import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//加纳天善(改版)
tenzen_fenghuan: {
trigger: { global: "useCardAfter" },
filter(event, player) {
if (player == event.player || event.targets.length != 1 || event.targets[0] != player || !event.player.isIn() || (event.card.name != "sha" && (get.type(event.card, null, false) != "trick" || !get.tag(event.card, "damage")))) return false;
if (
!player.canUse(
{
name: event.card.name,
nature: event.card.nature,
isCard: true,
},
event.player,
false
)
)
return false;
var num = get.number(event.card);
if (typeof num != "number") return false;
num *= 2;
var hs = player.getCards("he");
for (var i of hs) {
num -= get.number(i);
if (num <= 0) return true;
}
return false;
},
async cost(event, trigger, player) {
const num = get.number(trigger.card) * 2,
card = {
name: trigger.card.name,
nature: trigger.card.nature,
isCard: true,
};
event.result = await player
.chooseToDiscard("he", get.prompt("tenzen_fenghuan", trigger.player), "弃置任意张点数之和不小于" + num + "的牌,然后视为对其使用一张" + get.translation(card), "chooseonly")
.set("selectCard", function () {
var cards = ui.selected.cards,
num = _status.event.cardNumber;
for (var i of cards) {
num -= get.number(i);
if (num <= 0) return [cards.length, cards.length + 1];
}
return [cards.length + 1, cards.length + 1];
})
.set("cardNumber", num)
.set("effect", get.effect(trigger.player, card, player, player))
.set("ai", function (card) {
var eff = _status.event.effect;
if (eff <= 0) return 0;
for (var i of ui.selected.cards) eff -= get.value(i) / Math.sqrt(get.number(i) / 3);
return eff - get.value(card) / Math.sqrt(get.number(card) / 3);
})
.forResult();
},
async content(event, trigger, player) {
await player.discard(event.cards);
var card = {
name: trigger.card.name,
nature: trigger.card.nature,
isCard: true,
},
target = trigger.player;
if (target.isIn() && player.canUse(card, target, false)) await player.useCard(card, target, false);
},
},
tenzen_retianquan: {
trigger: { player: "useCardToPlayered" },
filter(event, player) {
return (
event.card.name == "sha" &&
(player.hp > 0 ||
player.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "tenzen_retianquan");
}, "he"))
);
},
logTarget: "target",
usable: 1,
check(event, player) {
if (get.attitude(player, event.target) >= 0) return false;
if (player.hp > player.maxHp / 2) return true;
if (
player.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "tenzen_retianquan") && get.value(card) < 6;
}, "he")
)
return true;
return true;
},
prompt2: "你可失去1点体力或弃置一张牌,亮出牌堆顶的三张牌(若你的体力值小于体力上限的50%,则改为展示五张牌)。每有一张基本牌,其所需使用的【闪】的数量便+1。然后若此牌造成过伤害,则你获得展示牌中的所有非基本牌。",
content() {
"step 0";
player
.chooseToDiscard("弃置一张牌,或点「取消」失去1点体力", "he")
.set("goon", player.hp > player.maxHp / 2)
.set("ai", function (card) {
var val = get.value(card);
if (_status.event.goon) return 0.1 - val;
return 6 - val;
});
"step 1";
if (!result.bool) player.loseHp();
"step 2";
var cards = get.cards(player.hp <= player.maxHp / 2 ? 5 : 3);
player.showCards(cards, get.translation(player) + "发动了【天全】");
game.cardsGotoOrdering(cards).relatedEvent = trigger.getParent();
var num = cards.filter(function (card) {
return get.type(card, false) == "basic";
}).length;
if (num) {
if (trigger.card.name == "sha") {
var id = trigger.target.playerid;
var map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].shanRequired == "number") {
map[id].shanRequired += num;
} else {
map[id].shanRequired = 1 + num;
}
}
}
if (num < 5) {
var next = game.createEvent("tenzen_retianqua_gain");
next.cards = cards;
next.player = player;
event.next.remove(next);
trigger.getParent().after.push(next);
next.setContent(function () {
if (
player.getHistory("sourceDamage", function (evt) {
return evt.card == event.parent.card;
}).length > 0
)
player.gain(
cards.filter(function (card) {
return get.type(card, false) != "basic";
}),
"gain2"
);
});
}
},
},
//藤林杏
kyou_zhidian: {
locked: false,
mod: {
targetInRange(card) {
if (card.kyou_zhidian) return true;
},
aiOrder(player, card, numx) {
var num = _status.event._kyou_zhidian_baseValue;
if (num > 0 && get.type2(card) == "trick" && player.getUseValue(card) < num) return numx / 10;
},
},
enable: "chooseToUse",
filter(event, player) {
return player.countCards("hs", card => get.type2(card) == "trick") > 0;
},
filterCard(card) {
return get.type2(card) == "trick";
},
onChooseToUse(event) {
event._kyou_zhidian_baseValue = event.player.getUseValue({
name: "sha",
});
},
check(card) {
var num = _status.event._kyou_zhidian_baseValue,
player = _status.event.player;
return num - player.getUseValue(card);
},
prompt: "将一张锦囊牌当做【杀】使用",
viewAs: {
name: "sha",
kyou_zhidian: true,
},
group: "kyou_zhidian_aim",
ai: {
respondSha: true,
skillTagFilter: player => player.countCards("hs", card => get.type2(card) == "trick") > 0,
},
subSkill: {
aim: {
trigger: {
player: "useCardToPlayered",
},
forced: true,
locked: false,
filter(event, player) {
return event.isFirstTarget && event.card.name == "sha";
},
logTarget: "target",
content() {
"step 0";
var list = ["不可被响应", "无视防具", "伤害+1", "不计入次数"];
list.remove(player.storage.kyou_zhidian);
player
.chooseControl(list)
.set("prompt", "掷典:请为" + get.translation(trigger.card) + "选择一种效果")
.set(
"choice",
(function () {
if (list.includes("不计入次数") && player.hasSha()) return "不计入次数";
if (
list.includes("不可被响应") &&
trigger.target.mayHaveShan(
player,
"use",
trigger.target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
)
)
return "不可被响应";
if (list.includes("伤害+1")) return "伤害+1";
return list.randomGet();
})()
)
.set("ai", () => _status.event.choice);
"step 1";
var target = trigger.target;
player.storage.kyou_zhidian = result.control;
game.log(player, "对", target, "的", trigger.card, "#g" + result.control);
switch (result.control) {
case "不可被响应":
trigger.directHit.add(target);
break;
case "无视防具":
target.addTempSkill("qinggang2");
target.storage.qinggang2.add(trigger.card);
break;
case "伤害+1":
var map = trigger.customArgs;
var id = target.playerid;
if (!map[id]) map[id] = {};
if (!map[id].extraDamage) map[id].extraDamage = 0;
map[id].extraDamage++;
break;
case "不计入次数":
var evt = trigger.getParent();
if (evt.addCount !== false) {
evt.addCount = false;
player.getStat().card.sha--;
}
break;
}
},
},
},
},
kyou_duanfa: {
trigger: { player: "damageBegin2" },
limited: true,
skillAnimation: true,
animationColor: "thunder",
filter(event, player) {
return player.hp <= event.num;
},
content() {
player.awakenSkill("kyou_duanfa");
if (player.countCards("h") > 0) player.chooseToDiscard("h", true, player.countCards("h"));
player.recover();
trigger.cancel();
player.addTempSkill("kyou_duanfa_draw", {
player: "phaseBeginStart",
});
},
subSkill: {
draw: {
trigger: { target: "useCardToTargeted" },
forced: true,
charlotte: true,
filter(event, player) {
if (event.card.name == "sha") return true;
return get.type(event.card, false) == "trick" && get.tag(event.card, "damage") > 0;
},
content() {
player.draw();
},
},
},
},
//天王寺瑚太朗
kotarou_aurora: {
trigger: {
player: ["damageEnd", "loseHpEnd", "gainMaxHpEnd"],
},
forced: true,
charlotte: true,
filter(event, player) {
return player.hasEnabledSlot(1);
},
content() {
if (player.hasEmptySlot(1)) {
var card = get.cardPile2(function (card) {
return get.subtype(card) == "equip1" && !get.cardtag(card, "gifts") && player.canUse(card, player);
});
if (card) player.chooseUseTarget(card, true);
} else player.chooseUseTarget("sha", true, false);
},
},
kotarou_rewrite: {
enable: "phaseUse",
charlotte: true,
filter(event, player) {
return !player.hasSkill("kotarou_rewrite_block");
},
content() {
"step 0";
player.getHistory("custom").push({ kotarou_rewrite: true });
player
.chooseControl()
.set("choiceList", ["视为使用一张本局游戏没有以此法使用过的基本牌或普通锦囊牌", "移动场上的一张牌", "增加1点体力上限并失去1点体力", "本回合内下一次造成的伤害+1", "本回合内下一次回复体力时,额外回复1点体力", "本回合内手牌上限和【杀】的使用次数+1 "])
.set("ai", function () {
var player = _status.event.player;
if (player.hp > 2 && player.getUseValue({ name: "sha" }) > 0) return 2;
return 0;
});
"step 1";
lib.skill.kotarou_rewrite.rewrites[result.index](player, event);
if (result.index != 0) event.goto(3);
"step 2";
if (result.bool) {
player.storage.kotarou_rewrite.push(result.links[0][2]);
player.chooseUseTarget(true, {
name: result.links[0][2],
nature: result.links[0][3],
isCard: true,
});
}
"step 3";
if (
player.getHistory("custom", function (evt) {
return evt && evt.kotarou_rewrite == true;
}).length >= 3
)
player.addTempSkill("kotarou_rewrite_block");
},
onremove: true,
rewrites: [
function (player, event) {
var list = [];
if (!player.storage.kotarou_rewrite) player.storage.kotarou_rewrite = [];
for (var i of lib.inpile) {
if (player.storage.kotarou_rewrite.includes(i)) continue;
var type = get.type(i);
if (type == "basic" || type == "trick") list.push([type, "", i]);
if (i == "sha") {
for (var j of lib.inpile_nature) list.push([type, "", i, j]);
}
}
if (list.length) {
player
.chooseButton(["改写:视为使用一张基本牌或普通锦囊牌", [list, "vcard"]], true)
.set("filterButton", function (button) {
return player.hasUseTarget(
{
name: button.link[2],
nature: button.link[3],
isCard: true,
},
null,
true
);
})
.set("ai", function (button) {
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
isCard: true,
});
});
} else event._result = { bool: false };
},
function (player, event) {
player.moveCard(true);
},
function (player, event) {
if (player.maxHp < 5) player.gainMaxHp();
player.loseHp();
},
function (player, event) {
player.addSkill("kotarou_rewrite_damage");
player.addMark("kotarou_rewrite_damage", 1, false);
game.log(player, "本回合下次造成的伤害", "#y+1");
},
function (player, event) {
player.addSkill("kotarou_rewrite_recover");
player.addMark("kotarou_rewrite_recover", 1, false);
game.log(player, "本回合下次回复的体力", "#y+1");
},
function (player, event) {
player.addSkill("kotarou_rewrite_sha");
player.addMark("kotarou_rewrite_sha", 1, false);
game.log(player, "本回合的手牌上限和使用【杀】的次数上限", "#y+1");
},
],
ai: {
order: 4,
result: {
player(player) {
if (
player.getHistory("custom", function (evt) {
return evt && evt.kotarou_rewrite == true;
}).length >= 2
)
return 0;
return 1;
},
},
},
},
kotarou_rewrite_damage: {
onremove: true,
trigger: { source: "damageBegin1" },
forced: true,
content() {
trigger.num += player.countMark("kotarou_rewrite_damage");
player.removeSkill("kotarou_rewrite_damage");
},
charlotte: true,
intro: { content: "下一次造成的伤害+#" },
},
kotarou_rewrite_recover: {
onremove: true,
trigger: { player: "recoverBegin" },
forced: true,
content() {
trigger.num += player.countMark("kotarou_rewrite_recover");
player.removeSkill("kotarou_rewrite_recover");
},
charlotte: true,
intro: { content: "下一次回复的体力+#" },
},
kotarou_rewrite_sha: {
onremove: true,
mod: {
maxHandcard(player, num) {
return num + player.countMark("kotarou_rewrite_sha");
},
cardUsable(card, player, num) {
if (card.name == "sha") return num + player.countMark("kotarou_rewrite_sha");
},
},
charlotte: true,
intro: { content: "手牌上限和出杀次数+#" },
},
kotarou_rewrite_block: {
trigger: { player: "phaseEnd" },
forced: true,
charlotte: true,
content() {
player.removeSkill("kotarou_rewrite");
player.removeSkill("kotarou_aurora");
if (player.maxHp > 3) player.loseMaxHp(player.maxHp - 3);
},
},
//加纳天善(旧)
tenzen_yixing: {
unique: true,
forceunique: true,
trigger: {
global: "damageEnd",
},
filter(event, player) {
if (!event.card || (event.card.name != "sha" && event.card.name != "juedou")) return false;
var hairi = event.source;
if (hairi && (hairi == player || player.inRangeOf(hairi)) && hairi.isIn() && hairi.name1 != "key_shizuku" && hairi.name2 != "key_shizuku") return true;
hairi = event.player;
return hairi && (hairi == player || player.inRange(hairi)) && hairi.isIn() && hairi.name1 != "key_shizuku" && hairi.name2 != "key_shizuku";
},
frequent: true,
content() {
"step 0";
player.draw();
"step 1";
if (player.countCards("he") > 0) {
player.chooseCard("he", true, "将一张牌作为“兴”置于武将牌上");
} else event.finish();
"step 2";
if (result.bool) {
var cards = result.cards;
player.addToExpansion(cards, player, "give").gaintag.add("tenzen_yixing");
}
},
intro: {
content: "expansion",
onunmark: "expansion",
},
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
group: "tenzen_yixing_counter",
subSkill: {
counter: {
trigger: { target: "useCardToTargeted" },
filter(event, player) {
if (player == event.player || !player.getExpansions("tenzen_yixing").length) return false;
return event.targets.length == 1 && (event.card.name == "sha" || get.type(event.card) == "trick");
},
prompt2(event) {
return "获得一张“兴”,且" + get.translation(event.card) + "结算完成后可以弃置两张牌,视为对" + get.translation(event.player) + "使用一张同名牌";
},
check(event, player) {
if (!player.storage.tenzen_lingyu && player.getExpansions("tenzen_yixing").length < 3) return false;
var card = {
name: event.card.name,
nature: event.card.nature,
isCard: true,
};
return player.canUse(card, event.player, false) && get.effect(event.player, card, player, player) > 0;
},
content() {
"step 0";
player.chooseButton(["选择获得一张“兴”", player.getExpansions("tenzen_yixing")], true);
"step 1";
if (result.bool) {
player.gain(result.links, "gain2");
}
var next = game.createEvent("tenzen_yixing_insert");
event.next.remove(next);
trigger.getParent().after.push(next);
next.player = player;
next.target = trigger.player;
next.setContent(lib.skill.tenzen_yixing.content_extra);
},
},
},
content_extra() {
"step 0";
var card = event.getParent().card;
event.card = {
name: card.name,
nature: card.nature,
isCard: true,
};
if (player.countCards("he") > 1 && target && target.isIn() && player.canUse(event.card, target, false)) {
player.chooseToDiscard("he", 2, "是否弃置两张牌,视为对" + get.translation(target) + "使用" + get.translation(event.card) + "?").set("ai", function (card) {
return 5 - get.value(card);
});
} else event.finish();
"step 1";
if (result.bool) player.useCard(card, target, false, "tenzen_yixing");
},
},
tenzen_lingyu: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "water",
filter(event, player) {
return player.getExpansions("tenzen_yixing").length >= player.hp;
},
content() {
player.awakenSkill("tenzen_lingyu");
player.storage.tenzen_lingyu = true;
player.loseMaxHp();
if (player.isHealthy()) player.draw(2);
player.addSkills("tenzen_tianquan");
},
ai: {
combo: "tenzen_yixing",
},
},
tenzen_tianquan: {
trigger: { player: "useCardToPlayered" },
filter(event, player) {
return (event.card.name == "sha" || event.card.name == "juedou") && event.targets.length == 1 && player.getExpansions("tenzen_yixing").length > 1;
},
logTarget: "target",
usable: 1,
check(event, player) {
return get.attitude(player, event.target) < 0;
},
content() {
"step 0";
//player.viewHandcards(trigger.target);
player.chooseButton(["选择移去两张“兴”", player.getExpansions("tenzen_yixing")], true, 2);
"step 1";
if (result.bool) {
player.loseToDiscardpile(result.links);
var cards = get.cards(5);
player.showCards(cards, get.translation(player) + "发动了【天全】");
game.cardsGotoOrdering(cards).relatedEvent = trigger.getParent();
var num = cards.filter(function (card) {
return get.type(card, false) == "basic";
}).length;
if (num) {
if (trigger.card.name == "sha") {
var id = trigger.target.playerid;
var map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].shanRequired == "number") {
map[id].shanRequired += num;
} else {
map[id].shanRequired = 1 + num;
}
} else {
var idt = trigger.target.playerid;
var map = trigger.getParent().customArgs;
if (!map[idt]) map[idt] = {};
if (!map[idt].shaReq) map[idt].shaReq = {};
if (!map[idt].shaReq[idt]) map[idt].shaReq[idt] = 1;
map[idt].shaReq[idt]++;
}
}
if (num < 5) {
var next = game.createEvent("tenzen_lingyu_gain");
next.cards = cards;
next.player = player;
event.next.remove(next);
trigger.getParent().after.push(next);
next.setContent(function () {
if (
player.getHistory("sourceDamage", function (evt) {
return evt.card == event.parent.card;
}).length > 0
)
player.gain(
cards.filter(function (card) {
return get.type(card, false) != "basic";
}),
"gain2"
);
});
}
}
},
},
//伊座并杏子
kyouko_rongzhu: {
trigger: { global: "gainEnd" },
filter(event, player) {
if (player == event.player || event.getParent().name == "kyouko_rongzhu") return false;
var evt = event.getl(player);
return evt && evt.cards2 && evt.cards2.length > 0;
},
logTarget: "player",
check(event, player) {
return get.attitude(player, event.player) > 0;
},
content() {
"step 0";
player.draw();
"step 1";
var target = trigger.player;
if (player.countCards("he") > 0 && target.isIn()) {
player.chooseCard("he", true, "将一张牌交给" + get.translation(target));
} else event.finish();
"step 2";
if (result.bool) {
player.give(result.cards, trigger.player);
var target = _status.currentPhase;
var name;
if (target == player) {
name = "kyouko_rongzhu_me";
player.addTempSkill(name);
player.addMark(name, 1, false);
} else if (target == trigger.player) {
name = "kyouko_rongzhu_notme";
target.addTempSkill(name);
target.addMark(name, 1, false);
}
}
},
subSkill: {
me: {
mod: {
maxHandcard(player, num) {
return num + player.countMark("kyouko_rongzhu_me");
},
},
intro: { content: "手牌上限+#" },
onremove: true,
},
notme: {
mod: {
cardUsable(card, player, num) {
if (card.name == "sha") return num + player.countMark("kyouko_rongzhu_notme");
},
},
intro: { content: "使用杀的次数上限+#" },
onremove: true,
},
},
},
kyouko_gongmian: {
enable: "phaseUse",
prompt: "出牌阶段,你可以选择一名未以此法选择过的角色,若其手牌:大于你,你获得其一张牌,然后交给其一张牌;小于你,其交给你一张牌,然后你交给其一张牌;等于你,你与其各摸一张牌。",
filter(event, player) {
return game.hasPlayer(function (current) {
return current != player && lib.skill.kyouko_gongmian.filterTarget(null, player, current);
});
},
filterTarget(card, kyouko, hina) {
if (kyouko == hina || kyouko.getStorage("kyouko_gongmian").includes(hina)) return false;
var hs = hina.countCards("he");
if (hs == 0) return kyouko.countCards("h") == 0;
return true;
},
content() {
"step 0";
player.markAuto("kyouko_gongmian", targets);
var hs = player.countCards("h"),
ts = target.countCards("h");
player.getHistory("custom").push({ kyouko_gongmian: true });
if (hs > ts) {
event.utype = 1;
target.chooseCard("he", true, "交给" + get.translation(player) + "一张牌");
} else if (hs == ts) {
game.asyncDraw([player, target]);
event.utype = 2;
} else {
event.utype = 3;
player.gainPlayerCard(target, true, "he");
}
"step 1";
if (event.utype == 2) {
game.delayx();
event.finish();
} else if (!result.bool) event.finish();
else if (event.utype == 1) target.give(result.cards, player);
"step 2";
if (player.countCards("he") > 0) {
player.chooseCard("he", true, "交给" + get.translation(target) + "一张牌");
} else event.finish();
"step 3";
if (result.bool) player.give(result.cards, target);
},
intro: {
content: "已与$共勉",
},
group: ["kyouko_gongmian_use", "kyouko_gongmian_discard"],
ai: {
order: 6,
result: {
target(player, target) {
if (
player.getHistory("custom", function (evt) {
return evt.kyouko_gongmian == true;
}).length
)
return 0;
return 1;
},
},
},
},
kyouko_gongmian_use: {
trigger: { player: "phaseUseEnd" },
filter(event, player) {
return (
player.getHistory("custom", function (evt) {
return evt.kyouko_gongmian == true;
}).length > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countGainableCards(player, "hej") > 0;
})
);
},
async cost(event, trigger, player) {
const num = player.getHistory("custom", function (evt) {
return evt.kyouko_gongmian == true;
}).length;
event.result = await player
.chooseTarget(get.prompt("kyouko_gongmian"), "获得一名其他角色的至多" + get.cnNumber(num) + "张牌,然后交给其等量的牌", function (card, player, target) {
return target != player && target.countGainableCards(player, "hej") > 0;
})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (att > 0) return att;
var he = player.getCards("he");
if (
target.countCards("he", function (card) {
return get.value(card, target) > 7;
}) &&
he.length > 0
)
return (
-att +
5 -
Math.min.apply(
Math,
he.map(function (card) {
return get.value(card, player);
})
)
);
return 0;
})
.forResult();
},
async content(event, trigger, player) {
const num = player.getHistory("custom", function (evt) {
return evt.kyouko_gongmian == true;
}).length,
target = event.targets[0];
let result = await player.gainPlayerCard(target, "hej", true, [1, num]).forResult();
if (target.isIn() && result.bool && result.cards && result.cards.length && player.countCards("he") > 0) {
const num = result.cards.length,
hs = player.getCards("he");
if (hs.length <= num) result = { bool: true, cards: hs };
else {
result = await player.chooseCard("he", true, num, "交给" + get.translation(target) + get.cnNumber(num) + "张牌").forResult();
}
if (result.bool && result.cards && result.cards.length) {
player.give(result.cards, target);
}
}
},
},
kyouko_gongmian_discard: {
trigger: { player: "phaseDiscardBegin" },
filter(event, player) {
var hs = player.countCards("h");
return (
hs > 0 &&
player.getHistory("custom", function (evt) {
return evt.kyouko_gongmian == true;
}).length >= player.hp &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") < hs;
})
);
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("kyouko_gongmian"), "获得一名其他角色的所有手牌,然后将一半的牌交给该角色(向上取整)", function (card, player, target) {
return target != player && target.countCards("h") < player.countCards("h");
})
.forResult();
},
content() {
"step 0";
var target = event.targets[0];
event.target = target;
var hs = target.getCards("h");
if (hs.length > 0) player.gain(hs, target, "giveAuto", "bySelf");
"step 1";
if (target.isIn() && player.countCards("h") > 0) {
var hs = player.getCards("h"),
num = Math.ceil(hs.length / 2);
if (hs.length <= num) event._result = { bool: true, cards: hs };
else player.chooseCard("he", true, num, "交给" + get.translation(target) + get.cnNumber(num) + "张牌");
} else event.finish();
"step 2";
if (result.bool && result.cards && result.cards.length) {
player.give(result.cards, target);
}
},
},
//冰室忧希
yuuki_yicha: {
trigger: { player: "phaseUseBegin" },
frequent: true,
createDialog(id) {
var dialog = ui.create.dialog("hidden");
(dialog.textPrompt = dialog.add("异插")).style.textAlign = "center";
dialog.cards = [];
dialog.rawButtons = [];
dialog.videoId = id;
var cards = [];
for (var i = 0; i < 3; i++) {
var card = ui.create.card(null, null, true);
card.pos = i;
card.pos_x = i;
card.pos_y = 0;
cards.push(card);
dialog.rawButtons.push(card);
}
dialog.add(cards);
cards = [];
for (var i = 0; i < 3; i++) {
var card = ui.create.card(null, null, true);
card.pos = i + 3;
card.pos_x = i;
card.pos_y = 1;
cards.push(card);
dialog.rawButtons.push(card);
}
dialog.add(cards);
for (var i of dialog.buttons) {
i.pos_x = i.link.pos_x;
i.pos_y = i.link.pos_y;
i.link = i.link.pos;
}
dialog.open();
},
addCard(card, id, pos) {
var dialog = get.idDialog(id);
if (!dialog) return;
for (var i = 0; i < dialog.buttons.length; i++) {
var button = dialog.buttons[i];
if (button.link == pos) {
var card2 = ui.create.button(card, "card");
card2.pos = button.link;
card2.pos_x = button.pos_x;
card2.pos_y = button.pos_y;
card2.classList.add("noclick");
button.parentNode.insertBefore(card2, button);
dialog.cards.push(card2);
button.remove();
dialog.buttons.splice(i, 1);
break;
}
}
},
changePrompt(str, id) {
var dialog = get.idDialog(id);
if (!dialog) return;
dialog.textPrompt.innerHTML = str;
},
content() {
"step 0";
var next = game.createEvent("cardsGotoOrdering");
next.cards = [];
next.setContent("cardsGotoOrdering");
event.videoId = lib.status.videoId++;
event.forceDie = true;
event.cards = [];
event.positions = [0, 1, 2, 3, 4, 5];
game.broadcastAll(function (id) {
lib.skill.yuuki_yicha.createDialog(id);
}, event.videoId);
player.judge().set("callback", function () {
event.getParent().orderingCards.remove(event.judgeResult.card);
event.getParent(2).orderingCards.add(event.judgeResult.card);
});
"step 1";
if (get.position(result.card, true) == "o") {
var pos = event.positions.randomRemove();
event._first_pos = pos;
game.broadcastAll(
function (card, id, player, pos) {
lib.skill.yuuki_yicha.addCard(card, id, pos);
lib.skill.yuuki_yicha.changePrompt(get.translation(player) + "放置了" + get.translation(card), id);
},
result.card,
event.videoId,
player,
pos
);
cards.push(result.card);
game.delay(2);
}
player.judge().set("callback", function () {
event.getParent().orderingCards.remove(event.judgeResult.card);
event.getParent(2).orderingCards.add(event.judgeResult.card);
});
"step 2";
if (get.position(result.card, true) == "o") {
var list = event.positions;
if (get.isLuckyStar(player)) {
var index = get.color(cards[0], false) == get.color(result.card, false) ? 0 : 1;
list = list.filter(function (i) {
return Math.abs((i % 2) - (event._first_pos % 2)) == index;
});
}
var pos = list.randomRemove();
game.broadcastAll(
function (card, id, player, pos) {
lib.skill.yuuki_yicha.addCard(card, id, pos);
lib.skill.yuuki_yicha.changePrompt(get.translation(player) + "放置了" + get.translation(card), id);
},
result.card,
event.videoId,
player,
pos
);
cards.push(result.card);
game.delay(2);
}
if (cards.length) event.count = 4;
else {
game.broadcastAll("closeDialog", event.videoId);
event.finish();
}
"step 3";
event.count--;
player.judge().set("callback", function () {
event.getParent().orderingCards.remove(event.judgeResult.card);
event.getParent(2).orderingCards.add(event.judgeResult.card);
});
"step 4";
var card = result.card;
event.card = card;
var str = "请选择一个位置放置" + get.translation(card);
if (player == game.me || player.isUnderControl()) {
lib.skill.yuuki_yicha.changePrompt(str, event.videoId);
} else if (player.isOnline()) {
player.send(
function (str, id) {
lib.skill.yuuki_yicha.changePrompt(str, event.videoId);
},
str,
id
);
}
player
.chooseButton()
.set("dialog", event.videoId)
.set("filterButton", function (button) {
var posx = button.pos_x,
posy = button.pos_y;
var list = [],
cards = ui.dialog.cards;
for (var i of cards) {
if (i.pos_x == posx && Math.abs(i.pos_y - posy) == 1) list.push(i.link);
if (i.pos_y == posy && Math.abs(i.pos_x - posx) == 1) list.push(i.link);
}
if (list.length > 0) {
var color = get.color(list[0], false);
if (list.length > 1) {
for (var i = 1; i < list.length; i++) {
if (get.color(list[i]) != color) return false;
}
}
return get.color(_status.event.card, false) != color;
}
return false;
})
.set("card", card);
"step 5";
if (result.bool) {
cards.push(card);
event.positions.remove(result.links[0]);
game.broadcastAll(
function (card, id, pos, player) {
lib.skill.yuuki_yicha.addCard(card, id, pos);
lib.skill.yuuki_yicha.changePrompt(get.translation(player) + "放置了" + get.translation(card), id);
},
card,
event.videoId,
result.links[0],
player
);
game.delay(2);
}
if (event.count > 0) event.goto(3);
"step 6";
game.broadcastAll("closeDialog", event.videoId);
player.chooseTarget("令一名角色获得" + get.translation(cards), true).set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 7";
if (result.bool && result.targets && result.targets.length) {
var target = result.targets[0];
player.line(target, "green");
target.gain(cards, "gain2");
}
},
},
//库特莉亚芙卡
kud_qiaoshou: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return !player.getExpansions("kud_qiaoshou_equip").length && player.countCards("h") > 0;
},
chooseButton: {
dialog() {
var list = [];
var list2 = ["pyzhuren_heart", "pyzhuren_diamond", "pyzhuren_club", "pyzhuren_spade", "pyzhuren_shandian", "rewrite_zhuge"];
