "亮出牌堆顶的" + get.cnNumber(storage.length - 1) + "张牌并增加伤害;且"; } str += "令" + get.translation(event.target) + "不能使用花色为"; for (var i = 0; i < storage.length; i++) { str += get.translation(storage[i]); } str += "的牌响应" + get.translation(event.card); return str; }, logTarget: "target", locked: false, check: function (event, player) { var target = event.target; if (get.attitude(player, target) > 0) return false; if ( target.hasSkillTag("filterDamage", null, { player: player, card: event.card, }) ) return false; var storage = player.getStorage("sbliegong"); if (storage.length >= 4) return true; if (storage.length < 3) return false; if (target.hasShan()) return storage.includes("heart") && storage.includes("diamond"); return true; }, content: function () { var storage = player.getStorage("sbliegong").slice(0); var num = storage.length - 1; var evt = trigger.getParent(); if (num > 0) { if (typeof evt.baseDamage != "number") evt.baseDamage = 1; var cards = get.cards(num); player.showCards(cards.slice(0), get.translation(player) + "发动了【烈弓】"); while (cards.length > 0) { var card = cards.pop(); if (storage.includes(get.suit(card, false))) evt.baseDamage++; //ui.cardPile.insertBefore(card,ui.cardPile.firstChild); } //game.updateRoundNumber(); } evt._sbliegong_player = player; player.addTempSkill("sbliegong_clear"); var target = trigger.target; target.addTempSkill("sbliegong_block"); if (!target.storage.sbliegong_block) target.storage.sbliegong_block = []; target.storage.sbliegong_block.push([evt.card, storage]); lib.skill.sbliegong.updateBlocker(target); }, updateBlocker: function (player) { var list = [], storage = player.storage.sbliegong_block; if (storage && storage.length) { for (var i of storage) list.addArray(i[1]); } player.storage.sbliegong_blocker = list; }, ai: { threaten: 3.5, directHit_ai: true, skillTagFilter: function (player, tag, arg) { if (arg && arg.card && arg.card.name == "sha") { var storage = player.getStorage("sbliegong"); if (storage.length < 3 || !storage.includes("heart") || !storage.includes("diamond")) return false; var target = arg.target; if (target.hasSkill("bagua_skill") || target.hasSkill("bazhen") || target.hasSkill("rw_bagua_skill")) return false; return true; } return false; }, }, intro: { content: "已记录花色:$", onunmark: true, }, group: "sbliegong_count", subSkill: { clear: { trigger: { player: "useCardAfter" }, forced: true, charlotte: true, popup: false, filter: function (event, player) { return event._sbliegong_player == player; }, content: function () { player.unmarkSkill("sbliegong"); }, }, block: { mod: { cardEnabled: function (card, player) { if (!player.storage.sbliegong_blocker) return; var suit = get.suit(card); if (suit == "none") return; var evt = _status.event; if (evt.name != "chooseToUse") evt = evt.getParent("chooseToUse"); if (!evt || !evt.respondTo || evt.respondTo[1].name != "sha") return; if (player.storage.sbliegong_blocker.includes(suit)) return false; }, }, trigger: { player: ["damageBefore", "damageCancelled", "damageZero"], target: ["shaMiss", "useCardToExcluded", "useCardToEnd"], global: ["useCardEnd"], }, forced: true, firstDo: true, charlotte: true, onremove: function (player) { delete player.storage.sbliegong_block; delete player.storage.sbliegong_blocker; }, filter: function (event, player) { if (!event.card || !player.storage.sbliegong_block) return false; for (var i of player.storage.sbliegong_block) { if (i[0] == event.card) return true; } return false; }, content: function () { var storage = player.storage.sbliegong_block; for (var i = 0; i < storage.length; i++) { if (storage[i][0] == trigger.card) { storage.splice(i--, 1); } } if (!storage.length) player.removeSkill("sbliegong_block"); else lib.skill.sbliegong.updateBlocker(target); }, }, count: { trigger: { player: "useCard", target: "useCardToTargeted", }, forced: true, filter: function (event, player, name) { if (name != "useCard" && player == event.player) return false; var suit = get.suit(event.card); if (!lib.suit.includes(suit)) return false; if (player.storage.sbliegong && player.storage.sbliegong.includes(suit)) return false; return true; }, content: function () { player.markAuto("sbliegong", [get.suit(trigger.card)]); }, }, }, }, //刘赪 splveying: { audio: 2, trigger: { player: "useCardAfter" }, forced: true, filter: function (event, player) { return event.card.name == "sha" && player.countMark("splveying") > 1; }, content: function () { "step 0"; player.removeMark("splveying", 2); player.draw(); "step 1"; player.chooseUseTarget("guohe"); }, marktext: "椎", intro: { name: "椎(掠影/莺舞)", name2: "椎", content: "mark", }, group: "splveying_add", subSkill: { add: { trigger: { player: "useCardToPlayered" }, forced: true, usable: 2, filter: function (event, player) { return event.card.name == "sha" && player.isPhaseUsing(); }, content: function () { player.addMark("splveying", 1); }, }, }, }, spyingwu: { group: "spyingwu_add", audio: 2, trigger: { player: "useCardAfter" }, forced: true, locked: false, filter: function (event, player) { return player.hasSkill("splveying", null, null, false) && get.type(event.card) == "trick" && !get.tag(event.card, "damage") && player.countMark("splveying") > 1; }, content: function () { player.removeMark("splveying", 2); player.draw(); player.chooseUseTarget("sha", false); }, ai: { combo: "splveying" }, subSkill: { add: { trigger: { player: "useCardToPlayered" }, forced: true, locked: false, usable: 2, filter: function (event, player) { return player.hasSkill("splveying") && get.type(event.card) == "trick" && !get.tag(event.card, "damage") && player.isPhaseUsing(); }, content: function () { player.addMark("splveying", 1); }, }, }, }, //手杀杨婉 spmingxuan: { audio: 2, trigger: { player: "phaseUseBegin" }, forced: true, filter: function (event, player) { var list = player.getStorage("spmingxuan"); return ( player.countCards("h") > 0 && game.hasPlayer(function (current) { return current != player && !list.includes(current); }) ); }, content: function () { "step 0"; var suits = [], hs = player.getCards("h"); for (var i of hs) suits.add(get.suit(i, player)); var list = player.getStorage("spmingxuan"), num = Math.min( suits.length, game.countPlayer(function (current) { return current != player && !list.includes(current); }) ); player .chooseCard("h", true, [1, num], "瞑昡:请选择至多" + get.cnNumber(num) + "张花色各不相同的手牌", function (card, player) { if (!ui.selected.cards.length) return true; var suit = get.suit(card); for (var i of ui.selected.cards) { if (get.suit(i, player) == suit) return false; } return true; }) .set("complexCard", true) .set("ai", card => 6 - get.value(card)); "step 1"; if (result.bool) { var list = player.getStorage("spmingxuan"), cards = result.cards.randomSort(); var targets = game .filterPlayer(current => current != player && !list.includes(current)) .randomGets(cards.length) .sortBySeat(); player.line(targets, "green"); var map = []; for (var i = 0; i < targets.length; i++) { map.push([targets[i], cards[i]]); } game.loseAsync({ gain_list: map, player: player, cards: cards, giver: player, animate: "giveAuto", }).setContent("gaincardMultiple"); event.targets = targets; event.num = 0; } else event.finish(); "step 2"; game.delayx(); "step 3"; if (num < targets.length) { var target = targets[num]; event.num++; if (target.isIn()) { event.target = target; target .chooseToUse( function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "对" + get.translation(player) + "使用一张杀,否则交给其一张牌,且其摸一张牌" ) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", player) .set("addCount", false); } else { if (event.num < targets.length) event.redo(); else event.finish(); } } "step 4"; if (result.bool) { player.markAuto("spmingxuan", [target]); if (event.num < targets.length) event.goto(3); else event.finish(); } else { var he = target.getCards("he"); if (he.length) { if (he.length == 1) event._result = { bool: true, cards: he }; else target.chooseCard("he", true, "交给" + get.translation(player) + "一张牌"); } else { if (event.num < targets.length) event.goto(3); else event.finish(); } } "step 5"; if (result.bool) { target.give(result.cards, player); player.draw(); } if (event.num < targets.length) event.goto(3); }, intro: { content: "已被$使用过杀" }, }, spxianchou: { audio: 2, trigger: { player: "damageEnd" }, direct: true, filter: function (event, player) { return ( event.source && event.source.isIn() && game.hasPlayer(function (current) { return current != player && current != event.source; }) ); }, content: function () { "step 0"; player .chooseTarget(get.prompt2("spxianchou"), function (card, player, target) { return target != player && target != _status.event.getTrigger().source; }) .set("ai", function (target) { return get.attitude(target, _status.event.player) * Math.sqrt(target.countCards("he")); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("spxianchou", target); player.line2([target, trigger.source]); target .chooseToDiscard("he", "是否弃置一张牌,视为对" + get.translation(trigger.source) + "使用一张【杀】?") .set("ai", function (card) { if (_status.event.goon) return 8 - get.value(card); return 0; }) .set("goon", (target.canUse("sha", trigger.source, false) ? get.effect(trigger.source, { name: "sha", isCard: true }, target, target) : 0) + get.recoverEffect(player, target, target) > 0); } else event.finish(); "step 2"; if (result.bool) { if (target.canUse("sha", trigger.source, false)) target.useCard({ name: "sha", isCard: true }, trigger.source, false); else event.finish(); } else event.finish(); "step 3"; if ( target.hasHistory("sourceDamage", function (evt) { var card = evt.card; if (!card || card.name != "sha") return false; var evtx = evt.getParent("useCard"); return evtx.card == card && evtx.getParent() == event; }) ) { target.draw(); player.recover(); } }, }, }; export default skills;