'use strict';
game.import('character',function(lib,game,ui,get,ai,_status){
return {
name:'tw',
connect:true,
characterSort:{
tw:{
tw_mobile:['nashime','tw_dongzhao','jiachong','duosidawang','wuban','yuejiu','tw_huojun','tw_caocao','tw_zhangmancheng','tw_caozhao','tw_wangchang','tw_puyangxing'],
tw_mobile2:['tw_beimihu','tw_gexuan','tw_fuwan','tw_yujin','tw_zhaoxiang','tw_hucheer','tw_hejin','tw_mayunlu','tw_re_caohong','tw_zangba','tw_liuhong','tw_chengpu','tw_guohuai','tw_wujing','tw_wangcan','old_quancong','tw_tianyu'],
tw_yijiang:['tw_caoang','tw_caohong','tw_zumao','tw_dingfeng','tw_maliang','tw_xiahouba'],
tw_english:['kaisa'],
},
},
character:{
tw_puyangxing:['male','wu',3,['twzhengjian','twzhongchi']],
tw_tianyu:['male','wei',4,['twzhenxi','twyangshi']],
old_quancong:['male','wu',4,['zhenshan']],
tw_wujing:['male','wu',4,['twfenghan','twcongji']],
tw_wangcan:['male','wei',3,['twdianyi','twyingji','twshanghe']],
tw_wangchang:['male','wei',3,['twkaiji','twshepan']],
tw_caozhao:['male','wei',4,['twfuzuan','twchongqi']],
tw_guohuai:["male","wei",4,["twjingce","yuzhang"]],
tw_chengpu:['male','wu',4,['twlihuo','twchunlao']],
tw_zhangmancheng:['male','qun',4,['twfengji','twyiju','twbudao']],
tw_caocao:['male','qun',4,['twlingfa']],
tw_liuhong:['male','qun',4,['twyujue','twgezhi','twfengqi'],['zhu']],
tw_huojun:['male','shu',4,['twsidai','twjieyu']],
tw_zangba:['male','wei',4,['twhanyu','twhengjiang']],
tw_re_caohong:['male','wei',4,['twyuanhu','twjuezhu']],
tw_mayunlu:['female','shu',4,['mashu','twfengpo']],
tw_hejin:['male','qun',4,['twmouzhu','twyanhuo']],
tw_hucheer:['male','qun',4,['twshenxing','twdaoji']],
tw_yujin:['male','qun',4,['xinzhenjun']],
tw_fuwan:['male','qun',4,['twmoukui']],
tw_zhaoxiang:['female','shu',4,['refanghun','twfuhan','twqueshi']],
yuejiu:['male','qun',4,['cuijin']],
wuban:['male','shu',4,['jintao']],
duosidawang:['male','qun','4/5',['equan','manji']],
jiachong:['male','qun',3,['beini','dingfa']],
tw_dongzhao:['male','wei',3,['twmiaolve','twyingjia']],
tw_gexuan:['male','qun',3,['twdanfa','twlingbao','twsidao']],
tw_beimihu:['female','qun',3,['zongkui','guju','baijia','bingzhao'],['zhu']],
nashime:['male','qun',3,['chijie','waishi','renshe']],
tw_xiahouba:['male','shu',4,['twyanqin','twbaobian']],
tw_zumao:['male','wu',4,['twtijin']],
tw_caoang:['male','wei',4,['twxiaolian']],
tw_dingfeng:['male','wu',4,['twqijia','twzhuchen']],
tw_caohong:['male','wei',4,['twhuzhu','twliancai']],
tw_maliang:['male','shu',3,['twrangyi','twbaimei']],
kaisa:["male","western",4,["zhengfu"]],
},
characterIntro:{
nashime:'难升米(なしめ,或なんしょうまい)是倭国大夫。景初二年六月,受女王卑弥呼之命,与都市牛利出使魏国,被魏国拜为率善中郎将。',
jiachong:'贾充(217年—282年),字公闾,平阳襄陵(今山西襄汾)人,三国曹魏至西晋时期大臣,曹魏豫州刺史贾逵之子。西晋王朝的开国元勋。出身平阳贾氏。曾参与镇压淮南二叛和弑杀魏帝曹髦,因此深得司马氏信任,其女儿贾褒(一名荃)及贾南风分别嫁予司马炎弟司马攸及次子司马衷,与司马氏结为姻亲,地位显赫。晋朝建立后,转任车骑将军、散骑常侍、尚书仆射,后升任司空、太尉等要职。更封鲁郡公。咸宁末,为使持节、假黄钺、大都督征讨吴国。吴国平定后,增邑八千户。太康三年(282年),贾充去世。西晋朝廷追赠他为太宰,礼官议谥曰荒,司马炎不采纳,改谥为武。有集五卷。',
duosidawang:'朵思大王是《三国演义》中人物,南蛮秃龙洞的元帅,孟获弟弟孟优的朋友,据说是南蛮第一智者。',
wuban:'吴班,字元雄,生卒年不详,兖州陈留郡(治今河南省开封市)人。三国时期蜀汉将领。为领军,随刘备参加伐吴之战,后又随蜀汉丞相诸葛亮参加北伐曹魏的战争,并于公元231年(建兴九年)的北伐中大破司马懿。官至骠骑将军,封绵竹侯。吴班以豪爽侠义著称于当时,又因族妹吴氏是蜀汉穆皇后,在蜀汉将领中有较高的地位。',
yuejiu:'乐就(?-197),在袁术为攻徐州而大兴七军之际,以督战官之身份担任联络之役。但是,袁术军不幸战败,其也在寿春被曹操军逮捕并遭到斩首。',
huojun:'霍峻(178年—217年),字仲邈,南郡枝江(今湖北枝江)人,东汉末年刘备麾下名将。其兄霍笃曾在故乡聚部众数百人。后霍笃逝世,刘表以霍峻继承其部曲。208年(建安十三年),刘表病逝,霍峻便率部曲归降刘备,并被任为中郎将。后随刘备入蜀,刘备从葭萌还袭刘璋,留霍峻守葭萌城。张鲁遣将杨帛劝降霍峻,霍峻严词拒绝,杨帛退去。后刘璋将扶禁、向存等率万余人由阆水上,攻围霍峻,城中兵不过数百人,霍峻坚守一年,伺机将其击破。刘备定蜀,嘉霍峻之功,于是分广汉为梓潼郡,以峻为梓潼太守、裨将军。三年后去世,还葬成都。刘备亲率群僚临会吊祭,留宿墓上,当时的人都为他感到荣幸。',
zhangmancheng:'张曼成(?—184年6月),东汉末年黄巾之乱时南阳黄巾军首领,杀郡守褚贡,一度占据宛城数月,后为秦颉所杀。',
caozhao:'曹肇(?-244年),字长思,沛国谯县(今安徽亳州)人。三国时期魏国大臣,大司马曹休之子。容貌俊美,有当世才度,深得魏明帝宠信,官至散骑常侍、屯骑校尉。魏明帝临死,与燕王曹宇等托付后事。不果,以长平侯归第。正始五年(244年)卒,追赠为卫将军。',
wangchang:'王昶(2世纪-259年),字文舒,太原郡晋阳县(今山西太原)人。三国时期曹魏将领,东汉代郡太守王泽之子。出身太原王氏,少有名气,进入曹丕幕府,授太子文学。曹丕即位后,拜散骑侍郎,迁兖州刺史,撰写《治论》、《兵书》,作为朝廷提供施政参考。魏明帝曹叡即位后,升任扬烈将军,封关内侯。齐王曹芳即位,迁徐州刺史,拜征南将军。太傅司马懿掌权后,深得器重,奏请伐吴,在江陵取得重大胜利,升任征南大将军、开府仪同三司,晋爵京陵侯。正元年间(255年),参与平定“淮南三乱”有功,迁骠骑大将军,守司空。甘露四年(259年),去世,赠司徒,谥号为穆。',
puyangxing:'濮阳兴(?-264年),字子元,陈留(治今河南开封)人,三国时期东吴大臣,吴景帝孙休末年至末帝孙皓初年任丞相。孙权时为上虞县令,后升任尚书左曹、五官中郎将、会稽太守。孙休即位,征召为太常卫将军、平军国事,封外黄侯。永安三年(260年),力主建丹杨湖田,事倍功半,百姓大怨。后升任丞相。永安七年(264年),孙休去世,濮阳兴与张布迎立孙皓。担任侍郎,兼任青州牧。同年被万彧谮毁,流放广州,途中被孙皓派人追杀,并夷三族。',
},
card:{
dz_mantianguohai:{
fullskin:true,
type:'trick',
enable:true,
derivation:'tw_dongzhao',
global:['dz_mantianguohai'],
selectTarget:[1,2],
filterTarget:function(card,player,target){
return target!=player&&target.countCards('hej')>0;
},
content:function(){
player.gainPlayerCard(target,'hej',true);
},
contentAfter:function(){
'step 0'
var evtx=event.getParent();
event.targets=targets.filter(function(target){
return target.hasHistory('lose',function(evt){
return evt.getParent(3).name=='dz_mantianguohai'&&evt.getParent(4)==evtx;
});
});
if(!event.targets.length||!player.countCards('he')) event.finish();
'step 1'
var target=targets.shift();
event.target=target;
var next=player.chooseCard('he',true,'交给'+get.translation(target)+'一张牌');
if(player.hasSkill('twyingjia')&&player.countUsed('dz_mantianguohai')==1) next.set('ai',function(card){
if(card.name=='dz_mantianguohai') return -10;
return -get.value(card,_status.event.getParent().target);
});
'step 2'
if(result.bool){
target.gain(result.cards,player,'giveAuto');
}
'step 3'
if(targets.length&&player.countCards('h')>0) event.goto(1);
},
ai:{
order:6,
tag:{
lose:1,
loseCard:1,
},
result:{
target:-0.1,
},
},
},
gx_lingbaoxianhu:{
fullskin:true,
type:'equip',
subtype:'equip1',
derivation:'tw_gexuan',
distance:{attackFrom:-2},
ai:{
basic:{
equipValue:4.5,
}
},
skills:['gx_lingbaoxianhu']
},
gx_taijifuchen:{
fullskin:true,
type:'equip',
subtype:'equip1',
derivation:'tw_gexuan',
distance:{attackFrom:-4},
ai:{
basic:{
equipValue:4.5,
}
},
skills:['gx_taijifuchen']
},
gx_chongyingshenfu:{
fullskin:true,
type:'equip',
subtype:'equip2',
derivation:'tw_gexuan',
ai:{
basic:{
equipValue:7,
}
},
skills:['gx_chongyingshenfu'],
loseDelay:false,
},
meiyingqiang:{
fullskin:true,
type:'equip',
subtype:'equip1',
cardimage:'yinyueqiang',
derivation:'tw_zhaoxiang',
distance:{attackFrom:-2},
ai:{
basic:{
equipValue:4.5,
}
},
skills:['meiyingqiang'],
},
},
characterFilter:{
nashime:function(mode){
return mode!='guozhan';
},
tw_xiahouba:function(mode){
return mode!='guozhan';
},
},
skill:{
//濮阳兴
twzhengjian:{
audio:2,
trigger:{
global:'phaseBefore',
player:'enterGame',
},
forced:true,
locked:false,
filter:function(event,player){
if(event.name=='phase'&&game.phaseNumber!=0) return false;
return !player.hasSkill('twzhengjian_eff0')&&!player.hasSkill('twzhengjian_eff1')
},
content:function(){
'step 0'
player.chooseControl().set('prompt','征建:请选择一种效果').set('choiceList',[
'令“出牌阶段内未使用过非基本牌”的其他角色受到惩罚',
'令“出牌阶段内未获得过牌”的其他角色受到惩罚',
]);
'step 1'
player.addSkill('twzhengjian_eff'+result.index);
game.log(player,'获得了','#g【征建】','的','#y效果'+get.cnNumber(result.index+1,true)).set('ai',()=>Math.random()<=0.5?0:1);
game.delayx();
},
onremove:true,
subSkill:{
eff0:{
audio:'twzhengjian',
trigger:{global:'phaseUseEnd'},
forced:true,
charlotte:true,
marktext:'建',
mark:true,
filter:function(event,player){
if(event.player==player||event._twzhengjian||!event.player.isIn()) return false;
if(event.player.hasHistory('useCard',function(evt){
return evt.getParent('phaseUse')==event&&get.type(evt.card)!='basic';
})) return false;
return player.storage.twzhengjian||event.player.countCards('he')>0;
},
logTarget:'player',
content:function(){
'step 0'
trigger._twzhengjian=true;
var target=trigger.player;
event.target=target;
if(player.storage.twzhengjian){
player.chooseBool('征建:是否对'+get.translation(target)+'造成1点伤害?').set('ai',()=>_status.event.goon).set('goon',get.damageEffect(target,player,player)>0);
}
else{
target.chooseCard('he',true,'交给'+get.translation(player)+'一张牌');
}
'step 1'
if(result.bool){
if(result.cards&&result.cards.length){
player.gain(result.cards,target,'giveAuto').type='twzhengjian';
}
else target.damage();
}
player.chooseBool('是否变更【征建】的效果?');
'step 2'
if(result.bool){
player.removeSkill('twzhengjian_eff0');
player.addSkill('twzhengjian_eff1');
game.log(player,'将','#g【征建】','的效果变更为','#y效果二');
}
},
intro:{
content:function(storage,player){
if(player.storage.twzhengjian) return '其他角色的出牌阶段结束时,若其本阶段内未使用过非基本牌,则你可对其造成1点伤害,然后你可失去此效果并获得〖征建〗的效果二。';
return '其他角色的出牌阶段结束时,若其本阶段内未使用过非基本牌,则其须交给你一张牌,然后你可失去此效果并获得〖征建〗的效果二。';
},
},
},
eff1:{
audio:'twzhengjian',
trigger:{global:'phaseUseEnd'},
forced:true,
charlotte:true,
marktext:'征',
mark:true,
filter:function(event,player){
if(event.player==player||event._twzhengjian||!event.player.isIn()) return false;
if(event.player.hasHistory('gain',function(evt){
return evt.getParent('phaseUse')==event;
})) return false;
return player.storage.twzhengjian||event.player.countCards('he')>0;
},
logTarget:'player',
content:function(){
'step 0'
trigger._twzhengjian=true;
var target=trigger.player;
event.target=target;
if(player.storage.twzhengjian){
player.chooseBool('征建:是否对'+get.translation(target)+'造成1点伤害?');
}
else{
target.chooseCard('he',true,'交给'+get.translation(player)+'一张牌');
}
'step 1'
if(result.bool){
if(result.cards&&result.cards.length){
player.gain(result.cards,target,'giveAuto').type='twzhengjian';
}
else target.damage();
}
player.chooseBool('是否变更【征建】的效果?').set('ai',()=>Math.random()>0.5);
'step 2'
if(result.bool){
player.removeSkill('twzhengjian_eff1');
player.addSkill('twzhengjian_eff0');
game.log(player,'将','#g【征建】','的效果变更为','#y效果一');
}
},
intro:{
content:function(storage,player){
if(player.storage.twzhengjian) return '其他角色的出牌阶段结束时,若其本阶段内未获得过牌,则你可对其造成1点伤害,然后你可失去此效果并获得〖征建〗的效果二。';
return '其他角色的出牌阶段结束时,若其本阶段内未获得过牌,则其须交给你一张牌,然后你可失去此效果并获得〖征建〗的效果二。';
},
},
},
},
},
twzhongchi:{
audio:2,
trigger:{player:'gainAfter'},
forced:true,
skillAnimation:true,
animationColor:'wood',
filter:function(event,player){
if(player.storage.twzhengjian||!player.hasSkill('twzhengjian',null,null,false)) return false;
var num1=game.countPlayer2();
var list=[];
player.getAllHistory('gain',function(evt){
if(evt.type=='twzhengjian') list.add(evt.source);
});
return list.length>=Math.ceil(num1/2);
},
content:function(){
player.storage.twzhengjian=true;
player.addSkill('twzhongchi_effect');
game.delayx();
},
subSkill:{
effect:{
mark:true,
marktext:'斥',
intro:{content:'受到渠道为【杀】的伤害+1'},
trigger:{player:'damageBegin1'},
forced:true,
filter:function(event,player){
return event.card&&event.card.name=='sha';
},
content:function(){
trigger.num++;
},
},
},
},
//田豫
twzhenxi:{
audio:2,
trigger:{player:'useCardToPlayered'},
direct:true,
filter:function(event,player){
var target=event.target;
return event.card.name=='sha'&&(target.countCards('h')>0||target.hasCard(function(card){
return game.hasPlayer(function(current){
return current!=target&¤t.canEquip(card);
})
},'e')||target.hasCard(function(card){
return game.hasPlayer(function(current){
return current!=target&¤t.canAddJudge(card);
})
},'j'));
},
usable:1,
content:function(){
'step 0'
var target=trigger.target;
event.target=target;
var str=get.translation(target);
var list=[
'弃置'+str+'的'+get.cnNumber(get.distance(player,target))+'张手牌',
'将'+str+'装备区或判定区内的一张牌移动到另一名角色的对应区域内',
];
var choices=[];
if(target.countCards('h')>0) choices.push('选项一');
else list[0]=''+list[0]+'';
if(target.hasCard(function(card){
return game.hasPlayer(function(current){
return current!=target&¤t.canEquip(card);
})
},'e')||target.hasCard(function(card){
return game.hasPlayer(function(current){
return current!=target&¤t.canAddJudge(card);
})
},'j')) choices.push('选项二');
else list[1]=''+list[1]+'';
if(choices.length==2&&(target.hp>player.hp||target.isMaxHp())) choices.push('全部执行');
choices.push('cancel2');
player.chooseControl(choices).set('choiceList',list).set('prompt',get.prompt('twzhenxi',target)).set('ai',function(){
var player=_status.event.player,target=_status.event.getTrigger().target;
var eff1=0,eff2=0;
var choices=_status.event.controls.slice(0);
if(choices.contains('选项一')){
eff1=-get.distance(player,target)*get.attitude(player,target);
}
if(choices.contains('选项二')){
var equip=0,judge=0,att=get.attitude(player,target);
var es=target.getCards('e'),js=target.getCards('j');
for(var i of es){
var val=get.value(i);
if(att>0){
if(val<=Math.min(0,equip)&&game.hasPlayer(function(current){
return current!=target&¤t.isEmpty(get.subtype(i))&&get.effect(current,i,player,player)>0;
})) equip=val;
}
else{
if(val>Math.max(0,equip)&&game.hasPlayer(function(current){
return current!=target&¤t.isEmpty(get.subtype(i))&&get.effect(current,i,player,player)>0;
})) equip=val;
}
}
for(var i of js){
var card={name:i.viewAs||i.name};
var effect=get.effect(target,card,player,player);
if(effect<0){
game.countPlayer(function(current){
if(current!=target&¤t.canAddJudge(i)){
var eff=get.effect(current,card,player,player);
judge=Math.max(eff,judge);
}
});
}
}
eff2=Math.max(-equip*att,judge);
}
if(eff1>0){
if(eff2>0){
if(choices.contains('全部执行')) return '全部执行';
else if(eff2>=eff1) return '选项二';
}
return '选项一';
}
else if(eff2>0) return '选项二';
return 'cancel2';
});
'step 1'
if(result.control=='cancel2'){
event.finish();
return;
}
player.logSkill('twzhenxi',target);
event.control=result.control;