list2.addArray(lib.inpile);
for (var i of list2) {
var sub = get.subtype(i);
if (["equip1", "equip4"].includes(sub)) list.push([sub, "", i]);
}
return ui.create.dialog("巧手:选择一种装备牌", [list, "vcard"], "hidden");
},
check(button) {
var player = _status.event.player;
var name = button.link[2];
if (get.subtype(name) == "equip4" || player.getEquip(name)) return 0;
var sha = player.countCards("h", "sha");
switch (name) {
case "rewrite_zhuge":
return sha - player.getCardUsable("sha");
case "guding":
if (
sha > 0 &&
game.hasPlayer(function (current) {
return get.attitude(player, current) < 0 && !current.countCards("h") && player.canUse("sha", current) && get.effect(current, { name: "sha" }, player) > 0;
})
)
return 1.4 + Math.random();
return 0;
case "guanshi":
if (sha > 0) return 0.7 + Math.random();
return 0;
case "qinggang":
if (sha > 0) return 0.4 + Math.random();
return 0;
case "zhuque":
if (
game.hasPlayer(function (current) {
return get.attitude(player, current) < 0 && current.getEquip("tengjia") && get.effect(current, { name: "sha", nature: "fire" }, player) > 0;
})
)
return 1.2 + Math.random();
return 0;
default:
return 0;
}
},
backup(links) {
var next = get.copy(lib.skill.kud_qiaoshou_backupx);
next.cardname = links[0][2];
return next;
},
prompt(links) {
return "将一张手牌置于武将牌上,然后视为装备" + get.translation(links[0][2]);
},
},
group: "kud_qiaoshou_end",
ai: {
notemp: true,
order: 5,
result: {
player: 1,
},
},
},
kud_qiaoshou_backupx: {
filterCard: true,
discard: false,
lose: false,
delay: false,
check(event, player) {
return 6 - get.value(card);
},
content() {
"step 0";
player.addToExpansion(cards, player, "give").gaintag.add("kud_qiaoshou_equip");
"step 1";
if (!player.getExpansions("kud_qiaoshou_equip").length) return;
player.addTempSkill("kud_qiaoshou_equip", {
player: ["phaseUseEnd", "phaseZhunbeiBegin"],
});
var name = lib.skill.kud_qiaoshou_backup.cardname;
player.storage.kud_qiaoshou_equip2 = name;
var info = lib.card[name].skills;
if (info && info.length) player.addAdditionalSkill("kud_qiaoshou_equip", info);
player.draw();
game.log(player, "声明了", "#y" + get.translation(name));
},
ai: {
result: {
player: 1,
},
},
},
kud_qiaoshou_equip: {
charlotte: true,
mod: {
globalFrom(from, to, distance) {
var info = lib.card[from.storage.kud_qiaoshou_equip2];
if (info && info.distance && info.distance.globalFrom) return distance + info.distance.globalFrom;
},
globalTo(from, to, distance) {
var info = lib.card[to.storage.kud_qiaoshou_equip2];
if (info && info.distance && info.distance.globalTo) return distance + info.distance.globalTo;
},
attackRange(from, distance) {
var info = lib.card[from.storage.kud_qiaoshou_equip2];
if (info && info.distance && info.distance.attackFrom) return distance - info.distance.attackFrom;
},
attackTo(from, to, distance) {
var info = lib.card[to.storage.kud_qiaoshou_equip2];
if (info && info.distance && info.distance.attackTo) return distance + info.distance.attackTo;
},
},
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
intro: {
markcount: "expansion",
mark(dialog, storage, player) {
dialog.add(player.getExpansions("kud_qiaoshou_equip"));
dialog.addText("当前装备:" + get.translation(player.storage.kud_qiaoshou_equip2));
var str2 = lib.translate[player.storage.kud_qiaoshou_equip2 + "_info"];
if (str2) {
if (str2.length >= 12) dialog.addText(str2, false);
else dialog.addText(str2);
}
},
onunmark(storage, player) {
player.removeAdditionalSkill("kud_qiaoshou_equip");
delete player.storage.kud_qiaoshou_equip2;
player.addEquipTrigger();
},
},
},
kud_qiaoshou_end: {
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return player.countCards("h") > 0 && !player.getExpansions("kud_qiaoshou_equip").length;
},
cost() {
"step 0";
var list = [];
var list2 = ["rewrite_bagua", "rewrite_renwang", "rewrite_tengjia", "rewrite_baiyin"];
list2.addArray(lib.inpile);
for (var i of list2) {
var sub = get.subtype(i);
if (["equip2", "equip3"].includes(sub)) list.push([sub, "", i]);
}
player.chooseButton([get.prompt("kud_qiaoshou"), [list, "vcard"]]).set("ai", function (button) {
var player = _status.event.player;
var name = button.link[2];
if (get.subtype(name) == "equip3" || player.getEquip(name)) return false;
switch (name) {
case "yexingyi":
if (player.hp > 2 || player.getEquip("bagua") || player.getEquip("tengjia")) return 1.5 + Math.random();
return 0.5 + Math.random();
case "rewrite_bagua":
case "rewrite_renwang":
if (player.getEquip("bagua") || player.getEquip("tengjia") || player.getEquip("renwang")) return Math.random();
return 1.2 + Math.random();
case "rewrite_tengjia":
if (player.getEquip("baiyin")) return 1.3 + Math.random();
return Math.random();
case "rewrite_baiyin":
return 0.4 + Math.random();
default:
return 0;
}
});
"step 1";
if (result.bool) {
event.cardname = result.links[0][2];
player.chooseCard("h", true, "将一张手牌置于武将牌上,然后视为装备" + get.translation(event.cardname));
} else event.finish();
"step 2";
if (result.bool) {
event.result = {
bool: true,
cards: result.cards,
cost_data: {
cardname: event.cardname,
},
};
}
},
async content(event, trigger, player) {
const next = player.addToExpansion(event.cards, player, "give");
next.gaintag.add("kud_qiaoshou_equip");
await next;
if (!player.getExpansions("kud_qiaoshou_equip").length) return;
player.addTempSkill("kud_qiaoshou_equip", {
player: ["phaseUseEnd", "phaseZhunbeiBegin"],
});
const name = event.cost_data.cardname;
player.storage.kud_qiaoshou_equip2 = name;
player.markAuto("kud_qiaoshou_equip", event.cards);
const info = lib.card[name].skills;
if (info && info.length) player.addAdditionalSkill("kud_qiaoshou_equip", info);
game.log(player, "声明了", "#y" + get.translation(name));
await player.draw();
},
},
kud_buhui: {
enable: "chooseToUse",
filter(event, player) {
return event.type == "dying" && player == event.dying && player.getExpansions("kud_qiaoshou_equip").length + player.countCards("e") > 0;
},
skillAnimation: true,
limited: true,
animationColor: "gray",
content() {
"step 0";
player.awakenSkill("kud_buhui");
var cards = player.getCards("e").concat(player.getExpansions("kud_qiaoshou_equip"));
if (cards.length) player.discard(cards);
player.removeSkill("kud_qiaoshou_equip");
player.draw(cards.length);
player.addSkills("kud_chongzhen");
"step 1";
var num = 2 - player.hp;
if (num) player.recover(num);
},
derivation: "riki_chongzhen",
ai: {
order: 0.5,
result: {
player: 1,
},
save: true,
skillTagFilter(player, tag, target) {
return player == target;
},
},
},
kud_chongzhen: {
inherit: "riki_chongzhen",
},
//神尾观铃
misuzu_hengzhou: {
trigger: {
player: ["phaseJieshuBegin", "recoverEnd", "damageEnd", "phaseDrawBegin2", "phaseZhunbeiBegin"],
},
forced: true,
character: true,
filter(event, player) {
if (event.name == "phaseZhunbei") return true;
if (["damage", "recover"].includes(event.name)) return event.num > 0;
var num = player.countMark("misuzu_hengzhou");
if (event.name == "phaseDraw") return num > 0 && !event.numFixed;
return num > 3;
},
content() {
var num = player.countMark("misuzu_hengzhou");
if (trigger.name == "phaseDraw") trigger.num += num;
else if (trigger.name == "phaseJieshu") {
player.removeMark("misuzu_hengzhou", num);
player.loseHp();
} else player.addMark("misuzu_hengzhou", trigger.num || 1);
},
intro: {
name: "诅咒",
name2: "诅咒",
content: "mark",
},
marktext: "诅",
mod: {
maxHandcard(player, num) {
return num + player.countMark("misuzu_hengzhou");
},
},
ai: {
notemp: true,
},
},
misuzu_nongyin: {
enable: "chooseToUse",
viewAs: {
name: "tao",
isCard: true,
},
viewAsFilter(player) {
return (
!player.hasJudge("lebu") &&
player.countCards("hes", function (card) {
return get.color(card) == "red" && get.type(card, "trick") != "trick";
})
);
},
filterCard(card) {
return get.color(card) == "red" && get.type(card, "trick") != "trick";
},
check(card) {
return 7 + (_status.event.dying || _status.event.player).getDamagedHp() - get.value(card);
},
ignoreMod: true,
position: "hes",
precontent() {
player.logSkill("misuzu_nongyin");
player.$throw(event.result.cards);
player.addJudge({ name: "lebu" }, event.result.cards);
event.result.card.cards = [];
event.result.cards = [];
delete event.result.skill;
delete event.result.card.suit;
delete event.result.card.number;
},
ai: {
result: 0.5,
},
},
misuzu_zhongxing: {
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filter(event, player) {
var evt = event.getl(player);
return evt && evt.js && evt.js.length > 0 && !player.hasSkill("misuzu_zhongxing_haruko");
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("misuzu_zhongxing"), "令一名角色选择摸两张牌或回复1点体力")
.set("ai", function (card) {
return get.attitude(_status.event.player, card);
})
.forResult();
},
async content(event, trigger, player) {
var target = event.targets[0];
player.logSkill("misuzu_zhongxing", target);
player.addTempSkill("misuzu_zhongxing_haruko");
target.chooseDrawRecover(2, true);
},
},
misuzu_zhongxing_haruko: { charlotte: true },
//久岛鸥
kamome_suitcase: {
trigger: {
player: ["phaseJudgeBefore", "phaseDiscardBefore", "turnOverBefore"],
},
forced: true,
popup: false,
equipSkill: true,
content() {
trigger.cancel();
},
},
kamome_yangfan: {
trigger: {
player: ["loseAfter", "enterGame"],
global: ["equipAfter", "addJudgeAfter", "phaseBefore", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
filter(event, player) {
if (typeof event.getl != "function") return event.name != "phase" || game.phaseNumber == 0;
var evt = event.getl(player);
return evt && evt.player == player && evt.es && evt.es.length;
},
content() {
if (trigger.getl) player.draw(2 * trigger.getl(player).es.length);
else player.equip(game.createCard2("kamome_suitcase", "spade", 1));
},
ai: {
noe: true,
reverseEquip: true,
effect: {
target(card, player, target, current) {
if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3];
},
},
},
},
kamome_huanmeng: {
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
content() {
"step 0";
var num = 1 + player.countCards("e");
var cards = get.cards(num);
game.cardsGotoOrdering(cards);
var next = player.chooseToMove();
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
next.set("prompt", "幻梦:点击将牌移动到牌堆顶或牌堆底");
next.processAI = function (list) {
var cards = list[0][1],
player = _status.event.player;
var top = [];
var judges = player.getCards("j");
var stopped = false;
if (!player.hasWuxie()) {
for (var i = 0; i < judges.length; i++) {
var judge = get.judge(judges[i]);
cards.sort(function (a, b) {
return judge(b) - judge(a);
});
if (judge(cards[0]) < 0) {
stopped = true;
break;
} else {
top.unshift(cards.shift());
}
}
}
var bottom;
if (!stopped) {
cards.sort(function (a, b) {
return get.value(b, player) - get.value(a, player);
});
while (cards.length) {
if (get.value(cards[0], player) <= 5) break;
top.unshift(cards.shift());
}
}
bottom = cards;
return [top, bottom];
};
"step 1";
var top = result.moved[0];
var bottom = result.moved[1];
top.reverse();
for (var i = 0; i < top.length; i++) {
ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild);
}
for (i = 0; i < bottom.length; i++) {
ui.cardPile.appendChild(bottom[i]);
}
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶");
game.updateRoundNumber();
game.delayx();
},
ai: {
threaten: 1.2,
},
},
kamome_jieban: {
trigger: {
player: "damageEnd",
source: "damageSource",
},
zhuanhuanji: true,
marktext: "☯",
mark: true,
intro: {
content(storage, player) {
return "转换技。每回合限一次,当你受到或造成伤害后," + (!storage ? "你可将两张牌交给一名其他角色,然后其交给你一张牌。" : "你可将一张牌交给一名其他角色,然后其交给你两张牌。");
},
},
filter(event, player) {
var num = player.storage.kamome_jieban ? 1 : 2;
return player.countCards("he") >= num && !player.hasSkill("kamome_jieban_phase");
},
async cost(event, trigger, player) {
event.num = player.storage.kamome_jieban ? 1 : 2;
event.result = await player
.chooseCardTarget({
position: "he",
filterCard: true,
filterTarget: lib.filter.notMe,
selectCard: event.num,
prompt: get.prompt("kamome_jieban"),
prompt2: event.num == 2 ? "将两张牌交给一名其他角色,然后其交给你一张牌。" : "将一张牌交给一名其他角色,然后其交给你两张牌。",
ai1(card) {
if (card.name == "du") return 20;
var val = get.value(card);
var player = _status.event.player;
if (get.position(card) == "e") {
if (val <= 0) return 10;
return 10 / val;
}
return 6 - val;
},
ai2(target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (ui.selected.cards[0].name == "du") return -2 * att;
if (att > 0) return 1.5 * att;
var num = get.select(_status.event.selectCard)[1];
if (att < 0 && num == 1) return -0.7 * att;
return att;
},
})
.forResult();
},
content() {
"step 0";
event.num = player.storage.kamome_jieban ? 1 : 2;
var target = targets[0];
event.target = target;
player.addTempSkill("kamome_jieban_phase");
player.give(cards, target);
player.changeZhuanhuanji("kamome_jieban");
"step 1";
var num = 3 - event.num;
var hs = target.getCards("he");
if (hs.length) {
if (hs.length <= num) event._result = { bool: true, cards: hs };
else {
target.chooseCard("he", true, "交给" + get.translation(player) + get.cnNumber(num) + "张牌", num).set("ai", function (card) {
var player = _status.event.player;
var target = _status.event.getParent().player;
if (get.attitude(player, target) > 0) {
if (!target.hasShan() && card.name == "shan") return 10;
if (get.type(card) == "equip" && !get.cardtag(card, "gifts") && target.hasUseTarget(card)) return 10 - get.value(card);
return 6 - get.value(card);
}
return -get.value(card);
});
}
} else event.finish();
"step 2";
target.give(result.cards, player);
},
},
kamome_jieban_phase: { charlotte: true },
//友利奈绪
nao_duyin: {
trigger: { global: "phaseBegin" },
filter(event, player) {
return event.player != player && (!player.storage.nao_duyin || !player.storage.nao_duyin.includes(event.player));
},
logTarget: "player",
charlotte: true,
check() {
return false;
},
content() {
"step 0";
player.chooseToDiscard("he", "弃置一张牌,或将武将牌翻面").set("ai", function (card) {
if (_status.event.player.isTurnedOver()) return 0;
return 6 - get.value(card);
});
"step 1";
if (!result.bool) player.turnOver();
player.addTempSkill("nao_duyin2", { player: "phaseAfter" });
if (!player.storage.nao_duyin) player.storage.nao_duyin = [];
player.storage.nao_duyin.push(trigger.player);
if (!player.storage.nao_duyin2) player.storage.nao_duyin2 = [];
player.storage.nao_duyin2.push(trigger.player);
player.markSkill("nao_duyin2");
},
},
nao_duyin2: {
intro: {
content: "$不能使用牌指定你为目标,对$使用牌没有距离和次数限制",
},
mod: {
targetEnabled(card, player, target) {
if (target.storage.nao_duyin2 && target.storage.nao_duyin2.includes(player)) return false;
},
targetInRange(card, player, target) {
if (player.storage.nao_duyin2 && player.storage.nao_duyin2.includes(target)) return true;
},
},
trigger: { player: "useCardEnd" },
firstDo: true,
silent: true,
onremove: true,
filter(event, player) {
if (player.storage.nao_duyin2) {
for (var i of player.storage.nao_duyin2) {
if (event.targets.includes(i)) return true;
}
}
return false;
},
content() {
if (trigger.addCount !== false) {
trigger.addCount = false;
var stat = player.getStat();
if (stat && stat.card && stat.card[trigger.card.name]) stat.card[trigger.card.name]--;
}
},
},
nao_wanxin: {
trigger: { global: "phaseEnd" },
hasHistory(player) {
return player.getHistory("damage").length > 0;
},
filter(event, player) {
return game.hasPlayer(function (current) {
return lib.skill.nao_wanxin.hasHistory(current);
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("nao_wanxin"), function (card, player, target) {
return _status.event.yuus.includes(target);
})
.set(
"yuus",
game.filterPlayer(function (current) {
return lib.skill.nao_wanxin.hasHistory(current);
})
)
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
await target.draw(2);
await player.turnOver(false);
await player.link(false);
if (target == player) return;
await target.turnOver(false);
await target.link(false);
},
},
nao_shouqing: {
global: "nao_shouqing2",
},
nao_shouqing2: {
enable: "phaseUse",
viewAs() {
return { name: "tao" };
},
filterCard: { name: "tao" },
ignoreMod: true,
filterTarget(card, player, target) {
return target != player && target.isDamaged() && target.hasSkill("nao_shouqing");
},
selectTarget() {
return game.countPlayer(function (current) {
return lib.skill.nao_shouqing2.filterTarget(null, _status.event.player, current);
}) > 1
? 1
: -1;
},
filter(event, player) {
return (
player.countCards("hs", "tao") &&
game.hasPlayer(function (current) {
return lib.skill.nao_shouqing2.filterTarget(null, player, current);
})
);
},
position: "hs",
onuse(links, player) {
player.addSkill("nao_shouqing3");
player.addMark("nao_shouqing3", 1, false);
},
prompt() {
var list = game.filterPlayer(function (current) {
return lib.skill.nao_shouqing2.filterTarget(null, _status.event.player, current);
});
var str = "对" + get.translation(list);
if (list.length > 1) str += "中的一名角色";
str += "使用一张【桃】";
return str;
},
},
nao_shouqing3: {
intro: {
content: "手牌上限+#",
},
mod: {
maxHandcard(player, num) {
return num + player.countMark("nao_shouqing3");
},
},
trigger: { player: "useCardAfter" },
forced: true,
popup: false,
filter(event, player) {
return event.skill == "nao_shouqing2";
},
content() {
player.draw();
},
},
//远野美凪&远野小满
minagi_peiquan: {
enable: "phaseUse",
filter(event, player) {
return player.hasCard(card => card.hasGaintag("minagi_tag"), "h");
},
filterCard(card) {
return card.hasGaintag("minagi_tag");
},
position: "h",
filterTarget: lib.filter.notMe,
discard: false,
lose: false,
delay: false,
promptfunc: () => "出牌阶段,你可以赠予一张“米券”,然后执行一项本回合内未被选择过的效果:⒈对其造成1点伤害;⒉摸两张牌;⒊弃置其的两张牌;⒋亮出牌堆顶的一张牌,然后你可以使用之。",
check: card => {
const player = _status.event.player;
return get.type(card, false) == "equip" && game.hasPlayer(current => player.canGift(card, current, true) && !current.refuseGifts(card, player) && get.effect(current, card, player, player) > 0) ? 2 : 1 + Math.random();
},
content() {
"step 0";
player.gift(cards, target);
"step 1";
var list = player.getStorage("minagi_peiquan_yukito");
if (list.length >= 4) event.finish();
else {
var yukito = get.translation(target);
player
.chooseButton(
[
"配券:请选择一项执行",
[
[
["damage", "选项一:对" + yukito + "造成1点伤害"],
["draw", "选项二:摸两张牌"],
["discard", "选项三:弃置" + yukito + "的两张牌"],
["use", "选项四:亮出牌堆顶的一张牌,然后可以使用之"],
],
"textbutton",
],
],
true
)
.set("list", list)
.set("filterButton", function (button) {
return !_status.event.list.includes(button.link);
})
.set("ai", function (button) {
var player = _status.event.player,
target = _status.event.getParent().target;
switch (button.link) {
case "damage":
return get.damageEffect(target, player, player);
case "draw":
return 2 * get.effect(player, { name: "draw" }, player, player);
case "discard":
return get.effect(target, { name: "guohe_copy2" }, player, player) * Math.min(1.6, target.countCards("he"));
case "use":
return _status.event.getRand("minagi_peiquan") * 4;
}
});
}
"step 2";
player.markAuto("minagi_peiquan_yukito", result.links);
player.addTempSkill("minagi_peiquan_yukito");
switch (result.links[0]) {
case "damage":
target.damage("nocard");
break;
case "draw":
player.draw(2);
break;
case "discard":
player.discardPlayerCard(target, 2, "he", true);
break;
}
if (result.links[0] != "use") event.finish();
"step 3";
var card = get.cards()[0];
game.cardsGotoOrdering(card);
player.showCards(card);
player.chooseUseTarget(card, "是否使用" + get.translation(card) + "?");
},
ai: {
order: 4,
result: {
player: (player, target) => {
const giftEffects = ui.selected.cards.map(value => player.getGiftEffect(value, target));
const baseEffect = Math.min(3, giftEffects.reduce((previousValue, currentValue) => previousValue + currentValue, 0) / giftEffects.length);
const choices = ["damage", "draw", "discard", "use"];
choices.removeArray(player.getStorage("minagi_peiquan_yukito"));
if (choices.length <= 0) return baseEffect;
return (
baseEffect +
Math.max(
...choices.map(choice => {
switch (choice) {
case "damage":
return get.damageEffect(target, player, player);
case "draw":
return 2 * get.effect(player, { name: "draw" }, player, player);
case "discard":
return get.effect(target, { name: "guohe_copy2" }, player, player) * Math.min(1.6, target.countCards("he"));
case "use":
return _status.event.getRand("minagi_peiquan") * 4;
}
})
)
);
},
},
},
group: "minagi_peiquan_umareta",
subSkill: {
yukito: { charlotte: true, onremove: true },
umareta: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter(event, player) {
return (event.name != "phase" || game.phaseNumber == 0) && player.countCards("h") > 0;
},
content() {
var hs = player.getCards("h");
player.addGaintag(hs, "minagi_tag");
},
},
},
},
minagi_huanliu: {
trigger: { player: "phaseZhunbeiBegin" },
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(lib.filter.notMe, get.prompt("minagi_huanliu"), "和一名其他角色进行“协力”,并获得“远野小满”的所有对应技能")
.set("ai", function (target) {
return get.threaten(target) * Math.sqrt(1 + target.countCards("h")) * (target.isTurnedOver() || target.hasJudge("lebu") ? 0.1 : 1);
})
.forResult();
},
content() {
"step 0";
var target = targets[0];
player.chooseCooperationFor(target, "minagi_huanliu").set("ai", function (button) {
var base = 0;
switch (button.link) {
case "cooperation_damage":
base = 0.1;
break;
case "cooperation_draw":
base = 0.6;
break;
case "cooperation_discard":
base = 0.1;
break;
case "cooperation_use":
base = 0.3;
break;
}
return base + Math.random();
});
player.addAdditionalSkill("cooperation", ["minagi_huanliu_effect", "michiru_sheyuan"]);
"step 1";
game.delayx();
},
subSkill: {
effect: {
charlotte: true,
trigger: { global: "phaseJieshuBegin" },
forced: true,
logTarget: "player",
filter(event, player) {
return player.checkCooperationStatus(event.player, "minagi_huanliu") && player.countCards("h") > 0;
},
content() {
game.log(player, "和", trigger.player, "的协力成功");
var hs = player.getCards("h");
player.addGaintag(hs, "minagi_tag");
game.delayx();
},
},
},
derivation: "michiru_sheyuan",
},
michiru_sheyuan: {
charlotte: true,
enable: "chooseToUse",
filter(event, player) {
if (player.hasSkill("michiru_sheyuan_round")) return false;
var hs = player.getCards("h");
if (!hs.length) return false;
for (var i of hs) {
if (i.hasGaintag("minagi_tag")) return false;
if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) return false;
}
for (var name of lib.inpile) {
var type = get.type(name);
if (type != "basic" && type != "trick") return false;
var card = get.autoViewAs({ name: name }, hs);
if (event.filterCard(card, player, event)) return true;
if (name == "sha") {
for (var nature of lib.inpile_nature) {
card.nature = nature;
if (event.filterCard(card, player, event)) return true;
}
}
}
return false;
},
hiddenCard(player, name) {
var type = get.type(name);
if (type != "basic" && type != "trick") return false;
if (player.hasSkill("michiru_sheyuan_round")) return false;
var hs = player.getCards("h");
if (!hs.length) return false;
if (_status.connectMode) return true;
for (var i of hs) {
if (i.hasGaintag("minagi_tag")) return false;
if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) return false;
}
return true;
},
chooseButton: {
dialog(event, player) {
var list = [],
hs = player.getCards("h");
for (var name of lib.inpile) {
var type = get.type(name);
if (type != "basic" && type != "trick") continue;
var card = get.autoViewAs({ name: name }, hs);
if (event.filterCard(card, player, event)) list.push([type, "", name]);
if (name == "sha") {
for (var nature of lib.inpile_nature) {
card.nature = nature;
if (event.filterCard(card, player, event)) list.push([type, "", name, nature]);
}
}
}
return ui.create.dialog("舍愿", [list, "vcard"], "hidden");
},
check(button) {
var player = _status.event.player;
var card = {
name: button.link[2],
nature: button.link[3],
};
if (_status.event.getParent().type == "phase") return player.getUseValue(card, null, true);
return 1;
},
backup(links, player) {
return {
viewAs: {
name: links[0][2],
nature: links[0][3],
},
filterCard: true,
position: "h",
selectCard: -1,
onuse(result, player) {
player.addTempSkill("michiru_sheyuan_round", "roundStart");
},
};
},
prompt(links, player) {
return "将所有手牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用,然后摸等量的牌";
},
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter(player, tag, arg) {
return lib.skill.michiru_sheyuan.hiddenCard(player, "s" + tag.slice(8));
},
order: 1,
result: {
player(player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
subSkill: {
round: {
charlotte: true,
trigger: { player: "useCardAfter" },
forced: true,
popup: false,
filter(event, player) {
return event.skill == "michiru_sheyuan_backup";
},
content() {
player.draw(trigger.cards.length);
},
},
backup: {},
},
},
//坂上智代
tomoyo_wuwei: {
enable: ["chooseToUse", "chooseToRespond"],
viewAs: { name: "sha" },
viewAsFilter(player) {
var storage = player.getStorage("tomoyo_wuwei_mark");
return player.hasCard(function (card) {
return !storage.includes(get.suit(card));
}, "hs");
},
position: "hs",
filterCard(card, player) {
var storage = player.getStorage("tomoyo_wuwei_mark");
return !storage.includes(get.suit(card));
},
check(card) {
return 5 - get.value(card);
},
onuse(result, player) {
player.markAuto("tomoyo_wuwei_mark", [get.suit(result.card, false)]);
player.addTempSkill("tomoyo_wuwei_mark");
},
onrespond(event, player) {
player.markAuto("tomoyo_wuwei_mark", [get.suit(event.card, false)]);
player.addTempSkill("tomoyo_wuwei_mark");
},
group: "tomoyo_wuwei_combo",
subSkill: {
mark: {
charlotte: true,
onremove: true,
},
combo: {
trigger: { global: "useCardAfter" },
direct: true,
//chooseToUse类技能暂时没办法改
filter(event, player) {
return event.card.name == "shan" && player.inRangeOf(event.player) && player.canUse("sha", event.player, false);
},
content() {
player
.chooseToUse(
"武威:是否对" + get.translation(trigger.player) + "使用一张【杀】?",
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
trigger.player,
-1
)
.set("addCount", false).logSkill = "tomoyo_wuwei_combo";
},
},
},
},
tomoyo_zhengfeng: {
dutySkill: true,
trigger: { player: "phaseZhunbeiBegin" },
filter(event, player) {
return game.hasPlayer(current => player.inRange(current));
},
derivation: "tomoyo_changshi",
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("tomoyo_zhengfeng"), "令一名攻击范围内的角色进行判定。其于你的下回合开始前使用与判定结果颜色相同的牌时,你摸一张牌。", function (card, player, target) {
return player.inRange(target);
})
.set("ai", function (target) {
var player = _status.event.player;
if (player.hp <= 1 && !player.countCards("h")) return 0;
var hs = target.countCards("h"),
thr = get.threaten(target);
if (target.hasJudge("lebu")) return 0;
return Math.sqrt(1 + hs) * Math.sqrt(Math.max(1, 1 + thr));
})
.forResult();
},
content() {
"step 0";
var target = targets[0];
event.target = target;
target.judge();
"step 1";
player.addTempSkill("tomoyo_zhengfeng_tomoyo", {
player: "phaseBeginStart",
});
player.markAuto("tomoyo_zhengfeng_tomoyo", [
{
target: target,
color: result.color,
},
]);
},
group: "tomoyo_zhengfeng_after",
subSkill: {
tomoyo: {
charlotte: true,
onremove: true,
mod: {
inRangeOf(source, player) {
var list = player.getStorage("tomoyo_zhengfeng_tomoyo");
for (var obj of list) {
if (obj.target == source) return true;
}
},
},
trigger: { global: "useCard" },
forced: true,
filter(event, player) {
var color = get.color(event.card);
if (color == "none") return false;
var list = player.getStorage("tomoyo_zhengfeng_tomoyo");
for (var obj of list) {
if (obj.target == event.player && color == obj.color) return true;
}
return false;
},
content() {
player.draw();
},
intro: {
mark(dialog, students, player) {
if (!students || !students.length) return "全校风纪良好!";
var str = "";
for (var i of students) {
if (str.length > 0) str += "
";
str += get.translation(i.target);
str += ":";
str += get.translation(i.color);
}
dialog.addText(str);
},
},
},
after: {
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return !player.hasHistory("useSkill", function (evt) {
return evt.skill == "tomoyo_zhengfeng";
});
},
prompt: "整风:是否放弃使命?",
prompt2: "你可以减1点体力上限并失去〖武威〗,摸两张牌并回复1点体力,然后获得技能〖长誓〗。",
skillAnimation: true,
animationColor: "gray",
check(event, player) {
return player.hp * 1.1 + player.countCards("h") < 3;
},
content() {
"step 0";
game.log(player, "放弃了身为学生会长的使命");
player.awakenSkill("tomoyo_zhengfeng");
player.loseMaxHp();
"step 1";
player.removeSkills("tomoyo_wuwei");
"step 2";
player.draw(2);
player.recover();
"step 3";
player.addSkills("tomoyo_changshi");
},
},
},
},
tomoyo_changshi: {
trigger: {
global: ["gainAfter", "loseAsyncAfter"],
},
forced: true,
filter(event, player) {
return game.hasPlayer(function (current) {
return current != player && event.getg(current).length > 1 && player.inRangeOf(current);
});
},
content() {
player.draw();
},
group: "tomoyo_changshi_recover",
subSkill: {
recover: {
trigger: { global: "recoverAfter" },
forced: true,
filter(event, player) {
return event.player.isAlive() && player.inRangeOf(event.player);
},
content() {
player.changeHujia(1);
},
},
},
},
//天宫希优
kiyu_yuling: {
mod: {
targetEnabled(card) {
var info = get.info(card);
if (!info || (info.type != "trick" && info.type != "delay")) return;
if (info.range) return false;
},
},
trigger: { target: "useCardToTargeted" },
forced: true,
charlotte: true,
filter(event, player) {
return event.card.name == "sha" && event.player.countCards("he") > 0;
},
logTarget: "player",
content() {
trigger.player.chooseToDiscard("he", true, get.distance(trigger.player, player));
},
ai: {
threaten: 0.7,
effect: {
target(card, player, target, current) {
if (card.name == "sha") return 0.7;
},
},
},
},
kiyu_rexianyu: {
trigger: { player: "phaseUseEnd" },
charlotte: true,
unique: true,
filter(event, player) {
return (
!player.hasSkill("kiyu_rexianyu_round", null, null, false) &&
player.hasHistory("useCard", function (evt) {
var type = get.type(evt.card);
if (type != "basic" && type != "trick") return false;
return evt.getParent("phaseUse") == event;
})
);
},
async cost(event, trigger, player) {
const history = player.getHistory("useCard", function (evt) {
var type = get.type(evt.card);
if (type != "basic" && type != "trick") return false;
return evt.getParent("phaseUse") == trigger;
});
const list = [];
for (var i = 0; i < Math.min(history.length, 3); i++) {
var card = history[i].card;
list.push({ name: card.name, isCard: true });
if (card.nature) list[i].nature = card.nature;
}
const { result } = await player
.chooseTarget(get.prompt("kiyu_rexianyu"), "将以下使用结果告知于一名其他角色:" + get.translation(list), function (card, player, target) {
return target != player && !target.hasSkill("kiyu_rexianyu_lastrun", null, null, false);
})
.set("ai", function (target) {
return get.attitude(_status.event.player, target) * get.threaten(target) * Math.sqrt(1 + target.countCards("h")) * (target.isTurnedOver() || target.hasJudge("lebu") ? 0.1 : 1);
});
if (result.bool) {
event.result = {
bool: result.bool,
targets: result.targets,
cost_data: { list },
};
}
},
async content(event, trigger, player) {
player.addTempSkill("kiyu_rexianyu_round", "roundStart");
const tabito = targets[0];
tabito.storage.kiyu_rexianyu_lastrun = event.cost_data.list;
tabito.storage.amamiya_kiyu = player;
tabito.addTempSkill("kiyu_rexianyu_lastrun", {
player: ["phaseUseAfter"],
global: ["roundStart"],
});
await game.asyncDelayx();
},
subSkill: {
round: { charlotte: true },
lastrun: {
enable: "chooseToUse",
onChooseToUse(event) {
if (!game.online && event.type == "phase") {
var evtx = event.getParent();
var num = event.player.getHistory("useCard", function (evt) {
return evt.getParent("phaseUse") == evtx;
}).length;
event.set("rexianyu_num", num);
}
},
filter(event, player) {
if (!player.countCards("hs")) return false;
var num = event.rexianyu_num,
list = player.storage.kiyu_rexianyu_lastrun;
if (!Array.isArray(list) || typeof num != "number" || list.length <= num) return false;
var card = get.copy(list[num]);
delete card.isCard;
card = get.autoViewAs(card, "unsure");
if (event.filterCard(card, player, event)) return true;
return false;
},
onremove: true,
viewAs(cards, player) {
var num = _status.event.rexianyu_num,
list = player.storage.kiyu_rexianyu_lastrun;
if (!Array.isArray(list) || typeof num != "number" || list.length <= num) return { name: "sha" };
var card = get.copy(list[num]);
delete card.isCard;
return card;
},
prompt() {
var player = _status.event.player;
var num = _status.event.rexianyu_num,
list = player.storage.kiyu_rexianyu_lastrun;
if (!Array.isArray(list) || typeof num != "number" || list.length <= num) return "无可用牌";
var card = list[num];
var str = "将一张牌当做" + get.translation(card);
var kiyu = player.storage.amamiya_kiyu;
if (kiyu && kiyu.isAlive()) str += ";然后" + get.translation(kiyu) + "摸一张牌,且你本回合的手牌上限+1";
return str;
},
filterCard: true,
position: "h",
popname: true,
check(card) {
var player = _status.event.player;
var num = _status.event.rexianyu_num,
list = player.storage.kiyu_rexianyu_lastrun;
return player.getUseValue(list[num], null, true) - player.getUseValue(card, null, true);
},
group: "kiyu_rexianyu_earthbound",
mark: true,
intro: { content: "已记录:$" },
ai: {
order: 12,
result: {
player(player) {
var lunarq = player.storage.amamiya_kiyu;
if (lunarq && get.attitude(player, lunarq) <= 0) return -1;
return 1;
},
},
},
},
earthbound: {
trigger: { player: "useCardAfter" },
forced: true,
charlotte: true,
filter(event, player) {
if (event.skill != "kiyu_rexianyu_lastrun") return false;
var lunarq = player.storage.amamiya_kiyu;
return get.itemtype(lunarq) == "player" && lunarq.isAlive();
},
content() {
var lunarq = player.storage.amamiya_kiyu;
lunarq.draw();
player.addTempSkill("kiyu_rexianyu_wolf");
player.addMark("kiyu_rexianyu_wolf", 1, false);
},
},
wolf: {
charlotte: true,
onremove: true,
mod: {
maxHandcard(player, num) {
return num + player.countMark("kiyu_rexianyu_wolf");
},
},
markimage: "image/card/handcard.png",
intro: { content: "手牌上限+#" },
},
},
},
kiyu_xianyu: {
trigger: { global: "phaseUseBegin" },
charlotte: true,
round: 1,
filter(event, player) {
return event.player.countCards("h") > 0;
},
logTarget: "player",
check(event, player) {
var target = event.player;
var next = target.next;
if (target.getSeatNum() > next.getSeatNum()) return true;
if (
target.countCards("h") < 4 &&
target.countCards("h", function (card) {
return target.hasUseTarget(card, null, true);
}) < 2
)
return false;
return true;
},
content() {
"step 0";
var target = trigger.player,
cards = target.getCards("h");
var next = player.chooseToMove("先预:预测" + get.translation(target) + "使用牌的顺序", true);
next.set("list", [[get.translation(target) + "的手牌", cards]]);
next.set("processAI", function (list) {
var cards = list[0][1].slice(0);
var target = _status.event.getTrigger().player;
cards.sort(function (a, b) {
return get.order(b, target) - get.order(a, target);
});
return [cards];
});
"step 1";
if (result.bool) {
var list = result.moved[0];
player.storage.kiyu_xianyu_lastrun = list;
player.addTempSkill("kiyu_xianyu_lastrun", list);
}
},
subSkill: {
lastrun: {
trigger: { global: "phaseUseAfter" },
forced: true,
charlotte: true,
onremove: true,
content() {
var num = 0,
index = -1,
target = trigger.player;
var cards = player.getStorage("kiyu_xianyu_lastrun");
var history = target.getHistory("useCard", function (event) {
return event.getParent("phaseUse") == trigger;
});
for (var evt of history) {
var goon = false;
for (var card of evt.cards) {
var index2 = cards.indexOf(card);
if (index2 > index) {
goon = true;
index = index2;
}
}
if (goon) num++;
}
if (num > 0) {
num = Math.min(3, num);
player.draw(num);
if (target.isIn()) {
target.addTempSkill("kiyu_xianyu_effect");
target.addMark("kiyu_xianyu_effect", num, false);
}
}
},
},
effect: {
charlotte: true,
onremove: true,
mod: {
maxHandcard(player, num) {
return num + player.countMark("kiyu_xianyu_effect");
},
},
},
},
},
//樱庭星罗
seira_xinghui: {
trigger: { player: "phaseZhunbeiBegin" },
check(event, player) {
return !player.getExpansions("seira_xinghui").length;
},
content() {
"step 0";
game.delayx();
"step 1";
if (get.isLuckyStar(player)) {
event.num = 6;
player.throwDice(6);
} else player.throwDice();
"step 2";
var cards = get.cards(num);
event.cards = cards;
game.cardsGotoOrdering(cards);
var next = player.chooseToMove();
next.set("prompt", "星辉:选择要作为“星屑”的牌(先选择的在上)");
next.set("list", [["置于武将牌上", cards], ["置入弃牌堆"]]);
next.processAI = function (list) {
var cards = list[0][1],
player = _status.event.player;
var top = [];
var judges = player.getCards("j");
var stopped = false;
if (!player.hasWuxie()) {
for (var i = 0; i < judges.length; i++) {
var judge = get.judge(judges[i]);
cards.sort(function (a, b) {
return judge(b) - judge(a);
});
if (judge(cards[0]) < 0) {
stopped = true;
break;
} else {
top.unshift(cards.shift());
}
}
}
var bottom;
if (!stopped) {
cards.sort(function (a, b) {
return get.value(b, player) - get.value(a, player);
});
while (cards.length) {
if (get.value(cards[0], player) <= 5) break;
top.unshift(cards.shift());
}
}
bottom = cards;
return [top, bottom];
};
"step 3";
if (result.bool && result.moved && result.moved[0].length) {
event.cards = result.moved[0];
player
.chooseTarget(true, "将以下牌置于一名角色的武将牌上", get.translation(event.cards), function (card, player, target) {
return !target.getExpansions("seira_xinghui").length;
})
.set("ai", function (target) {
return target == _status.event.player ? 1 : 0;
});
event.cards.reverse();
} else event.finish();
"step 4";
var target = result.targets[0];
player.line(target, { color: [253, 153, 182] });
target.addToExpansion(cards).gaintag.add("seira_xinghui");
game.log(player, "将" + get.cnNumber(cards.length) + "张牌置于", target, "的武将牌上");
target.addSkill("seira_xinghui_hoshikuzu");
},
intro: {
markcount: "expansion",
content(storage, player) {
return "共有" + get.cnNumber(player.getExpansions("seira_xinghui").length) + "张牌";
},
onunmark(storage, player) {
player.removeSkill("seira_xinghui_hoshikuzu");
},
},
subSkill: {
hoshikuzu: {
trigger: { source: "damageBegin1" },
forced: true,
charlotte: true,
filter(event, player) {
return player.getExpansions("seira_xinghui").length > 0;
},
content() {
trigger.num++;
game.log(player, "造成了", "#y暴击伤害");
},
group: ["seira_xinghui_draw", "seira_xinghui_judge"],
},
draw: {
trigger: { player: "drawBefore" },
forced: true,
filter(event, player) {
return player.getExpansions("seira_xinghui").length > 0;
},
content() {
var cards = player.getExpansions("seira_xinghui");
var num = Math.min(cards.length, trigger.num);
trigger.num -= num;
player.gain(cards.slice(0, num), "draw");
if (trigger.num == 0) trigger.cancel();
},
},
judge: {
trigger: { player: "judgeBegin" },
forced: true,
filter(event, player) {
return player.getExpansions("seira_xinghui").length > 0;
},
content() {
trigger.directresult = player.getExpansions("seira_xinghui")[0];
},
},
},
},
seira_yuanying: {
enable: "phaseUse",
usable: 1,
filterTarget: true,
selectTarget: 2,
multitarget: true,
multiline: true,
line: { color: [253, 153, 182] },
content() {
game.filterPlayer()
.sortBySeat()
.forEach(function (current) {
if (!targets.includes(current)) {
current.removeSkills("seira_yinyuan");
} else {
current.addSkills("seira_yinyuan");
}
});
game.delayx();
},
ai: {
order: 1,
result: { target: 1 },
expose: 0.1,
},
derivation: "seira_yinyuan",
},
seira_yinyuan: {
enable: "phaseUse",
usable: 1,
filterTarget(card, player, target) {
return target != player && target.hasSkill("seira_yinyuan", null, null, false) && target.countCards("hej") > 0;
},
content() {
player.gainPlayerCard(target, true, "hej");
target.recover();
},
mark: true,
intro: {
content: "你的手牌对其他“姻缘者”可见。出牌阶段限一次,你可以获得一名其他“姻缘者”区域内的一张牌,然后其回复1点体力。",
},
ai: {
order: 9,
viewHandcard: true,
skillTagFilter(player, tag, arg) {
if (player == arg) return false;
return player.hasSkill("seira_yinyuan") && arg.hasSkill("seira_yinyuan");
},
result: {
player(player, target) {
var effect = get.effect(target, { name: "shunshou_copy" }, player, player);
if (target.isDamaged()) {
if (effect < 0) effect /= 2;
effect += get.recoverEffect(target, player, player);
}
return effect;
},
},
},
},
//佐藤雏
hina_shenshi: {
groupSkill: true,
trigger: { player: ["phaseUseBegin", "phaseUseEnd"] },
frequent: true,
filter(event, player) {
return player.group == "shen";
},
content() {
"step 0";
player.draw(2).gaintag = ["hina_shenshi"];
player.addSkill("hina_shenshi_yingbian");
"step 1";
var cards = player.getCards("h", function (card) {
return card.hasGaintag("hina_shenshi");
});
if (!cards.length) event.finish();
else if (cards.length == 1) event._result = { bool: true, cards: cards };
else
player.chooseCard("h", true, "将一张“神视”牌置于牌堆顶", function (card) {
return card.hasGaintag("hina_shenshi");
});
"step 2";
if (result.bool) {
game.log(player, "将一张牌置于了牌堆顶");
player.lose(result.cards, ui.cardPile, "insert");
player.$throw(1, 1000);
} else event.finish();
"step 3";
game.delayx();
},
onremove(player) {
player.removeGaintag("hina_shenshi");
},
group: "hina_shenshi_yingbian",
},
hina_shenshi_yingbian: {
trigger: { player: "yingbian" },
forced: true,
filter: (event, player) => event.card.isCard && player.hasHistory("lose", evt => evt.getParent() == event && Object.values(evt.gaintag_map).some(value => value.includes("hina_shenshi"))),
content: () => {
if (!Array.isArray(trigger.temporaryYingbian)) trigger.temporaryYingbian = [];
trigger.temporaryYingbian.add("force");
trigger.temporaryYingbian.addArray(get.yingbianEffects());
},
},
hina_xingzhi: {
groupSkill: true,
trigger: { player: "yingbian" },
usable: 1,
filter: (event, player) => player.group == "key" && !event.card.yingbian && lib.yingbian.condition.complex.has("zhuzhan"),
content: () => {
"step 0";
trigger.yingbianZhuzhanAI = (player, card, source, targets) => cardx => {
if (get.attitude(player, source) <= 0) return 0;
var info = get.info(card),
num = 0;
if (info && info.ai && info.ai.yingbian) {
var ai = info.ai.yingbian(card, source, targets, player);
if (ai) num = ai;
}
return Math.max(num, 6) - get.value(cardx);
};
trigger.afterYingbianZhuzhan = event => event.zhuzhanresult.draw(2);
lib.yingbian.condition.complex.get("zhuzhan")(trigger);
"step 1";
if (!result.bool) return;
trigger.card.yingbian = true;
lib.yingbian.effect.forEach(value => game.yingbianEffect(trigger, value));
player.addTempSkill("yingbian_changeTarget");
},
},
//神山识
shiki_omusubi: {
audio: 2,
trigger: { global: "roundStart" },
direct: true,
content() {
"step 0";
player.chooseTarget(get.prompt2("shiki_omusubi"), lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player;
if (player.isHealthy()) return 0;
if (player.hp < 3 && player.getDamagedHp() < 2) return 0;
var list = [];
if (lib.character[target.name]) list.addArray(lib.character[target.name][3]);
if (lib.character[target.name1]) list.addArray(lib.character[target.name1][3]);
if (lib.character[target.name2]) list.addArray(lib.character[target.name2][3]);
list = list.filter(function (i) {
return !player.hasSkill(i);
});
if (!list.length) return 0;
return 1 + Math.random();
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("shiki_omusubi", target);
player.loseMaxHp();
var list = [];
if (lib.character[target.name]) list.addArray(lib.character[target.name][3]);
if (lib.character[target.name1]) list.addArray(lib.character[target.name1][3]);
if (lib.character[target.name2]) list.addArray(lib.character[target.name2][3]);
player.addSkills(list);
game.broadcastAll(function (list) {
lib.character.key_shiki[3].addArray(list);
game.expandSkills(list);
for (var i of list) {
var info = lib.skill[i];
if (!info) continue;
if (!info.audioname2) info.audioname2 = {};
info.audioname2.key_shiki = "shiki_omusubi";
}
}, list);
}
},
},
//篝
kagari_zongsi: {
enable: "phaseUse",
usable: 1,
content() {
"step 0";
var controls = [];
if (ui.cardPile.hasChildNodes()) controls.push("选择牌堆中的一张牌");
if (ui.discardPile.hasChildNodes()) controls.push("选择弃牌堆中的一张牌");
if (
game.hasPlayer(function (current) {
return current.countCards("hej") > 0;
})
)
controls.push("选择一名角色区域内的一张牌");
if (!controls.length) {
event.finish();
return;
}
event.controls = controls;
var next = player.chooseControl();
next.set("choiceList", controls);
next.set("prompt", "请选择要移动的卡牌的来源");
next.ai = function () {
return 0;
};
"step 1";
result.control = event.controls[result.index];
var list = ["弃牌堆", "牌堆", "角色"];
for (var i = 0; i < list.length; i++) {
if (result.control.indexOf(list[i]) != -1) {
event.index = i;
break;
}
}
if (event.index == 2) {
player.chooseTarget("请选择要移动的卡牌的来源", true, function (card, kagari, target) {
return target.countCards("hej") > 0;
});
} else {
var source = ui[event.index == 0 ? "discardPile" : "cardPile"].childNodes;
var list = [];
for (var i = 0; i < source.length; i++) list.push(source[i]);
player.chooseButton(["请选择要移动的卡牌", list], true).ai = get.buttonValue;
}
"step 2";
if (event.index == 2) {
player.line(result.targets[0]);
event.target1 = result.targets[0];
player.choosePlayerCard(result.targets[0], true, "hej").set("visible", true);
} else {
event.card = result.links[0];
}
"step 3";
if (event.index == 2) event.card = result.cards[0];
var controls = ["将这张牌移动到牌堆的顶部或者底部", "将这张牌移动到弃牌堆的顶部或者底部", "将这张牌移动到一名角色对应的区域里"];
event.controls = controls;
var next = player.chooseControl();
next.set("prompt", "要对" + get.translation(event.card) + "做什么呢?");
next.set("choiceList", controls);
next.ai = function () {
return 2;
};
"step 4";
result.control = event.controls[result.index];
var list = ["弃牌堆", "牌堆", "角色"];
for (var i = 0; i < list.length; i++) {
if (result.control.indexOf(list[i]) != -1) {
event.index2 = i;
break;
}
}
if (event.index2 == 2) {
player.chooseTarget("要将" + get.translation(card) + "移动到哪一名角色的对应区域呢", true).ai = function (target) {
return target == _status.event.player ? 1 : 0;
};
} else {
player.chooseControl("顶部", "底部").set("prompt", "把" + get.translation(card) + "移动到" + (event.index2 == 0 ? "弃" : "") + "牌堆的...");
}
"step 5";
if (event.index2 != 2) {
//if(event.target1) event.target1.lose(card,ui.special);
//else card.goto(ui.special);
event.way = result.control;
} else {
event.target2 = result.targets[0];
var list = ["手牌区"];
if (lib.card[card.name].type == "equip" && event.target2.canEquip(card)) list.push("装备区");
if (lib.card[card.name].type == "delay" && !event.target2.isDisabledJudge() && !event.target2.hasJudge(card.name)) list.push("判定区");
if (list.length == 1) event._result = { control: list[0] };
else {
player.chooseControl(list).set("prompt", "把" + get.translation(card) + "移动到" + get.translation(event.target2) + "的...").ai = function () {
return 0;
};
}
}
"step 6";
if (event.index2 != 2) {
var node = ui[event.index == 0 ? "discardPile" : "cardPile"];
if (event.target1) {
var next = event.target1.lose(card, event.position);
if (event.way == "顶部") next.insert_card = true;
} else {
if (event.way == "底部") node.appendChild(card);
else node.insertBefore(card, node.firstChild);
}
game.updateRoundNumber();
event.finish();
} else {
if (result.control == "手牌区") {
var next = event.target2.gain(card);
if (event.target1) {
next.source = event.target1;
next.animate = "giveAuto";
} else next.animate = "draw";
} else if (result.control == "装备区") {
if (event.target1) event.target1.$give(card, event.target2);
event.target2.equip(card);
} else {
if (event.target1) event.target1.$give(card, event.target2);
event.target2.addJudge(card);
}
}
"step 7";
game.updateRoundNumber();
},
ai: {
order: 10,
result: { player: 1 },
},
},
//伊吹风子
fuuko_xingdiao: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter: event => {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
"step 0";
player.drawTo(8);
"step 1";
var hs = player.getCards("h");
if (hs.length > 0) player.addShownCards(hs, "visible_fuuko_xingdiao");
},
mod: {
ignoredHandcard(card) {
if (card.hasGaintag("visible_fuuko_xingdiao")) {
return true;
}
},
cardDiscardable(card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("visible_fuuko_xingdiao")) {
return false;
}
},
},
onremove: true,
global: "fuuko_xingdiao_gain",
subSkill: {
gain: {
enable: "phaseUse",
filter: (event, player) => {
return game.hasPlayer(current => lib.skill.fuuko_xingdiao_gain.filterTarget(null, player, current));
},
filterTarget: (card, player, target) => {
return target != player && target.hasCard(card => card.hasGaintag("visible_fuuko_xingdiao"), "h") && !target.getStorage("fuuko_xingdiao").includes(player) && target.hasSkill("fuuko_xingdiao");
},
selectTarget: () => {
const num = game.countPlayer(current => lib.skill.fuuko_xingdiao_gain.filterTarget(null, _status.event.player, current));
return num > 1 ? 1 : -1;
},
content() {
"step 0";
target.markAuto("fuuko_xingdiao", [player]);
var cards = target.getCards("h", card => card.hasGaintag("visible_fuuko_xingdiao"));
if (!cards.length) event.finish();
else if (cards.length == 1) event._result = { bool: true, links: cards };
else player.chooseButton(true, ["选择获得" + get.translation(target) + "的一张“星”", cards]);
"step 1";
if (result.bool) {
player.gain(result.links, target, "give");
target.draw();
}
},
ai: {
order: 6,
result: {
target: 1,
},
},
},
},
},
fuuko_chuanyuan: {
trigger: {
player: "loseAfter",
global: ["gainAfter", "equipAfter", "addJudgeAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
filter(event, player) {
const evt = event.getl(player);
if (!evt.hs.length) return false;
for (let i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("visible_fuuko_xingdiao")) return true;
}
return false;
},
content() {
var evt = trigger.getl(player),
gains = [],
draws = 0;
var map = evt.gaintag_map;
var cards = evt.hs.filter(card => {
return map[card.cardid] && map[card.cardid].includes("visible_fuuko_xingdiao");
});
cards.forEach(card => {
var suit = get.suit(card, player),
num = get.number(card, player);
var card2 = get.cardPile2(function (card) {
if (gains.includes(card)) return false;
return get.suit(card, player) == suit && get.number(card, player) == num;
});
if (card2) gains.push(card2);
else draws++;
});
if (gains.length) player.gain(gains, "gain2").gaintag.add("fuuko_chuanyuan");
if (draws) player.draw(draws).gaintag = ["fuuko_chuanyuan"];
player.addSkill("fuuko_chuanyuan_effect");
},
ai: {
combo: "fuuko_xingdiao",
},
subSkill: {
effect: {
mod: {
targetInRange(card) {
if (!card.cards || !card.cards.length) return;
for (var i of card.cards) {
if (!i.hasGaintag("fuuko_chuanyuan")) return;
}
return true;
},
cardUsable(card) {
if (!card.cards || !card.cards.length) return;
for (var i of card.cards) {
if (!i.hasGaintag("fuuko_chuanyuan")) return;
}
return Infinity;
},
},
charlotte: true,
trigger: { player: "useCard1" },
forced: true,
popup: false,
firstDo: true,
filter(event, player) {
if (event.addCount === false) return false;
return player.hasHistory("lose", evt => {
if (evt.getParent() != event) return false;
for (let i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("fuuko_chuanyuan")) return true;
}
});
//return false;
},
content() {
trigger.addCount = false;
player.getStat("card")[trigger.card.name]--;
},
},
},
},
//伊莉雅
iriya_yinji: {
trigger: { player: "phaseUseBegin" },
forced: true,
filter(event, player) {
return player.countCards("h") < 17;
},
content() {
player.drawTo(17).gaintag = ["iriya_yinji_tag"];
player.addSkill("iriya_yinji_tag");
},
subSkill: {
tag: {
charlotte: true,
mod: {
cardEnabled(card) {
if (get.itemtype(card) == "card") {
if (card.hasGaintag("iriya_yinji_tag")) return false;
} else if (card.isCard && card.cards) {
if (card.cards.some(card => card.hasGaintag("iriya_yinji_tag"))) return false;
}
},
aiValue(player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("iriya_yinji_tag")) return num / 10000;
},
aiUseful(player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("iriya_yinji_tag")) return num / 10000;
},
},
},
},
},
iriya_haozhi: {
enable: "phaseUse",
filterCard: true,
selectCard: [2, Infinity],
promptfunc: () => "出牌阶段,你可以按照斗地主牌型弃置至少两张牌,且其他角色可以依次对其进行一轮响应。最后一名进行响应的角色可以根据对应牌型执行对应效果。",
position: "he",
getType(cards, player) {
var nums = cards
.map(card => {
var num = get.number(card, player);
if (num <= 2) return num + 13;
return num;
})
.sort((a, b) => a - b),
len = nums.length;
if (len == 1) return ["单张", nums[0], 1];
if (len == 2) return nums[1] == nums[0] ? ["对子", nums[0], 1] : null;
var map = {};
for (var i = 0; i < len; i++) {
var count = get.numOf(nums, nums[i]);
if (!map[count]) map[count] = [];
map[count].push(nums[i]);
i += count - 1;
}
if (len == 3) {
if (map[3]) return ["三张", nums[0], 1];
return null;
}
if (map[len]) {
return ["炸弹", nums[0], length];
}
if (map[1]) {
if (map[1].length == len && len > 4) {
for (var i = 0; i < map[1].length - 1; i++) {
if (map[1][i + 1] - map[1][i] != 1) return null;
if (map[1][i + 1] == 15) return null;
}
return ["单顺", nums[0], len];
} else if (map[1].length == 2 && map[4] && len == 6) {
return ["四带二", map[4][0], 1];
} else if (map[3] && map[1].length == map[3].length && len == map[1].length * 4) {
if (map[3].length == 1) return ["三带一", map[3][0], 1];
for (var i = 0; i < map[3].length - 1; i++) {
if (map[3][i + 1] - map[3][i] != 1) return null;
}
return ["单带飞机", map[3][0], map[3].length];
}
return null;
}
if (map[2]) {
if (map[2].length * 2 == len && len > 5) {
for (var i = 0; i < map[2].length - 1; i++) {
if (map[2][i + 1] - map[2][i] != 1) return null;
if (map[2][i + 1] == 15) return null;
}
return ["双顺", nums[0], len];
} else if (map[4] && len == 6) {
return ["四带二", map[4][0], 1];
} else if (map[3] && map[2].length == map[3].length && len == map[2].length * 5) {
if (map[3].length == 1) return ["三带二", map[3][0], 1];
for (var i = 0; i < map[3].length - 1; i++) {
if (map[3][i + 1] - map[3][i] != 1) return null;
if (map[3][i + 1] == 15) return null;
}
return ["双带飞机", map[3][0], map[3].length];
}
return null;
}
if (map[3]) {
if (map[3].length * 3 == len && len > 5) {
for (var i = 0; i < map[3].length - 1; i++) {
if (map[3][i + 1] - map[3][i] != 1) return null;
if (map[3][i + 1] == 15) return null;
}
return ["三顺", nums[0], len];
}
return null;
}
return null;
},
filterOk() {
return Array.isArray(lib.skill.iriya_haozhi.getType(ui.selected.cards, _status.event.player));
},
check(card) {
var player = _status.event.player;
//收益都一样 多一牌不如少一牌
var types = ["炸弹", "三顺", "单顺", "双顺", "三张", "对子"];
var getNum = function (card, player) {
var num = get.number(card, player);
if (num <= 2) return num + 13;
return num;
},
hasEnemy = game.hasPlayer(current => get.attitude(player, current) < 0);
//所有手牌
var nums = player
.getCards("he", function (card) {
return lib.filter.cardDiscardable(card, player);
})
.map(card => getNum(card, player));
var numu = ui.selected.cards.map(card => getNum(card, player));