if(event.control!='选项二') player.discardPlayerCard(target,true,'h',get.distance(player,target));
if(event.control=='选项一') event.finish();
'step 2'
if(event.control!='选项一'&&(target.hasCard(function(card){
return game.hasPlayer(function(current){
return current!=target&¤t.canEquip(card);
})
},'e')||target.hasCard(function(card){
return game.hasPlayer(function(current){
return current!=target&¤t.canAddJudge(card);
})
},'j'))){
player.chooseTarget(true,'将'+get.translation(target)+'区域内的一张牌移动给另一名角色',function(card,player,target){
var source=_status.event.preTarget;
if(source==target) return false;
return source.hasCard(function(card){
return target.canEquip(card);
},'e')||source.hasCard(function(card){
return target.canAddJudge(card);
},'j');
}).set('preTarget',target).set('ai',function(target){
var player=_status.event.player,source=_status.event.preTarget;
var att=get.attitude(player,source);
var es=source.getCards('e',function(card){
return target.canEquip(card);
}),js=source.getCards('j',function(card){
return target.canAddJudge(card);
});
var eff=0;
for(var i of es){
var val=get.value(i,source);
if(att>0?val<=0:val>0){
eff=Math.max(eff,get.effect(target,i,player,player));
}
}
for(var i of js){
var card={name:i.viewAs||i.name};
if(get.effect(source,card,player,player)<0){
eff=Math.max(eff,get.effect(target,card,player,player));
}
}
return eff;
});
}
else event.finish();
'step 3'
if(result.bool){
var target2=result.targets[0];
event.target2=target2;
player.choosePlayerCard('ej',true,function(button){
var player=_status.event.player;
var targets0=_status.event.targets0;
var targets1=_status.event.targets1;
if(get.attitude(player,targets0)>0&&get.attitude(player,targets1)<0){
if(get.position(button.link)=='j') return 12;
if(get.value(button.link,targets0)<0&&get.effect(targets1,button.link,player,targets1)>0) return 10;
return 0;
}
else{
if(get.position(button.link)=='j') return -10;
return get.value(button.link)*get.effect(targets1,button.link,player,targets1);
}
},target).set('targets0',target).set('targets1',target2).set('filterButton',function(button){
var targets1=_status.event.targets1;
if(get.position(button.link)=='j'){
return targets1.canAddJudge(button.link);
}
else{
return targets1.isEmpty(get.subtype(button.link));
}
}).set('ai',function(button){
var player=_status.event.player,target=_status.event.targets1,source=_status.event.targets[0];
var att=get.attitude(player,source);
if(get.position(card)=='e'){
var val=get.value(card);
if(att>0?val>0:val<=0) return 0;
return get.effect(target,card,player,player);
}
var cardx={name:card.viewAs||card.name};
if(get.effect(source,cardx,player,player)>=0) return 0;
return get.effect(target,cardx,player,player)
});
}
else{
event.finish();
}
'step 4'
if(result.bool&&result.links.length){
var link=result.links[0];
if(get.position(link)=='e'){
event.target2.equip(link);
}
else if(link.viewAs){
event.target2.addJudge({name:link.viewAs},[link]);
}
else{
event.target2.addJudge(link);
}
target.$give(link,event.target2,false);
game.log(target,'的',link,'被移动给了',event.target2);
game.delay();
}
},
ai:{
unequip_ai:true,
skillTagFilter:function(player,tag,arg){
if(!arg||!arg.name||arg.name!='sha') return false;
if(player.storage.counttrigger&&player.storage.counttrigger.twzhenxi) return false;
if(!arg.target) return false;
var card=target.getEquip(2);
return card&&get.value(card)>0&&game.hasPlayer(function(current){
return current!=arg.target&¤t.canEquip(card)&&get.effect(current,card,player,player)>0;
})
},
},
},
twyangshi:{
audio:2,
trigger:{player:'damageEnd'},
forced:true,
content:function(){
if(game.hasPlayer(function(current){
return current!=player&&!player.inRange(current);
})){
player.addSkill('twyangshi_distance');
player.addMark('twyangshi_distance',1,false);
}
else{
var card=get.cardPile2(function(card){
return card.name=='sha';
});
if(card) player.gain(card,'gain2');
else game.log('但是牌堆里已经没有杀了!');
}
},
subSkill:{
distance:{
charlotte:true,
onremove:true,
mod:{
attackRange:function(player,num){
return num+player.countMark('twyangshi_distance');
},
},
intro:{
content:'攻击范围+#',
},
},
},
},
//全琮
zhenshan:{
audio:2,
enable:['chooseToUse','chooseToRespond'],
filter:function(event,player){
if(event.type=='wuxie') return false;
var nh=player.countCards('h');
if(!game.hasPlayer(function(current){
return current!=player&¤t.countCards('h')0;
})){
if(card.name=='sha'){
var eff=player.getUseValue(card);
if(eff>0) return 2.9+eff/10;
return 0;
}
else if(card.name=='tao'||card.name=='shan'){
return 4;
}
}
return 0;
},
backup:function(links,player){
return {
filterCard:function(){return false},
viewAs:{
name:links[0][2],
nature:links[0][3],
isCard:true,
},
selectCard:-1,
precontent:function(){
'step 0'
player.chooseTarget('选择一名手牌数小于你的角色交换手牌',function(card,player,target){
return target!=player&&target.countCards('h')0&¤t.countCards('h')0&&(event.card.name=='sha'||get.type(event.card,false)=='trick'&&get.tag(event.card,'damage')>0);
},
content:function(){
'step 0'
var num=trigger.targets.length;
player.chooseTarget([1,num],get.prompt('twfenghan'),'令至多'+get.cnNumber(num)+'名角色各摸一张牌').set('ai',function(target){
return Math.sqrt(5-Math.min(4,target.countCards('h')))*get.attitude(_status.event.player,target)*(target.hasSkillTag('nogain')?0.1:1);
});
'step 1'
if(result.bool){
var targets=result.targets.sortBySeat();
player.logSkill('twfenghan',targets);
if(targets.length>1) game.asyncDraw(targets);
else{
targets[0].draw();
event.finish();
}
}
else{
player.storage.counttrigger.twfenghan--;
event.finish();
}
'step 2'
game.delayx();
},
},
twcongji:{
audio:2,
trigger:{player:'loseAfter'},
direct:true,
filter:function(event,player){
if(player==_status.currentPhase||event.type!='discard'||event.position!=ui.discardPile||!game.hasPlayer((current)=>current!=player)) return false;
for(var i of event.cards2){
if(get.color(i,player)=='red'&&get.position(i,true)=='d') return true;
}
return false;
},
content:function(){
'step 0'
var cards=[];
for(var i of trigger.cards2){
if(get.color(i,player)=='red'&&get.position(i,true)=='d') cards.push(i);
}
player.chooseButton(['从击:选择任意张牌交给其他角色',cards],[1,cards.length]).set('goon',game.hasPlayer(function(current){
return current!=player&&get.attitude(player,current)>0;
})).set('ai',function(button){
if(_status.event.goon) return get.value(button.link);
return button.link.name=='du'?1:0;
});
'step 1'
if(result.bool){
event.cards=result.links;
player.chooseTarget('选择一名角色获得以下牌:',get.translation(cards),true,lib.filter.notMe).set('ai',function(target){
var player=_status.event.player,cards=_status.event.getParent().cards;
if(cards[0].name=='du') return -get.attitude(player,target);
var att=get.attitude(player,target);
if(att<=0) return 0;
if(target.hasSkillTag('nogain')) att/=10;
if(target.hasJudge('lebu')) att/=4;
return get.value(cards,target)*att;
});
}
else event.finish();
'step 2'
if(result.bool){
var target=result.targets[0];
player.logSkill('twcongji',target);
target.gain(cards,'gain2');
}
},
},
//王粲
twdianyi:{
audio:2,
trigger:{player:'phaseEnd'},
forced:true,
filter:function(event,player){
if(!player.getHistory('sourceDamage').length) return player.countCards('h')!=4;
return player.countCards('h')>0;
},
content:function(){
var num=player.countCards('h');
if(player.getHistory('sourceDamage').length) player.chooseToDiscard('h',true,num);
else if(num>4) player.chooseToDiscard('h',true,num-4);
else player.drawTo(4);
},
},
twyingji:{
audio:2,
enable:['chooseToUse','chooseToRespond'],
hiddenCard:function(player,name){
return player!=_status.currentPhase&&lib.inpile.contains(name)&&player.countCards('h')==0;
},
filter:function(event,player){
if(player==_status.currentPhase||player.countCards('h')>0) return false;
for(var i of lib.inpile){
if(i=='wuxie') continue;
var type=get.type(i);
if((type=='basic'||type=='trick')&&event.filterCard({name:i},player,event)) return true;
if(i=='sha'){
for(var j of lib.inpile_nature){
if(event.filterCard({name:i,nature:j},player,event)) return true;
}
}
}
return false;
},
chooseButton:{
dialog:function(event,player){
var list=[];
for(var i of lib.inpile){
if(i=='wuxie') continue;
var type=get.type(i);
if(type=='basic'||type=='trick'){
var card={name:i,isCard:true};
if(event.filterCard(card,player,event)) list.push([type,'',i]);
if(i=='sha'){
for(var j of lib.inpile_nature){
card.nature=j;
if(event.filterCard(card,player,event)) list.push(['基本','','sha',j]);
}
}
}
}
return ui.create.dialog('应机',[list,'vcard']);
},
check:function(button){
var player=_status.event.player;
var card={name:button.link[2],nature:button.link[3]};
var val=_status.event.getParent().type=='phase'?player.getUseValue(card):1;
return val;
},
backup:function(links,player){
return {
viewAs:{
name:links[0][2],
nature:links[0][3],
isCard:true,
},
filterCard:()=>false,
selectCard:-1,
precontent:function(){
player.logSkill('twyingji');
player.draw('nodelay');
delete event.result.skill;
},
}
},
prompt:function(links){
return '将一张手牌当做'+(get.translation(links[0][3])||'')+get.translation(links[0][2])+'使用';
},
},
ai:{
fireAttack:true,
respondShan:true,
respondSha:true,
skillTagFilter:function(player){
if(player==_status.currentPhase||player.countCards('h')>0) return false;
},
order:10,
result:{
player:1,
},
},
group:['twyingji_wuxie'],
},
twyingji_wuxie:{
enable:'chooseToUse',
viewAs:{
name:'wuxie',
isCard:true,
},
viewAsFilter:function(player){
return player!=_status.currentPhase&&player.countCards('h')==0;
},
filterCard:()=>false,
prompt:'视为使用【无懈可击】并摸一张牌',
selectCard:[0,1],
check:()=>1,
precontent:function(){
player.logSkill('twyingji');
player.draw('nodelay');
delete event.result.skill;
},
ai:{
order:4,
},
},
twshanghe:{
trigger:{player:'dying'},
limited:true,
audio:2,
filter:function(event,player){
return game.hasPlayer(function(current){
return current!=player&¤t.countCards('he')>0;
})
},
prompt:'是否发动【觞贺】?',
skillAnimation:true,
animationColor:'soil',
logTarget:(event,player)=>game.filterPlayer((current)=>current!=player),
content:function(){
"step 0"
player.awakenSkill('twshanghe');
event.targets=game.filterPlayer((current)=>current!=player);
event.num=0;
event.jiu=false;
"step 1"
event.current=targets[num];
if(!event.current.countCards('he')) event.goto(3);
else event.current.chooseCard('交给'+get.translation(player)+'一张牌','he',true).set('ai',function(card){
var evt=_status.event.getParent();
return 100-get.value(card);
});
"step 2"
if(result.bool&&result.cards&&result.cards.length){
player.gain(result.cards,event.current,'giveAuto');
if(!event.jiu&&get.name(result.cards[0],player)=='jiu') event.jiu=true;
}
"step 3"
event.num++;
if(event.num1) game.delayx();
if(game.hasPlayer(function(current){
return targets.contains(current)&¤t.hasHistory('gain',function(evt){
return evt.getParent(2)==event&&get.type(evt.cards[0],current)!='basic';
})
})) player.draw();
},
group:'twkaiji_count',
subSkill:{
count:{
trigger:{global:'dying'},
forced:true,
firstDo:true,
silent:true,
popup:false,
charlotte:true,
filter:function(event,player){
return !player.getStorage('twkaiji').contains(event.player);
},
content:function(){
player.markAuto('twkaiji',[trigger.player]);
},
},
},
},
twshepan:{
audio:2,
trigger:{target:'useCardToTargeted'},
usable:1,
direct:true,
filter:function(event,player){
return player!=event.player;
},
content:function(){
'step 0'
var target=trigger.player;
event.target=target;
var choiceList=[
'摸一张牌',
'将'+get.translation(target)+'区域内的一张牌置于牌堆顶',
];
var choices=['选项一'];
if(target.countCards('hej')>0) choices.push('选项二');
else choiceList[1]=''+choiceList[1]+'';
choices.push('cancel2');
player.chooseControl(choices).set('choiceList',choiceList).set('choice',function(){
if(choices.length>2&&get.effect(target,{name:'guohe_copy'},player,player)>0) return 1;
return 0;
}())
'step 1'
if(result.control!='cancel2'){
player.logSkill('twshepan',target);
if(result.index==1) player.choosePlayerCard(target,'hej',true);
else{
player.draw();
event.goto(3);
}
}
else{
player.storage.counttrigger.twshepan--;
event.finish();
}
'step 2'
var card=result.cards[0];
target.$throw(get.position(card)=='h'?1:card,1000);
target.lose(card,ui.cardPile,'insert');
'step 3'
game.delayx();
if(target.isIn()&&player.countCards('h')==target.countCards('h')){
player.storage.counttrigger.twshepan--;
player.chooseBool('是否令'+get.translation(trigger.card)+'对自己无效?').set('ai',function(){
var evt=_status.event.getTrigger();
return get.effect(evt.target,evt.card,evt.player,evt.target)<0;
});
}
else event.finish();
'step 4'
if(result.bool) trigger.excluded.add(player);
},
},
//曹肇
twfuzuan:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.getSkills(null,false,false).filter(function(i){
var info=get.info(i);
return info&&info.zhuanhuanji;
}).length>0;
});
},
filterTarget:function(card,player,target){
return target.getSkills(null,false,false).filter(function(i){
var info=get.info(i);
return info&&info.zhuanhuanji;
}).length>0;
},
content:function(){
'step 0'
var list=target.getSkills(null,false,false).filter(function(i){
var info=get.info(i);
return info&&info.zhuanhuanji;
});
if(list.length==1){
event._result={control:list[0]};
}