var num = getNum(card, player);
if (!_status.event._iriya_haozhi_type) {
for (var type of types) {
switch (type) {
case "炸弹":
if (!hasEnemy) break;
for (var i of nums) {
if (get.numOf(nums, i) >= 4) {
_status.event._iriya_haozhi_type = "炸弹";
break;
}
}
break;
case "三顺":
if (!hasEnemy) break;
for (var i of nums) {
if (i < 14 && get.numOf(nums, i) >= 3 && get.numOf(nums, i + 1) >= 3) {
_status.event._iriya_haozhi_type = "三顺";
break;
}
}
break;
case "双顺":
if (!hasEnemy) break;
for (var i of nums) {
if (i < 13 && get.numOf(nums, i) >= 2) {
for (var j = 1; j < 3; j++) {
if (get.numOf(nums, i + j) < 2) break;
if (j == 2) _status.event._iriya_haozhi_type = "双顺";
}
}
}
break;
case "单顺":
if (!hasEnemy) break;
for (var i of nums) {
if (i < 11) {
for (var j = 1; j < 5; j++) {
if (!nums.includes(i + j)) break;
if (j == 4) _status.event._iriya_haozhi_type = "单顺";
}
}
}
break;
case "三张":
if (!hasEnemy) break;
for (var i of nums) {
if (get.numOf(nums, i) >= 3) {
_status.event._iriya_haozhi_type = "三张";
break;
}
}
break;
case "对子":
for (var i of nums) {
if (get.numOf(nums, i) >= 2) {
_status.event._iriya_haozhi_type = "对子";
break;
}
}
break;
}
if (_status.event._iriya_haozhi_type) break;
}
if (!_status.event._iriya_haozhi_type) _status.event._iriya_haozhi_type = "要不起";
}
if (_status.event._iriya_haozhi_type == "要不起") return 0;
//复用响应AI
if (!ui.selected.cards.length) {
var count = get.numOf(nums, num);
switch (_status.event._iriya_haozhi_type) {
case "炸弹":
if (count >= 4) return 15;
break;
case "对子":
if (
count > 1 &&
player.hasCard(function (cardx) {
return cardx != card && getNum(cardx, player) == num && cardx.hasGaintag("iriya_yinji_tag");
}, "he")
)
return 4 - get.value(card);
break;
case "三张":
if (count > 2) return 8 - get.value(card);
break;
case "单顺":
if (num > 10) return 0;
for (var i = 1; i < 5; i++) {
if (get.numOf(nums, num + i) < 1) return 0;
}
return 9 - get.value(card);
case "双顺":
if (count < 2 || num > 12) return 0;
for (var i = 1; i < 3; i++) {
if (get.numOf(nums, num + i) < 2) return 0;
}
return 9 - get.value(card);
case "三顺":
if (count < 3 || num > 13) return 0;
for (var i = 1; i < 2; i++) {
if (get.numOf(nums, num + i) < 2) return 0;
}
return 12 - get.value(card);
}
return 0;
} else {
switch (_status.event._iriya_haozhi_type) {
case "炸弹":
if (numu.length >= 4) return 0;
if (num == numu[0]) return 15;
return 0;
case "对子":
if (numu.length >= 2) return 0;
if (num == numu[0]) return 3 - get.value(card);
return 0;
case "三张":
if (numu.length >= 3) return 0;
if (num == numu[0]) return 9 - get.value(card);
return 0;
case "单顺":
case "双顺":
case "三顺":
var map = {
单顺: [5, 0],
双顺: [3, 1],
三顺: [2, 2],
},
len = map[_status.event._iriya_haozhi_type][0],
addNum = map[_status.event._iriya_haozhi_type][1];
if (numu.length >= len) return 0;
var numt = numu[numu.length - 1] + (numu.length % (1 + addNum) == 0 ? 1 : 0);
if (num == numt) return 10 + addNum - get.value(card);
return 0;
}
}
},
//响应AI
respondAI(card) {
if (!_status.event.goon) return 0;
var type = _status.event.type,
player = _status.event.player;
var getNum = function (card, player) {
var num = get.number(card, player);
if (num <= 2) return num + 13;
return num;
},
nums = player
.getCards("he", function (card) {
return lib.filter.cardDiscardable(card, player, "iriya_haozhi");
})
.map(card => getNum(card, player));
var num = getNum(card, player);
if (!ui.selected.cards.length) {
var count = get.numOf(nums, num);
if (count >= 4 && (type[0] != "炸弹" || num > type[1] || count > type[2])) return 15;
switch (type[0]) {
case "对子":
if (count > 1 && num > type[1]) return 8 - get.value(card);
break;
case "三张":
case "三带一":
case "三带二":
if (count > 2 && num > type[1]) return 9 - get.value(card);
break;
case "单顺":
if (num <= type[1] || num > 15 - type[2]) return 0;
for (var i = 1; i < type[2]; i++) {
if (get.numOf(nums, num + i) < 1) return 0;
}
return 10 - get.value(card);
case "双顺":
if (num <= type[1] || count < 2 || num > 15 - type[2] / 2) return 0;
for (var i = 1; i < type[2] / 2; i++) {
if (get.numOf(nums, num + i) < 2) return 0;
}
return 11 - get.value(card);
case "三顺":
case "单带飞机":
case "双带飞机":
var size = 3 + ["三顺", "单带飞机", "双带飞机"].indexOf(type[0]);
if (num <= type[1] || count < 3 || num > 15 - type[2] / size) return 0;
for (var i = 1; i < type[2] / size; i++) {
if (get.numOf(nums, num + i) < 2) return 0;
}
return 12 - get.value(card);
}
return 0;
} else {
var numu = ui.selected.cards.map(card => getNum(card, player));
var numx = numu[0];
if (num == numx) {
var count = get.numOf(nums, numx);
if (count >= 4 && (type[0] != "炸弹" || num > type[1] || count > type[2]) && numu.length < (type[0] == "炸弹" ? type2 : 4)) return 15;
}
switch (type[0]) {
case "对子":
if (numu.length >= 2) return 0;
if (num == numu[0]) return 8 - get.value(card);
return 0;
case "三张":
if (numu.length >= 3) return 0;
if (num == numu[0]) return 9 - get.value(card);
return 0;
case "三带一":
if (numu.length == 3 || num == numu[0]) return 9 - get.value(card);
return 0;
case "三带二":
if (numu.length >= 5) return false;
if (numu.length == 3) {
if (num == numu[0] || get.numOf(nums, num) < 2) return 0;
} else if (numu.length == 4) {
return num == numu[3] ? 9 - get.value(card) : 0;
}
if (num == numu[0]) return 9 - get.value(card);
return 0;
case "单顺":
case "双顺":
case "三顺":
if (numu.length >= type[2]) return 0;
var addNum = ["单顺", "双顺", "三顺"].indexOf(type[0]);
var numt = numu[numu.length - 1] + (numu.length % (1 + addNum) == 0 ? 1 : 0);
if (num == numt) return 10 + addNum - get.value(card);
return 0;
case "单带飞机":
if (numu.length >= type[2]) return 0;
var len = (type[2] / 4) * 3;
if (numu.length < len) {
var numt = numu[numu.length - 1] + (numu.length % 3 == 0 ? 1 : 0);
if (num == numt) return 12 - get.value(card);
} else {
if (num >= numu[0] || num <= numu[len - 1]) return 0;
return 12 - get.value(card);
}
return 0;
case "双带飞机":
if (numu.length >= type[2]) return 0;
var len = (type[2] / 5) * 3;
if (numu.length < len) {
var numt = numu[numu.length - 1] + (numu.length % 3 == 0 ? 1 : 0);
if (num == numt) return 12 - get.value(card);
} else {
if ((numu.length - len) % 2 == 0) {
if (numu.includes(num) || get.numOf(nums, num) < 2) return 0;
return 12 - get.value(card);
} else {
return num == numu[numu.length - 1] ? 12 - get.value(card) : 0;
}
}
return 0;
}
}
},
content() {
"step 0";
var players = game.filterPlayer().sortBySeat(player.getNext());
event.players = players;
event.current = player;
event.current_type = lib.skill.iriya_haozhi.getType(cards, player);
event.current_cards = cards.slice(0);
if (!event.current_type) event.finish();
"step 1";
var target = event.players.shift();
if ((target != player || event.current != player) && target.isIn() && target.countCards("h") >= Math.min(cards.length, 4)) {
event.target = target;
target.addTempSkill("iriya_haozhi_temp", {
global: ["discardBefore", "chooseToDiscardEnd", "phaseAfter"],
});
var trans = get.translation(event.current);
var cardsn = (function (cards, player) {
var getn = (card, player) => {
var num = get.number(card, player);
if (num <= 2) return num + 13;
return num;
};
cards.sort(function (a, b) {
var numa = getn(a, player),
numb = getn(b, player);
if (numa != numb) return numa - numb;
return lib.suit.indexOf(get.suit(a, player) - get.suit(b, player));
});
var str = "";
for (var i of cards) {
str += ",";
str += get.strNumber(get.number(i, player));
str += get.translation(get.suit(i, player));
}
return str.slice(1);
})(event.current_cards, event.current);
var next = target.chooseToDiscard("是否响应" + trans + "的" + get.translation(event.current_type[0]) + "?", trans + "的牌组为" + cardsn + "。您此时可以点击“整理手牌”,将手牌按点数排序。", [2, Infinity], "he");
next.set("type", event.current_type);
next.set("filterOk", function () {
var type = lib.skill.iriya_haozhi.getType(ui.selected.cards, _status.event.player);
if (!type) return false;
var ptype = _status.event.type;
if (type[0] == "炸弹") {
if (ptype[0] == "炸弹") {
if (type[2] > ptype[2]) return true;
return type[1] > ptype[1] && type[2] == ptype[2];
}
return true;
}
return type[0] == ptype[0] && type[2] == ptype[2] && type[1] > ptype[1];
});
next.set("goon", get.attitude(target, event.current) < 0);
next.set("ai", lib.skill.iriya_haozhi.respondAI);
} else if (event.players.length > 0) event.redo();
else event.goto(3);
"step 2";
if (result.bool) {
event.current = target;
event.current_type = lib.skill.iriya_haozhi.getType(result.cards.slice(0), target);
event.current_cards = result.cards.slice(0);
if (!event.current_type) event.finish();
event.current.addExpose(0.5);
}
if (event.players.length > 0) event.goto(1);
"step 3";
var current = event.current,
type = 0;
if (!current.isIn()) return;
switch (event.current_type[0]) {
case "对子":
type = 1;
break;
case "三张":
case "三带一":
case "三带二":
type = 2;
break;
case "单顺":
type = 3;
break;
case "双顺":
type = 4;
break;
case "三顺":
case "单带飞机":
case "双带飞机":
type = 5;
break;
case "炸弹":
case "四带二":
type = 6;
break;
}
/*if(type==2){
current.addSkill('iriya_haozhi_extra');
current.addMark('iriya_haozhi_extra',1,false);
}
else */
if (type > 0) {
var next = game.createEvent("iriya_haozhi_effect", false);
next.player = current;
next.setContent(lib.skill.iriya_haozhi["content" + type]);
}
},
content1() {
"step 0";
player.chooseTarget([1, 2], "是否令至多两名角色各摸一张牌?").set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (target.hasSkillTag("nogain")) att /= 10;
return att;
});
"step 1";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.line(targets);
game.asyncDraw(targets);
game.delayex();
}
},
content2() {
"step 0";
player
.chooseTarget([1, 3], "是否弃置至多三名角色的各一张牌?", function (card, player, target) {
return (
target != player &&
target.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, target);
}, "he")
);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "guohe_copy2" }, player, player);
});
"step 1";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.line(targets, "green");
for (var target of targets) {
player.discardPlayerCard(target, true, "he");
}
}
"step 2";
//player.recover();
player.draw();
},
content3() {
"step 0";
event.count = 0;
"step 1";
var next = player
.chooseTarget("是否弃置一名其他角色的一张牌?", function (card, player, target) {
return (
target != player &&
target.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, target);
}, "he")
);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "guohe_copy2" }, player, player);
});
if (event.color) next.set("prompt2", "若你弃置的牌为" + get.translation(event.color) + ",则你可以重复此流程");
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
player.discardPlayerCard(target, true, "he");
} else event.goto(4);
"step 3";
if (result.bool) {
event.count++;
var card = result.cards[0],
color = get.color(card, false);
if (!event.color) {
event.color = color;
event.goto(1);
} else if (color == event.color) event.goto(1);
}
"step 4";
if (event.count > 0) player.draw(event.count);
},
content4() {
"step 0";
event.count = 0;
"step 1";
var next = player
.chooseTarget("是否获得一名其他角色的一张牌?", function (card, player, target) {
return (
target != player &&
target.hasCard(function (card) {
return lib.filter.canBeGained(card, player, target);
}, "he")
);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "shunshou_copy2" }, player, player);
});
if (event.color) next.set("prompt2", "若你得到的牌为" + get.translation(event.color) + ",则你可以重复此流程");
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
player.gainPlayerCard(target, true, "he");
} else event.goto(4);
"step 3";
if (result.bool) {
event.count++;
var card = result.cards[0],
color = get.color(card, false);
if (!event.color) {
event.color = color;
event.goto(1);
} else if (color == event.color) event.goto(1);
//player.draw();
}
"step 4";
if (event.count > 0) player.recover(event.count);
},
content5() {
"step 0";
player.chooseTarget([1, 3], "是否令至多三名其他角色翻面?", lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (target.isTurnedOver()) return 10 * att;
return -6 * att;
});
"step 1";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.line(targets, "thunder");
event.targets = targets;
for (var target of targets) target.turnOver();
}
"step 2";
player
.chooseTarget("是否对一名目标角色造成1点火属性伤害?", function (card, player, target) {
return _status.event.getParent().targets.includes(target);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player, "fire");
});
"step 3";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
target.damage("fire");
}
},
content6() {
"step 0";
player.chooseTarget("是否对一名其他角色进行核打击?", "你对该角色造成2点雷属性伤害,然后该角色翻面,弃置装备区内的所有牌和四张手牌。", lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (target.isTurnedOver()) return -6 * att * Math.sqrt(2 + target.countCards("he"));
return -att * Math.sqrt(2 + target.countCards("he"));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target, "thunder");
target.damage("thunder", 2);
target.turnOver();
} else event.finish();
"step 2";
var num = target.countCards("e");
if (num > 0) target.chooseToDiscard("e", true, num);
"step 3";
var num = target.countCards("h");
if (num > 0) target.chooseToDiscard("h", true, Math.min(4, num));
},
ai: {
sortCardByNum: true,
order: 13,
result: {
player: 1,
},
},
subSkill: {
extra: {
charlotte: true,
mod: {
targetInRange: () => true,
cardUsable: () => Infinity,
},
trigger: { player: "useCard2" },
forced: true,
onremove: true,
content() {
"step 0";
var num = player.countMark("iriya_haozhi_extra");
player.removeSkill("iriya_haozhi_extra");
var card = trigger.card;
if (trigger.addCount !== false) {
trigger.addCount = false;
var stat = player.getStat().card;
if (stat[card.name] && stat[card.name] > 0) stat[card.name]--;
}
var info = get.info(card);
if (info.allowMultiple == false) event.finish();
if (trigger.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !trigger.targets.includes(current) && lib.filter.targetEnabled2(card, player, current);
})
) {
var prompt2 = "为" + get.translation(card) + "增加" + (num > 1 ? "至多" : "") + get.cnNumber(num) + "个目标";
player
.chooseTarget(get.prompt("iriya_haozhi_extra"), [1, num], function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets);
}
}
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
if (event.targets) {
player.logSkill("iriya_haozhi_extra", event.targets);
trigger.targets.addArray(event.targets);
}
},
intro: {
content: "使用下一张牌无距离和次数限制,且可以增加#个目标",
},
},
temp: {
ai: { sortCardByNum: true },
charlotte: true,
},
},
},
//藏里见
satomi_luodao: {
trigger: { player: "useCardToPlayered" },
logTarget: "target",
filter(event, player) {
return event.card.name == "sha" && event.target.countCards("h") > 0;
},
content() {
"step 0";
var target = trigger.target;
event.target = target;
target.showHandcards(get.translation(player) + "对" + get.translation(target) + "发动了【落刀】");
"step 1";
if (
target.hasCard(function (card) {
return get.name(card, target) == "shan";
}, "h")
) {
player.discardPlayerCard(target, true, "h", "visible").set("filterButton", function (button) {
return get.name(button.link) == "shan";
});
} else if (player.countCards("he") > 0) player.chooseToDiscard("he", true);
},
},
satomi_daohai: {
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return (
player.hasHistory("lose", function (evt) {
return evt.type == "discard" && evt.cards2.length > 0;
}) && player.hasUseTarget({ name: "wugu" })
);
},
check(event, player) {
return player.getUseValue({ name: "wugu" }) + player.getUseValue({ name: "lebu" }) > 0;
},
content() {
"step 0";
player.chooseUseTarget("wugu", true);
"step 1";
if (result.bool) {
var cards = [];
player.getHistory("gain", function (evt) {
if (evt.getParent().name == "wugu" && evt.getParent(4) == event) {
cards.addArray(evt.cards);
}
});
cards = cards.filter(function (card) {
return player.getCards("h").includes(card) && game.checkMod(card, player, "unchanged", "cardEnabled2", player);
});
if (cards.length) {
player.chooseCardTarget({
prompt: "是否将得到的牌当做【乐不思蜀】使用?",
filterCard(card) {
return _status.event.cards.includes(card);
},
cards: cards,
filterTarget(card, player, target) {
var card = get.autoViewAs({ name: "lebu" }, ui.selected.cards);
return player.canUse(card, target);
},
ai1: () => 1,
ai2(target) {
var player = _status.event.player,
card = get.autoViewAs({ name: "lebu" }, ui.selected.cards);
return get.effect(target, { name: "lebu" }, player, player);
},
});
} else event.finish();
} else event.finish();
"step 2";
if (result.bool) {
player.useCard({ name: "lebu" }, result.cards, result.targets[0]);
}
},
},
//苍井绘梨花
erika_shisong: {
trigger: { player: "useCard" },
forced: true,
charlotte: true,
filter(event, player) {
if (player != _status.currentPhase) return false;
var index = player.getHistory("useCard").indexOf(event),
history = player.actionHistory;
for (var i = history.length - 2; i >= 0; i--) {
if (history[i].isMe) {
var evt = history[i].useCard[index];
return evt && get.type2(evt.card) == get.type(event.card);
}
}
return false;
},
content() {
player.draw();
},
mod: {
maxHandcard(player, num) {
return num + player.hujia;
},
},
},
erika_yousheng: {
init: player => {
player.addSkill("erika_yousheng_mamori");
},
dutySkill: true,
group: ["erika_yousheng_achieve", "erika_yousheng_fail"],
trigger: { global: "useCardToTarget" },
filter(event, player) {
return player.getStorage("erika_yousheng").includes(event.target) && (event.card.name == "sha" || (get.type2(event.card, false) == "trick" && get.tag(event.card, "damage") > 0)) && player.countMark("erika_yousheng_ruka") + 1 <= player.countCards("he");
},
intro: {
content: "已保护$",
},
async cost(event, trigger, player) {
const num = player.countMark("erika_yousheng_ruka") + 1;
event.result = await player.chooseToDiscard("he", num, get.prompt("erika_yousheng", trigger.target), "弃置" + num + "张牌,并转移" + get.translation(trigger.card)).forResult();
},
async content(event, trigger, player) {
player.discard(event.cards);
var ruka = trigger.target,
evt = trigger.getParent();
evt.targets.remove(ruka);
evt.triggeredTargets2.remove(ruka);
evt.targets.push(player);
evt.triggeredTargets2.push(player);
player.addTempSkill("erika_yousheng_ruka");
var str = "erika_yousheng_" + player.playerid;
if (!evt[str]) evt[str] = [];
evt[str].add(ruka);
},
subSkill: {
achieve: {
trigger: { player: "changeHujiaAfter" },
forced: true,
skillAnimation: "legend",
animationColor: "water",
filter(event, player) {
return player.storage.erika_yousheng && event.num < 0 && !player.hujia;
},
content() {
"step 0";
player.awakenSkill("erika_yousheng");
game.log(player, "成功完成使命");
var list = [player];
list.addArray(player.storage.erika_yousheng);
list.sortBySeat();
list = list.filter(function (current) {
return current.isAlive();
});
player.line(list, "green");
game.asyncDraw(list, 3);
"step 1";
game.delayx();
},
},
fail: {
trigger: { global: "damageEnd" },
forced: true,
filter(event, player) {
return player.getStorage("erika_yousheng").includes(event.player) && event.card && (event.card.name == "sha" || (get.type2(event.card, false) == "trick" && get.tag(event.card, "damage") > 0));
},
content() {
player.awakenSkill("erika_yousheng");
game.log(player, "使命失败");
var num = player.hujia;
if (num > 0) {
player.changeHujia(-num);
player.chooseToDiscard(num, true, "he");
}
},
},
mamori: {
trigger: { global: "roundStart" },
skillAnimation: true,
animationColor: "wood",
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("erika_yousheng"), [1, 2], lib.filter.notMe, "选择至多两名其他角色。你减2点体力上限并获得3点护甲。")
.set("ai", function (ruka) {
return -1;
})
.forResult();
},
async content(event, trigger, player) {
player.awakenSkill("erika_yousheng_mamori");
player.markAuto("erika_yousheng", event.targets);
await player.loseMaxHp(2);
await player.changeHujia(3);
},
},
ruka: {
trigger: { global: "useCardAfter" },
charlotte: true,
filter(event, player) {
return event["erika_yousheng_" + player.playerid] && event.cards.filterInD().length > 0;
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget("是否令一名原目标角色获得" + get.translation(trigger.cards.filterInD()) + "?", function (card, player, target) {
return _status.event.targets.includes(target);
})
.set("targets", trigger["erika_yousheng_" + player.playerid])
.forResult();
},
async content(event, trigger, player) {
const ruka = event.targets[0];
player.line(ruka, "green");
ruka.gain(trigger.cards.filterInD(), "gain2");
},
},
},
},
//李映夏
liyingxia_sanli: {
trigger: { target: "useCardToTargeted" },
forced: true,
filter(event, player) {
if (event.player == player || event.player != _status.currentPhase) return false;
var index = event.player
.getHistory("useCard", function (evt) {
return evt.targets.includes(player);
})
.indexOf(event.getParent());
if (index == 2) return event.player.isIn() && player.countCards("he") > 0;
return index < 2 && index > -1;
},
logTarget: "player",
content() {
"step 0";
var index = trigger.player
.getHistory("useCard", function (evt) {
return evt.targets.includes(player);
})
.indexOf(trigger.getParent());
if (index == 2) {
player.chooseCard("he", true, "三礼:交给" + get.translation(trigger.player) + "一张牌");
} else {
player.draw();
event.finish();
}
"step 1";
if (result.bool) {
player.give(result.cards, trigger.player);
}
},
},
liyingxia_zhenjun: {
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return player.group == "key";
},
async cost(event, trigger, player) {
const num =
player.getHistory("useCard", function (evt) {
return evt.card.name == "sha" || (get.type(evt.card) == "trick" && get.tag(evt.card, "damage") > 0);
}).length + 1;
event.result = await player
.chooseTarget(get.prompt("liyingxia_zhenjun"), [1, num], "令至多" + get.cnNumber(num) + "名角色各摸一张牌")
.set("ai", serafu => get.attitude(_status.event.player, serafu))
.forResult();
},
content() {
targets.sortBySeat();
game.asyncDraw(targets);
for (var i of targets)
i.addTempSkill("liyingxia_zhenjun_enhance", {
player: player == i ? "phaseJieshuBegin" : "phaseAfter",
});
game.delayx();
},
subSkill: {
enhance: {
trigger: { source: "damageBegin1" },
forced: true,
charlotte: true,
mark: true,
filter: (event, player) => player == _status.currentPhase,
intro: { content: "下回合首次造成的伤害+1" },
content() {
trigger.num++;
player.removeSkill(event.name);
},
},
},
},
liyingxia_wumai: {
trigger: { global: "roundStart" },
filter(event, player) {
return player.group == "shu" && (player.getStorage("liyingxia_wumai").length < 4 || game.hasPlayer(current => current.isDamaged()));
},
async cost(event, trigger, player) {
var list = lib.skill.liyingxia_wumai.derivation.slice(0);
list.removeArray(player.getStorage("liyingxia_wumai"));
if (list.length) {
const { result } = await player.chooseControl(list, "cancel2").set("prompt", get.prompt("liyingxia_wumai")).set("prompt2", "获得一个技能直到本轮结束");
if (result.control !== "cancel2") {
event.result = {
bool: true,
cost_data: {
type: "addSkill",
skill: result.control,
},
};
}
} else {
const num = Math.min(
3,
game.countPlayer(current => current.isDamaged())
);
const { result } = await player.chooseBool(get.prompt("liyingxia_wumai") + "(可摸" + get.cnNumber(num) + "张牌)");
if (result.bool) {
event.result = {
bool: true,
cost_data: {
type: "drawCards",
num,
},
};
}
}
},
async content(event, trigger, player) {
const result = event.cost_data;
if (result.type === "addSkill") {
player.markAuto("liyingxia_wumai", [result.skill]);
player.addTempSkills(result.skill, "roundStart");
} else if (result.type === "drawCards") {
player.draw(result.num);
}
},
derivation: ["bazhen", "rejizhi", "reguanxing", "youlong"],
},
//雾岛佳乃
kano_liezhen: {
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return player.getHistory("useCard").length > 0;
},
frequent: true,
async cost(event, trigger, player) {
var history = player.getHistory("useCard");
if (history.length > 1) {
var type = get.type2(history[0].card, false);
for (var i = 1; i < history.length; i++) {
if (get.type2(history[i].card, false) != type) {
const result = await player
.chooseButton(["列阵:是否视为使用其中一种牌?", [["kano_paibingbuzhen"].concat(get.zhinangs()), "vcard"]])
.set("filterButton", function (button) {
return _status.event.player.hasUseTarget({
name: button.link[2],
isCard: true,
});
})
.set("ai", function (button) {
return _status.event.player.getUseValue({
name: button.link[2],
isCard: true,
});
})
.forResult();
if (result.bool)
event.result = {
bool: true,
cost_data: {
links: result.links,
},
};
return;
}
}
}
var str = _status.renku.length ? "获得仁库中的所有牌" : "摸两张牌";
event.result = await player.chooseBool(get.prompt("kano_liezhen"), str).set("frequentSkill", "kano_liezhen").forResult();
},
async content(event, trigger, player) {
const result = event.cost_data;
if (!result || !result.links.length) {
if (_status.renku.length) {
const cards = _status.renku.slice(0);
_status.renku.length = 0;
game.updateRenku();
await player.gain(cards, "gain2", "fromRenku");
} else player.draw(2);
} else {
player.chooseUseTarget(result.links[0][2], true);
}
},
init(player) {
player.storage.renku = true;
},
},
kano_poyu: {
trigger: { target: "useCardToTargeted" },
charlotte: true,
filter(event, player) {
return _status.renku.length > 0 && (event.card.name == "sha" || (get.type(event.card) == "trick" && get.tag(event.card, "damage") > 0));
},
check(trigger, player) {
return get.effect(player, trigger.card, trigger.player, player) < 0;
},
content() {
"step 0";
player.judge();
"step 1";
var bool = false,
type = get.type2(result.card.name);
for (var i of _status.renku) {
if (get.suit(i) == result.suit || get.type2(i) == type) {
bool = true;
break;
}
}
if (bool) {
player
.chooseButton(["是否移去一张牌,令" + get.translation(trigger.card) + "对你无效?", _status.renku])
.set("types", [result.suit, type])
.set("filterButton", function (button) {
var types = _status.event.types;
return get.suit(button.link, false) == types[0] || get.type2(button.link, false) == types[1];
})
.set("ai", () => 1);
} else event.finish();
"step 2";
if (result.bool) {
var card = result.links[0];
player.$throw(card, 1000);
_status.renku.remove(card);
game.cardsDiscard(card).fromRenku = true;
game.log(player, "将", card, "置入了弃牌堆");
trigger.excluded.add(player);
game.updateRenku();
}
},
init(player) {
player.storage.renku = true;
},
},
//藤川米亚
mia_shihui: {
trigger: { player: "phaseDrawBegin1" },
forced: true,
filter(event, player) {
return !event.numFixed;
},
content() {
trigger.changeToZero();
var num = 0;
all = player.getAllHistory();
if (all.length > 1) {
for (var i = all.length - 2; i >= 0; i--) {
if (all[i].isMe) {
for (var evt of all[i].lose) {
if (evt.type == "discard") num += evt.cards2.length;
}
break;
}
}
}
player.draw(1 + num);
},
group: "mia_shihui_recover",
subSkill: {
recover: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter(event, player) {
return player.isDamaged() || player.countCards("he") > 0;
},
content() {
player.chooseToDiscard("he", true);
player.recover();
},
},
},
},
mia_qianmeng: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
dutySkill: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
"step 0";
player.draw();
"step 1";
if (player.countCards("he") > 0) {
player.chooseCard("he", true, "潜梦:选择一张牌置于牌堆中");
} else event.finish();
"step 2";
if (result.bool) {
var card = result.cards[0];
player.storage.mia_qianmeng = card;
player.$throw(card, 1000);
player.lose(card, ui.cardPile).insert_index = function () {
return ui.cardPile.childNodes[Math.ceil(ui.cardPile.childNodes.length / 2)];
};
} else event.finish();
"step 3";
game.delayx();
},
onremove: true,
group: ["mia_qianmeng_achieve", "mia_qianmeng_fail"],
subSkill: {
achieve: {
trigger: {
global: ["gainAfter", "loseAsyncAfter"],
},
forced: true,
filter(event, player) {
var card = player.storage.mia_qianmeng;
if (event.name == "gain") {
var source = event.player,
cards = event.getg(source);
return cards.includes(card) && source.getCards("hejsx").includes(card);
} else {
if (event.type != "gain") return false;
var owner = get.owner(card);
return owner && event.getg(owner).includes(card);
}
},
skillAnimation: true,
animationColor: "key",
content() {
"step 0";
game.log(player, "成功完成使命");
player.awakenSkill("mia_qianmeng");
var card = player.storage.mia_qianmeng,
owner = get.owner(card);
if (owner && owner != player) owner.give(card, player);
"step 1";
if (player.hp < player.maxHp) player.recover(player.maxHp - player.hp);
player.changeSkills(["mia_fengfa"], ["mia_shihui"]);
},
},
fail: {
trigger: { player: "die" },
forceDie: true,
filter(event, player) {
return get.itemtype(player.storage.mia_qianmeng) == "card";
},
async cost(event, trigger, player) {
event.result = await player.chooseTarget(get.prompt("mia_qianmeng"), "令一名角色获得牌堆中所有点数为" + player.storage.mia_qianmeng.number + "的牌", lib.filter.notMe).forResult();
},
async content(event, trigger, player) {
game.log(player, "使命失败");
var target = event.targets[0];
var num = player.storage.mia_qianmeng.number,
suit = player.storage.mia_qianmeng.suit,
cards = [];
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var card = ui.cardPile.childNodes[i];
if (card.number == num && card.suit == suit) cards.push(card);
}
if (cards.length) await target.gain(cards, "gain2");
},
},
},
},
mia_fengfa: {
trigger: { player: "phaseDrawBegin2" },
forced: true,
filter(event, player) {
return !event.numFixed;
},
content() {
var num = 0;
all = player.getAllHistory();
if (all.length > 1) {
for (var i = all.length - 2; i >= 0; i--) {
if (all[i].isMe) {
num += all[i].useCard.length;
break;
}
}
}
trigger.num += num;
},
},
//一之濑琴美
kotomi_qinji: {
trigger: { player: "phaseUseBegin" },
filter(event, player) {
return player.hasUseTarget("wanjian");
},
//chooseUseTarget也不好改 先放着
direct: true,
content() {
player.addTempSkill("kotomi_qinji2");
player.chooseUseTarget({ name: "wanjian", isCard: true }, get.prompt("kotomi_qinji"), "视为使用一张【万箭齐发】").logSkill = "kotomi_qinji";
},
},
kotomi_qinji2: {
trigger: { source: "damageBefore" },
forced: true,
popup: false,
filter(event, player) {
return event.getParent().skill == "kotomi_qinji";
},
content() {
trigger.cancel();
trigger.player.loseHp(trigger.num);
},
},
kotomi_chuanxiang: {
global: "kotomi_chuanxiang2",
},
kotomi_chuanxiang2: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return !player.hasSkill("kotomi_chuanxiang") && player.countCards("e", lib.skill.kotomi_chuanxiang2.filterCard) > 0;
},
filterCard(card, player) {
if (!player) player = _status.event.player;
return game.hasPlayer(function (current) {
return current != player && current.canEquip(card);
});
},
position: "e",
filterTarget(card, player, target) {
return target != player && target.canEquip(ui.selected.cards[0]);
},
check(card) {
if (get.value(card) <= 0) return 10;
var player = _status.event.player;
if (
game.hasPlayer(function (current) {
return current.hasSkill("kotomi_chuanxiang") && get.attitude(player, current) > 0;
})
) {
var subtype = get.subtype(card, false);
if (
player.countCards("hs", function (cardx) {
return get.type(cardx) == "equip" && get.subtype(cardx, false) == subtype && player.canUse(cardx, player) && get.effect(player, cardx, player, player) > 0;
})
)
return 8;
return 7 / Math.max(1, get.value(card));
}
return 0;
},
promptfunc() {
var players = game.filterPlayer(function (current) {
return current.hasSkill("kotomi_chuanxiang");
});
return "将一张装备牌传给其他角色,然后令" + get.translation(players) + "摸一张牌。若传给该角色,则其改为摸两张牌。";
},
prepare: "give",
discard: false,
lose: false,
content() {
"step 0";
target.equip(cards[0]);
var list = game.filterPlayer(function (current) {
return current.hasSkill("kotomi_chuanxiang");
});
game.asyncDraw(list, function (targetx) {
return targetx == target ? 2 : 1;
});
"step 1";
game.delayx();
},
ai: {
order: 8,
result: {
target(player, target) {
var card = ui.selected.cards[0];
if (!card) return 0;
var eff = get.effect(target, card, player, target);
if (target.hasSkill("kotomi_chuanxiang")) eff++;
return eff;
},
},
},
},
//井上晶
asara_shelu: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return (
player.countCards("he") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
})
);
},
filterCard: true,
position: "he",
filterTarget(card, player, target) {
return target != player && target.countCards("h") > 0;
},
check(card) {
return 6 - get.value(card);
},
content() {
"step 0";
if (!target.countCards("h")) event.finish();
else player.choosePlayerCard(target, "h", true);
"step 1";
player.showCards(result.cards);
event.cards2 = result.cards;
"step 2";
target.$give(event.cards2, player, false);
target.loseToSpecial(event.cards2, "asara_yingwei", player).visible = true;
var card1 = cards[0],
card2 = event.cards2[0];
if (card1.suit == card2.suit) player.draw(2);
if (card1.number == card2.number) player.recover();
},
ai: {
order: 6,
result: {
target: -1,
},
},
},
asara_yingwei: {
trigger: { player: "yingbian" },
forced: true,
filter: (event, player) => event.card.isCard && player.hasHistory("lose", evt => evt.getParent() == event && Object.values(evt.gaintag_map).some(value => value.includes("asara_yingwei"))),
content: () => {
trigger.forceYingbian = true;
},
ai: {
combo: "asara_shelu",
},
},
//国崎往人
yukito_kongwu: {
enable: "phaseUse",
usable: 1,
content() {
"step 0";
if (_status.connectMode) event.time = lib.configOL.choose_timeout;
event.videoId = lib.status.videoId++;
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
game.pause();
game.countChoose();
setTimeout(function () {
_status.imchoosing = false;
event._result = {
bool: true,
score: get.rand(1, 5),
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
game.resume();
}, 5000);
};
var createDialog = function (player, id) {
if (_status.connectMode) lib.configOL.choose_timeout = "30";
if (player == game.me) return;
var str = get.translation(player) + "正在表演《小空飞天》...
";
ui.create.dialog(str).videoId = id;
};
var chooseButton = function () {
lib.skill.yufeng.$playFlappyBird(5, "小空飞天");
};
//event.switchToAuto=switchToAuto;
game.broadcastAll(createDialog, player, event.videoId);
if (event.isMine()) {
chooseButton();
} else if (event.isOnline()) {
event.player.send(chooseButton);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 1";
game.broadcastAll(
function (id, time) {
if (_status.connectMode) lib.configOL.choose_timeout = time;
var dialog = get.idDialog(id);
if (dialog) {
dialog.close();
}
},
event.videoId,
event.time
);
var result = event.result || result;
game.log(player, "获得了", "#g" + result.score + "分");
if (!result.score) {
player.chooseToDiscard(2, true, "he");
event.finish();
return;
}
var list = [];
var list2 = [];
for (var i = 0; i < 5; i++) {
if (lib.skill.yukito_kongwu.moves[i].filter(player, true)) list.push(i);
else list2.push(i);
}
if (list.length >= result.score) list = list.randomGets(result.score);
else list.addArray(list2.randomGets(result.score - list.length));
list.sort();
var next = player.chooseButton([
"控物:请选择一项",
[
list.map(i => {
return [i, lib.skill.yukito_kongwu.moves[i].prompt];
}),
"textbutton",
],
]);
next.set("forced", true);
next.set("filterButton", function (button) {
return lib.skill.yukito_kongwu.moves[button.link].filter(_status.event.player);
});
next.set("ai", function (button) {
if (lib.skill.yukito_kongwu.moves[button.link].filter(_status.event.player, true)) return 1 + Math.random();
return Math.random();
});
"step 2";
var num = result.links[0];
switch (num) {
case 0:
event.goto(3);
break;
case 1:
event.goto(5);
break;
case 2:
event.goto(7);
break;
case 3:
event.goto(9);
break;
case 4:
player.moveCard(true);
event.finish();
break;
}
"step 3";
player.chooseTarget(true, "令一名角色摸两张牌").set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target) / Math.sqrt(1 + target.countCards("h"));
if (target.hasSkillTag("nogain")) att /= 10;
return att;
});
"step 4";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.draw(2);
}
event.finish();
"step 5";
player.chooseTarget(true, "对一名角色造成1点伤害").set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 6";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.damage();
}
event.finish();
"step 7";
player
.chooseTarget(true, "令一名已受伤的角色回复1点体力", function (card, player, target) {
return target.isDamaged();
})
.set("ai", function (target) {
var player = _status.event.player;
return get.recoverEffect(target, player, player);
});
"step 8";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.recover();
}
event.finish();
"step 9";
player
.chooseTarget(true, "弃置一名角色区域内的两张牌", function (card, player, target) {
return target.countDiscardableCards(player, "hej") > 0;
})
.set("ai", function (target) {
return -get.attitude(_status.event.player, target);
});
("step 10");
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
player.discardPlayerCard(target, "hej", true, 2);
}
event.finish();
},
moves: [
{
prompt: "令一名角色摸两张牌",
filter: () => true,
},
{
prompt: "对一名角色造成1点伤害",
filter(player, ai) {
if (!ai) return true;
return game.hasPlayer(function (current) {
return get.damageEffect(current, player, player) > 0;
});
},
},
{
prompt: "令一名已受伤的角色回复1点体力",
filter(player, ai) {
return game.hasPlayer(function (current) {
if (current.isDamaged()) return !ai || get.recoverEffect(current, player, player) > 0;
});
},
},
{
prompt: "弃置一名角色区域内的两张牌",
filter(player, ai) {
return game.hasPlayer(function (current) {
return (
current.countDiscardableCards(player, "hej", function (card) {
if (!ai) return true;
return (
get.buttonValue({
link: card,
}) *
get.attitude(player, current) >
0
);
}) >= (ai ? 1 : Math.min(2, current.countDiscardableCards(player, "hej")))
);
});
},
},
{
prompt: "移动场上的一张牌",
filter(player, ai) {
return player.canMoveCard(ai);
},
},
],
ai: {
order: 10,
result: { player: 1 },
threaten: 3.2,
},
},
yukito_yaxiang: {
unique: true,
forceunique: true,
enable: "chooseToUse",
limited: true,
filter(event, player) {
return event.type == "dying" && (player.name1 == "key_yukito" || player.name2 == "key_yukito");
},
filterTarget(card, player, target) {
return target == _status.event.dying;
},
selectTarget: -1,
skillAnimation: true,
animationColor: "key",
content() {
"step 0";
player.awakenSkill("yukito_yaxiang");
player.reinitCharacter("key_yukito", "key_crow", false);
"step 1";
if (target.hp < 3) target.recover(3 - target.hp);
"step 2";
var cards = target.getCards("j");
if (cards.length) target.discard(cards);
"step 3";
target.addSkills("misuzu_zhongyuan");
},
derivation: "misuzu_zhongyuan",
ai: {
save: true,
order: 4,
result: {
target(player, target) {
if (get.attitude(player, target) < 4) return false;
if (
player.countCards("h", function (card) {
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, target, "unchanged", "cardSavable", player);
if (mod != "unchanged") return mod;
var savable = get.info(card).savable;
if (typeof savable == "function") savable = savable(card, player, target);
return savable;
}) >=
1 - target.hp
)
return false;
if (target == player || target == get.zhu(player)) return true;
return !player.hasUnknown();
},
},
},
},
misuzu_zhongyuan: {
trigger: { player: "judge" },
skillAnimation: true,
animationColor: "key",
logTarget: "player",
cost() {
"step 0";
var str = "你的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + ",是否发动【终愿】修改判定结果?";
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
_status.imchoosing = false;
event._result = {
bool: false,
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
};
var chooseButton = function (player, str) {
var event = _status.event;
player = player || event.player;
if (!event._result) event._result = {};
var dialog = ui.create.dialog(str, "forcebutton", "hidden");
event.dialog = dialog;
dialog.addText("花色");
var table = document.createElement("div");
table.classList.add("add-setting");
table.style.margin = "0";
table.style.width = "100%";
table.style.position = "relative";
var listi = ["spade", "heart", "club", "diamond"];
for (var i = 0; i < listi.length; i++) {
var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode");
td.link = listi[i];
table.appendChild(td);
td.innerHTML = "" + get.translation(listi[i]) + "";
td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () {
if (_status.dragged) return;
if (_status.justdragged) return;
_status.tempNoButton = true;
setTimeout(function () {
_status.tempNoButton = false;
}, 500);
var link = this.link;
var current = this.parentNode.querySelector(".bluebg");
if (current) {
current.classList.remove("bluebg");
}
this.classList.add("bluebg");
event._result.suit = link;
});
}
dialog.content.appendChild(table);
dialog.addText("点数");
var table2 = document.createElement("div");
table2.classList.add("add-setting");
table2.style.margin = "0";
table2.style.width = "100%";
table2.style.position = "relative";
for (var i = 1; i < 14; i++) {
var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode");
td.link = i;
table2.appendChild(td);
var num = i;
td.innerHTML = "" + get.strNumber(num) + "";
td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () {
if (_status.dragged) return;
if (_status.justdragged) return;
_status.tempNoButton = true;
setTimeout(function () {
_status.tempNoButton = false;
}, 500);
var link = this.link;
var current = this.parentNode.querySelector(".bluebg");
if (current) {
current.classList.remove("bluebg");
}
this.classList.add("bluebg");
event._result.number = link;
});
}
dialog.content.appendChild(table2);
dialog.add(" ");
event.dialog.open();
event.switchToAuto = function () {
event._result = {
bool: false,
};
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
};
event.control = ui.create.control("ok", "cancel2", function (link) {
var result = event._result;
if (link == "cancel2") result.bool = false;
else {
if (!result.number || !result.suit) return;
result.bool = true;
}
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
});
for (var i = 0; i < event.dialog.buttons.length; i++) {
event.dialog.buttons[i].classList.add("selectable");
}
game.pause();
game.countChoose();
};
if (event.isMine()) {
chooseButton(player, str);
} else if (event.isOnline()) {
event.player.send(chooseButton, event.player, str);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 1";
var map = event.result || result;
if (map.bool) {
event.result = {
bool: true,
cost_data: map,
};
}
},
async content(event, trigger, player) {
var map = event.cost_data;
player.awakenSkill("misuzu_zhongyuan");
game.log(player, "将判定结果修改为了", "#g" + get.translation(map.suit + 2) + get.strNumber(map.number));
trigger.fixedResult = {
suit: map.suit,
color: get.color({ suit: map.suit }),
number: map.number,
};
player.popup(get.translation(map.suit + 2) + get.strNumber(map.number), "thunder");
event.getParent("arrangeTrigger").finish();
},
},
//凤千早
chihaya_liewu: {
derivation: "chihaya_huairou",
mod: {
cardUsable(card) {
if (card.name == "sha") return Infinity;
},
targetInRange(card) {
if (card.name == "sha") return true;
},
},
trigger: { player: "useCard2" },
filter(event, player) {
var card = event.card;
var info = get.info(card);
if (info.type != "trick" || info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current);
})
) {
return true;
}
}
return false;
},
async cost(event, trigger, player) {
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
event.result = await player
.chooseTarget(get.prompt("chihaya_liewu"), function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets)
.forResult();
},
autodelay: true,
async content(event, trigger, player) {
trigger.targets.addArray(event.targets);
game.log(event.targets, "也成为了", trigger.card, "的目标");
},
group: "chihaya_liewu2",
},
chihaya_liewu2: {
trigger: { player: "disableEquipAfter" },
forced: true,
filter(event, player) {
return !player.hasEnabledSlot() && !player._chihaya_liewu;
},
skillAnimation: true,
animationColor: "orange",
content() {
player._chihaya_liewu = true;
player.loseMaxHp(4);
player.addSkills("chihaya_huairou");
},
},
chihaya_huairou: {
audio: 2,
enable: "phaseUse",
position: "he",
filter: (event, player) => player.hasCard(card => lib.skill.chihaya_huairou.filterCard(card, player), lib.skill.chihaya_huairou.position),
filterCard: (card, player) => get.type(card) == "equip" && player.canRecast(card),
check(card) {
if (!_status.event.player.hasEquipableSlot(get.subtype(card))) return 5;
return 3 - get.value(card);
},
content() {
player.recast(cards);
},
discard: false,
lose: false,
delay: false,
prompt: "将一张装备牌置入弃牌堆并摸一张牌",
ai: {
order: 10,
result: {
player: 1,
},
},
},
chihaya_youfeng: {
enable: "chooseToUse",
zhuanhuanji: true,
mark: true,
intro: {
content(storage, player) {
return storage ? "每轮限一次,你可以废除你的一个装备栏,视为使用一张基本牌。" : "每轮限一次,你可以加1点体力上限,视为使用一张普通锦囊牌。";
},
},
marktext: "☯",
init(player) {
player.storage.chihaya_youfeng = false;
},
hiddenCard(player, name) {
if (player.storage.chihaya_youfeng && !player.hasEnabledSlot()) return false;
if (player.hasSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false))) return false;
var type = get.type(name);
if (player.storage.chihaya_youfeng) return type == "basic";
return type == "trick";
},
filter(event, player) {
if (player.storage.chihaya_youfeng && !player.hasEnabledSlot()) return false;
if (player.hasSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false))) return false;
var type = player.storage.chihaya_youfeng ? "basic" : "trick";
for (var name of lib.inpile) {
if (get.type(name) != type) continue;
if (event.filterCard({ name: name, isCard: true }, player, event)) return true;
}
return false;
},
chooseButton: {
dialog(event, player) {
const dialog = ui.create.dialog("游凤", "hidden");
const equips = [];
if (player.storage.chihaya_youfeng) {
for (let i = 1; i < 6; i++) {
if (!player.hasEnabledSlot(i)) continue;
equips.push([i, get.translation("equip" + i)]);
}
if (equips.length > 0) dialog.add([equips, "tdnodes"]);
}
const type = player.storage.chihaya_youfeng ? "basic" : "trick";
const list = [];
for (const name of lib.inpile) {
if (get.type(name) != type) continue;
if (event.filterCard({ name: name, isCard: true }, player, event)) {
list.push([type, "", name]);
if (name == "sha") {
for (let j of lib.inpile_nature) list.push([type, "", name, j]);
}
}
}
dialog.add([list, "vcard"]);
return dialog;
},
filter(button) {
if (ui.selected.buttons.length && typeof button.link == typeof ui.selected.buttons[0].link) return false;
return true;
},
select() {
if (_status.event.player.storage.chihaya_youfeng) return 2;
return 1;
},
check(button) {
var player = _status.event.player;
if (typeof button.link == "number") {
if (!player.hasEmptySlot(button.link)) {
var card = player.getEquip(button.link);
if (card) {
var val = get.value(card);
if (val > 0) return 0;
return 5 - val;
}
}
switch (button.link) {
case 3:
return 4.5;
case 4:
return 4.4;
case 5:
return 4.3;
case 2:
return (3 - player.hp) * 1.5;
case 1: {
if (
game.hasPlayer(function (current) {
return (get.realAttitude || get.attitude)(player, current) < 0 && get.distance(player, current) > 1;
})
)
return 0;
return 3.2;
}
}
}
var name = button.link[2];
var evt = _status.event.getParent();
if (get.type(name) == "basic") {
if (name == "shan") return 2;
if (evt.type == "dying") {
if (get.attitude(player, evt.dying) < 2) return false;
if (name == "jiu") return 2.1;
return 1.9;
}
if (evt.type == "phase")
return player.getUseValue({
name: name,
nature: button.link[3],
isCard: true,
});
return 1;
}
if (!["chuqibuyi", "shuiyanqijunx", "juedou", "nanman", "wanjian", "shunshou", "zhujinqiyuan"].includes(name)) return 0;
var card = { name: name, isCard: true };
if (["shunshou", "zhujinqiyuan"].includes(card.name)) {
if (
!game.hasPlayer(function (current) {
return get.attitude(player, current) != 0 && get.distance(player, current) <= 1 && player.canUse(card, current) && get.effect(current, card, player, player) > 0;
})
)
return 0;
return player.getUseValue(card) - 7;
}
return player.getUseValue(card) - 4;
},
backup(links, player) {
if (links.length == 1)
return {
filterCard() {
return false;
},
selectCard: -1,
viewAs: {
name: links[0][2],
nature: links[0][3],
isCard: true,
},
popname: true,
precontent() {
player.logSkill("chihaya_youfeng");
player.gainMaxHp();
delete event.result.skill;
player.addTempSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false), "roundStart");
player.changeZhuanhuanji("chihaya_youfeng");
},
};
if (typeof links[1] == "number") links.reverse();
var equip = links[0];
var name = links[1][2];
var nature = links[1][3];
return {
filterCard() {
return false;
},
selectCard: -1,
equip: equip,
viewAs: {
name: name,
nature: nature,
isCard: true,
},
popname: true,
precontent() {
player.logSkill("chihaya_youfeng");
player.disableEquip(lib.skill.chihaya_youfeng_backup.equip);
delete event.result.skill;
player.addTempSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false), "roundStart");
player.changeZhuanhuanji("chihaya_youfeng");
},
};
},
prompt(links, player) {
if (links.length == 1) return "增加1点体力上限,视为使用" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]);
if (typeof links[1] == "number") links.reverse();
var equip = "equip" + links[0];
var name = links[1][2];
var nature = links[1][3];
return "废除自己的" + get.translation(equip) + "栏,视为使用" + (get.translation(nature) || "") + get.translation(name);
},
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter(player, tag, arg) {
if (arg == "respond") return false;
if (!player.storage.chihaya_youfeng || player.hasSkill("chihaya_youfeng_true")) return false;
},
order: 1,
result: {
player: 1,
},
},
},
chihaya_youfeng_true: { charlotte: true },
chihaya_youfeng_false: { charlotte: true },
//七濑留美
rumi_shuwu: {
mod: {
cardUsable(card) {
if (card.name == "sha") return Infinity;
},
targetInRange(card) {
if (card.name == "sha") return true;
},
},
trigger: { player: "useCard2" },
filter(event, player) {
var card = event.card;
var info = get.info(card);
if (info.type != "trick" || info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current);
})
) {
return true;
}
}
return false;
},
autodelay: true,
async cost(event, trigger, player) {
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
const { result } = await player
.chooseTarget(get.prompt("rumi_shuwu"), function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets);
event.result = result;
},
content() {
trigger.targets.addArray(event.targets);
game.log(event.targets, "也成为了", trigger.card, "的目标");
},
group: "rumi_shuwu2",
},
rumi_shuwu2: {
trigger: { player: "phaseUseEnd" },
forced: true,
filter(event, player) {
if (player.hp <= 3) return true;
if (
player.getHistory("useCard", function (evt) {
return evt.card.name == "sha" && evt.addCount !== false && evt.getParent("phaseUse") == event;
}).length <= 1
)
return true;
if (
player.getHistory("sourceDamage", function (evt) {
return get.type(evt.card, false) == "trick" && evt.getParent("phaseUse") == event;
}).length == 0
)
return true;
return false;
},
content() {
var num = 0;
if (player.hp <= 3) num++;
if (
player.getHistory("useCard", function (evt) {
return evt.card.name == "sha" && evt.addCount !== false && evt.getParent("phaseUse") == trigger;
}).length <= 1
)
num++;
if (
player.getHistory("sourceDamage", function (evt) {
return get.type(evt.card, false) == "trick" && evt.getParent("phaseUse") == trigger;
}).length == 0
)
num++;
player.draw(num);
player.addTempSkill("rumi_shuwu3");
player.addMark("rumi_shuwu3", num, false);
},
},
rumi_shuwu3: {
mod: {
maxHandcard(player, num) {
return num + player.countMark("rumi_shuwu3");
},
},
onremove: true,
},
//凤咲夜
sakuya_junbu: {
mod: {
targetInRange(card, player) {
if (player.countDisabledSlot() >= 1) return true;
},
cardUsable(card, player) {
if (player.countDisabledSlot() >= 2) return Infinity;
},
},
trigger: { player: "useCard2" },
filter(event, player) {
if (player.countDisabledSlot() >= 4) return true;
return lib.skill.sakuya_junbu.filter2.apply(this, arguments);
},
filter2(event, player) {
if (player.countDisabledSlot() < 3) return false;
var card = event.card;
var info = get.info(card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current);
})
) {
return true;
}
}
return false;
},
async cost(event, trigger, player) {
const result = { bool: false };
event.result = result;
if (player.countDisabledSlot() >= 4) {
result.bool = true;
if (!lib.skill.sakuya_junbu.filter2(trigger, player)) {
return;
}
}
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
const { result: result2 } = await player
.chooseTarget(get.prompt("sakuya_junbu"), function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets);
if (result2.bool) {
result.bool = true;
result.targets = result2.targets;
}
},
async content(event, trigger, player) {
if (player.countDisabledSlot() >= 4) {
trigger.directHit.addArray(game.players);
game.log(trigger.card, "不可被响应");
}
if (event.targets && event.targets.length > 0) {
trigger.targets.addArray(event.targets);
game.log(event.targets, "也成为了", trigger.card, "的目标");
}
},
group: "sakuya_junbu_damage",
subSkill: {
damage: {
trigger: { source: "damageBegin1" },
forced: true,
sub: true,
filter(event, player) {
return !player.hasEnabledSlot() && event.getParent().type == "card";
},
logTarget: "player",
content() {
player.loseHp();
trigger.num++;
},
},
},
},
//铃木央人
hiroto_huyu: {
trigger: { global: "phaseUseEnd" },
noHidden: true,
filter(event, player) {
return player != event.player && player.hasSkill("hiroto_huyu") && !player.hasSkill("hiroto_zonglve") && event.player.countCards("h") > 0;
},
async cost(event, trigger, player) {
event.result = await trigger.player
.chooseCard(2, "h", "是否对" + get.translation(player) + "发动【虎驭】?", "将两张手牌交给该角色,然后令其获得〖纵略〗并于下回合获得该角色得到的所有牌")
.set(
"goon",
(function () {
var source = trigger.player;
if (get.attitude(source, player) > 0) return 7;
if (source.hp > 2) return 4;
return 0;
})()
)
.set("ai", function (card) {
return _status.event.goon - get.value(card);
})
.forResult();
},
content() {
var target = trigger.player;
target.give(cards, player);
player.storage.hiroto_huyu2 = target;
player.addSkills("hiroto_zonglve");
player.addSkill("hiroto_huyu2");
},
derivation: "hiroto_zonglve",
},
hiroto_huyu2: {
trigger: { player: "phaseEnd" },
forced: true,
popup: false,
charlotte: true,
async content(event, trigger, player) {
player.removeSkill("hiroto_huyu2");
await player.removeSkills("hiroto_zonglve");
player.removeGaintag("hiroto_huyu2");
var target = player.storage.hiroto_huyu2;
if (target && target.isIn()) {
var cards = [];
player.getHistory("gain", function (evt) {
cards.addArray(evt.cards);
});
var he = player.getCards("he");
cards = cards.filter(function (card) {
return he.includes(card);
});
if (cards.length) target.gain(cards, player, "giveAuto", "bySelf");
}
},
mark: "character",
intro: { content: "已成为$的工具人" },