else player.chooseControl(list).set('prompt','选择变更'+get.translation(target)+'一个技能的状态').set('choice',list.contains('twfeifu')?'twfeifu':0).set('ai',()=>_status.event.choice);
'step 1'
var skill=result.control;
target.changeZhuanhuanji(skill);
target.popup(skill,'wood');
game.log(target,'的','#g【'+get.translation(skill)+'】','发生了状态变更');
game.delayx();
},
ai:{
order:8,
result:{
target:function(player,target){
if(!target.hasSkill('twfeifu')) return 0;
return target.storage.twfeifu?-1:1;
},
},
},
group:'twfuzuan_damage',
subSkill:{
damage:{
audio:'twfuzuan',
trigger:{
player:'damageEnd',
source:'damageSource',
},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.getSkills(null,false,false).filter(function(i){
var info=get.info(i);
return info&&info.zhuanhuanji;
}).length>0;
});
},
content:function(){
'step 0'
player.chooseTarget(lib.skill.twfuzuan.filterTarget,get.prompt('twfuzuan'),'变更一名角色的一个转换技的状态').set('ai',function(target){
var player=_status.event.player;
return get.effect(target,'twfuzuan',player,player);
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('twfuzuan',target);
var next=game.createEvent('twfuzuan');
next.player=player;
next.target=target;
next.setContent(lib.skill.twfuzuan.content);
}
},
},
},
},
twchongqi:{
audio:2,
trigger:{
global:'phaseBefore',
player:'enterGame',
},
forced:true,
filter:function(event,player){
return event.name!='phase'||game.phaseNumber==0;
},
logTarget:()=>game.filterPlayer().sortBySeat(),
content:function(){
'step 0'
game.countPlayer(function(current){
current.addSkill('twfeifu');
});
game.log(player,'令所有其他角色获得了技能','#g【非服】')
game.delayx();
'step 1'
player.chooseTarget('是否减1点体力上限,并令一名其他角色获得技能【复纂】?',lib.filter.notMe).set('ai',function(target){
var player=_status.event.player;
if(player.hasUnknown()&&!target.isZhu) return 0;
if(player.getEnemies().contains(target)) return 0;
return get.attitude(player,target);
});
'step 2'
if(result.bool){
player.loseMaxHp();
var target=result.targets[0];
player.line(target,'fire');
target.addSkillLog('twfuzuan');
game.delayx();
}
},
derivation:'twfeifu',
},
twfeifu:{
audio:2,
trigger:{
player:'useCardToPlayered',
target:'useCardToTargeted',
},
zhuanhuanji:true,
forced:true,
mark:true,
marktext:'☯',
intro:{
content:function(storage,player){
return (storage?'当你使用【杀】指定唯一目标后':'当你成为【杀】的唯一目标后')+'目标角色须交给使用者一张牌。若此牌为装备牌,则使用者可使用此牌。';
},
},
filter:function(event,player,name){
return event.card.name=='sha'&&event.targets.length==1
&&event.player.isIn()&&event.target.countCards('he')>0&&
(name=='useCardToPlayered')==Boolean(player.storage.twfeifu);
},
logTarget:function(event,player){
return player.storage.twfeifu?event.target:event.player;
},
content:function(){
'step 0'
player.changeZhuanhuanji('twfeifu');
trigger.target.chooseCard('he',true,'交给'+get.translation(trigger.player)+'一张牌','若选择装备牌,则其可以使用此牌');
'step 1'
if(result.bool){
var card=result.cards[0];
event.card=card;
trigger.player.gain(card,trigger.target,'giveAuto');
}
else event.finish();
'step 2'
var target=trigger.player;
if(target.getCards('h').contains(card)&&get.type(card,target)=='equip'&&target.hasUseTarget(card)) target.chooseUseTarget(card,'nopopup');
},
},
//Powered by @污言噫对
twjingce:{
marktext:"策",
intro:{
name:"策",
content:"mark",
},
audio:2,
trigger:{player:"useCard"},
filter:function(event,player){
var evt=event.getParent('phaseUse');
if(!evt||evt.player!=player) return false;
var history=player.getHistory('useCard',function(evtx){
return evtx.getParent('phaseUse')==evt;
});
return history&&history.indexOf(event)==player.hp-1;
},
frequent:true,
content:function(){
'step 0'
player.draw(player.hp);
'step 1'
if(player.getHistory('sourceDamage').length||player.getHistory('gain',function(evt){
return evt.getParent('phaseUse')==trigger.getParent('phaseUse')&&evt.getParent().name=='draw';
}).length>1) player.addMark('twjingce',1);
},
},
yuzhang:{
audio:2,
trigger:{
player:"damageEnd",
},
filter:function(event,player){
return event.source&&player.hasMark('twjingce');
},
direct:true,
content:function(){
'step 0'
var choiceList=['令'+get.translation(trigger.source)+'本回合不能再使用或打出牌'];
if (trigger.source.countCards('h')) choiceList.push('令'+get.translation(trigger.source)+'弃置'+get.cnNumber(trigger.source.hp)+'张牌');
player.chooseControl('cancel2').set('prompt2',get.prompt2('yuzhang')).set('choiceList',choiceList).set('ai',function(){
var player=_status.event.player,source=_status.event.source;
if(get.attitude(player,event.source)>0) return 'cancel2';
if(source.hasSkillTag('noh')||source.hasSkillTag('noe')||source.countCards('h')>=2*source.hp) return 0;
if(source.hp>1&&source.countCards('h')>1) return 1;
return 'cancel2';
}).set('source',trigger.source);
'step 1'
if(result.control!='cancel2'){
player.logSkill('yuzhang',trigger.source);
player.removeMark('twjingce',1);
if(result.index==0) trigger.source.addTempSkill('yuzhang_dontuse');
else trigger.source.chooseToDiscard('he',trigger.source.hp,true);
}
},
group:"yuzhang_skip",
subSkill:{
skip:{
trigger:{
player:["phaseJudgeBefore","phaseDrawBefore","phaseUseBefore","phaseDiscardBefore"],
},
filter:function(event,player){
return player.hasMark('twjingce');
},
"prompt2":function(event,player){
var str='弃置一枚“策”并跳过'
if(event.name=='phaseJudge') str+='判定';
if(event.name=='phaseDraw') str+='摸牌';
if(event.name=='phaseUse') str+='出牌';
if(event.name=='phaseDiscard') str+='弃牌';
str+='阶段';
return str;
},
check:function(event,player){
if(event.name=='phaseDiscard') return player.needsToDiscard();
return event.name=='phaseJudge';
},
content:function(){
player.removeMark('twjingce',1);
trigger.cancel();
},
sub:true,
},
dontuse:{
charlotte:true,
mark:true,
mod:{
cardEnabled:function(card){
return false;
},
cardRespondable:function(card){
return false;
},
cardSavable:function(card){
return false;
},
},
intro:{
content:"不能使用或打出牌",
},
sub:true,
},
},
},
twlihuo:{
trigger:{player:'useCard1'},
filter:function(event,player){
if(event.card.name=='sha'&&!event.card.nature) return true;
return false;
},
audio:'lihuo',
prompt2:function(event){
return '将'+get.translation(event.card)+'改为火属性';
},
audioname:['re_chengpu'],
check:function(event,player){
return game.hasPlayer(function(current){
return !event.targets.contains(current)&&player.canUse(event.card,current)&&get.effect(current,{name:'sha',nature:'fire',cards:event.cards.slice(0)},player,player)>0;
});
},
content:function(){
trigger.card.nature='fire';
trigger.card.twlihuo_buffed=true;
},
group:['twlihuo2','twlihuo3'],
ai:{
fireAttack:true,
},
},
twlihuo2:{
trigger:{player:'useCard2'},
filter:function(event,player){
if(event.card.name!='sha'||event.card.nature!='fire') return false;
return game.hasPlayer(function(current){
return !event.targets.contains(current)&&player.canUse(event.card,current);
});
},
direct:true,
content:function(){
'step 0'
player.chooseTarget(get.prompt('twlihuo'),'为'+get.translation(trigger.card)+'增加一个目标',function(card,player,target){
return !_status.event.sourcex.contains(target)&&player.canUse(_status.event.card,target);
}).set('sourcex',trigger.targets).set('card',trigger.card).set('ai',function(target){
var player=_status.event.player;
return get.effect(target,_status.event.card,player,player);
});
'step 1'
if(result.bool){
if(!event.isMine()&&!_status.connectMode) game.delayx();
event.target=result.targets[0];
}
else{
event.finish();
}
'step 2'
player.logSkill('twlihuo',event.target);
trigger.targets.push(event.target);
},
},
twlihuo3:{
trigger:{player:'useCardAfter'},
filter:function(event,player){
return event.card.twlihuo_buffed=true&&player.getHistory('sourceDamage',function(evt){
return evt.card==event.card&&evt._dyinged;
}).length>0;
},
forced:true,
audio:'lihuo',
audioname:['re_chengpu'],
content:function(){
player.loseHp();
}
},
twchunlao:{
audio:'chunlao',
trigger:{player:'phaseZhunbeiBegin'},
direct:true,
filter:function(event,player){
return game.hasPlayer(function(current){
return current.countCards('hej')>0;
})&&!game.hasPlayer(function(current){
return current.getExpansions('twchunlao').length>0;
});
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('twchunlao'),'将一名角色区域内的一张牌作为“醇”置于其武将牌上',function(card,player,target){
return target.countCards('hej')>0;
}).set('ai',function(target){
return (get.attitude(_status.event.player,target))*(player==target?1:2);
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('twchunlao',target);
player.choosePlayerCard(target,'hej',true);
}
else event.finish();
'step 2'
if(result.bool){
target.addToExpansion(result.cards,target,'give').gaintag.add('twchunlao');
}
},
intro:{
content:'expansion',
markcount:'expansion',
},
group:['twchunlao_sha','twchunlao_dying'],
subSkill:{
sha:{
trigger:{global:'useCard'},
direct:true,
filter:function(event,player){
return event.card.name=='sha'&&event.player.countCards('he')>0&&event.player.getExpansions('twchunlao').length>0;
},
content:function(){
'step 0'
event.target=trigger.player;
event.target.chooseCard('he','醇醪:是否交给'+get.translation(player)+'一张牌,令'+get.translation(trigger.card)+'的伤害值基数+1?').set('ai',function(card){
if(!_status.event.goon) return 3.5-get.value(card);
return 7-get.value(card);
}).set('goon',function(){
if(get.attitude(target,player)<0) return false;
var d1=true;
if(trigger.player.hasSkill('jueqing')||trigger.player.hasSkill('gangzhi')) d1=false;
for(var target of trigger.targets){
if(!target.mayHaveShan()||trigger.player.hasSkillTag('directHit_ai',true,{
target:target,
card:trigger.card,
},true)){
if(!target.hasSkill('gangzhi')) d1=false;
if(!target.hasSkillTag('filterDamage',null,{
player:trigger.player,
card:trigger.card,
})&&get.attitude(player,target)<0) return true;
}
}
return d1;
}());
if(!event.target.isUnderControl(true)&&!event.target.isOnline()) game.delayx();
'step 1'
if(result.bool){
target.logSkill('twchunlao',player);
if(!target.hasSkill('twchunlao')) game.trySkillAudio('twchunlao',player);
if(player!=target) player.gain(result.cards,target,'giveAuto');
trigger.baseDamage++;
}
},
},
dying:{
audio:'chunlao',
trigger:{global:'dying'},
logTarget:'player',
filter:function(event,player){
return event.player.getExpansions('twchunlao').length>0;
},
prompt2:(event,player)=>('移去'+get.translation(event.player)+'武将牌上的“醇”并摸一张牌,然后令其回复1点体力'),
check:function(event,player){
return get.attitude(player,event.player)>0;
},
content:function(){
var target=trigger.player,cards=target.getExpansions('twchunlao');
if(cards.length) target.loseToDiscardpile(cards);
player.draw();
target.recover();
},
},
},
},
//张曼成
twfengji:{
audio:2,
mahouSkill:true,
trigger:{player:'phaseUseBegin'},
filter:function(event,player){
return !player.getExpansions('twfengji').length&&!player.hasSkill('twfengji_mahou')&&player.countCards('he');
},
direct:true,
content:function(){
'step 0'
player.chooseCard('he',get.prompt2('twfengji')).set('ai',function(card){
var name=card.name,num=0;
for(var i=0;i0){
safe++;
next=next.next;
}
}
return Math.max(2,Math.min(safe,3,game.countPlayer()))-1;
});
}
else event.finish();
'step 2'
player.storage.twfengji_mahou=[result.index+1,result.index+1];
player.addTempSkill('twfengji_mahou',{player:'die'});
},
marktext:'示',
onremove:function(player,skill){
var cards=player.getExpansions(skill);
if(cards.length) player.loseToDiscardpile(cards);
},
intro:{
content:'expansion',
markcount:'expansion',
},
subSkill:{
mahou:{
trigger:{global:'phaseEnd'},
forced:true,
popup:false,
charlotte:true,
content:function(){
var list=player.storage.twfengji_mahou;
list[1]--;
if(list[1]==0){
game.log(player,'的“蜂集”魔法生效');
player.logSkill('twfengji');
var cards=player.getExpansions('twfengji');
if(cards.length){
var cards2=[],num=list[0];
for(var card of cards){
for(var i=0;i0;
},
forced:true,
content:function(){
trigger.num++;
var cards=player.getExpansions('twfengji');
if(cards.length) player.loseToDiscardpile(cards);
},
ai:{
halfneg:true,
combo:'twfengji',
},
},
twbudao:{
audio:2,
trigger:{player:'phaseZhunbeiBegin'},
derivation:['twzhouhu','twharvestinori','twzuhuo'],
limited:true,
skillAnimation:true,
animationColor:'metal',
check:function(event,player){
return !player.hasUnknown()||!player.hasFriend();
},
content:function(){
'step 0'
player.awakenSkill('twbudao');
player.loseMaxHp();
player.recover();
player.chooseControl(lib.skill.twbudao.derivation).set('prompt','选择获得一个技能').set('ai',function(){
return 'twharvestinori';
});
'step 1'
var skill=result.control;
player.addSkillLog(skill);
event.twbudao_skill=skill;
player.chooseTarget(lib.filter.notMe,'是否令一名其他角色也获得【'+get.translation(skill)+'】?').set('ai',function(target){
var player=_status.event.player;
if(player.identity=='nei') return 0;
return get.attitude(player,target)-6;
});
'step 2'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.line(target,'green');
target.addSkillLog(event.twbudao_skill);
var cards=target.getCards('he');
if(!cards.length) event.finish();
else if(cards.length==1) event._result={bool:true,cards:cards};
else target.chooseCard('he',true,'交给'+get.translation(player)+'一张牌作为学费');
}
else event.finish();
'step 3'
if(result.bool) player.gain(result.cards,target,'giveAuto');
},
},
twzhouhu:{
audio:2,
mahouSkill:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return !player.hasSkill('twzhouhu_mahou')&&player.countCards('h',lib.skill.twzhouhu.filterCard)>0;