group: "hiroto_huyu_gain",
},
hiroto_huyu_gain: {
trigger: { player: "gainBegin" },
silent: true,
filter(event, player) {
if (player == _status.currentPhase) event.gaintag.add("hiroto_huyu2");
return false;
},
},
hiroto_zonglve: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return (
player.countCards("h") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
})
);
},
filterTarget(card, player, target) {
return target != player && target.countCards("h") > 0;
},
filterCard: true,
delay: false,
charlotte: true,
position: "h",
discard: false,
lose: false,
content() {
"step 0";
player.choosePlayerCard(true, target, "h");
"step 1";
event.card = result.cards[0];
player.$compare(cards[0], target, event.card);
game.log(player, "展示了", cards[0]);
game.log(target, "展示了", event.card);
game.delay(3.5);
"step 2";
game.broadcastAll(ui.clear);
if (get.color(cards[0], player) == get.color(card, target)) {
target.damage("nocard");
target.discard(card).animate = false;
} else player.gainPlayerCard(target, true, 2, "hej");
},
mod: {
maxHandcard(player, num) {
return num + 3;
},
},
ai: {
order: 7,
result: {
target: -1,
},
},
},
hiroto_tuolao: {
trigger: { player: "phaseAfter" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "water",
filter(event, player) {
return (
player.phaseNumber > 1 &&
!player.getHistory("lose", function (evt) {
return evt.getParent(2).name == "hiroto_huyu2";
}).length
);
},
content() {
player.awakenSkill("hiroto_tuolao");
player.draw(3);
player.changeSkills(["hiroto_zonglve"], ["hiroto_huyu"]);
},
},
//水织静久
shizuku_sizhi: {
audio: 2,
enable: "phaseUse",
getResult(cards) {
var l = cards.length;
var all = Math.pow(l, 2);
var list = [];
for (var i = 1; i < all; i++) {
var array = [];
for (var j = 0; j < l; j++) {
if (Math.floor((i % Math.pow(2, j + 1)) / Math.pow(2, j)) > 0) array.push(cards[j]);
}
var num = 0;
for (var k of array) {
num += get.number(k);
}
if (num == 13) list.push(array);
}
if (list.length) {
list.sort(function (a, b) {
if (a.length != b.length) return b.length - a.length;
return get.value(a) - get.value(b);
});
return list[0];
}
return list;
},
usable: 1,
filterCard(card) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return get.number(card) + num <= 13;
},
complexCard: true,
selectCard() {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num == 13) return ui.selected.cards.length;
return ui.selected.cards.length + 2;
},
check(card) {
var evt = _status.event;
if (!evt.shizuku_sizhi_choice) evt.shizuku_sizhi_choice = lib.skill.shizuku_sizhi.getResult(evt.player.getCards("he"));
if (!evt.shizuku_sizhi_choice.includes(card)) return 0;
return 1;
},
position: "he",
content() {
player.draw(cards.length * 2).gaintag = ["shizuku_sizhi2"];
player.addTempSkill("shizuku_sizhi2");
},
ai: {
order: 5,
result: { player: 1 },
},
},
shizuku_sizhi2: {
onremove(player) {
player.removeGaintag("shizuku_sizhi2");
},
mod: {
targetInRange(card) {
if (!card.cards || !card.cards.length) return;
for (var i of card.cards) {
if (!i.hasGaintag("shizuku_sizhi2") || get.color(i) != "black") return;
}
return true;
},
cardUsable(card) {
if (!card.cards || !card.cards.length) return;
for (var i of card.cards) {
if (!i.hasGaintag("shizuku_sizhi2") || get.color(i) != "black") return;
}
return Infinity;
},
ignoredHandcard(card, player) {
if (card.hasGaintag("shizuku_sizhi2") && get.color(card) == "red") {
return true;
}
},
cardDiscardable(card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("shizuku_sizhi2") && get.color(card) == "red") {
return false;
}
},
aiOrder(player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("shizuku_sizhi2") && get.color(card) == "black") return num - 0.1;
},
},
},
shizuku_biyi: {
trigger: { player: "damageEnd" },
frequent: true,
content() {
"step 0";
player.judge();
"step 1";
var num = result.number;
var next = player.chooseToDiscard(
"是否弃置任意张点数之和为" + get.cnNumber(num) + "的牌并回复1点体力?",
function (card) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return get.number(card) + num <= _status.event.num;
},
"he"
);
next.set("num", num);
next.set("complexCard", true);
next.set("selectCard", function () {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num == _status.event.num) return ui.selected.cards.length;
return ui.selected.cards.length + 2;
});
next.set(
"cardResult",
(function () {
var cards = player.getCards("he");
var l = cards.length;
var all = Math.pow(l, 2);
var list = [];
for (var i = 1; i < all; i++) {
var array = [];
for (var j = 0; j < l; j++) {
if (Math.floor((i % Math.pow(2, j + 1)) / Math.pow(2, j)) > 0) array.push(cards[j]);
}
var numx = 0;
for (var k of array) {
numx += get.number(k);
}
if (numx == num) list.push(array);
}
if (list.length) {
list.sort(function (a, b) {
return get.value(a) - get.value(b);
});
return list[0];
}
return list;
})()
);
next.set("ai", function (card) {
if (!_status.event.cardResult.includes(card)) return 0;
return 6 - get.value(card);
});
"step 2";
if (result.bool) player.recover();
},
},
shizuku_sanhua: {
trigger: { player: "die" },
forceDie: true,
skillAnimation: true,
animationColor: "thunder",
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("shizuku_sanhua"), lib.filter.notMe)
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
})
.forResult();
},
async content(event, trigger, player) {
var target = event.targets[0];
var names = [];
var cards = [];
while (cards.length < 4) {
var card = get.cardPile2(function (card) {
return !cards.includes(card) && !names.includes(card.name) && get.type(card) == "basic";
});
if (card) {
cards.push(card);
names.push(card.name);
} else break;
}
if (cards.length) await target.gain(cards, "gain2");
},
},
//鸣濑白羽
shiroha_yuzhao: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
charlotte: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
player.addToExpansion(get.cards(game.countGroup()), "draw").gaintag.add("shiroha_yuzhao");
},
marktext: "兆",
intro: {
markcount: "expansion",
mark(dialog, content, player) {
var content = player.getExpansions("shiroha_yuzhao");
if (content && content.length) {
if (player == game.me || player.isUnderControl()) {
dialog.addAuto(content);
} else {
return "共有" + get.cnNumber(content.length) + "张牌";
}
}
},
content(content, player) {
var content = player.getExpansions("shiroha_yuzhao");
if (content && content.length) {
if (player == game.me || player.isUnderControl()) {
return get.translation(content);
}
return "共有" + get.cnNumber(content.length) + "张牌";
}
},
},
group: "shiroha_yuzhao_umi",
},
shiroha_yuzhao_umi: {
trigger: { global: "phaseBegin" },
forced: true,
filter(event, player) {
return player.getExpansions("shiroha_yuzhao").length > 0 && get.distance(event.player, player) <= 1;
},
content() {
"step 0";
event.num = game.countGroup();
player.addToExpansion(get.cards(event.num)).gaintag.add("shiroha_yuzhao");
"step 1";
var next = player.chooseToMove(),
num = game.countGroup();
next.set("prompt", "预兆:将" + get.cnNumber(num) + "张牌置于牌堆顶");
next.set("num", num);
next.set("forced", true);
next.set("filterOk", function (moved) {
return moved[1].length == _status.event.num;
});
next.set("filterMove", function (from, to, moved) {
if (to != 1) return true;
return moved[1].length < _status.event.num;
});
next.set("list", [[get.translation(player) + "(你)的“兆”", player.getExpansions("shiroha_yuzhao")], ["牌堆顶"]]);
next.set("processAI", function (list) {
var cards = list[0][1],
cards2 = cards.randomRemove(_status.event.num);
return [cards, cards2];
});
"step 2";
if (result && result.bool) {
var cards = result.moved[1];
player.lose(cards, ui.cardPile, "insert");
}
game.updateRoundNumber();
},
},
shiroha_guying: {
derivation: "shiroha_guying_rewrite",
trigger: {
player: "damageBegin3",
source: "damageBegin1",
},
filter(event, player, name) {
if (!player.storage.shiroha_jiezhao && player.hasSkill("shiroha_guying_temp")) return false;
if (name == "damageBegin3") return true;
return player != event.player;
},
locked(skill, player) {
if (!player || !player.storage.shiroha_jiezhao) return true;
return false;
},
cost() {
"step 0";
var num = event.triggername == "damageBegin3" ? -1 : 1;
if (player.storage.shiroha_jiezhao || !player.hasSkill("shiroha_guying")) {
if (num > 0) player.chooseBool(get.prompt("shiroha_guying", trigger.player), "进行判定。若判定结果为黑色,则即将对其造成的伤害+1");
else player.chooseBool(get.prompt("shiroha_guying"), "进行判定。若判定结果为红色,则即将受到的伤害-1");
} else event._result = { bool: true };
"step 1";
event.result = result;
},
content() {
"step 0";
var num = event.triggername == "damageBegin3" ? -1 : 1;
event.num = num;
player.addTempSkill("shiroha_guying_temp");
player.judge(function (card) {
return get.color(card) == (_status.event.getParent("shiroha_guying").num > 0 ? "black" : "red") ? 2 : 0;
}).judge2 = function (result) {
return result.bool ? true : false;
};
"step 1";
if (result.bool) trigger.num += num;
},
},
shiroha_guying_temp: { charlotte: true },
shiroha_jiezhao: {
trigger: { global: "judge" },
filter(event, player) {
return player.getExpansions("shiroha_yuzhao").length && event.player.isIn();
},
async cost(event, trigger, player) {
const list = player.getExpansions("shiroha_yuzhao");
const { result } = await player
.chooseButton([get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("shiroha_jiezhao"), list, "hidden"], function (button) {
var card = button.link;
var trigger = _status.event.getTrigger();
var player = _status.event.player;
var judging = _status.event.judging;
var result = trigger.judge(card) - trigger.judge(judging);
var attitude = get.attitude(player, trigger.player);
return result * attitude;
})
.set("judging", trigger.player.judging[0])
.set("filterButton", function (button) {
var player = _status.event.player;
var card = button.link;
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
if (mod != "unchanged") return mod;
return true;
});
if (result.bool) {
event.result = { bool: true, cards: result.links };
}
},
//logSkill留给respond
popup: false,
async content(event, trigger, player) {
const cards = event.cards;
await player.respond(cards, "shiroha_jiezhao", "highlight", "noOrdering");
if (trigger.player.judging[0].clone) {
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
game.broadcast(function (card) {
if (card.clone) {
card.clone.classList.remove("thrownhighlight");
}
}, trigger.player.judging[0]);
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
}
const oldJudgeCard = trigger.player.judging[0];
trigger.player.judging[0] = cards[0];
trigger.orderingCards.addArray(cards);
game.log(trigger.player, "的判定牌改为", cards[0]);
await game.cardsDiscard(oldJudgeCard);
await game.asyncDelay(2);
if (!player.getExpansions("shiroha_yuzhao").length) {
player.storage.shiroha_jiezhao = true;
player.gainMaxHp();
player.recover();
var list = ["umi_chaofan", "ao_xishi", "tsumugi_mugyu", "kamome_jieban"];
var skill = list.randomGet();
player.flashAvatar("shiroha_jiezhao", "key_" + skill.split("_")[0]);
await player.addSkills(skill);
}
},
ai: {
rejudge: true,
tag: {
rejudge: 0.6,
},
combo: "shiroha_yuzhao",
},
derivation: ["umi_chaofan", "ao_xishi", "tsumugi_mugyu", "kamome_jieban"],
},
//高城丈士朗
jojiro_shensu: {
group: ["jojiro_shensu1", "jojiro_shensu2", "jojiro_shensu4"],
charlotte: true,
},
jojiro_shensu1: {
trigger: { player: "phaseJudgeBefore" },
async cost(event, trigger, player) {
const check = player.countCards("h") > 2;
event.result = await player
.chooseTarget(get.prompt("jojiro_shensu"), "跳过判定阶段和摸牌阶段,视为对一名其他角色使用一张【杀】", function (card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target, false);
})
.set("check", check)
.set("ai", function (target) {
if (!_status.event.check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player);
})
.forResult();
},
async content(event, trigger, player) {
await trigger.cancel();
player.skip("phaseDraw");
await player.useCard({ name: "sha", isCard: true }, event.targets[0], false);
},
},
jojiro_shensu2: {
trigger: { player: "phaseUseBefore" },
filter(event, player) {
return player.countCards("he", { type: "equip" }) > 0;
},
async cost(event, trigger, player) {
const check = player.needsToDiscard();
event.result = await player
.chooseCardTarget({
prompt: get.prompt("jojiro_shensu"),
prompt2: "弃置一张装备牌并跳过出牌阶段,视为对一名其他角色使用一张【杀】",
filterCard(card, player) {
return get.type(card) == "equip" && lib.filter.cardDiscardable(card, player);
},
position: "he",
filterTarget(card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target, false);
},
ai1(card) {
if (_status.event.check) return 0;
return 6 - get.value(card);
},
ai2(target) {
if (_status.event.check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player);
},
check: check,
})
.forResult();
},
async content(event, trigger, player) {
await trigger.cancel();
await player.discard(event.cards[0]);
await player.useCard({ name: "sha", isCard: true }, event.targets[0]);
},
},
jojiro_shensu4: {
trigger: { player: "phaseDiscardBefore" },
async cost(event, trigger, player) {
var check = player.needsToDiscard() || player.isTurnedOver() || (player.hasSkill("shebian") && player.canMoveCard(true, true));
event.result = await player
.chooseTarget(get.prompt("jojiro_shensu"), "跳过弃牌阶段并将武将牌翻面,视为对一名其他角色使用一张【杀】", function (card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target, false);
})
.set("check", check)
.set("ai", function (target) {
if (!_status.event.check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player, _status.event.player);
})
.forResult();
},
async content(event, trigger, player) {
await trigger.cancel();
await player.turnOver();
await player.useCard({ name: "sha", isCard: true }, event.targets[0], false);
},
},
jojiro_shunying: {
trigger: { player: "phaseEnd" },
forced: true,
charlotte: true,
filter(event, player) {
return player.getHistory("skipped").length > 0;
},
content() {
"step 0";
var num = player.getHistory("skipped").length;
event.num = num;
player.chooseToMoveChess(num, "瞬影:移动至多" + get.cnNumber(num) + "格或失去1点体力");
"step 1";
if (!result.bool) player.loseHp();
else player.draw(num);
},
},
//神户小鸟
kotori_yumo: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
charlotte: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
var list = ["wei", "shu", "wu", "qun", "jin"];
for (var i of list) {
if (!player.hasMark("kotori_yumo_" + i)) {
player.addMark("kotori_yumo_" + i, 1, false);
game.log(player, "获得了一个", lib.translate["kotori_yumo_" + i].replace(/魔物/g, "【魔物】"));
}
}
},
group: ["kotori_yumo_damage", "kotori_yumo_gain"],
},
kotori_yumo_damage: {
trigger: { global: "damageEnd" },
forced: true,
filter(event, player) {
var name = "kotori_yumo_" + event.player.group;
return lib.skill[name] && !player.hasMark(name);
},
popup: false,
content() {
game.log(player, "对", trigger.player, "发动了", "#g【驭魔】");
var group = trigger.player.group;
player.popup("驭魔", get.groupnature(group));
player.addMark("kotori_yumo_" + group, 1, false);
game.log(player, "获得了一个", lib.translate["kotori_yumo_" + group].replace(/魔物/g, "【魔物】"));
},
},
kotori_yumo_gain: {
trigger: { player: "phaseBegin" },
filter(event, player) {
var list = ["wei", "shu", "wu", "qun", "key", "jin"];
for (var i in list) {
if (player.hasMark("kotori_yumo_" + list[i])) return true;
}
return false;
},
async cost(event, trigger, player) {
const list = ["wei", "shu", "wu", "qun", "key", "jin"];
const list2 = [];
for (const i of list) {
if (player.hasMark("kotori_yumo_" + i)) list2.push("kotori_skill_" + i);
}
list2.push("cancel2");
const { control } = await player
.chooseControl(list2)
.set("prompt", "###是否发动【驭魔】?###弃置对应的标记并获得下列技能中的一个,或点取消,不获得技能")
.set(
"choice",
(function () {
if (
list2.includes("kotori_skill_shu") &&
player.countCards("h", function (card) {
return get.name(card, player) == "sha" && player.getUseValue(card) > 0;
}) > 1
)
return "kotori_skill_shu";
if (list2.includes("kotori_skill_key") && player.hp > 1) return "kotori_skill_key";
if (list2.includes("kotori_skill_qun") && player.isDamaged() && player.needsToDiscard() > 1) return "kotori_skill_qun";
return "cancel2";
})()
)
.set("ai", function () {
return _status.event.choice;
})
.forResult();
event.result = {
bool: control !== "cancel2",
cost_data: { control },
};
},
content() {
const result = event.cost_data;
if (result.control != "cancel2") {
var name = "kotori_yumo_" + result.control.slice(13);
player.removeMark(name, 1, false);
game.log(player, "移去了一个", lib.translate[name].replace(/魔物/g, "【魔物】"));
player.addTempSkills(result.control);
game.log(player, "获得了技能", lib.translate[name].replace(/魔物/g, "【" + get.translation(result.control) + "】"));
}
},
},
kotori_skill_wei: {
trigger: { player: "phaseBegin" },
filter(event, player) {
return player.countCards("he") > 0;
},
async cost(event, trigger, player) {
event.result = await player
.chooseCardTarget({
prompt: get.prompt2(event.skill),
filterCard: lib.filter.cardDiscardable,
filterTarget(card, player, target) {
return player != target;
},
position: "he",
ai1(card) {
return 6 - get.value(card);
},
ai2(target) {
return (1 / (1 + target.countCards("he"))) * -get.attitude(_status.event.player, target);
},
})
.forResult();
},
content() {
"step 0";
player.discard(cards);
targets[0].chooseToDiscard("弃置一张牌,或令" + get.translation(player) + "摸一张牌", "he").ai = lib.skill.zhiheng.check;
"step 1";
if (!result.bool) player.draw();
},
},
kotori_skill_shu: {
mod: {
cardUsable(card, player, num) {
if (card.name == "sha") return num + 1;
},
},
trigger: { player: "phaseUseEnd" },
forced: true,
filter(event, player) {
return (
player.getHistory("useCard", function (evt) {
return evt.card && evt.card.name == "sha" && evt.getParent("phaseUse") == event;
}).length > 1
);
},
content() {
player.draw();
},
},
kotori_skill_wu: {
trigger: { player: "phaseEnd" },
forced: true,
filter(event, player) {
return player.countCards("h") != player.hp;
},
content() {
player.draw();
},
},
kotori_skill_qun: {
trigger: { player: "phaseDiscardBegin" },
forced: true,
filter(event, player) {
return player.getDamagedHp() > 1 || player.countCards("h") - player.getHp() > 1;
},
content() {
var num = 0;
if (player.getDamagedHp() > 1) num++;
if (player.countCards("h") - player.getHp() > 1) num++;
player.addMark("kotori_qunxin_temp", num, false);
player.addTempSkill("kotori_qunxin_temp", "phaseDiscardEnd");
},
},
kotori_skill_key: {
enable: "phaseUse",
usable: 1,
content() {
"step 0";
player.draw();
"step 1";
player.changeHujia(1);
"step 2";
var evt = event.getParent("phase");
if (evt && evt.after) {
var next = player.loseHp();
event.next.remove(next);
evt.after.push(next);
}
},
ai: {
order: 10,
result: {
player(player) {
return player.hp - 1;
},
},
},
},
kotori_skill_jin: {
trigger: { player: "phaseDrawEnd" },
filter(event, player) {
var hs = player.getCards("h");
return (
hs.length > 0 &&
player.getHistory("gain", function (evt) {
if (evt.getParent().name != "draw" || evt.getParent("phaseDraw") != event) return false;
for (var i of evt.cards) {
if (hs.includes(i)) return true;
}
return false;
}).length > 0
);
},
check(event, player) {
var hs = player.getCards("h"),
cards = [],
suits = [];
player.getHistory("gain", function (evt) {
if (evt.getParent().name != "draw" || evt.getParent("phaseDraw") != event) return false;
for (var i of evt.cards) {
if (hs.includes(i)) {
cards.add(i);
suits.add(get.suit(i, player));
}
}
});
return cards.length == suits.length;
},
content() {
var hs = player.getCards("h"),
cards = [],
suits = [];
player.getHistory("gain", function (evt) {
if (evt.getParent().name != "draw" || evt.getParent("phaseDraw") != trigger) return false;
for (var i of evt.cards) {
if (hs.includes(i)) {
cards.add(i);
suits.add(get.suit(i, player));
}
}
});
player.showCards(cards, get.translation(player) + "发动了【晋势】");
if (cards.length == suits.length) player.draw();
},
},
kotori_qunxin_temp: {
onremove: true,
mod: {
maxHandcard(player, num) {
return num + player.countMark("kotori_qunxin_temp");
},
},
},
kotori_yumo_wei: {
marktext: '魔',
intro: {
name: '魔物',
content: "mark",
},
},
kotori_yumo_shu: {
marktext: '魔',
intro: {
name: '魔物',
content: "mark",
},
},
kotori_yumo_wu: {
marktext: '魔',
intro: {
name: '魔物',
content: "mark",
},
},
kotori_yumo_qun: {
marktext: '魔',
intro: {
name: '魔物',
content: "mark",
},
},
kotori_yumo_key: {
marktext: '魔',
intro: {
name: '魔物',
content: "mark",
},
},
kotori_yumo_jin: {
marktext: '魔',
intro: {
name: '魔物',
content: "mark",
},
},
kotori_huazhan: {
charlotte: true,
enable: "chooseToUse",
filter(event, player) {
var bool = false;
var list = ["wei", "shu", "wu", "qun", "key", "jin"];
for (var i of list) {
if (player.hasMark("kotori_yumo_" + i) && !player.getStorage("kotori_huazhan2").includes("kotori_yumo_" + i)) {
bool = true;
break;
}
}
return bool && event.filterCard({ name: "kaihua", isCard: true }, player, event);
},
chooseButton: {
dialog(event, player) {
return ui.create.dialog("###花绽###" + lib.translate.kotori_huazhan_info);
},
chooseControl(event, player) {
var list = ["wei", "shu", "wu", "qun", "key", "jin"];
var list2 = [];
for (var i of list) {
if (player.hasMark("kotori_yumo_" + i) && !player.getStorage("kotori_huazhan2").includes("kotori_yumo_" + i)) list2.push("kotori_yumo_" + i);
}
list2.push("cancel2");
return list2;
},
check() {
var player = _status.event.player;
var list = ["wei", "shu", "wu", "qun", "key", "jin"];
var list2 = [];
for (var i of list) {
if (player.hasMark("kotori_yumo_" + i) && !player.getStorage("kotori_huazhan2").includes("kotori_yumo_" + i)) list2.push("kotori_yumo_" + i);
}
if (list2.includes("kotori_yumo_wei")) return "kotori_yumo_wei";
if (list2.includes("kotori_yumo_wu")) return "kotori_yumo_wu";
if (list2.includes("kotori_yumo_qun")) return "kotori_yumo_qun";
if (list2.includes("kotori_yumo_key")) return "kotori_yumo_key";
if (
list2.includes("kotori_yumo_shu") &&
game.hasPlayer(function (current) {
return current.group == "shu";
})
)
return "kotori_yumo_shu";
return "cancel2";
},
backup(result, player) {
return {
markname: result.control,
viewAs: { name: "kaihua", isCard: true },
filterCard() {
return false;
},
selectCard: -1,
precontent() {
delete event.result.skill;
var name = lib.skill.kotori_huazhan_backup.markname;
if (!player.storage.kotori_huazhan2) player.storage.kotori_huazhan2 = [];
player.storage.kotori_huazhan2.push(name);
player.addTempSkill("kotori_huazhan2");
player.popup("花绽", get.groupnature(name.slice(12)));
game.log(player, "发动了技能", lib.translate[name].replace(/魔物/g, "【花绽】"));
player.removeMark(name, 1, false);
game.log(player, "移去了一个", lib.translate[name].replace(/魔物/g, "【魔物】"));
},
};
},
},
ai: {
order: 1,
result: {
player(player) {
if (
player.countCards("he", function (card) {
if (get.type(card, player) == "equip") return get.value(card) < 6;
return get.value(card) < 5;
}) < 2
)
return 0;
return player.getUseValue({ name: "kaihua" });
},
},
combo: "kotori_yumo",
},
},
kotori_huazhan2: { onremove: true, charlotte: true },
//三谷良一
ryoichi_baoyi: {
trigger: {
player: "loseAfter",
global: ["gainAfter", "equipAfter", "addJudgeAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filterTarget(card, player, target) {
return target != player && (target.hasSex("female") || target.countCards("hej") > 0);
},
filter(event, player) {
var evt = event.getl(player);
return (
evt &&
evt.es &&
evt.es.length > 0 &&
game.hasPlayer(function (target) {
return lib.skill.ryoichi_baoyi.filterTarget;
})
);
},
forced: true,
content() {
"step 0";
event.count = trigger.getl(player).es.length;
player.draw(event.count);
"step 1";
event.count--;
if (
game.hasPlayer(function (target) {
return lib.skill.ryoichi_baoyi.filterTarget(null, player, target);
})
) {
player.chooseTarget(true, lib.skill.ryoichi_baoyi.filterTarget, "请选择【爆衣】的目标").set("ai", function (target) {
return -get.attitude(_status.event.player, target);
});
} else event.finish();
"step 2";
if (result.bool && result.targets && result.targets.length) {
var target = result.targets[0];
player.line(target, "green");
if (target.hasSex("female")) target.loseHp();
else player.discardPlayerCard(target, 2, "hej", true);
} else event.finish();
"step 3";
if (
event.count &&
game.hasPlayer(function (target) {
return lib.skill.ryoichi_baoyi.filterTarget(null, player, target);
})
)
event.goto(1);
},
},
ryoichi_tuipi: {
mod: {
targetEnabled(card) {
if (card.name == "shunshou" || card.name == "guohe") return false;
},
},
trigger: { player: "phaseDiscardBegin" },
forced: true,
content() {
trigger.setContent(lib.skill.ryoichi_tuipi.phaseDiscardContent);
},
phaseDiscardContent() {
"step 0";
event.num = Math.max(0, player.countCards("he", card => !player.canIgnoreHandcard(card)) - player.getHandcardLimit());
if (event.num <= 0) event.finish();
else {
if (lib.config.show_phase_prompt) {
player.popup("弃牌阶段");
}
}
event.trigger("phaseDiscard");
"step 1";
player.chooseToDiscard(num, true, "he");
"step 2";
event.cards = result.cards;
},
},
//乙坂有宇
yuu_lveduo: {
mod: {
cardEnabled(card, player) {
if (player.isTurnedOver()) return false;
},
cardRespondable(card, player) {
if (player.isTurnedOver()) return false;
},
cardSavable(card, player) {
if (player.isTurnedOver()) return false;
},
},
trigger: { global: "phaseBeginStart" },
filter(event, player) {
return player != event.player && !event.player._trueMe && !player.getStorage("yuu_lveduo").includes(event.player) && !player.isTurnedOver() && !player.hasSkill("yuu_lveduo4");
},
charlotte: true,
check(event, player) {
if (get.attitude(player, event.player) > 0) return false;
if (event.player.hasJudge("lebu") || !event.player.needsToDiscard()) return false;
return true;
},
logTarget: "player",
content() {
"step 0";
player.turnOver();
"step 1";
if (player.isTurnedOver()) {
player.addTempSkill("yuu_lveduo4", "roundStart");
if (!player.storage.yuu_lveduo) player.storage.yuu_lveduo = [];
player.storage.yuu_lveduo.push(trigger.player);
trigger.player._trueMe = player;
game.addGlobalSkill("autoswap");
if (trigger.player == game.me) {
game.notMe = true;
if (!_status.auto) ui.click.auto();
}
player.addSkill("yuu_lveduo2");
trigger.player.addSkill("yuu_lveduo3");
}
},
},
yuu_lveduo2: {
trigger: {
player: "turnOverEnd",
},
lastDo: true,
charlotte: true,
forceDie: true,
forced: true,
silent: true,
filter(event, player) {
return !player.isTurnedOver();
},
content() {
var target = game.findPlayer(function (current) {
return current._trueMe == player;
});
if (target) {
if (target == game.me) {
if (!game.notMe) game.swapPlayerAuto(target._trueMe);
else delete game.notMe;
if (_status.auto) ui.click.auto();
}
delete target._trueMe;
target.removeSkill("yuu_lveduo3");
var skills = target.getStockSkills(true, true).filter(function (skill) {
var info = get.info(skill);
return info && info.charlotte == true;
});
if (skills.length) {
target.removeSkills(skills);
player.addSkills(skills);
lib.translate.yuu_lveduo_info = lib.translate.yuu_lveduo_full_info;
}
if (target.name == "key_yusa") {
delete target.storage.dualside;
target.storage.dualside_over = true;
target.unmarkSkill("dualside");
target.removeSkill("dualside");
} else if (target.name == "key_misa") {
delete target.storage.dualside;
target.storage.dualside_over = true;
target.unmarkSkill("dualside");
target.reinit("key_misa", "key_yusa");
target.removeSkill("yusa_misa");
target.removeSkill("dualside");
target.turnOver(false);
}
}
player.removeSkill("yuu_lveduo2");
},
},
yuu_lveduo3: {
trigger: {
player: ["phaseAfter", "dieAfter"],
global: "phaseBefore",
},
lastDo: true,
charlotte: true,
forceDie: true,
forced: true,
silent: true,
content() {
player.removeSkill("yuu_lveduo3");
},
onremove(player) {
if (player._trueMe && player._trueMe.isTurnedOver()) player._trueMe.turnOver();
},
},
yuu_lveduo4: { charlotte: true },
//松下五段
godan_yuanyi: {
trigger: { player: "phaseBegin" },
forced: true,
content() {
"step 0";
var num = game.roundNumber;
if (num && typeof num == "number") player.draw(Math.min(3, num));
"step 1";
trigger.phaseList.splice(trigger.num, 0, "phaseUse|godan_yuanyi");
},
},
godan_feiqu: {
inherit: "doruji_feiqu",
},
godan_xiaoyuan: {
trigger: { player: "changeHp" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "soil",
filter(event, player) {
return event.num < 0 && player.hp < 4;
},
content() {
player.awakenSkill("godan_xiaoyuan");
player.loseMaxHp(3);
player.draw(3);
player.removeSkills("godan_feiqu");
},
},
//游佐
abyusa_jueqing: {
audio: 2,
trigger: { source: "damageBegin2" },
skillAnimation: true,
animationColor: "water",
filter(event, player) {
return player != event.player && !player.storage.abyusa_jueqing_rewrite;
},
prompt2(event, player) {
var num = get.cnNumber(2 * event.num, true);
return "令即将对其造成的伤害翻倍至" + num + "点,并令自己失去" + get.cnNumber(event.num) + "点体力";
},
check(event, player) {
return (
player.hp > event.num &&
event.player.hp > event.num &&
!event.player.hasSkillTag("filterDamage", null, {
player: player,
card: event.card,
}) &&
get.attitude(player, event.player) < 0
);
},
locked(skill, player) {
return player && player.storage.abyusa_jueqing_rewrite;
},
logTarget: "player",
content() {
player.loseHp(trigger.num);
trigger.num *= 2;
player.storage.abyusa_jueqing_rewrite = true;
},
derivation: "abyusa_jueqing_rewrite",
group: "abyusa_jueqing_rewrite",
subSkill: {
rewrite: {
audio: "abyusa_jueqing",
trigger: { source: "damageBefore" },
forced: true,
charlotte: true,
filter(event, player) {
return player.storage.abyusa_jueqing_rewrite == true;
},
check() {
return false;
},
content() {
trigger.cancel();
trigger.player.loseHp(trigger.num);
},
ai: {
jueqing: true,
skillTagFilter(player) {
return player.storage.abyusa_jueqing_rewrite == true;
},
},
},
},
},
abyusa_dunying: {
audio: 2,
trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] },
forced: true,
filter(event, player) {
return player.isDamaged();
},
content() {
player.draw(player.getDamagedHp());
},
mod: {
globalTo(from, to, num) {
return num + to.getDamagedHp();
},
},
},
//水濑秋子
akiko_dongcha: {
trigger: { global: "phaseBefore" },
forced: true,
filter(event, player) {
return get.mode() == "identity" && game.phaseNumber == 0;
},
content() {
var func = function () {
game.countPlayer(function (current) {
current.setIdentity();
});
};
if (player == game.me) func();
else if (player.isOnline()) player.send(func);
if (!player.storage.zhibi) player.storage.zhibi = [];
player.storage.zhibi.addArray(game.players);
},
ai: {
viewHandcard: true,
skillTagFilter(player, tag, arg) {
if (player == arg) return false;
},
},
},
//美坂香里
kaori_siyuan: {
enable: "phaseUse",
filter(event, player) {
return player.countCards("he", lib.skill.kaori_siyuan.filterCard);
},
filterCard(card) {
return ["equip", "delay"].includes(get.type(card, false));
},
filterTarget(card, player, target) {
if (player == target) return false;
var card = ui.selected.cards[0];
if (get.type(card, false) == "delay") return target.canAddJudge({ name: card.name });
return target.canEquip(card);
},
discard: false,
lose: false,
prepare: "give",
content() {
"step 0";
var card = cards[0];
if (get.type(card, false) == "equip") target.equip(card);
else target.addJudge(card);
"step 1";
var list = [];
for (var i of lib.inpile) {
var type = get.type(i);
if (type == "basic" || type == "trick") list.push([type, "", i]);
if (i == "sha") {
for (var j of lib.inpile_nature) list.push([type, "", i, j]);
}
}
player
.chooseButton(["是否视为使用一张基本牌或普通锦囊牌?", [list, "vcard"]])
.set("filterButton", function (button) {
return player.hasUseTarget({
name: button.link[2],
nature: button.link[3],
isCard: true,
});
})
.set("ai", function (button) {
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
isCard: true,
});
});
"step 2";
if (result.bool) {
player.chooseUseTarget(true, {
name: result.links[0][2],
nature: result.links[0][3],
isCard: true,
});
}
},
ai: {
basic: {
order: 10,
},
result: {
target(player, target) {
var card = ui.selected.cards[0];
if (card) return get.effect(target, card, target, target);
return 0;
},
},
},
},
//美坂栞
shiori_huijuan: {
trigger: { global: "phaseJieshuBegin" },
locked: true,
filter(event, player) {
return (
event.player != player &&
event.player.getHistory("useCard", function (evt) {
return (
evt.isPhaseUsing() &&
["basic", "trick"].includes(get.type(evt.card)) &&
player.hasUseTarget({
name: evt.card.name,
nature: evt.card.nature,
isCard: true,
})
);
}).length > 0
);
},
async cost(event, trigger, player) {
const list = [];
trigger.player.getHistory("useCard", function (evt) {
if (!evt.isPhaseUsing() || !["basic", "trick"].includes(get.type(evt.card))) return;
if (evt.card.name == "sha" && evt.card.nature) list.add("sha:" + evt.card.nature);
else list.add(evt.card.name);
});
for (var i = 0; i < list.length; i++) {
if (list[i].indexOf("sha:") == 0) list[i] = ["基本", "", "sha", list[i].slice(4)];
else list[i] = [get.type(list[i]), "", list[i]];
}
const { result } = await player
.chooseButton([get.prompt("shiori_huijuan"), [list, "vcard"]])
.set("filterButton", function (button) {
return player.hasUseTarget({
name: button.link[2],
nature: button.link[3],
isCard: true,
});
})
.set("ai", function (button) {
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
isCard: true,
});
});
if (result.bool) {
event.result = {
bool: true,
cost_data: {
card: {
name: result.links[0][2],
nature: result.links[0][3],
isCard: true,
},
},
};
}
},
async content(event, trigger, player) {
player.chooseUseTarget(true, event.cost_data.card);
player.getStat("skill").shiori_huijuan = 1;
},
group: "shiori_huijuan_discard",
},
shiori_huijuan_discard: {
trigger: { player: "phaseZhunbeiBegin" },
filter(event, player) {
var num = 0;
var stat = player.stat;
for (var i = stat.length - 2; i--; i >= 0) {
if (stat[i].isMe) break;
if (stat[i].skill && stat[i].skill.shiori_huijuan) num++;
}
return num >= Math.max(2, game.countPlayer() / 2);
},
forced: true,
content() {
"step 0";
if (!player.countDiscardableCards(player, "ej")) event._result = { bool: false };
else
player.discardPlayerCard(player, "ej").set("ai", function (button) {
var card = button.link;
var player = _status.event.player;
if (get.position(card) == "j") return 7 + Math.random();
return 4 + player.needsToDiscard() - get.value(card);
});
"step 1";
if (!result.bool) player.skip("phaseUse");
},
},
//野村美希
miki_shenqiang: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
player.equip(game.createCard2("miki_hydrogladiator", "club", 6));
player.equip(game.createCard2("miki_binoculars", "diamond", 6));
},
mod: {
canBeDiscarded(card) {
if (get.position(card) == "e" && ["equip1", "equip5"].includes(get.subtype(card))) return false;
},
},
},
miki_huanmeng: {
inherit: "kamome_huanmeng",
},
miki_zhiluo: {
trigger: { global: "phaseEnd" },
filter(event, player) {
return !event.player.countCards("e") && player.inRange(event.player);
},
locked: true,
async cost(event, trigger, player) {
event.result = { bool: true, cost_data: { index: 0 } };
if (player.canUse("sha", trigger.player, false)) {
const { index } = await player
.chooseControl()
.set("prompt", "制裸:请选择一项")
.set("choiceList", ["摸一张牌", "视为对" + get.translation(trigger.player) + "使用一张【杀】"])
.set("ai", function () {
if (get.effect(_status.event.getTrigger().player, { name: "sha" }, _status.event.player) > 0) return 1;
return 0;
})
.forResult();
event.result.cost_data.index = index;
}
},
async content(event, trigger, player) {
const result = event.cost_data;
if (result.index == 0) {
player.logSkill("miki_zhiluo");
player.draw();
} else player.useCard({ name: "sha", isCard: true }, trigger.player, "miki_zhiluo");
},
},
miki_hydrogladiator_skill: {
trigger: {
source: "damageSource",
},
locked: true,
popup: "海德洛",
filter(event, player) {
return (
event.getParent().name == "sha" &&
game.hasPlayer(function (current) {
return (current == event.player || (current != player && get.distance(current, event.player) <= 1)) && current.countDiscardableCards(player, "he") > 0;
})
);
},
cost() {
"step 0";
var list = [];
var choiceList = [];
if (trigger.player.countDiscardableCards(player, "he") > 0) {
list.push(true);
choiceList.push("弃置" + get.translation(trigger.player) + "的两张牌");
}
if (
game.hasPlayer(function (current) {
return current != player && get.distance(current, trigger.player) <= 1;
})
) {
list.push(false);
choiceList.push("弃置所有至" + get.translation(trigger.player) + "距离为1的角色的各一张牌");
}
event.list = list;
if (list.length == 1) event._result = { index: 0 };
else {
player
.chooseControl()
.set("choiceList", choiceList)
.set("prompt", "海德洛格拉迪尔特·改")
.set("ai", function () {
var player = _status.event.player;
var source = _status.event.getTrigger().player;
var num = game.countPlayer(function (current) {
if (current != player && get.distance(current, source) <= 1 && current.countDiscardableCards(player, "he") > 0) return -get.sgn(get.attitude(player, current));
});
if (num > Math.min(2, source.countDiscardableCards(player, "he"))) return 1;
return 0;
});
}
"step 1";
if (event.list[result.index]) {
event.result = {
bool: true,
cost_data: { type: "single" },
targets: [trigger.player],
};
} else {
event.result = {
bool: true,
cost_data: { type: "multiple" },
targets: game
.filterPlayer(function (current) {
return current != player && get.distance(current, trigger.player) <= 1;
})
.sortBySeat(),
};
}
},
content() {
"step 0";
if (event.cost_data.type == "single") {
player.discardPlayerCard(targets[0], "he", 2, true);
event.finish();
}
"step 1";
var target = targets.shift();
if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, "he", true);
if (targets.length) event.redo();
},
},
miki_binoculars: {
locked: true,
ai: {
viewHandcard: true,
skillTagFilter(player, tag, arg) {
if (player == arg) return false;
},
},
},
//关根诗织&入江美雪
shiorimiyuki_banyin: {
audio: 2,
trigger: { player: ["damageEnd", "recoverEnd"] },
filter(event, player) {
return game.hasPlayer(function (current) {
return current != player && current.isDamaged();
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("shiorimiyuki_banyin"), "令一名其他角色回复1点体力", lib.filter.notMe)
.set("ai", function (target) {
var player = _status.event.player;
return get.recoverEffect(target, player, player);
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
target.recover();
},
},
shiorimiyuki_tingxian: {
audio: 2,
trigger: { player: "phaseUseBegin" },
async cost(event, trigger, player) {
const { control, index } = await player
.chooseControl("一张", "两张", "三张", "cancel2")
.set("prompt", get.prompt2("shiorimiyuki_tingxian"))
.set("ai", function () {
var player = _status.event.player;
var max = Math.min(player.hp + 1, player.maxHp);
var min = Math.min(Math.max(max - 2, max - player.hp), 3);
if (min) return min - 1;
return 3;
})
.forResult();
if (control != "cancel2") event.result = { bool: true, cost_data: index };
},
async content(event, trigger, player) {
let num = 1 + event.cost_data;
await player.draw(num).set("gaintag", ["shiorimiyuki_tingxian"]);
await player.recover();
player.addTempSkill("shiorimiyuki_tingxian2");
},
group: "shiorimiyuki_tingxian1",
},
shiorimiyuki_tingxian1: { audio: true },
shiorimiyuki_tingxian2: {
audio: true,
trigger: { player: "phaseUseEnd" },
forced: true,
charlotte: true,
mod: {
aiOrder(player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("shiorimiyuki_tingxian")) return num + 2;
},
aiValue(player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("shiorimiyuki_tingxian")) return 0;
},
},
filter(event, player) {
return (
player.countCards("h", function (card) {
return card.hasGaintag("shiorimiyuki_tingxian");
}) > 0
);
},
content() {
player.loseHp(
player.countCards("h", function (card) {
return card.hasGaintag("shiorimiyuki_tingxian");
})
);
player.removeGaintag("shiorimiyuki_tingxian");
},
},
//中津静流
shizuru_nianli: {
enable: "chooseToUse",
charlotte: true,
prompt: "展示一张♦/♣/♥/♠手牌,然后视为使用一张雷杀/闪/桃/无懈可击",
viewAs(cards, player) {
var name = false;
var nature = null;
switch (get.suit(cards[0], player)) {
case "club":
name = "shan";
break;
case "diamond":
name = "sha";
nature = "thunder";
break;
case "spade":
name = "wuxie";
break;
case "heart":
name = "tao";
break;
}
if (name) return { name: name, nature: nature, isCard: true };
return null;
},
check(card) {
var player = _status.event.player;
if (_status.event.type == "phase") {
var max = 0;
var name2;
var list = ["sha", "tao"];
var map = { sha: "diamond", tao: "heart" };
for (var i = 0; i < list.length; i++) {
var name = list[i];
if (
player.countCards("h", function (card) {
return get.suit(card, player) == map[name];
}) > 0 &&
player.getUseValue({
name: name,
nature: name == "sha" ? "fire" : null,
}) > 0
) {
var temp = get.order({
name: name,
nature: name == "sha" ? "fire" : null,
});
if (temp > max) {
max = temp;
name2 = map[name];
}
}
}
if (name2 == get.suit(card, player)) return 1;
return 0;
}
return 1;
},
ignoreMod: true,
filterCard(card, player, event) {
event = event || _status.event;
var filter = event._backup.filterCard;
var name = get.suit(card, player);
if (name == "club" && filter({ name: "shan" }, player, event)) return true;
if (name == "diamond" && filter({ name: "sha", nature: "thunder" }, player, event)) return true;
if (name == "spade" && filter({ name: "wuxie" }, player, event)) return true;
if (name == "heart" && filter({ name: "tao" }, player, event)) return true;
return false;
},
filter(event, player) {
if (player.hasSkill("shizuru_nianli_round")) return false;
var filter = event.filterCard;
if (filter({ name: "sha", nature: "thunder" }, player, event) && player.countCards("h", { suit: "diamond" })) return true;
if (filter({ name: "shan" }, player, event) && player.countCards("h", { suit: "club" })) return true;
if (filter({ name: "tao" }, player, event) && player.countCards("h", { suit: "heart" })) return true;
if (filter({ name: "wuxie" }, player, event) && player.countCards("h", { suit: "spade" })) return true;
return false;
},
precontent() {
player.logSkill("shizuru_nianli");
player.addTempSkill("shizuru_nianli_round", "roundStart");
player.showCards(get.translation(player) + "发动了【念力】", event.result.cards.slice(0));
event.result.card.cards = [];
event.result.cards = [];
delete event.result.skill;
delete event.result.card.suit;
delete event.result.card.number;
event.getParent().addCount = false;
event.getParent().shizuru_nianli = true;
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter(player, tag) {
if (player.hasSkill("shizuru_nianli_round")) return false;
var name;
switch (tag) {
case "respondSha":
name = "diamond";
break;
case "respondShan":
name = "club";
break;
case "save":
name = "heart";
break;
}
if (!player.countCards("h", { suit: name })) return false;
},
order(item, player) {
if (player && _status.event.type == "phase") {
var max = 0;
var list = ["sha", "tao"];
var map = { sha: "diamond", tao: "heart" };
for (var i = 0; i < list.length; i++) {
var name = list[i];
if (
player.countCards("h", function (card) {
return get.suit(card, player) == map[name];
}) > 0 &&
player.getUseValue({
name: name,
nature: name == "sha" ? "thunder" : null,
}) > 0
) {
var temp = get.order({
name: name,
nature: name == "sha" ? "thunder" : null,
});
if (temp > max) max = temp;
}
}
max /= 1.1;
return max;
}
return 2;
},
},
hiddenCard(player, name) {
if (name == "wuxie")
return (
player.countCards("h", function (card) {
return _status.connectMode || get.suit(card) == "spade";
}) > 0 && !player.hasSkill("shizuru_nianli_round")
);
if (name == "tao") return player.countCards("h", { suit: "heart" }) > 0 && !player.hasSkill("shizuru_nianli_round");
return false;
},
group: "shizuru_nianli_clear",
subSkill: {
round: {
mark: true,
intro: { content: "本轮已发动" },
},
clear: {
trigger: { player: "useCardAfter" },
lastDo: true,
silent: true,
filter(event, player) {
return event.getParent().shizuru_nianli == true;
},
content() {
player.getHistory("useCard").remove(trigger);
},
},
},
},
shizuru_benzhan: {
trigger: { global: ["useCard", "respond"] },
usable: 1,
filter(event, player) {
return Array.isArray(event.respondTo) && event.respondTo[0] != event.player && [event.respondTo[0], event.player].includes(player);
},
async cost(event, trigger, player) {
event.type = get.type(trigger.card) == "basic";
var prompt = event.type ? "令一名角色摸两张牌或弃置两张牌" : "令一名角色回复1点体力或对其造成1点伤害";
event.result = await player
.chooseTarget(get.prompt("shizuru_benzhan"), prompt)
.set("ai", function (target) {
var player = _status.event.player;
if (_status.event.getParent().type) {
var att = get.attitude(player, target);
if (target.hasSkillTag("nogain")) return -att;
if (target.countCards("he") == 1 && att < 0) att /= 2;
return Math.abs(att) * (1 + 0.1 * Math.min(0, 5 - target.countCards("h")));
}
return Math.max(get.recoverEffect(target, player, player), get.damageEffect(target, player, player));
})
.forResult();
},
content() {
"step 0";
event.type = get.type(trigger.card) == "basic";
var target = event.targets[0];
event.target = target;
var trans = get.translation(target);
var list;
if (event.type) {
if (!target.countCards("he")) event._result = { index: 0 };
else list = ["令" + trans + "摸两张牌", "令" + trans + "弃置两张牌"];
} else {
if (target.isHealthy()) event._result = { index: 1 };
else list = ["令" + trans + "回复1点体力", "对" + trans + "造成1点伤害"];
}
player
.chooseControl()
.set("choiceList", list)
.set(
"choice",
(function () {
if (event.type) return get.attitude(player, target) > 0 ? 0 : 1;
return get.recoverEffect(target, player, player) > get.damageEffect(target, player, player) ? 0 : 1;
})()
)
.set("ai", function () {
return _status.event.choice;
});
"step 1";
player.addExpose(0.2);
if (event.type) {
if (result.index == 0) target.draw(2);
else target.chooseToDiscard(2, "he", true);
} else {
if (result.index == 0) target.recover();
else target.damage();
}
},
},
//岬镜子
kyoko_juwu: {
trigger: {
global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"],
},
filter(event, player) {
if (player == _status.currentPhase) return false;
var cards = event.getd();
if (!cards.length) return false;
cards.removeArray(event.getd(player));
for (var card of cards) {
if (get.position(card, true) == "d" && get.type(card, null, false) == "equip") return true;
}
return false;
},
autodelay(event, player) {
return event.delay === false;
},
async cost(event, trigger, player) {
var cards = trigger.getd();
cards.removeArray(trigger.getd(player));
cards = cards.filter(function (card) {
if (get.position(card, true) == "d" && get.type(card, null, false) == "equip") return true;
});
const { result } = await player.chooseButton([get.prompt("kyoko_juwu"), cards], [1, cards.length]).set("ai", function () {
return 1;
});
if (result.bool)
event.result = {
bool: true,
cards: result.links,
};
},
async content(event, trigger, player) {
await player.gain(event.cards, "gain2", "log");
},
},
kyoko_zhengyi: {
group: ["kyoko_jingce", "kyoko_shelie", "kyoko_zhiheng"],
count(player) {
var list = [];
player.countCards("e", function (card) {
list.add(get.suit(card, player));
});
return list.length;
},
},
kyoko_jingce: {
trigger: { player: ["phaseUseEnd", "phaseJieshuBegin"] },
filter(event, player) {
var num = lib.skill.kyoko_zhengyi.count(player);
if (!num || (event.name == "phaseUse") == num > 3) return false;
return (
player.getHistory("useCard", function (evt) {
return event.name != "phaseUse" || evt.getParent("phaseUse") == event;
}).length >= player.hp
);
},
frequent: true,
content() {
"step 0";
if (trigger.name == "phaseUse") {
player.draw(2);
event.finish();
return;
}
var list = [],
history = player.getHistory("useCard");
for (var i of history) {
list.add(get.suit(i.card));
if (list.length >= player.hp) break;
}
if (list.length >= player.hp) event.goon = true;
else player.chooseControl("摸牌阶段", "出牌阶段").set("prompt", "精策:选择要执行的额外阶段");
"step 1";
if (event.goon || result.index == 0) {
var next = player.phaseDraw();
event.next.remove(next);
trigger.getParent().next.push(next);
}
if (event.goon || result.index == 1) {
var next = player.phaseUse();
event.next.remove(next);
trigger.getParent().next.push(next);
}
},
},
kyoko_shelie: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter(event, player) {
return !event.numFixed && lib.skill.kyoko_zhengyi.count(player) > 1;
},
content() {
"step 0";
trigger.changeToZero();
event.cards = get.cards(5);
game.cardsGotoOrdering(event.cards);
event.videoId = lib.status.videoId++;
game.broadcastAll(
function (player, id, cards) {
var str;
if (player == game.me && !_status.auto) {
str = "涉猎:获取花色各不相同的牌";
} else {
str = "涉猎";
}
var dialog = ui.create.dialog(str, cards);
dialog.videoId = id;
},
player,
event.videoId,
event.cards
);
event.time = get.utc();
game.addVideo("showCards", player, ["涉猎", get.cardsInfo(event.cards)]);
game.addVideo("delay", null, 2);
"step 1";
var next = player.chooseButton([0, 5], true);
next.set("dialog", event.videoId);
next.set("filterButton", function (button) {
for (var i = 0; i < ui.selected.buttons.length; i++) {
if (get.suit(ui.selected.buttons[i].link) == get.suit(button.link)) return false;
}
return true;
});
next.set("ai", function (button) {
return get.value(button.link, _status.event.player);
});
"step 2";
if (result.bool && result.links) {
event.cards2 = result.links;
} else {
event.finish();
}
var time = 1000 - (get.utc() - event.time);
if (time > 0) {
game.delay(0, time);
}
"step 3";
game.broadcastAll("closeDialog", event.videoId);
var cards2 = event.cards2;
player.gain(cards2, "log", "gain2");
},
},
kyoko_zhiheng: {
enable: "phaseUse",
usable: 1,
position: "he",
filter(event, player) {
return lib.skill.kyoko_zhengyi.count(player) > 2;
},
prompt() {
var str = "弃置任意张牌并摸等量的牌";
if (lib.skill.kyoko_zhengyi.count(_status.event.player) > 3) str += ",若弃置了所有手牌则多摸一张牌。";
return str;
},
filterCard: lib.filter.cardDiscardable,
discard: false,
lose: false,
delay: false,
selectCard: [1, Infinity],
check(card) {
var player = _status.event.player;
if (get.position(card) == "h") {
return 8 - get.value(card);
}
return 6 - get.value(card);
},
content() {
"step 0";
player.discard(cards);
event.num = 1;
var hs = player.getCards("h");
if (!hs.length || lib.skill.kyoko_zhengyi.count(player) < 4) event.num = 0;
else
for (var i = 0; i < hs.length; i++) {
if (!cards.includes(hs[i])) {
event.num = 0;
break;
}
}
"step 1";
player.draw(event.num + cards.length);
},
ai: {
order: 1,
result: {
player: 1,
},
},
},
//音无结弦(3v3)
yuzuru_bujin: {
global: "yuzuru_bujin2",
trigger: { global: "phaseDrawBegin" },
forced: true,
logTarget: "player",
filter(event, player) {
return event.player != player && event.player.isFriendOf(player);
},
content() {
trigger.num++;
},
},
yuzuru_bujin2: {
mod: {
globalFrom(from, to, num) {
return (
num -
game.countPlayer(function (current) {
return current != from && current.hasSkill("yuzuru_bujin") && current.isFriendOf(from);
})
);
},
},
},
//西园美鱼
mio_tuifu: {
trigger: { global: "damageBegin1" },
forced: true,
filter(event, player) {
return event.source && event.source.sameSexAs(event.player);
},
content() {
player.draw();
},
},
mio_tishen: {
trigger: { player: "phaseZhunbeiBegin" },
limited: true,
unique: true,
charlotte: true,
skillAnimation: true,
animationColor: "water",
filter(event, player) {
return player.isDamaged();
},
check(event, player) {
return player.hp <= 1 || player.getDamagedHp() > 1;
},
content() {
player.awakenSkill(event.name);
var num = player.maxHp - player.hp;
player.recover(num);
player.draw(num);
if (_status.characterlist && _status.characterlist.includes("key_midori")) {
player.reinitCharacter("key_mio", "key_midori", false);
}
},
},
//西园美鸟
midori_nonghuan: {
enable: "phaseUse",
charlotte: true,
filter(event, player) {
return (player.getStat("skill").midori_nonghuan || 0) < player.hp;
},
filterTarget(card, player, target) {
var stat = player.getStat("midori_nonghuan");
return target != player && (!stat || !stat.includes(target)) && target.countGainableCards(player, "hej") > 0;
},
content() {
"step 0";
var stat = player.getStat();
if (!stat.midori_nonghuan) stat.midori_nonghuan = [];
stat.midori_nonghuan.push(target);
player.gainPlayerCard(target, "hej", true);
player.draw();
"step 1";
if (player.countCards("he") > 0) player.chooseCard("he", true, "交给" + get.translation(target) + "一张牌");
else event.goto(3);
"step 2";
player.give(result.cards, target);
"step 3";
var history = game.getGlobalHistory("cardMove");
for (var i = 0; i < history.length; i++) {
if (history[i].getParent("midori_nonghuan") == event) history.splice(i--, 1);
}
game.countPlayer2(function (current) {
var history = current.getHistory("lose");
for (var i = 0; i < history.length; i++) {
if (history[i].getParent("midori_nonghuan") == event) history.splice(i--, 1);
}
var history = current.getHistory("gain");
for (var i = 0; i < history.length; i++) {
if (history[i].getParent("midori_nonghuan") == event) history.splice(i--, 1);
}
});
},
ai: {
order: 9,
result: {
player() {
return lib.card.shunshou.ai.result.player.apply(this, arguments);
},
target() {
return lib.card.shunshou.ai.result.target.apply(this, arguments);
},
},
},
},
midori_tishen: {
trigger: { player: "phaseZhunbeiBegin" },
limited: true,
charlotte: true,
unique: true,
skillAnimation: true,
animationColor: "water",
filter(event, player) {
return player.isDamaged();
},
check(event, player) {
return player.hp <= 1 || player.getDamagedHp() > 1;
},
content() {
player.awakenSkill(event.name);
var num = player.maxHp - player.hp;
player.recover(num);
player.draw(num);
if (_status.characterlist && _status.characterlist.includes("key_mio")) {
player.reinitCharacter("key_midori", "key_mio", false);
}
},
},
//立华奏
kanade_mapo: {
audio: 2,
derivation: "mapodoufu",
enable: "chooseToUse",
viewAs: { name: "mapodoufu" },
filterCard: { suit: "heart" },
viewAsFilter(player) {
return player.countCards("hes", { suit: "heart" }) > 0;
},
position: "hes",
mod: {
selectTarget(card, player, range) {
if (card.name == "mapodoufu" && range[1] != -1) range[1]++;
},
},
check(card) {
var player = _status.event.player;
if (
game.countPlayer(function (current) {
return player.canUse("mapodoufu", current) && get.effect(current, { name: "mapodoufu" }, player, player) > 0;
}) > 1
)
return 6 - get.value(card);
return 4 - get.value(card);
},
},
kanade_benzhan: {
audio: 3,
trigger: { global: ["useCard", "respond"] },
usable: 1,
filter(event, player) {
return Array.isArray(event.respondTo) && event.respondTo[0] != event.player && [event.respondTo[0], event.player].includes(player);
},
async cost(event, trigger, player) {
event.type = get.type(trigger.card) == "basic";
var prompt = event.type ? "令一名角色摸两张牌或弃置两张牌" : "令一名角色回复1点体力或对其造成1点伤害";