},
filterCard:{color:'red'},
check:function(card){
if(_status.event.player.isHealthy()) return 0;
return 7-get.value(card);
},
content:function(){
'step 0'
player.chooseControl('1回合','2回合','3回合').set('prompt','请选择施法时长').set('ai',function(){
var player=_status.event.player;
var safe=1;
if(safe0){
safe++;
next=next.next;
}
}
return Math.max(1,Math.min(safe,3,game.countPlayer(),player.getDamagedHp()))-1;
});
'step 1'
player.storage.twzhouhu_mahou=[result.index+1,result.index+1];
player.addTempSkill('twzhouhu_mahou',{player:'die'});
},
ai:{
order:2,
result:{
player:1,
},
},
subSkill:{
mahou:{
trigger:{global:'phaseEnd'},
forced:true,
popup:false,
charlotte:true,
content:function(){
var list=player.storage.twzhouhu_mahou;
list[1]--;
if(list[1]==0){
game.log(player,'的“咒护”魔法生效');
player.logSkill('twzhouhu');
var num=list[0];
player.recover(num);
player.removeSkill('twzhouhu_mahou');
}
else{
game.log(player,'的“咒护”魔法剩余','#g'+(list[1])+'回合');
player.markSkill('twzhouhu_mahou');
}
},
mark:true,
onremove:true,
marktext:'♗',
intro:{
name:'施法:咒护',
markcount:function(storage){
if(storage) return storage[1];
return 0;
},
content:function(storage){
if(storage){
return '经过'+storage[1]+'个“回合结束时”后,回复'+storage[0]+'点体力';
}
return '未指定施法效果';
},
},
},
},
},
twharvestinori:{
audio:2,
mahouSkill:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return !player.hasSkill('twharvestinori_mahou')&&player.countCards('h',lib.skill.twharvestinori.filterCard)>0;
},
filterCard:{color:'black'},
check:function(card){
return 8-get.value(card);
},
content:function(){
'step 0'
player.chooseControl('1回合','2回合','3回合').set('prompt','请选择施法时长').set('ai',function(){
var player=_status.event.player;
var safe=player.hp;
if(safe0){
safe++;
next=next.next;
}
}
return Math.max(1,Math.min(safe,3,game.countPlayer()))-1;
});
'step 1'
player.storage.twharvestinori_mahou=[result.index+1,result.index+1];
player.addTempSkill('twharvestinori_mahou',{player:'die'});
},
ai:{
order:8,
result:{
player:1,
},
},
subSkill:{
mahou:{
trigger:{global:'phaseEnd'},
forced:true,
popup:false,
charlotte:true,
content:function(){
var list=player.storage.twharvestinori_mahou;
list[1]--;
if(list[1]==0){
game.log(player,'的“丰祈”魔法生效');
player.logSkill('twharvestinori');
var num=list[0]*2;
player.draw(num);
player.removeSkill('twharvestinori_mahou');
}
else{
game.log(player,'的“丰祈”魔法剩余','#g'+(list[1])+'回合');
player.markSkill('twharvestinori_mahou');
}
},
mark:true,
onremove:true,
marktext:'♗',
intro:{
name:'施法:丰祈',
markcount:function(storage){
if(storage) return storage[1];
return 0;
},
content:function(storage){
if(storage){
return '经过'+storage[1]+'个“回合结束时”后,摸'+storage[0]*2+'张牌';
}
return '未指定施法效果';
},
},
},
},
},
twzuhuo:{
audio:2,
mahouSkill:true,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return !player.hasSkill('twzuhuo_mahou')&&player.countCards('he',lib.skill.twzuhuo.filterCard)>0;
},
filterCard:function(card){
return get.type(card)!='basic';
},
position:'he',
check:function(card){
return 7-get.value(card);
},
content:function(){
'step 0'
player.chooseControl('1回合','2回合','3回合').set('prompt','请选择施法时长').set('ai',function(){
var player=_status.event.player;
var safe=Math.min(player.getHandcardLimit(),player.countCards('h','shan'));
if(safe0){
safe++;
next=next.next;
}
}
return Math.max(2,Math.min(safe,3,game.countPlayer()))-1;
});
'step 1'
player.storage.twzuhuo_mahou=[result.index+1,result.index+1];
player.addTempSkill('twzuhuo_mahou',{player:'die'});
},
ai:{
order:2,
result:{
player:1,
},
},
subSkill:{
mahou:{
trigger:{global:'phaseEnd'},
forced:true,
popup:false,
charlotte:true,
content:function(){
var list=player.storage.twzuhuo_mahou;
list[1]--;
if(list[1]==0){
game.log(player,'的“阻祸”魔法生效');
player.logSkill('twzuhuo');
var num=list[0];
player.addSkill('twzuhuo_effect');
player.addMark('twzuhuo_effect',num,false);
player.removeSkill('twzuhuo_mahou');
}
else{
game.log(player,'的“阻祸”魔法剩余','#g'+(list[1])+'回合');
player.markSkill('twzuhuo_mahou');
}
},
mark:true,
onremove:true,
marktext:'♗',
intro:{
name:'施法:阻祸',
markcount:function(storage){
if(storage) return storage[1];
return 0;
},
content:function(storage){
if(storage){
return '经过'+storage[1]+'个“回合结束时”后,获得'+storage[0]+'层“防止一次伤害”的效果';
}
return '未指定施法效果';
},
},
},
effect:{
charlotte:true,
onremove:true,
trigger:{player:'damageBegin2'},
forced:true,
filter:function(event,player){
return player.hasMark('twzuhuo_effect');
},
content:function(){
trigger.cancel();
player.removeMark('twzuhuo_effect',1,false);
if(!player.countMark('twzuhuo_effect')) player.removeSkill('twzuhuo_effect');
},
marktext:'阻︎',
intro:{
onremove:true,
content:'防止接下来的#次伤害',
},
},
},
},
//群曹操
twlingfa:{
audio:2,
trigger:{global:'roundStart'},
direct:true,
content:function(){
'step 0'
if(game.roundNumber<3||!player.hasSkill('twlingfa')){
var str;
switch(game.roundNumber){
case 1:str='获得如下效果直到本轮结束:其他角色使用【杀】时,若其有牌,则其需弃置一张牌,否则受到你造成的1点伤害。';break;
case 2:str='获得如下效果直到本轮结束:其他角色使用【桃】结算结束后,若其有牌,则其需交给你一张牌,否则受到你造成的1点伤害。';break;
default:str='失去【令法】并获得【治暗】';break;
}
player.chooseBool(get.prompt('twlingfa'),str);
}
else event._result={bool:true};
'step 1'
if(result.bool){
switch(game.roundNumber){
case 1:
player.logSkill('twlingfa',game.filterPlayer((current)=>current!=player).sortBySeat());
player.addTempSkill('twlingfa_sha','roundStart');
break;
case 2:
player.logSkill('twlingfa',game.filterPlayer((current)=>current!=player).sortBySeat());
player.addTempSkill('twlingfa_tao','roundStart');
break;
default:
player.logSkill('twlingfa');
player.removeSkill('twlingfa');
game.log(player,'失去了技能','#g【令法】');
player.addSkillLog('twzhian');
break;
}
}
},
subSkill:{
sha:{
audio:'twlingfa',
trigger:{global:'useCard'},
charlotte:true,
forced:true,
filter:function(event,player){
return player!=event.player&&event.card.name=='sha'&&event.player.countCards('he')>0;
},
logTarget:'player',
content:function(){
'step 0'
game.delayx();
trigger.player.chooseToDiscard('he','令法:弃置一张牌,或受到来自'+get.translation(player)+'的1点伤害').set('goon',get.damageEffect(trigger.player,player,trigger.player)<0).set('ai',function(card){
if(!_status.event.goon) return 0;
return 8-get.value(card);
});
'step 1'
if(!result.bool){
trigger.player.damage();
}
},
mark:true,
marktext:'杀',
intro:{content:'其他角色使用【杀】时,若其有牌,则其需弃置一张牌,否则受到你造成的1点伤害。'},
},
tao:{
audio:'twlingfa',
trigger:{global:'useCard'},
charlotte:true,
forced:true,
filter:function(event,player){
return player!=event.player&&event.card.name=='tao'&&event.player.countCards('he')>0;
},
logTarget:'player',
content:function(){
'step 0'
game.delayx();
trigger.player.chooseCard('he','令法:交给'+get.translation(player)+'一张牌,否则受到来自其的1点伤害').set('goon',get.damageEffect(trigger.player,player,trigger.player)<0).set('ai',function(card){
if(!_status.event.goon) return 0;
return 8-get.value(card);
});
'step 1'
if(!result.bool){
trigger.player.damage();
}
else player.gain(result.cards,trigger.player,'giveAuto');
},
mark:true,
marktext:'桃',
intro:{content:'其他角色使用【桃】结算结束后,若其有牌,则其需交给你一张牌,否则受到你造成的1点伤害。'},
},
},
derivation:'twzhian',
},
twzhian:{
audio:2,
usable:1,
trigger:{global:'useCardAfter'},
direct:true,
filter:function(event,player){
var type=get.type(event.card);
if(type!='delay'&&type!='equip') return false;
if(event.cards.length!=1) return false;
var position=get.position(event.cards[0]);
if(position=='e'||position=='j') return true;
return event.player.isIn();
},
content:function(){
'step 0'
var str=get.translation(trigger.cards[0]),owner=get.owner(trigger.cards[0]);
var choiceList=[
'弃置'+(owner?(get.translation(owner)+'区域内的'):'')+str,
'弃置一张手牌并获得'+str,
'对'+get.translation(trigger.player)+'造成1点伤害',
];
var choices=[];
if(owner&&lib.filter.canBeDiscarded(card,player,owner)) choices.push('选项一');
else choiceList[0]=''+choiceList[0]+'';
if(owner&&player.hasCard(function(card){
return lib.filter.cardDiscardable(card,player,'twzhian');
},'h')&&lib.filter.canBeGained(card,player,owner)) choices.push('选项二');
else choiceList[1]=''+choiceList[1]+'';
if(trigger.player.isIn()) choices.push('选项三');
else choiceList[2]=''+choiceList[2]+'';
player.chooseControl(choices,'cancel2').set('choiceList',choiceList).set('prompt',get.prompt('twzhian')).set('ai',function(){
var player=_status.event.player,choices=_status.event.controls.slice(0);
var card=_status.event.getTrigger().cards[0],owner=get.owner(card);
var getEffect=function(choice){
if(choice=='cancel2') return 0.1;
if(choice=='选项三'){
return get.damageEffect(_status.event.getTrigger().player,player,player);
}
var result;
if(get.position(card)=='j'){
result=-get.effect(player,{
name:card.viewAs||card.name,
cards:[card],
},player,player)*get.sgn(get.attitude(player,owner));
}
else result=-(get.value(card,owner)-0.01)*get.sgn(get.attitude(player,owner));
if(choice=='选项一') return result;
if(player.hasCard(function(cardx){
return lib.filter.cardDiscardable(cardx,player,'twzhian')&&get.value(cardx,player)0) event.count=num;
else if(targets.length>0) event.redo();
else event.finish();
}
else if(targets.length>0) event.redo();
else event.finish();
'step 2'
event.count--;
player.chooseBool(get.prompt('twyujue',target),'可令其选择本回合内未选择过的一项:⒈弃置攻击范围内一名角色的一张牌。⒉下一次使用牌时,从牌堆中获得一张同类别的牌。').set('ai',function(){
var evt=_status.event.getParent();
return get.attitude(evt.player,evt.target)>0;
});
'step 3'
if(result.bool){
player.logSkill('twyujue',target);
var list=[0,1];
if(target.hasSkill('twyujue_effect0')) list.remove(0);
if(target.hasSkill('twyujue_effect1')) list.remove(1);
if(!list.length) event.goto(6);
else if(list.length==1) event._result={index:list[0]};
else target.chooseControl().set('choiceList',['弃置攻击范围内一名角色的一张牌','下一次使用牌时,从牌堆中获得一张同类别的牌']).set('ai',function(){
var player=_status.event.player;
if(game.hasPlayer(function(current){
return player.inRange(current)&¤t.countDiscardableCards(player,'he')>0&&get.effect(current,{name:'guohe_copy2'},player,player)>0;
})) return 0;
return 1;
});
}
else event.goto(6);
'step 4'
target.addTempSkill('twyujue_effect'+result.index);
if(result.index==0){
if(game.hasPlayer(function(current){
return target.inRange(current)&¤t.countDiscardableCards(target,'he')>0;
})){
target.chooseTarget('弃置攻击范围内一名角色的一张牌',true,function(card,player,target){
return player.inRange(target)&&target.countDiscardableCards(player,'he')>0;
}).set('ai',function(target){
var player=_status.event.player;
return get.effect(target,{name:'guohe_copy2'},player,player)
});
}
else event.goto(6);
}
else event.goto(6);
'step 5'
if(result.bool){
var target2=result.targets[0];
target.line(target2,'green');
target.discardPlayerCard(target2,'he',true);
}
'step 6'
game.delayx();
if(event.count>0) event.goto(2);
else if(targets.length) event.goto(1);
},
subSkill:{
clear:{
onremove:true,
},
effect0:{charlotte:true},
effect1:{
charlotte:true,
trigger:{player:'useCard'},
usable:1,
forced:true,
popup:false,
content:function(){
player.unmarkSkill('twyujue_effect1');
var type2=get.type2(trigger.card,false);
var card=get.cardPile2(function(card){
return get.type2(card,false)==type2;
});
if(card) trigger.player.gain(card,'gain2');
},
mark:true,
marktext:'爵',
intro:{content:'使用下一张牌时,从牌堆中获得一张类型相同的牌'},
},
},
},
twyujue_give:{
audio:2,
enable:'phaseUse',
filter:function(event,player){
if(!player.countCards('he')) return false;
var targets=game.filterPlayer(function(current){
return current!=player&¤t.hasSkill('twyujue');
});
if(!targets.length) return false;
for(var target of targets){
var num=2;
if(player.group=='qun'&&target.hasZhuSkill('twfengqi',player)) num=4;
if(target.countMark('twyujue_clear')=Math.max(1,ui.selected.cards.length);
},
selectTarget:function(){
var player=_status.event.player;
var targets=game.filterPlayer(function(current){
return current!=player&¤t.hasSkill('twyujue');
});
return targets.length>1?1:-1;
},
complexSelect:true,
prompt:function(){
var player=_status.event.player;
var targets=game.filterPlayer(function(current){
return current!=player&¤t.hasSkill('twyujue');
});
return '将任意张牌交给'+get.translation(targets)+(targets.length>1?'中的一人':'');
},
position:'he',
discard:false,
lose:false,
delay:false,
check:function(card){
if(ui.selected.cards.length) return 0;
var player=_status.event.player;
if(game.hasPlayer(function(current){
return lib.skill.twyujue_give.filterTarget(null,player,current)&&get.attitude(player,current)>0;
})){
var val=get.value(card);
if(val<=0&&get.position(card)=='e') return 100-val;
if(!player.hasSkill('twyujue_effect1')&&player.hasCard(function(cardx){
return cardx!=card&&player.getUseValue(cardx,null,true)>0;
},'hs')) return 6-get.value(card);
if(!player.hasSkill('twyujue_effect0')&&game.hasPlayer(function(current){
return player.inRange(current)&¤t.countDiscardableCards(player,'he')>0&&get.effect(current,{name:'guohe_copy2'},player,player)>0;
})) return 5.5-get.value(card);
}
return 0;
},
content:function(){
game.trySkillAudio('twyujue',target);
target.gain(cards,player,'give');
target.addTempSkill('twyujue_clear');
target.addMark('twyujue_clear',cards.length,false);
},
ai:{
order:10,
result:{target:1},
},
},
twgezhi:{
audio:2,
trigger:{player:'useCard'},
direct:true,
filter:function(event,player){
if(!player.countCards('h')) return false;
var evt=event.getParent('phaseUse');
if(!evt||evt.player!=player) return false;
var type=get.type2(event.card,false);
return !player.hasHistory('useCard',function(evtx){
return evtx!=event&&get.type2(evtx.card,false)==type&&evtx.getParent('phaseUse')==evt;
},event);
},
content:function(){
'step 0'
if(!event.isMine()&&!event.isOnline()) game.delayx();
player.chooseCard('是否发动【革制】重铸一张牌?').set('ai',function(card){
return 5.5-get.value(card);
});
'step 1'
if(result.bool){
player.logSkill('twgezhi');
player.loseToDiscardpile(result.cards);
player.draw();
}
},
group:'twgezhi_buff',
subSkill:{
buff:{
audio:'twgezhi',
trigger:{player:'phaseUseEnd'},
direct:true,
filter:function(event,player){
return player.getHistory('lose',function(evt){
return evt.getParent(2).name=='twgezhi'&&evt.getParent('phaseUse')==event;
}).length>1;
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('twgezhi'),'你可以令一名角色选择获得一个其未获得过的效果:⒈攻击范围+2;⒉手牌上限+2;⒊加1点体力上限。',function(card,player,target){
return !target.hasSkill('twgezhi_选项一')||!target.hasSkill('twgezhi_选项二')||!target.hasSkill('twgezhi_选项三');
}).set('ai',function(target){
return get.attitude(_status.event.player,target);
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('twgezhi',target);
var list=[];
for(var i=1;i<=3;i++){
var str='选项'+get.cnNumber(i,true);
if(!target.hasSkill('twgezhi_'+str)) list.push(str);
}
if(list.length==1) event._result={control:list[0]};
else target.chooseControl(list).set('choiceList',['令自己的攻击范围+2','令自己的手牌上限+2','令自己的体力上限+1']).set('ai',function(){
var player=_status.event.player,controls=_status.event.controls;
if(controls.contains('选项一')&&game.hasPlayer(function(current){
return (get.realAttitude||get.attitude)(player,current)<0&&get.distance(player,current,'attack')>1;
})) return '选项一';
if(controls.contains('选项二')&&player.needsToDiscard()) return '选项二';
if(controls.contains('选项三')) return '选项三';
return controls.randomGet();
});
}
else{
event._triggered=null;
event.finish();
}
'step 2'
target.addSkill('twgezhi_'+result.control);
if(result.control=='选项三') target.gainMaxHp();
'step 3'
game.delayx();
},
},
选项一:{
charlotte:true,
mod:{
attackFrom:function(from,to,distance){
return distance-2;
},
},
mark:true,
marktext:' +2 ',
intro:{content:'攻击范围+2'},
},
选项二:{
charlotte:true,
mod:{
maxHandcard:function(player,num){
return num+2;
},
},
mark:true,
marktext:' +2 ',
intro:{content:'手牌上限+2'},
},
选项三:{
charlotte:true,
mark:true,
marktext:' +1 ',
intro:{content:'体力上限+1'},
},
},
},
twfengqi:{
audio:2,
zhuSkill:true,
trigger:{player:'twgezhi_buffAfter'},
direct:true,
filter:function(event,player){
if(!event.target||!event.target.isIn()||!player.hasZhuSkill('twfengqi',event.target)) return false;
var skills=event.target.getStockSkills(true,true);
for(var i of skills){
var info=get.info(i);
if(info.zhuSkill&&!event.target.hasZhuSkill(i)) return true;
}
return false;
},
skillAnimation:true,
animationColor:'thunder',
content:function(){
'step 0'
event.target=trigger.target;
event.target.chooseBool(get.prompt('twfengqi'),'激活武将牌上的所有主公技');
'step 1'
if(result.bool){
target.logSkill('twfengqi',player);
var skills=target.getStockSkills(true,true).filter(function(i){
var info=get.info(i);
if(info.zhuSkill&&!target.hasZhuSkill(i)) return true;
});
target.markAuto('zhuSkill_twfengqi',skills);
game.log(target,'激活了武将牌上的主公技')
}
},
},
twsidai:{
audio:2,
enable:'phaseUse',
usable:1,
locked:false,
limited:true,
skillAnimation:true,
animationColor:'fire',
filter:function(event,player){
var cards=player.getCards('h',{type:'basic'});
if(!cards.length) return false;
for(var i of cards){
if(!game.checkMod(i,player,'unchanged','cardEnabled2',player)) return false;
}
return event.filterCard(get.autoViewAs({name:'sha',storage:{twsidai:true}},cards),player,event);
},
viewAs:{name:'sha',storage:{twsidai:true}},
filterCard:{type:'basic'},
selectCard:-1,
check:()=>1,
onuse:function(result,player){
player.awakenSkill('twsidai');
player.addTempSkill('twsidai_effect');
},
ai:{
order:2.9,
result:{
target:function(player,target){
var cards=ui.selected.cards.slice(0);
var names=[];
for(var i of cards) names.add(i.name);
if(names.length=0) return -20;
return lib.card.sha.ai.result.target.apply(this,arguments);
},
},
},
mod:{
cardUsable:function(card){
if(card.storage&&card.storage.twsidai) return Infinity;
},
targetInRange:function(card){
if(card.storage&&card.storage.twsidai) return true;
},
},
subSkill:{
effect:{
charlotte:true,
trigger:{source:'damageBegin1'},
filter:function(event,player){
if(!event.card||!event.card.storage||!event.card.storage.twsidai||event.getParent().type!='card') return false;
for(var i of event.cards){
if(i.name=='jiu') return true;
}
return false;
},
forced:true,
popup:false,
content:function(){
trigger.num*=2;
game.log(trigger.card,'的伤害值','#y×2');
},
group:['twsidai_tao','twsidai_shan'],
},
tao:{
trigger:{source:'damageSource'},
filter:function(event,player){
if(!event.card||!event.card.storage||!event.card.storage.twsidai||!event.player.isIn()) return false;
for(var i of event.cards){
if(i.name=='tao') return true;
}
return false;
},
forced:true,
popup:false,
content:function(){
trigger.player.loseMaxHp();
},
},
shan:{
trigger:{player:'useCardToPlayered'},
filter:function(event,player){
if(!event.card||!event.card.storage||!event.card.storage.twsidai||!event.target.isIn()) return false;
for(var i of event.cards){
if(i.name=='shan') return true;
}
return false;
},
forced:true,
popup:false,
content:function(){
'step 0'
trigger.target.chooseToDiscard('h',{type:'basic'},'弃置一张基本牌,否则不能响应'+get.translation(trigger.card)).set('ai',function(card){
var player=_status.event.player;
if(player.hasCard('hs',function(cardx){
return cardx!=card&&get.name(cardx,player)=='shan';
})) return 12-get.value(card);
return 0;
});
'step 1'
if(!result.bool) trigger.directHit.add(trigger.target);
},
},
},
},
twjieyu:{
audio:2,
trigger:{player:['phaseJieshuBegin','damageEnd']},
round:1,
filter:function(event,player){
if(event.name!='phaseJieshu'){
var history=player.getHistory('damage');
for(var i of history){
if(i==event) break;
return false;
}
var all=player.actionHistory;
for(var i=all.length-2;i>=0;i--){
if(all[i].damage.length) return false;
if(all[i].isRound) break;
}
}
return player.countCards('h')>0&&!player.hasCard(function(card){
return !lib.filter.cardDiscardable(card,player,'twjieyu');
},'h')
},
check:function(event,player){
var cards=[],names=[];
for(var i=0;ieffect1;
},
content:function(){
var targets=lib.skill.twhengjiang.logTarget(trigger,player);
trigger.targets.length=0;
trigger.targets.addArray(targets);
trigger.getParent().triggeredTargets1.length=0;
trigger.getParent().twhengjiang_buffed=true;
player.addTempSkill('twhengjiang2','phaseUseAfter');
},
},
twhengjiang2:{
charlotte:true,
trigger:{player:'useCardAfter'},
forced:true,
popup:false,
filter:function(event,player){
return event.twhengjiang_buffed&&game.hasPlayer2(function(current){
return current!=player&&(current.hasHistory('useCard',function(evt){
return evt.respondTo&&evt.respondTo[1]==event.card;
})||current.hasHistory('respond',function(evt){
return evt.respondTo&&evt.respondTo[1]==event.card;
}))
});
},
content:function(){
player.draw(game.countPlayer2(function(current){
return current!=player&&(current.hasHistory('useCard',function(evt){
return evt.respondTo&&evt.respondTo[1]==trigger.card;
})||current.hasHistory('respond',function(evt){
return evt.respondTo&&evt.respondTo[1]==trigger.card;
}))
}));
},
},
twyuanhu:{
audio:'yuanhu',
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.hasCard({type:'equip'},'eh');
},
filterCard:{type:'equip'},
filterTarget:function(card,player,target){
var card=ui.selected.cards[0];
return target.isEmpty(get.subtype(card));
},
discard:false,
lose:false,
prepare:'give',
position:'he',
check:function(card){
if(get.position(card)=='h') return 9-get.value(card);
return 7-get.value(card);
},
content:function(){
'step 0'
target.equip(cards[0]);
'step 1'
event.goto(3);
switch(get.subtype(cards[0])){
case 'equip1':
if(game.hasPlayer(function(current){
return current!=target&&get.distance(target,current)==1&¤t.countCards('hej')>0;
})){
player.chooseTarget(true,'弃置一名距离'+get.translation(target)+'为1的角色区域内的一张牌',function(card,player,target){
var current=_status.event.current;
return current!=target&&get.distance(current,target)==1&¤t.countCards('hej')>0;
}).set('current',target).set('ai',function(target){
var player=_status.event.player;
return get.effect(target,{name:'guohe_copy'},player,player);
});
event.goto(2);
}
break;
case 'equip2':
target.draw();
break;
case 'equip3': case 'equip4': case 'equip6':
target.recover();
break;
}
'step 2'
var target=result.targets[0];
player.line(target);
player.discardPlayerCard(target,true,'hej');
'step 3'
if(target.hp<=player.hp||target.countCards('h')<=player.countCards('h')){
player.draw();
player.addTempSkill('twyuanhu_end');
}
},
ai:{
order:10,
result:{
player:function(player,target){
if(get.attitude(player,target)==0) return 0;
if(!ui.selected.cards.length) return;
var eff=get.effect(target,ui.selected.cards[0],player,player),sub=get.subtype(ui.selected.cards[0],false);
if(target==player) eff+=4;
else{
var hp=player.hp,hs=player.countCards('h',(card)=>card!=ui.selected.cards[0]);
var tp=target.hp,ts=target.countCards('h');
if(sub=='equip2') ts++;
if(tpb-a);
if(list.length) eff+=list[0];
}
return eff;
},
target:function(player,target){
if(!ui.selected.cards.length) return 0;
var sub=get.subtype(ui.selected.cards[0],false);
var eff=get.effect(target,ui.selected.cards[0],player,target);
if(sub=='equip2') eff+=(get.effect(target,{name:'wuzhong'},target,target)/2);
if(target.isDamaged()&&(sub=='equip3'||sub=='equip4')) eff+=get.recoverEffect(target,player,player);
return eff;
},
},
},
subSkill:{
end:{
trigger:{player:'phaseJieshuBegin'},
direct:true,
charlotte:true,
filter:function(event,player){
return player.hasSkill('twyuanhu')&&player.hasCard({type:'equip'},'eh');
},
content:function(){
'step 0'
player.chooseCardTarget({
prompt:get.prompt('twyuanhu'),
prompt2:'将一张装备牌置入一名角色的装备区内。若此牌为:武器牌,你弃置与其距离为1的另一名角色区域的一张牌;防具牌,其摸一张牌;坐骑牌,其回复1点体力。若其的体力值或手牌数不大于你,则你可摸一张牌。',
filterCard:lib.skill.twyuanhu.filterCard,
filterTarget:lib.skill.twyuanhu.filterTarget,
position:'he',
ai1:lib.skill.twyuanhu.check,
ai2:function(target){
var player=_status.event.player;
return get.effect(target,'twyuanhu',player,player);
},
});
'step 1'
if(result.bool){
result.skill='twyuanhu';
player.useResult(result,event);
}
},
},
},
},
twjuezhu:{
audio:2,
limited:true,
trigger:{player:'phaseZhunbeiBegin'},
direct:true,
filter:function(event,player){
return !player.isDisabled('equip3')||!player.isDisabled('equip4');
},
skillAnimation:true,
animationColor:'water',
content:function(){
'step 0'
player.chooseTarget(get.prompt2('twjuezhu'),[1,2],function(card,player,target){
return !ui.selected.targets.length&&!target.hasSkill('feiying');
}).set('promptbar','none').set('ai',function(target){
if(player.hasUnknown()) return false;
return get.attitude(player,target);
});
'step 1'
if(result.bool){
event.target=result.targets[0];
var list=[];
if(!player.isDisabled(3)) list.push('equip3');
if(!player.isDisabled(4)) list.push('equip4');
if(list.length==1) event._result={control:list[0]};
else player.chooseControl(list).set('prompt','选择废除一个坐骑栏');
}
else event.finish();
'step 2'
player.logSkill('twjuezhu',target);
player.awakenSkill('twjuezhu');
player.disableEquip(result.control);
target.disableJudge();
player.markAuto('twjuezhu_restore',[[target,result.control]]);
player.addSkill('twjuezhu_restore');
target.addSkill('feiying');
},
subSkill:{
restore:{
trigger:{global:'die'},
forced:true,
charlotte:true,
filter:function(event,player){
for(var i of player.getStorage('twjuezhu_restore')){
if(i[0]==event.player&&player.isDisabled(i[1])) return true;
}
return false;
},
content:function(){
var list=[];
for(var i of player.getStorage('twjuezhu_restore')){
if(i[0]==trigger.player&&player.isDisabled(i[1])) list.add(i[1]);
}
for(var i of list) player.enableEquip(i);
},
},
},
derivation:'feiying',
},
twfengpo:{
audio:'fengpo',
trigger:{player:'useCardToPlayered'},
logTarget:'target',
filter:function(event,player){
return (event.card.name=='sha'||event.card.name=='juedou')&&event.targets.length==1&&event.target.countCards('h')>0;
},
onremove:true,
content:function(){
'step 0'
event.target=trigger.target;
player.viewHandcards(trigger.target);
'step 1'
var num=target.countCards('h',player.storage.twfengpo?{color:'red'}:{suit:'diamond'});
if(!num){
event.finish();
return;
}
event.num=num;
player.chooseControl().set('choiceList',[
'摸'+num+'张牌',
'令'+get.translation(trigger.card)+'的伤害值基数+'+num,
]);
'step 2'
if(result.index==0) player.draw(num);
else trigger.getParent().baseDamage+=num;
},
group:'twfengpo_kill',
subSkill:{
kill:{
trigger:{source:'die'},
forced:true,
filter:(event,player)=>!player.storage.twfengpo,
skillAnimation:true,
animationColor:'fire',
content:function(){
player.storage.twfengpo=true;
},
},
},
},
twmouzhu:{
audio:'mouzhu',
enable:'phaseUse',
usable:1,
filterTarget:lib.filter.notMe,
contentBefore:function(){
var target=targets[0],evt=event.getParent();
evt._target=target;
var list=game.filterPlayer(function(current){
return current!=player&¤t!=target&¤t.hp<=player.hp;
});
if(!list.length){
player.loseHp();
evt.finish();
}
else{
evt.targets=list.sortBySeat();
player.line(list);
}
},
content:function(){
'step 0'
target.chooseCard('he','是否交给'+get.translation(player)+'一张牌?').set('ai',function(card){
if(_status.event.goon) return 7-get.value(card);
return 0;
}).set('goon',get.attitude(target,player)>0);
'step 1'
if(result.bool){
player.gain(result.cards,target,'giveAuto');
}
else{
game.log(target,'拒绝给牌');
}
},
contentAfter:function(){
'step 0'
var num=0,par=event.getParent();
player.getHistory('gain',function(evt){
if(evt.getParent(2)==par) num+=evt.cards.length;
});
if(!num){
player.loseHp();
for(var i of targets) i.loseHp();
event.finish();
}
else{
var target=event.getParent()._target;
event.target=target;
event.num=num;
var bool1=player.canUse('sha',target,false),bool2=player.canUse('juedou',target,false);
if(bool1&&bool2) target.chooseControl('sha','juedou').set('prompt','谋诛:视为被'+get.translation(player)+'使用一张…').set('prompt2','(伤害值基数:'+num+')').set('ai',function(){
var target=_status.event.player,player=_status.event.getParent().player;
if(target.hasShan()||get.effect(target,{name:'sha'},player,target)>0) return 'sha';
if(get.effect(target,{name:'juedou'},player,target)>0) return 'juedou';
return 'sha';
});
else if(bool1) event._result={control:'sha'};
else if(bool2) event._result={control:'juedou'};
else event.finish();
}
'step 1'
if(result.control&&lib.card[result.control]) player.useCard({
name:result.control,
isCard:true,
},false,target).baseDamage=num;
},
},
twyanhuo:{
audio:'yanhuo',
trigger:{player:'die'},
direct:true,
forceDie:true,
skillAnimation:true,
animationColor:'thunder',
filter:function(event,player){
return player.countCards('he')>0&&game.hasPlayer(function(current){
return current!=player&¤t.countCards('h')>0;
});
},
content:function(){
'step 0'
var num=player.countCards('he'),str=get.cnNumber(num);
event.num1=num;
event.num2=1;
var list=['令一名其他角色弃置'+str+'张牌'];
if(num>1){
list.push('令至多'+str+'名其他角色各弃置一张牌');
}
player.chooseControl('cancel2').set('choiceList',list).set('prompt',get.prompt('twyanhuo')).set('forceDie',true);
'step 1'
if(result.control!='cancel2'){
if(result.index==0){
event.num2=event.num1;
event.num1=1;
}
player.chooseTarget([1,event.num1],true,'请选择【延祸】的目标',function(card,player,target){
return target!=player&&target.countCards('he')>0;
}).set('forceDie',true).set('ai',function(target){
return -get.attitude(_status.event.player,target)
});
}
else event.finish();
'step 2'
if(result.bool){
var targets=result.targets.sortBySeat();
player.logSkill('twyanhuo',targets);
for(var i of targets) i.chooseToDiscard(true,'he',event.num2);
}
},
},
twshenxing:{
mod:{
globalFrom:function(player,target,distance){
var es=player.getCards('e',function(card){
return !ui.selected.cards.contains(card);
});
for(var i of es){
var type=get.subtype(i);
if(type=='equip3'||type=='equip4'||type=='equip6') return distance;
}
return distance-1;
},
maxHandcard:function(player,distance){
var es=player.getCards('e',function(card){
return !ui.selected.cards.contains(card);
});
for(var i of es){
var type=get.subtype(i);
if(type=='equip3'||type=='equip4'||type=='equip6') return distance;
}
return distance+1;
},
},
},
twdaoji:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.hasCard(lib.skill.twdaoji.filterCard,'he');
},
filterCard:function(card){
return get.type(card)!='basic';
},
position:'he',
filterTarget:function(card,player,target){
return target!=player&&player.inRange(target)&&target.hasCard((card)=>lib.filter.canBeGained(card,target,player),'he');
},
check:function(card){
return 8-get.value(card);
},
content:function(){
'step 0'
player.gainPlayerCard(target,'he',true);
'step 1'
if(result.bool&&result.cards&&result.cards.length==1){
var card=result.cards[0];
if(player.getCards('h').contains(card)){
var type=get.type(card);
if(type=='basic') player.draw();
else if(type=='equip'){
if(player.hasUseTarget(card)) player.chooseUseTarget(card,'nopopup',true);
target.damage('nocard');
}
}
}
},
ai:{
order:6,
result:{
target:function(player,target){
var eff=get.effect(target,{name:'shunshou_copy2'},player,target);
if(target.countCards('e')>0) eff+=get.damageEffect(target,player,target);
return eff;
},
},
},
},
xinzhenjun:{
audio:2,
trigger:{
player:'phaseUseBegin'
},
direct:true,
filter:function(event,player){
return player.countCards('he')>0;
},
content:function(){
'step 0'
player.chooseCardTarget({
filterCard:true,
filterTarget:lib.filter.notMe,
position:'he',
prompt:get.prompt2('xinzhenjun'),
ai1:function(card){
var player=_status.event.player;
if(card.name=='sha'&&get.color(card)=='red'){
for(var i=0;i0&¤t.hasValueTarget(card)) return 7;
}
return 0;
}
return 7-get.value(card);
},
ai2:function(target){
var player=_status.event.player;
var card=ui.selected.cards[0];
var att=get.attitude(player,target);
if(get.value(card)<0) return -att*2;
if(target.countCards('h',{name:'sha',color:'red'})||target.hasSkill('wusheng')||target.hasSkill('new_rewusheng')||target.hasSkill('wushen')||(card.name=='sha'&&get.color(card)=='red'&&target.hasValueTarget(card))) return att*2;
var eff=0;
game.countPlayer(function(current){
if(target!=current&&get.distance(target,current,'attack')>1) return;
var eff2=get.damageEffect(current,player,player);
if(eff2>eff) eff=eff2;
});
if(att>0&&eff>0) eff+=2*att;
return eff;
},
});
'step 1'
if(result.bool){
var target=result.targets[0];
event.target=target;
player.logSkill('xinzhenjun',target);
target.gain(result.cards,player,'giveAuto')
}
else event.finish();
'step 2'
target.chooseToUse({
filterCard:function(card){
return get.name(card)=='sha'&&get.color(card)!='black'&&lib.filter.cardEnabled.apply(this,arguments);
},
prompt:'请使用一张不为黑色的【杀】,否则'+get.translation(player)+'可以对你或你攻击范围内的一名其他角色造成1点伤害',
});
'step 3'
if(result.bool){
var num=1;
game.countPlayer2(function(current){
current.getHistory('damage',function(evt){
if(evt.getParent(evt.notLink()?4:8)==event) num+=evt.num;
});
});
player.draw(num);
event.finish();
}
else{
player.chooseTarget('是否对'+get.translation(target)+'或其攻击范围内的一名角色造成1点伤害?',function(card,player,target){
return target==_status.event.targetx||_status.event.targetx.inRange(target);
}).set('targetx',event.target).ai=function(target){
var player=_status.event.player;
return get.damageEffect(target,player,player)
};
}
'step 4'
if(result.bool){
player.line(result.targets);
result.targets[0].damage('nocard');
}
},
},
twmoukui:{
trigger:{player:'useCardToPlayered'},
direct:true,
preHidden:true,
filter:function(event,player){
return event.card&&event.card.name=='sha';
},
content:function(){
'step 0'
var list=['选项一'];
if(trigger.target.countDiscardableCards(player,'he')>0) list.push('选项二');
list.push('背水!');
list.push('cancel2');
player.chooseControl(list).set('choiceList',[
'摸一张牌',
'弃置'+get.translation(trigger.target)+'的一张牌',
'背水!依次执行以上两项。然后若此【杀】未令其进入濒死状态,则其弃置你的一张牌。',
]).set('prompt',get.prompt('twmoukui',trigger.target)).setHiddenSkill('twmoukui');
'step 1'
if(result.control!='cancel2'){
var target=trigger.target;
player.logSkill('twmoukui',target);
if(result.control=='选项一'||result.control=='背水!') player.draw();
if(result.control=='选项二'||result.control=='背水!') player.discardPlayerCard(target,true,'he');
if(result.control=='背水!'){
player.addTempSkill('twmoukui_effect');
var evt=trigger.getParent();
if(!evt.twmoukui_effect) evt.twmoukui_effect=[];
evt.twmoukui_effect.add(target);
}
}
},
subSkill:{
effect:{
trigger:{player:'useCardAfter'},
charlotte:true,
forced:true,
filter:function(event,player){
return event.twmoukui_effect&&event.twmoukui_effect.filter(function(current){
return current.isIn()&&!current.hasHistory('damage',function(evt){
return evt._dyinged&&evt.card==event.card;
});
}).length>0;
},
content:function(){
var list=trigger.twmoukui_effect.filter(function(current){
return current.isIn()&&!current.hasHistory('damage',function(evt){
return evt._dyinged&&evt.card==event.card;
});
}).sortBySeat();
for(var i of list){
i.discardPlayerCard(player,true,'he').boolline=true;
}
},
},
},
},
twfuhan:{
audio:'fuhan',
trigger:{player:'phaseZhunbeiBegin'},
unique:true,
limited:true,
skillAnimation:true,
animationColor:'orange',
forceunique:true,
filter:function(event,player){
return player.countMark('fanghun')>0;
},
prompt:function(event,player){
var num=Math.max(2,player.storage.fanghun);
num=Math.min(num,8);
return get.prompt('twfuhan')+'(体力上限:'+num+')';
},
check:function(event,player){
if(player.storage.fanghun>=Math.min(4,player.maxHp)) return true;
if(player.hp<=2&&player.storage.fanghun>=3) return true;
return false;
},
content:function(){
'step 0'
event.num=player.storage.fanghun;
player.removeMark('fanghun',player.storage.fanghun);
player.awakenSkill('twfuhan');
if(_status.characterlist){
list=[];
for(var i=0;i<_status.characterlist.length;i++){
var name=_status.characterlist[i];
if(lib.character[name][1]=='shu') list.push(name);
}
}
else if(_status.connectMode){
list=get.charactersOL(function(i){
return lib.character[i][1]!='shu';
});
}
else{
list=get.gainableCharacters(function(info){
return info[1]=='shu';
});
}
var players=game.players.concat(game.dead);
for(var i=0;i0) player.gainMaxHp(num);
else player.loseMaxHp(-num);
player.recover();
'step 3'
var card=get.cardPile('meiyingqiang','field');
if(card){
player.gain(card,'gain2','log');
}
},
},
twqueshi:{
trigger:{
global:'phaseBefore',
player:'enterGame',
},
forced:true,
locked:false,
filter:function(event,player){
return (event.name!='phase'||game.phaseNumber==0)&&!player.isDisabled(1);
},
content:function(){
if(!lib.inpile.contains('meiyingqiang')){
lib.inpile.push('meiyingqiang');
player.equip(game.createCard('meiyingqiang','diamond',12));
}
else{
var card=get.cardPile(function(card){
return card.name=='meiyingqiang'&&card!=player.getEquip(1);
},'field');
if(card) player.equip(card);
}
},
},
meiyingqiang:{
equipSkill:true,
trigger:{
player:['loseAfter','gainAfter'],
global:['equipAfter','addJudgeAfter','gainAfter','loseAsyncAfter','addToExpansionAfter'],
},
filter:function(event,player){
if(player==_status.currentPhase) return false;
var evt=event.getl(player);
if(!evt||!evt.cards2||!evt.cards2.length) return false;
var list=player.getHistory('lose',function(evt){
return evt.cards2&&evt.cards2.length;
});
if(event.name=='lose'){
if(list.indexOf(event)!=0) return false;
}
else{
if(!player.hasHistory('lose',function(evt){
return evt.getParent()==event&&list.indexOf(evt)==0;
})) return false;
}
return _status.connectMode||!lib.config.skip_shan||player.hasSha();
},
direct:true,
content:function(){
if(trigger.delay===false) game.delayx();
player.chooseToUse('梅影枪:是否使用一张【杀】?',function(card){
if(get.name(card)!='sha') return false;
return lib.filter.cardEnabled.apply(this,arguments);
}).set('addCount',false).logSkill='meiyingqiang';
},
},
cuijin:{
trigger:{global:'useCard'},
direct:true,
filter:function(event,player){
return event.card.name=='sha'&&(event.player==player||player.inRange(event.player))&&player.countCards('h')>0;
},
content:function(){
'step 0'
if(player!=game.me&&!player.isOnline()) game.delayx();
var target=trigger.player;
event.target=target;
player.chooseToDiscard('he',get.prompt('cuijin',target),'弃置一张牌并令'+get.translation(trigger.player)+'使用的【杀】伤害+1,但若其未造成伤害,则你对其造成1点伤害。').set('ai',function(card){
if(_status.event.goon) return 7-get.value(card);
return 0;
}).set('goon',function(){
var d1=true;
if(trigger.player.hasSkill('jueqing')||trigger.player.hasSkill('gangzhi')) d1=false
for(var target of trigger.targets){
if(!target.mayHaveShan()||trigger.player.hasSkillTag('directHit_ai',true,{
target:target,
card:trigger.card,
},true)){
if(!target.hasSkill('gangzhi')) d1=false;
if(!target.hasSkillTag('filterDamage',null,{
player:trigger.player,
card:trigger.card,
})&&get.attitude(player,target)<0) return true;
}
}
if(d1) return get.damageEffect(trigger.player,player,player)>0;
return false;
}()).logSkill=['cuijin',target];
'step 1'
if(result.bool){
if(typeof trigger.baseDamage!='number') trigger.baseDamage=1;
trigger.baseDamage++;
player.addTempSkill('cuijin_damage');
player.markAuto('cuijin_damage',[trigger.card]);
}
},
subSkill:{
damage:{
trigger:{global:'useCardAfter'},
forced:true,
popup:false,
charlotte:true,
onremove:true,
filter:function(event,player){
return player.storage.cuijin_damage.contains(event.card);
},
content:function(){
player.storage.cuijin_damage.remove(trigger.card);
if(!player.storage.cuijin_damage.length) player.removeSkill('cuijin_damage');
if(trigger.player.isIn()&&!game.hasPlayer2(function(current){
return current.hasHistory('damage',function(evt){
return evt.card==trigger.card;
});
})){
player.line(trigger.player,'green');
trigger.player.damage();
}
},
},
},
},
jintao:{
mod:{
cardUsable:function(card,player,num){
if(card.name=='sha') return num+1;
},
targetInRange:function(card){
if(card.name=='sha') return true;
},
},
audio:2,
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;
var index=player.getHistory('useCard',function(evtx){
return evtx.card.name=='sha'&&evtx.getParent('phaseUse')==evt;
}).indexOf(event);
return index==0||index==1;
},
content:function(){
var evt=trigger.getParent('phaseUse');
var index=player.getHistory('useCard',function(evtx){
return evtx.card.name=='sha'&&evtx.getParent('phaseUse')==evt;
}).indexOf(trigger);
if(index==0){
game.log(trigger.card,'伤害+1');
if(typeof trigger.baseDamage!='number') trigger.baseDamage=1;
trigger.baseDamage++;
}
else{
game.log(trigger.card,'不可被响应');
trigger.directHit.addArray(game.players);
}
},
},
equan:{
audio:2,
trigger:{global:'damageEnd'},
forced:true,
filter:function(event,player){
return player==_status.currentPhase&&event.player.isIn();
},
logTarget:'player',
content:function(){
trigger.player.addMark('equan',trigger.num,false);
},
group:['equan_block','equan_lose'],
marktext:'毒',
intro:{
name:'恶泉(毒)',
name2:'毒',
},
subSkill:{
lose:{
audio:'equan',
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
filter:function(){
return game.hasPlayer(function(current){
return current.hasMark('equan');
});
},
logTarget:function(){
return game.filterPlayer(function(current){
return current.hasMark('equan');
});
},
content:function(){
game.countPlayer(function(current){
var num=current.countMark('equan');
if(num){
current.removeMark('equan',num);
current.loseHp(num);
}
});
},
},
block:{
trigger:{global:'dyingBegin'},
forced:true,
logTarget:'player',
filter:function(event,player){
var evt=event.getParent(2);
return evt.name=='equan_lose'&&evt.player==player;
},
content:function(){
trigger.player.addTempSkill('baiban');
},
},
},
},
manji:{
audio:2,
trigger:{global:'loseHpAfter'},
forced:true,
filter:function(event,player){
return player!=event.player&&(player.hp>=event.player.hp||player.isDamaged());
},
logTarget:'player',
content:function(){
if(player.hp<=trigger.player.hp) player.recover();
if(player.hp>=trigger.player.hp) player.draw();
},
},
beini:{
audio:2,
enable:'phaseUse',
usable:1,
filterTarget:lib.filter.notMe,
content:function(){
'step 0'
var str=get.translation(target);
player.chooseControl().set('choiceList',[
'摸两张牌,然后令'+str+'视为对自己使用【杀】',
'令'+str+'摸两张牌,然后视为对其使用【杀】',
]).set('ai',function(){
var evt=_status.event.getParent(),player=evt.player,target=evt.target;
var card={name:'sha',isCard:true},att=get.attitude(player,target)>0;
if(!target.canUse(card,player,false)||get.effect(player,card,target,player)>=0) return 0;
if(att&&(!player.canUse(card,target,false)||get.effect(target,card,player,player)>=0)) return 1;
if(target.hasSkill('nogain')&&player.canUse(card,target,false)&&get.effect(target,card,player,player)>0) return 1;
if(player.hasShan()) return 0;
if(att&&target.hasShan()) return 1;
return 0;
});
'step 1'
var list=[player,target];
if(result.index==1) list.reverse();
event.list=list;
list[0].draw(2);
'step 2'
var list=event.list;
if(list[1].isIn()&&list[0].isIn()&&list[1].canUse('sha',list[0],false)) list[1].useCard({name:'sha',isCard:true},list[0],false,'noai');
},
ai:{
order:5,
expose:0,
result:{
player:function(player,target){
var card={name:'sha',isCard:true},att=get.attitude(player,target)>0;
if(!target.canUse(card,player,false)||get.effect(player,card,target,player)>=0) return 2;
if(att&&(!player.canUse(card,target,false)||get.effect(target,card,player,player)>=0)) return 2;
if(target.hasSkill('nogain')&&player.canUse(card,target,false)) return get.effect(target,card,player,player)
if(player.hasShan()) return 1;
if(att&&target.hasShan()) return 1;
return 0;
},
},
},
},
dingfa:{
audio:2,
trigger:{player:'phaseDiscardAfter'},
direct:true,
filter:function(event,player){
var num=0;
player.getHistory('lose',function(evt){
num+=evt.cards2.length;
});
return num>=player.hp;
},
content:function(){
'step 0'
player.chooseTarget(get.prompt('dingfa'),'操作提示:选择自己以回复体力,或选择其他角色以造成伤害',function(card,player,target){
return target==player?player.isDamaged():true;
}).set('ai',function(target){
return target!=player?get.damageEffect(target,player,player):get.recoverEffect(player,player,player)
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('dingfa',target);
if(target==player) player.recover();
else target.damage();
}
},
},
dz_mantianguohai:{
mod:{
ignoredHandcard:function(card,player){
if(get.name(card)=='dz_mantianguohai') return true;
},
cardDiscardable:function(card,player,name){
if(name=='cardsDiscard'&&get.name(card)=='dz_mantianguohai') return false;
},
},
},
twmiaolve:{
audio:2,
trigger:{
global:'phaseBefore',
player:'enterGame',
},
filter:function(event,player){
return event.name!='phase'||game.phaseNumber==0;
},
forced:true,
locked:false,
content:function(){
if(!lib.inpile.contains('dz_mantianguohai')) lib.inpile.add('dz_mantianguohai');
if(!_status.dz_mantianguohai_suits) _status.dz_mantianguohai_suits=lib.suit.slice(0);
var list=_status.dz_mantianguohai_suits.randomRemove(2).map(function(i){
return game.createCard2('dz_mantianguohai',i,get.rand(1,13));
});
if(list.length) player.gain(list,'gain2','log');
},
group:'twmiaolve_damage',
subSkill:{
damage:{
trigger:{player:'damageEnd'},
direct:true,
content:function(){
'step 0'
event.count=trigger.num;
'step 1'
event.count--;
var list=['dz_mantianguohai'];
list.addArray(get.zhinangs());
player.chooseButton([get.prompt('twmiaolve'),[list,'vcard']]).set('ai',function(button){
if(button.link[2]=='dz_mantianguohai'&&player.countCards('hs','dz_mantianguohai')<2) return 10;
return get.value({name:button.link[2]});
});
'step 2'
if(result.bool){
player.logSkill('twmiaolve');
var name=result.links[0][2];
if(name=='dz_mantianguohai'){
if(!lib.inpile.contains('dz_mantianguohai')) lib.inpile.add('dz_mantianguohai');
if(!_status.dz_mantianguohai_suits) _status.dz_mantianguohai_suits=lib.suit.slice(0);
if(_status.dz_mantianguohai_suits.length) player.gain(game.createCard2('dz_mantianguohai',_status.dz_mantianguohai_suits.randomRemove(),get.rand(1,13)),'gain2');
else{
var card=get.cardPile(function(card){
return card.name==name;
});
if(card) player.gain(card,'gain2');
}
player.draw();
}
else{
var card=get.cardPile(function(card){
return card.name==name;
});
if(card) player.gain(card,'gain2');
}
if(event.count>0) event.goto(1);
}
},
},
},
},
twyingjia:{
audio:2,
trigger:{global:'phaseEnd'},
direct:true,
filter:function(event,player){
if(!player.countCards('he')) return false;
var history=player.getHistory('useCard'),map={};
for(var i of history){
if(get.type2(i.card)=='trick'){
if(!map[i.card.name]) map[i.card.name]=true;
else return true;
}
}
return false;
},
content:function(){
'step 0'
player.chooseCardTarget({
prompt:get.prompt('twyingjia'),
prompt2:'弃置一张牌并令一名角色进行一个额外回合',
filterCard:lib.filter.cardDiscardable,
filterTarget:true,
ai1:function(card){
return 8-get.value(card);
},
ai2:function(target){
if(target.hasJudge('lebu')) return -1;
var player=_status.event.player;
if(get.attitude(player,target)>4){
return get.threaten(target)/Math.sqrt(target.hp+1)/Math.sqrt(target.countCards('h')+1);
}
return -1;
},
});
'step 1'
if(result.bool){
var target=result.targets[0];
player.logSkill('twyingjia',target);
player.discard(result.cards);
target.insertPhase();
}
},
},
gx_lingbaoxianhu:{
trigger:{
source:'damageSource',
global:'dieAfter',
},
forced:true,
equipSkill:true,
filter:function(event,player){
if(event.name=='damage') return event.num>1;
return true;
},
content:function(){
player.gainMaxHp();
player.recover();
},
},
gx_taijifuchen:{
trigger:{player:'useCardToPlayered'},
forced:true,
equipSkill:true,
filter:function(event,player){
return event.card&&event.card.name=='sha';
},
logTarget:'target',
content:function(){
'step 0'
var suit=get.suit(trigger.card);
var num=trigger.target.countCards('h','shan');
var next=trigger.target.chooseToDiscard('弃置一张牌,或不能响应'+get.translation(trigger.card),'he').set('ai',function(card){
var num=_status.event.num;
if(num==0) return 0;
if(card.name=='shan') return num>1?2:0;
return (get.suit(card)!=_status.event.suit?9:6)-get.value(card);
}).set('num',num);
if(lib.suit.contains(suit)){
next.set('prompt2','若弃置的是'+get.suit(suit)+'牌,则改为'+get.translation(player)+'获得之');
next.set('suit',suit);
}
'step 1'
if(result.bool){
var card=result.cards[0];
if(get.suit(card,trigger.target)==get.suit(trigger.card,false)&&get.position(card)=='d') player.gain(card,'gain2');
}
else trigger.directHit.add(trigger.target);
},
},
gx_chongyingshenfu:{
trigger:{player:'damageEnd'},
forced:true,
equipSkill:true,
filter:function(event,player){
if(!event.card||!event.card.name||player.getStorage('gx_chongyingshenfu_effect').contains(event.card.name)) return false;
if(player.hasSkillTag('unequip2')) return false;
if(event.source.hasSkillTag('unequip',false,{
name:event.card.name,
target:player,
card:event.card,
})) return false;
return true;
},
content:function(){
player.markAuto('gx_chongyingshenfu_effect',[trigger.card.name]);
},
group:'gx_chongyingshenfu_effect',
subSkill:{
effect:{
trigger:{player:'damageBegin4'},
forced:true,
equipSkill:true,
filter:function(event,player){
if(!event.card||!event.card.name||!player.storage.gx_chongyingshenfu_effect||!player.getStorage('gx_chongyingshenfu_effect').contains(event.card.name)) return false;
if(player.hasSkillTag('unequip2')) return false;
if(event.source.hasSkillTag('unequip',false,{
name:event.card.name,
target:player,
card:event.card,
})) return false;
return true;
},
content:function(){
trigger.num--;
},
onremove:true,
intro:{
content:'受到$造成的伤害-1',
},
},
},
},
twdanfa:{
audio:2,
trigger:{player:['phaseZhunbeiBegin','phaseJieshuBegin']},
filter:function(event,player){
return player.countCards('he')>0;
},
direct:true,
content:function(){
'step 0'
player.chooseCard('he',get.prompt('twdanfa'),'将一张牌作为“丹”置于武将牌上').set('ai',function(card){
if(player.storage.twdanfa){
var suit=get.suit(card);
for(var i of player.storage.twdanfa){
if(get.suit(i,false)==suit) return 4-get.value(card);
}
}
return 5.5-get.value(card);
});
'step 1'
if(result.bool){
var card=result.cards[0];
player.logSkill('twdanfa');
game.log(player,'将',card,'放在了武将牌上');
player.$give(card,player,false);
player.lose(card,ui.special,'toStorage');
player.markAuto('twdanfa',result.cards);
}
else event.finish();
'step 2'
game.delayx();
},
mark:true,
intro:{
content:'cards',
onunmark:'throw',
},
group:'twdanfa_draw',
subSkill:{
draw:{
audio:'twdanfa',
trigger:{player:'useCard'},
forced:true,
locked:false,
filter:function(event,player){
if(!player.storage.twdanfa||!player.storage.twdanfa.length) return false;
var suit=get.suit(event.card,false);
if(suit=='none'||player.storage.twdanfa_count&&player.storage.twdanfa_count.contains(suit)) return false;
for(var i of player.storage.twdanfa){
if(get.suit(i,false)==suit) return true;
}
return false;
},
content:function(){
player.draw();
player.addTempSkill('twdanfa_count');
if(!player.storage.twdanfa_count) player.storage.twdanfa_count=[];
player.storage.twdanfa_count.push(get.suit(trigger.card,false));
},
},
count:{onremove:true},
},
},
twlingbao:{
enable:'phaseUse',
usable:1,
filter:function(event,player){
var list=player.getStorage('twdanfa');
if(list.length<2) return false;
var suit=get.suit(list[0],false);
for(var i=1;ifalse;
obj.selectCard=-1;
return obj;
},
prompt:function(links){
return lib.skill['twlingbao_'+get.color(links)].prompt;
},
check:function(button){
var storage=_status.event.player.storage.twdanfa.slice(0);
storage.remove(button.link);
if(storage.filter(function(card){
return card.suit==button.link.suit;
}).length) return 1+Math.random();
return 0;
},
},
subSkill:{
red:{
filterTarget:function(card,player,target){
return target.isDamaged();
},
delay:false,
prompt:'令一名角色回复1点体力',
content:function(){
'step 0'
var cards=lib.skill.twlingbao_backup.cards;
player.$throw(cards,1000);
player.unmarkAuto('twdanfa',cards);
game.log(player,'将',cards,'置入了弃牌堆');
game.delayx();
game.cardsDiscard(cards);
'step 1'
target.recover();
},
ai:{
tag:{
recover:1,
},
result:{
target:1.5,
},
},
},
black:{
filterTarget:function(card,player,target){
return target.countDiscardableCards(player,'hej')>0;
},
delay:false,
prompt:'弃置一名角色区域内至多两张区域不同的牌',
content:function(){
'step 0'
var cards=lib.skill.twlingbao_backup.cards;
player.$throw(cards,1000);
player.unmarkAuto('twdanfa',cards);
game.log(player,'将',cards,'置入了弃牌堆');
game.delayx();
game.cardsDiscard(cards);
'step 1'
var num=0;
if(target.countDiscardableCards(player,'h')) num++;
if(target.countDiscardableCards(player,'e')) num++;
if(target.countDiscardableCards(player,'j')) num++;
if(num){
player.discardPlayerCard(target,[1,Math.max(2,num)],'hej',true).set('filterButton',function(button){
for(var i=0;i0&&target.countCards('e',function(card){
return get.value(card,target)<=0;
})>0&&target.countCards('j',function(card){
return get.effect(target,card,target,target)<0;
})>8) return 3;
if(target.countCards('h')>0&&target.countCards('e',function(card){
return get.value(card,target)>0;
})>0) return -2;
return 0;
},
},
},
},
none:{
selectTarget:2,
filterTarget:function(card,player,target){
if(!ui.selected.targets.length) return true;
return target.countCards('he')>0;
},
complexSelect:true,
targetprompt:['摸牌','弃牌'],
delay:false,
prompt:'令一名角色摸一张牌并令另一名角色弃置一张牌',
multitarget:true,
multiline:true,
content:function(){
'step 0'
var cards=lib.skill.twlingbao_backup.cards;
player.$throw(cards,1000);
player.unmarkAuto('twdanfa',cards);
game.log(player,'将',cards,'置入了弃牌堆');
game.delayx();
game.cardsDiscard(cards);
'step 1'
targets[0].draw();
targets[1].chooseToDiscard('he',true);
},
ai:{
result:{
target:function(player,target){
if(!ui.selected.targets.length) return 1;
if(target.countCards('e',function(card){
return get.value(card,target)<=0;
})>0) return 1;
return -1;
},
},
},
},
backup:{audio:'twlingbao'},
},
ai:{
order:1,
result:{player:1},
},
},
twsidao:{
audio:2,
trigger:{
global:'phaseBefore',
player:'enterGame',
},
forced:true,
locked:false,
filter:function(event,player){
return (event.name!='phase'||game.phaseNumber==0)&&!player.storage.twsidao;
},
content:function(){
'step 0'
player.chooseButton(['请选择你的初始法宝',[['gx_lingbaoxianhu','gx_taijifuchen','gx_chongyingshenfu'],'vcard']],true).set('ai',function(button){
return button.link[2]=='gx_chongyingshenfu'?2:1;
});
'step 1'
if(result.bool){
var card=game.createCard2(result.links[0][2]);
lib.inpile.add(result.links[0][2]);
player.storage.twsidao=card;
player.chooseUseTarget(card,'nopopup',true);
}
},
group:'twsidao_equip',
subSkill:{
equip:{
audio:'twsidao',
trigger:{player:'phaseZhunbeiBegin'},
forced:true,
filter:function(event,player){
var card=player.storage.twsidao;
return card&&card.isInPile()&&player.hasUseTarget(card);
},
content:function(){
player.chooseUseTarget(player.storage.twsidao,'nopopup',true);
},
},
},
},
twrangyi:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(event,player){
return player.countCards('h')>0;
},
filterTarget:lib.filter.notMe,
delay:0,
content:function(){
'step 0'
event.cards=player.getCards('h');
target.gain(event.cards,player,'giveAuto').gaintag.add('twrangyi');
target.addTempSkill('twrangyi2');
'step 1'
target.chooseToUse({
prompt:'请使用得到的一张牌,或者受到来自'+get.translation(player)+'的一点伤害',
filterCard:function(card,player){
if(get.itemtype(card)!='card'||!card.hasGaintag('twrangyi')) return false;
return lib.filter.filterCard(card,player,event);
},
cards:cards,
});
'step 2'
target.removeSkill('twrangyi2');
if(!result.bool) target.damage('nocard');
},
ai:{
order:1,
result:{
target:function(player,target){
var hs=player.getCards('h');
for(var i=0;i0;
},
content:function(){
var cards=player.getCards('h',function(card){
return card.hasGaintag('twrangyi');
});
game.delayx();
trigger.getParent(2).player.gain(cards,player,'giveAuto');
},
onremove:function(player){
player.removeGaintag('twrangyi');
},
},
twbaimei:{
audio:2,
trigger:{
player:"damageBegin4",
},
forced:true,
filter:function(event,player){
if(player.countCards('h')) return false;
if(event.nature) return true;
return get.type(event.card,'trick')=='trick';
},
content:function(){
trigger.cancel();
},
ai:{
effect:{
target:function(card,player,target,current){
if(target.countCards('h')) return;
if(get.tag(card,'natureDamage')) return 'zerotarget';
if(get.type(card)=='trick'&&get.tag(card,'damage')){
return 'zeroplayertarget';
}
},
},
},
},
twhuzhu:{
audio:2,
enable:'phaseUse',
usable:1,
filter:function(e,player){
return player.countCards('e')>0;
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>0
},
content:function(){
'step 0'
target.chooseCard('交给'+get.translation(player)+'一张手牌','h',true);
'step 1'
target.give(result.cards,player);
'step 2'
if(player.countGainableCards(player,'e')) target.gainPlayerCard(player,'e',true);
'step 3'
if(target.isDamaged()&&target.hp<=player.hp){
player.chooseBool('是否令'+get.translation(target)+'回复1点体力?').set('ai',function(){
return get.recoverEffect(target,player,player);
});
}
'step 4'
if(result.bool) target.recover();
},
ai:{
order:8,
result:{
target:function(player,target){
var eff=(target.isDamaged()&&target.hp<=player.hp)?get.recoverEffect(target,player,target):0;
if(eff<=0&&!player.countGainableCards(target,'e')) return -1;
return eff;
},
},
},
},
twliancai:{
audio:2,
trigger:{player:['turnOverEnd','phaseJieshuBegin']},
filter:function(card,player,target){
return target=='phaseJieshuBegin'||player.countCards('h')0;
},
check:function(card,player){
if(card.name=='turnOver') return true;
if(player.isTurnedOver()) return true;
if(player.hp-player.countCards('h')>1) return true;
return game.hasPlayer(function(current){
return lib.skill.twliancai.filterTarget(null,player,current)&&lib.skill.twliancai.filterAI(current);
});
},
filterAI:function(target){
var player=_status.event.player;
var att=get.attitude(player,target);
if(target.isDamaged()&&target.countCards('e','baiyin')&&att>0) return 2*att;
return -att;
},
prompt2:function(card,player,target){
return card.name=='phaseJieshu'?'将武将牌翻面,然后获得一名其他角色装备区内的一张牌':'将手牌摸至与体力值相同';
},
content:function(){
'step 0'
if(event.triggername=='phaseJieshuBegin') player.turnOver();
else{
player.draw(player.hp-player.countCards('h'));
event.finish();
}
'step 1'
player.chooseTarget('获得一名角色装备区内的一张牌',lib.skill.twliancai.filterTarget).ai=lib.skill.twliancai.filterAI;
'step 2'
if(result.bool){
player.line(result.targets,'thunder');
player.gainPlayerCard('e',true,result.targets[0]);
}
},
},
twqijia:{
//group:'twqijia_alka',
audio:2,
enable:'phaseUse',
filter:function(event,player){
return player.countCards('e',function(card){
return !player.getStorage('twqijia_alka').contains(get.subtype(card));
});
},
filterTarget:function(card,player,target){
return target!=player&&player.canUse({name:'sha'},target);
},
position:'e',
filterCard:function(card,player){
return !player.getStorage('twqijia_alka').contains(get.subtype(card));
},
content:function(){
'step 0'
player.addTempSkill('twqijia_alka');
player.storage.twqijia_alka.push(get.subtype(cards[0]));
player.useCard({name:'sha'},target,false);
},
subSkill:{
alka:{
charlotte:true,
onremove:function(player){
delete player.storage.twqijia_alka;
delete player.storage.twzhuchen;
player.unmarkSkill('twzhuchen');
},
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
if(!player.storage.twzhuchen) player.storage.twzhuchen=[];
},
mod:{
globalFrom:function(from,to,distance){
if(from.storage.twzhuchen&&from.storage.twzhuchen.contains(to)) return -Infinity;
}
},
},
},
check:function(card){
return 7-get.value(card);
},
ai:{
order:function(){
return get.order({name:'sha'})-0.2;
},
result:{
target:function(player,target){
return get.effect(target,{name:'sha'},player,player);
},
},
},
},
twzhuchen:{
enable:'phaseUse',
filter:function(event,player){
return player.countCards('h',lib.skill.twzhuchen.filterCard)>0;
},
filterCard:function(card,player){
var name=get.name(card,player);
return name=='tao'||name=='jiu';
},
filterTarget:lib.filter.notMe,
content:function(){
player.addTempSkill('twqijia_alka');
player.storage.twzhuchen.add(target);
player.markSkill('twzhuchen');
},
intro:{
content:function(content,player){
return '至'+get.translation(content)+'的距离视为1';
},
},
},
twxiaolian:{
audio:2,
trigger:{global:'useCardToTarget'},
logTarget:'target',
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.player!=player&&
event.targets.length==1&&event.targets[0]!=player;
},
check:function(event,player){
return get.effect(event.targets[0],event.card,event.player,player)<=get.effect(player,event.card,event.player,player);
},
content:function(){
trigger.getParent().twxiaolian=trigger.targets[0];
trigger.targets.length=0;
trigger.getParent().triggeredTargets2.length=0;
trigger.targets.push(player);
},
group:'twxiaolian_damage',
subSkill:{
distance:{
sub:true,
charlotte:true,
init:function(player,skill){
if(!player.storage[skill]) player.storage[skill]=[];
},
mark:true,
marktext:'马',
intro:{
content:'cards',
onunmark:'throw',
},
mod:{
globalTo:function(from,to,distance){
if(from!=to&&to.storage.twxiaolian_distance) return distance+to.storage.twxiaolian_distance.length;
},
},
},
damage:{
sub:true,
trigger:{player:'damageEnd'},
direct:true,
filter:function(event,player){
return event.getParent(2).twxiaolian!=undefined;
},
content:function(){
'step 0'
var target=trigger.getParent(2).twxiaolian;
event.target=target;
player.chooseCard('是否将一张牌当做【马】置于'+get.translation(target)+'的武将牌旁?','he').ai=function(card){
if(get.attitude(_status.event.player,_status.event.getParent('twxiaolian_damage').target)>2) return 7-get.value(card);
return 0;
};
'step 1'
if(result.bool){
player.logSkill('twxiaolian',target);
player.lose(result.cards,ui.special,'toStorage');
target.addSkill('twxiaolian_distance');
target.storage.twxiaolian_distance.addArray(result.cards);
target.markSkill('twxiaolian_distance');
}
},
},
},
},
twtijin:{
audio:2,
trigger:{global:'useCardToPlayer'},
filter:function(event,player){
return event.card&&event.card.name=='sha'&&event.player!=player&&event.target!=player&&
event.targets.length==1&&event.player.inRange(player);
},
logTarget:'target',
check:function(event,player){
return get.effect(event.targets[0],event.card,event.player,player)<=get.effect(player,event.card,event.player,player);
},
content:function(){
'step 0'
trigger.targets.length=0;
trigger.getParent().triggeredTargets1.length=0;
trigger.targets.push(player);
var next=game.createEvent('twtijin_discard',null,trigger.getParent(2));
next.player=player;
next.target=trigger.player;
next.setContent(function(){
if(target.isDead()||!target.countCards('he')) return;
player.line(target,'green');
player.discardPlayerCard(target,true,'he');
});
},
},
twyanqin:{
forbid:['guozhan'],
audio:2,
trigger:{player:'phaseBegin'},
direct:true,
content:function(){
'step 0'
var list=[];
if(player.group!='wei') list.push('wei2');
if(player.group!='shu') list.push('shu2');
list.push('cancel2');
player.chooseControl(list).set('ai',function(){
return list.randomGet();
}).set('prompt',get.prompt2('twyanqin'));
'step 1'
if(result.control!='cancel2'){
player.logSkill('twyanqin');
var group=result.control.slice(0,3);
player.changeGroup(group);
}
},
},
twbaobian:{
audio:2,
trigger:{source:'damageBegin2'},
filter:function(event,player){
var card=event.card;
if(!card||(card.name!='sha'&&card.name!='juedou')) return false;
return event.player.group==player.group||event.player.countCards('h')>event.player.hp
},
check:function(event,player){
var att=get.attitude(player,event.player);
if(event.player.group==player.group) return att>0;
return att<0;
},
logTarget:'player',
content:function(){
var target=trigger.player;
if(target.group==player.group){
trigger.cancel();
var num=target.maxHp-target.countCards('h');
if(num) target.draw(num);
}
else{
player.discardPlayerCard(target,'h',true,target.countCards('h')-target.hp)
}
},
},
renshe:{
audio:2,
trigger:{player:'damageEnd'},
direct:true,
content:function(){
'step 0'
var choiceList=['令一名其他角色与你各摸一张牌','令自己下个出牌阶段可以多发动一次【外使】'];
if(lib.skill.chijie.filter&&lib.skill.chijie.filter({},player)) choiceList.push('将自己的势力变更为场上存在的一个其他势力');
player.chooseControl('cancel2').set('prompt',get.prompt('renshe')).set('choiceList',choiceList).set('ai',function(){
if(game.hasPlayer(function(current){
return get.attitude(player,current)>0||current.hasSkillTag('nogain');
})) return 0;
return 1;
});
'step 1'
if(result.control=='cancel2') event.finish();
else{
event.index=result.index;
player.logSkill('renshe');
if(event.index==0){
player.chooseTarget('请选择一名角色,与其各摸一张牌',lib.filter.notMe,true).ai=function(target){
if(target.hasSkillTag('nogain')) return 0.1;
return get.attitude(_status.event.player,target);
};
}
else if(result.index==1){
player.storage.waishi++;
event.finish();
}
else{
var next=game.createEvent('renshe_changeGroup');
next.player=player;
next.renshe=true;
next.setContent(lib.skill.chijie.content);
event.finish();
}
}
'step 2'
if(result.bool){
player.line(result.targets[0],'green');
game.asyncDraw([player,result.targets[0]].sortBySeat());
}
else event.finish();
'step 3'
game.delay();
},
},
waishi:{
audio:2,
group:'waishi_afterstory',
subSkill:{
afterstory:{
trigger:{player:'phaseUseEnd'},
forced:true,
silent:true,
popup:false,
content:function(){player.storage.waishi=1},
},
},
init:function(player,skill){
player.storage[skill]=1;
},
enable:'phaseUse',
filter:function(event,player){
return typeof player.storage.waishi!='number'||player.storage.waishi>0;
},
filterTarget:function(card,player,target){
return target!=player&&target.countCards('h')>=ui.selected.cards.length;
},
filterCard:true,
position:'he',
check:function(card){
if(!game.hasPlayer(function(current){
return current!=_status.event.player&¤t.countCards('h')>ui.selected.cards.length;
})) return 0;
return 6-get.value(card);
},
selectCard:function(){
if(!ui.selected.targets.length) return [1,game.countGroup()];
return [1,Math.min(ui.selected.targets[0].countCards('h'),game.countGroup())];
},
discard:false,
lose:false,
delay:0,
content:function(){
'step 0'
if(typeof player.storage.waishi!='number') player.storage.waishi=1;
player.storage.waishi--;
player.lose(cards,ui.special);
player.choosePlayerCard(target,true,'h',cards.length).chooseonly=true;
'step 1'
event.cards2=result.cards;
target.lose(event.cards2,ui.special);
'step 2'
player.gain(event.cards2);
target.gain(cards);
player.$give(cards.length,target);
target.$give(event.cards2.length,player);
'step 3'
game.delay(1.2);
'step 4'
if(target.countCards('h')>player.countCards('h')||player.group==target.group) player.draw();
},
ai:{
result:{
player:function(player,target){
if(player.countCards('h')