event.result = await player
.chooseTarget(get.prompt("kanade_benzhan"), prompt)
.set("ai", function (target) {
var player = _status.event.player;
if (_status.event.getParent().type) {
var att = get.attitude(player, target);
if (target.hasSkillTag("nogain")) return -att;
if (target.countCards("he") == 1 && att < 0) att /= 2;
return Math.abs(att) * (1 + 0.1 * Math.min(0, 5 - target.countCards("h")));
}
return Math.max(get.recoverEffect(target, player, player), get.damageEffect(target, player, player));
})
.forResult();
},
content() {
"step 0";
event.type = get.type(trigger.card) == "basic";
var target = event.targets[0];
event.target = target;
var trans = get.translation(target);
var list;
if (event.type) {
if (!target.countCards("he")) event._result = { index: 0 };
else list = ["令" + trans + "摸两张牌", "令" + trans + "弃置两张牌"];
} else {
if (target.isHealthy()) event._result = { index: 1 };
else list = ["令" + trans + "回复1点体力", "对" + trans + "造成1点伤害"];
}
player
.chooseControl()
.set("choiceList", list)
.set(
"choice",
(function () {
if (event.type) return get.attitude(player, target) > 0 ? 0 : 1;
return get.recoverEffect(target, player, player) > get.damageEffect(target, player, player) ? 0 : 1;
})()
)
.set("ai", function () {
return _status.event.choice;
});
"step 1";
player.addExpose(0.2);
if (event.type) {
if (result.index == 0) target.draw(2);
else target.chooseToDiscard(2, "he", true);
} else {
if (result.index == 0) target.recover();
else target.damage();
}
},
},
//音无结弦
yuzuru_wuxin: {
trigger: { player: "phaseJieshuBegin" },
async cost(event, trigger, player) {
event.result = await player
.chooseCardTarget({
filterTarget() {
if (ui.selected.cards.length) return false;
return true;
},
filterCard() {
if (ui.selected.targets.length) return false;
return lib.filter.cardDiscardable.apply(this, arguments);
},
selectTarget() {
if (!ui.selected.cards.length) return [1, 1];
return [0, 0];
},
selectCard() {
if (ui.selected.targets.length) return [0, 0];
if (!ui.selected.cards.length) return [0, 2];
return [2, 2];
},
prompt: get.prompt2("yuzuru_wuxin"),
complexCard: true,
complexTarget: true,
ai1(card) {
var player = _status.event.player;
if (player.hp > 3) return 0;
return player.getDamagedHp() * 2 - get.value(card);
},
ai2(target) {
if (player.hp < 4 || target.hasSkillTag("nogain")) return 0;
return get.attitude(_status.event.player, target);
},
})
.forResult();
},
async content(event, trigger, player) {
if (event.cards && event.cards.length) {
player.discard(event.cards);
player.recover();
} else {
const target = event.targets[0];
player.loseHp();
target.draw(2);
}
},
},
yuzuru_deyi: {
derivation: ["yuzuru_kunfen", "yuzuru_quji", "yuzuru_wangsheng", "yuzuru_kunfen_rewrite", "yuzuru_quji_rewrite"],
trigger: { global: "dieAfter" },
forced: true,
unique: true,
juexingji: true,
skillAnimation: true,
animationColor: "orange",
content() {
player.awakenSkill("yuzuru_deyi");
player.changeSkills(["yuzuru_kunfen", "yuzuru_quji", "yuzuru_wangsheng"], ["yuzuru_wuxin"]);
player.loseMaxHp();
player.recover();
},
},
yuzuru_kunfen: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
content() {
"step 0";
if (!player.storage._yuzuru_sss) player.loseHp();
player.draw(2);
"step 1";
if (player.countCards("he") < 2) event.finish();
else {
player.chooseCardTarget({
selectCard: 2,
filterTarget: lib.filter.notMe,
prompt: "是否交给一名其他角色两张牌?",
position: "he",
ai1(card) {
var player = _status.event.player;
if (player.maxHp - player.hp == 1 && card.name == "du") return 30;
var check = player.countCards("h") - 2;
if (check < 1) return 0;
if (player.hp > 1 && check < 2) return 0;
return get.unuseful(card) + 9;
},
ai2(target) {
var att = get.attitude(_status.event.player, target);
if (ui.selected.cards.length == 1 && ui.selected.cards[0].name == "du") return 1 - att;
return att - 2;
},
});
}
"step 2";
if (result.bool) player.give(result.cards, result.targets[0]);
},
},
yuzuru_quji: {
audio: 2,
enable: "phaseUse",
usable: 1,
position: "he",
filterCard: true,
selectCard() {
var player = _status.event.player;
return player.getDamagedHp();
},
filterTarget(card, player, target) {
return target != player && target.hp < target.maxHp;
},
filter(event, player) {
return player.hp < player.maxHp;
},
selectTarget() {
return [1, ui.selected.cards.length];
},
complexSelect: true,
check(card) {
if (!_status.event.player.storage._yuzuru_sss && get.color(card) == "black") return -1;
return 9 - get.value(card);
},
line: { color: [194, 117, 92] },
content() {
"step 0";
target.recover();
"step 1";
if (target == targets[targets.length - 1] && !player.storage._yuzuru_sss) {
for (var i = 0; i < cards.length; i++) {
if (get.color(cards[i], player) == "black") {
player.loseHp();
break;
}
}
}
},
ai: {
result: {
target: 1,
},
order: 6,
},
},
yuzuru_wangsheng: {
trigger: { player: "dieBegin" },
forced: true,
juexingji: true,
unique: true,
skillAnimation: true,
animationColor: "soil",
content() {
"step 0";
trigger.cancel();
player.awakenSkill("yuzuru_wangsheng");
player.storage._yuzuru_sss = true;
if (player.countCards("he") > 0) {
player.chooseCardTarget({
selectCard: [1, Infinity],
filterTarget: lib.filter.notMe,
prompt: "将任意张牌交给一名其他角色,或点【取消】。",
position: "he",
ai1(card) {
var player = _status.event.player;
if (
get.suit(card, false) == "heart" &&
game.hasPlayer(function (current) {
return current.hasSkill("kanade_mapo") && get.attitude(player, current) > 0;
})
)
return 1;
return 0;
},
ai2(kanade) {
if (kanade.hasSkill("kanade_mapo") && get.attitude(_status.event.player, kanade) > 0) return 2;
return 0;
},
});
} else event.goto(2);
"step 1";
if (result.bool) player.give(result.cards, result.targets[0]);
"step 2";
player.loseMaxHp();
"step 3";
if (player.hp < 2) player.recover(2 - player.hp);
},
},
//空门苍
ao_xishi: {
trigger: {
player: ["useCard", "respond"],
target: "useCardToTargeted",
},
forced: true,
filter(event, player, name) {
return (name == "useCard" || name == "respond" || event.player != player) && get.suit(event.card) == "diamond";
},
content() {
player.draw();
},
},
ao_kuihun: {
trigger: { global: "dying" },
logTarget: "player",
line: "thunder",
filter(event, player) {
return player != event.player;
},
content() {
"step 0";
player.draw();
"step 1";
if (!trigger.player.countCards("h")) event.finish();
else
player.chooseButton(["选择一张牌作为「蝶」", trigger.player.getCards("h")]).set("ai", function (button) {
var val = get.buttonValue(button);
if (get.attitude(_status.event.player, get.owner(button.link)) <= 0) return 10 + val;
if (val <= 0) return 20;
if (button.link.name == "tao" || button.link.name == "jiu") return 0;
return 1 / val;
});
"step 2";
if (result.bool) {
player.addToExpansion(result.links, trigger.player, "give").set("log", false).gaintag.add("ao_diegui");
game.log(result.links, "飞向了", player);
}
},
locked: false,
mod: {
targetInRange(card, player) {
const cardSuit = get.suit(card, false);
const list = player.getExpansions("ao_diegui");
for (let i = 0; i < list.length; i++) {
if (cardSuit === "unsure" || get.suit(list[i], false) === cardSuit) return true;
}
},
cardUsable(card, player) {
const cardSuit = get.suit(card, false);
const list = player.getExpansions("ao_diegui");
for (let i = 0; i < list.length; i++) {
if (cardSuit === "unsure" || get.suit(list[i], false) === cardSuit) return Infinity;
}
},
maxHandcard(player, num) {
return num + player.getExpansions("ao_diegui").length;
},
},
},
ao_shixin: {
derivation: "ao_diegui",
trigger: { player: "phaseZhunbeiBegin" },
juexingji: true,
forced: true,
skillAnimation: true,
animationColor: "key",
unique: true,
filter(event, player) {
var list = player.getExpansions("ao_diegui");
var list2 = [];
for (var i = 0; i < list.length; i++) {
list2.add(get.suit(list[i], false));
}
return list2.length > 2;
},
content() {
player.awakenSkill("ao_shixin");
player.changeSkills(["ao_diegui"], ["ao_kuihun"]);
player.gainMaxHp();
player.recover();
},
ai: {
combo: "ao_kuihun",
},
},
ao_diegui: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return player.getExpansions("ao_diegui").length > 0;
},
chooseButton: {
dialog(event, player) {
return ui.create.dialog("蝶归", player.getExpansions("ao_diegui"), "hidden");
},
backup(links, player) {
return {
card: links,
filterCard() {
return false;
},
selectCard: -1,
filterTarget: true,
delay: false,
content: lib.skill.ao_diegui.contentx,
line: "thunder",
ai: {
result: {
target(player, target) {
if (target != player && target.hasSkillTag("nogain")) return 0;
var num = 1;
if (target.isTurnedOver()) num += 2;
if (target.isLinked()) num += 0.5;
return num;
},
},
},
};
},
prompt(links, player) {
return "选择一名角色,令其获得" + get.translation(links[0]) + ",摸两张牌并将武将牌复原。";
},
},
contentx() {
"step 0";
player.give(lib.skill.ao_diegui_backup.card, target, "visible");
target.draw(2);
"step 1";
target.link(false);
"step 2";
target.turnOver(false);
},
intro: {
name: "七影蝶",
content: "expansion",
markcount: "expansion",
},
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
ai: { order: 1, result: { player: 1 } },
},
//直井文人
ayato_jianshen: {
mod: {
cardnature(card, player) {
if (get.name(card) == "sha") return "kami";
},
},
ai: { threaten: 3 },
},
ayato_zonghuan: {
enable: "phaseUse",
usable: 1,
filterTarget(card, player, target) {
return target != player && target.countCards("h") > 0;
},
content() {
"step 0";
player.chooseButton(["请选择" + get.translation(target) + "的一张手牌", target.getCards("h")], true).set("ai", get.buttonValue);
"step 1";
if (result.bool) {
var card = result.links[0];
event.card = card;
if (!lib.filter.cardEnabled(card, target)) event._result = { bool: false };
else {
var targets = game.players.slice(0);
var info = get.info(card);
var range;
if (!info.notarget) {
var select = get.copy(info.selectTarget);
if (select == undefined) {
range = [1, 1];
} else if (typeof select == "number") range = [select, select];
else if (get.itemtype(select) == "select") range = select;
else if (typeof select == "function") range = select(card, player);
game.checkMod(card, target, range, "selectTarget", target);
}
if (info.notarget || range[1] == -1) {
if (range[1] == -1) {
for (var i = 0; i < targets.length; i++) {
if (!target.canUse(card, targets[i])) {
targets.splice(i--, 1);
}
}
if (targets.length) {
event.targets2 = targets;
} else {
event.finish();
return;
}
} else event.targets2 = [];
var next = player.chooseBool();
next.set("prompt", event.prompt || "是否令" + get.translation(target) + (event.targets2.length ? "对" : "") + get.translation(event.targets2) + "使用" + get.translation(card) + "?");
next.set("prompt2", "或点「取消」,令其将此牌置入弃牌堆");
next.ai = function () {
var eff = 0;
for (var i = 0; i < event.targets2.length; i++) {
eff += get.effect(event.targets2[i], card, target, player);
}
return eff > 0;
};
} else {
var next = player.chooseTarget();
next.set("_get_card", card);
next.set("source", target);
next.set("filterTarget", function (card, player, target) {
return lib.filter.filterTarget(_status.event._get_card, _status.event.source, target);
});
next.set("ai", function (target) {
var evt = _status.event;
return get.effect(target, evt._get_card, evt.source, evt.player);
});
next.set("selectTarget", function () {
var card = get.card(),
player = _status.event.source;
if (card == undefined) return;
var range;
var select = get.copy(get.info(card).selectTarget);
if (select == undefined) {
if (get.info(card).filterTarget == undefined) return [0, 0];
range = [1, 1];
} else if (typeof select == "number") range = [select, select];
else if (get.itemtype(select) == "select") range = select;
else if (typeof select == "function") range = select(card, player);
game.checkMod(card, player, range, "selectTarget", player);
return range;
});
next.set("prompt", event.prompt || "选择" + get.translation(target) + "使用" + get.translation(card) + "的目标");
next.set("prompt2", "或点「取消」令其将此牌置入弃牌堆");
}
}
} else event.finish();
"step 2";
if (result.bool) {
target.useCard(card, event.targets2 || result.targets, false, "noai");
player.draw();
} else {
target.lose(card, ui.discardPile);
target.$throw(card);
game.log(target, "将", card, "置入了弃牌堆");
}
},
ai: { order: 10, result: { target: -1 } },
},
//古河渚
nagisa_tiandu: {
trigger: { player: "judgeEnd" },
charlotte: true,
frequent(event) {
if (event.result.card.name == "du") return false;
return true;
},
check(event) {
if (event.result.card.name == "du") return false;
return true;
},
filter(event, player) {
return get.position(event.result.card, true) == "o";
},
content() {
player.gain(trigger.result.card, "gain2");
},
},
nagisa_fuxin: {
trigger: {
global: ["gainAfter", "loseAfter", "loseAsyncAfter", "damageEnd"],
},
filterx(event, player) {
var source = _status.currentPhase;
if (event.name == "damage") {
return event.player.isAlive() && event.player != source;
} else if (event.name == "lose") {
if (event.type != "discard" || event.player == source || event.player.isDead()) return false;
if ((event.discarder || event.getParent(2).player) == event.player) return false;
if (!event.getl(event.player).hs.length) return false;
return true;
} else if (event.name == "gain") {
if (event.giver || event.getParent().name == "gift") return false;
var cards = event.getg(event.player);
if (!cards.length) return false;
return game.hasPlayer(function (current) {
if (current == event.player || current == source) return false;
var hs = event.getl(current).hs;
for (var i of hs) {
if (cards.includes(i)) return true;
}
return false;
});
} else if (event.type == "gain") {
if (event.giver || !event.player || event.player == source || event.player.isDead()) return false;
var hs = event.getl(event.player);
return game.hasPlayer(function (current) {
if (current == event.player) return false;
var cards = event.getg(current);
for (var i of cards) {
if (hs.includes(i)) return true;
}
});
} else if (event.type == "discard") {
if (!event.discarder) return false;
return game.hasPlayer(function (current) {
return current != source && current != event.discarder && event.getl(current).hs.length > 0;
});
}
return false;
},
filter(event, player, triggername, target) {
return target.isIn();
},
getIndex(trigger, player, triggername) {
if (!lib.skill.nagisa_fuxin.filterx(trigger, player)) return false;
const targets = [],
source = _status.currentPhase;
if (trigger.name == "gain") {
const cards = trigger.getg(trigger.player);
targets.addArray(
game.filterPlayer(function (current) {
if (current === trigger.player || current === source) return false;
const hs = trigger.getl(current).hs;
for (const i of hs) {
if (cards.includes(i)) return true;
}
return false;
})
);
} else if (trigger.name == "loseAsync" && trigger.type == "discard") {
targets.addArray(
game.filterPlayer(function (current) {
return current != trigger.discarder && current != source && trigger.getl(current).hs.length > 0;
})
);
} else targets.push(trigger.player);
targets.sortBySeat();
return targets;
},
logTarget: (event, player, triggername, target) => target,
check(event, player, triggername, target) {
const source = _status.currentPhase;
if (source && source.isIn() && get.attitude(player, source) > 0) return false;
return get.attitude(player, target) > 0;
},
async content(event, trigger, player) {
const target = event.indexedData;
const { result } = await target.judge();
if (result.color === "red" && target.isIn()) {
await target.draw();
} else {
const source = _status.currentPhase;
if (source && source.isIn() && source.countCards("h") > 0) {
source.chooseToDiscard("he", true);
}
}
},
ai: { expose: 0.2 },
},
//冈崎朋也
tomoya_shangxian: {
trigger: { player: "phaseUseBegin" },
mark: true,
locked: true,
intro: {
content(s) {
return "计算与其他角色的距离时始终从" + (s ? "逆" : "顺") + "时针计算";
},
},
content() {
player.draw();
player.storage.tomoya_shangxian = !player.storage.tomoya_shangxian;
},
ai: {
left_hand: true,
right_hand: true,
skillTagFilter(player, tag) {
return (player.storage.tomoya_shangxian == true) == (tag == "left_hand");
},
},
},
tomoya_wangjin: {
trigger: { global: "phaseJieshuBegin" },
filter(event, player) {
return player != event.player && !player.hasSkill("tomoya_wangjin_" + player.inRange(event.player));
},
logTarget: "player",
check(event, player) {
var target = event.player;
var bool = player.inRange(target);
if (!bool) {
if (target.hp > player.hp) return get.effect(target, { name: "sha", isCard: true }, player, player) > 0;
var temp = target;
while (true) {
temp = temp.getNext();
if (temp == target || temp == _status.roundStart) return true;
if (temp == player) continue;
if (temp.hp > player.hp && !player.inRange(temp) && get.effect(temp, { name: "sha", isCard: true }, player, player) > 0) return false;
}
}
if (get.attitude(player, target) < 2) return false;
if (target.hp < player.hp && !target.hasSkillTag("nogain")) return true;
var temp = target;
while (true) {
temp = temp.getNext();
if (temp == target || temp == _status.roundStart) return true;
if (temp == player) continue;
if (temp.hp < player.hp && player.inRange(temp) && get.attitude(player, target) >= 2 && !temp.hasSkillTag("nogain")) return false;
}
},
content() {
"step 0";
event.bool = player.inRange(trigger.player);
player.addTempSkill("tomoya_wangjin_" + event.bool, "roundStart");
if (event.bool) {
trigger.player.draw();
} else player.draw(2);
"step 1";
if (event.bool) {
if (trigger.player.hp < player.hp) player.draw();
else event.finish();
} else {
if (player.countDiscardableCards(trigger.player, "h") > 0) trigger.player.discardPlayerCard(player, "h", true);
else event.finish();
}
"step 2";
if (event.bool) {
player.chooseCard("h", "是否交给" + get.translation(trigger.player) + "一张牌?");
} else {
event.finish();
if (player.hp >= trigger.player.hp) return;
var card = { name: "sha", isCard: true };
if (player.canUse(card, trigger.player, false)) player.useCard(card, trigger.player, false);
}
"step 3";
if (result.bool) player.give(result.cards, target);
},
subSkill: {
true: { charlotte: true },
false: { charlotte: true },
},
ai: { expose: 0.2 },
},
//野田
noda_fengcheng: {
audio: 2,
trigger: {
player: "gainAfter",
},
forced: true,
filter(event, player) {
return get.itemtype(event.source) == "player" && event.bySelf != true;
},
check(event, player) {
return get.attitude(player, event.source) > 0;
},
logTarget: "source",
content() {
trigger.source.draw();
},
},
noda_xunxin: {
audio: 2,
enable: "phaseUse",
viewAs: { name: "juedou" },
filter(event, player) {
return (player.getStat("skill").noda_xunxin || 0) < player.hp;
},
filterTarget(event, player, target) {
if (target.hp < player.hp) return false;
return lib.filter.filterTarget.apply(this, arguments);
},
selectCard: -1,
filterCard() {
return false;
},
group: "noda_xunxin2",
},
noda_xunxin2: {
trigger: { player: "juedouAfter" },
popup: false,
forced: true,
filter(event, player) {
if (event.target.isDead()) return false;
return event.turn && event.turn.countCards("he") > 0;
},
content() {
"step 0";
event.giver = trigger.turn;
event.gainner = event.giver == player ? trigger.target : player;
event.giver.chooseCard("he", true, "交给" + get.translation(event.gainner) + "一张牌");
"step 1";
event.giver.give(result.cards, event.gainner);
},
},
//日向秀树
hinata_qiulve: {
audio: 2,
enable: ["chooseToUse", "chooseToRespond"],
viewAsFilter(player) {
return (
player.countCards("hes", function (card) {
return get.type(card) != "basic";
}) > 0
);
},
viewAs: { name: "sha" },
filterCard(card, player) {
return get.type(card) != "basic";
},
locked: false,
position: "hes",
check(card) {
var val = get.value(card);
if (val >= 6) return 0;
if (get.color(card) == "black") return 12 - val;
return 6 - val;
},
mod: {
targetInRange(card, player, target) {
if (_status.event.skill == "hinata_qiulve") return true;
},
},
group: "hinata_qiulve_clear",
ai: {
respondSha: true,
skillTagFilter(player) {
return (
player.countCards("hes", function (card) {
return get.type(card) != "basic";
}) > 0
);
},
},
},
hinata_qiulve_clear: {
trigger: { player: "useCard1" },
firstDo: true,
silent: true,
filter(event, player) {
return event.skill == "hinata_qiulve";
},
content() {
if (get.color(trigger.card) == "red") trigger.directHit.addArray(game.players);
else if (trigger.addCount !== false) {
trigger.addCount = false;
var stat = player.getStat().card;
if (stat.sha) stat.sha--;
}
},
},
hinata_ehou: {
audio: 2,
trigger: { global: "useCardAfter" },
//这个也是chooseToUse 改不了
direct: true,
filter(event, player) {
return player != event.player && event.targets && event.targets.includes(player) && (_status.connectMode || player.hasSha());
},
content() {
"step 0";
player.chooseToUse({
logSkill: "hinata_ehou",
preTarget: trigger.player,
prompt: "是否发动【扼喉】,对" + get.translation(trigger.player) + "使用一张【杀】?",
filterCard(card, player) {
return get.name(card) == "sha" && lib.filter.filterCard.apply(this, arguments);
},
filterTarget(card, player, target) {
return target == _status.event.preTarget && lib.filter.filterTarget.apply(this, arguments);
},
addCount: false,
});
"step 1";
if (
result.bool &&
player.getHistory("sourceDamage", function (evt) {
return evt.getParent(4) == event;
}).length
)
player.draw();
},
},
//高桥久子
hisako_yinbao: {
audio: 2,
trigger: { player: ["damageEnd", "recoverAfter"] },
content() {
"step 0";
player.judge(function (card) {
return get.suit(card) == "spade" ? 2 : -2;
}).judge2 = function (result) {
return result.bool;
};
"step 1";
if (result.bool && game.hasPlayer(current => current != player)) {
player.chooseTarget(lib.filter.notMe, true, "选择一名其他角色,对其造成1点雷属性伤害").set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player, "thunder");
});
} else event.finish();
"step 2";
var target = result.targets[0];
player.addExpose(0.2);
player.line(target, "thunder");
target.damage("thunder");
},
},
hisako_zhuanyun: {
trigger: { player: "judgeBegin" },
forced: true,
charlotte: true,
silent: true,
filter(event, player) {
return !event.directresult;
},
content() {
var tempcard = false,
temp = -Infinity;
for (var i = 0; i < ui.cardPile.childElementCount; i++) {
var card = ui.cardPile.childNodes[i];
var temp2 = trigger.judge(card);
if (temp2 > temp) {
tempcard = card;
temp = temp2;
}
}
if (tempcard) trigger.directresult = tempcard;
},
ai: { luckyStar: true },
},
//直枝理树
riki_spwenji: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter(event, player) {
return game.hasPlayer(function (current) {
return current != player && current.countCards("he");
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("riki_spwenji"), function (card, player, target) {
return target != player && target.countCards("he");
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att > 0) return Math.sqrt(att) / 10;
return 5 - att;
})
.forResult();
},
content() {
"step 0";
target = targets[0];
event.target = target;
target.chooseCard("he", true, "问计:将一张牌交给" + get.translation(player));
"step 1";
if (result.bool) {
player.addTempSkill("riki_spwenji_respond");
player.storage.riki_spwenji_respond = get.type2(result.cards[0], target);
event.target.give(result.cards, player, true);
}
},
ai: { expose: 0.2 },
subSkill: {
respond: {
onremove: true,
trigger: { player: "useCard" },
forced: true,
charlotte: true,
audio: "riki_spwenji",
filter(event, player) {
return get.type2(event.card) == player.storage.riki_spwenji_respond;
},
content() {
trigger.directHit.addArray(game.players);
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
return get.type2(arg.card) == player.storage.riki_spwenji_respond;
},
},
},
},
},
riki_nvzhuang: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
content() {
player.draw(player.countCards("h") == 0 ? 2 : 1);
},
},
riki_mengzhong: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
derivation: "riki_chongzhen",
juexingji: true,
unique: true,
skillAnimation: true,
animationColor: "key",
filter(event, player) {
var num = 0;
player.getAllHistory("gain", function (evt) {
if (evt.getParent().name == "riki_spwenji") num += evt.cards.length;
});
return num >= 3;
},
content() {
player.awakenSkill("riki_mengzhong");
player.removeSkills("riki_spwenji");
player.gainMaxHp();
player.recover();
player.addSkills("riki_chongzhen");
},
ai: {
combo: "riki_spwenji",
},
},
riki_chongzhen: {
trigger: {
player: "phaseUseBegin",
},
filter(event, player) {
return game.hasPlayer(current => player.canCompare(current));
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("riki_chongzhen"), function (card, player, target) {
return player.canCompare(target);
})
.set("ai", function (target) {
return (-get.attitude(player, target) * (1 + target.countCards("e"))) / (1 + target.countCards("j"));
})
.forResult();
},
content() {
"step 0";
var target = targets[0];
event.target = target;
player.chooseToCompare(target);
"step 1";
if (result.bool) {
var num = 0;
if (target.countCards("h")) num++;
if (target.countCards("e")) num++;
if (target.countCards("j")) num++;
if (num) {
player.gainPlayerCard(target, num, "hej", true).set("filterButton", function (button) {
for (var i = 0; i < ui.selected.buttons.length; i++) {
if (get.position(button.link) == get.position(ui.selected.buttons[i].link)) return false;
}
return true;
});
}
} else {
player.addTempSkill("zishou2", "phaseEnd");
}
},
ai: { expose: 0.2 },
},
//来谷唯湖
yuiko_fenglun: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return (
player.countCards("h") > 0 &&
game.hasPlayer(function (current) {
return player.canCompare(current);
})
);
},
filterTarget(card, player, target) {
return player.canCompare(target);
},
content() {
"step 0";
player.chooseToCompare(target);
"step 1";
if (result.bool) player.addTempSkill("yuiko_fenglun2", "phaseUseEnd");
},
ai: {
order: 10,
result: { target: -1 },
},
},
yuiko_fenglun2: {
mod: {
cardUsable() {
return Infinity;
},
targetInRange() {
return true;
},
},
},
yuiko_dilve: {
enable: "chooseCard",
check() {
return 20;
},
filter(event) {
return event.type == "compare" && !event.directresult;
},
onCompare(player) {
return game.cardsGotoOrdering(get.bottomCards()).cards;
},
group: "yuiko_dilve_gain",
subSkill: {
gain: {
trigger: {
player: ["chooseToCompareAfter", "compareMultipleAfter"],
target: ["chooseToCompareAfter", "compareMultipleAfter"],
},
filter(event, player) {
if (event.preserve) return false;
return [event.card1, event.card2].filterInD("od").length > 0;
},
prompt2(event, player) {
return "获得" + get.translation([event.card1, event.card2].filterInD("od"));
},
content() {
player.gain([trigger.card1, trigger.card2].filterInD("od"), "gain2", "log");
},
},
},
},
//多鲁基
doruji_feiqu: {
trigger: {
player: "useCard",
target: "useCardToTargeted",
},
forced: true,
filter(event, player) {
return event.card.name == "sha";
},
content() {
if (trigger.name == "useCard") trigger.directHit.addArray(game.players);
else trigger.directHit.add(player);
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
return arg.card.name == "sha";
},
},
global: "doruji_feiqu_ai",
},
doruji_feiqu_ai: {
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
return arg.card.name == "sha" && (arg.target.hasSkill("doruji_feiqu") || arg.target.hasSkill("godan_feiqu"));
},
},
},
//千里朱音
akane_jugu: {
audio: 2,
mod: {
maxHandcard(player, num) {
return num + player.maxHp;
},
},
trigger: { global: "phaseBefore", player: "enterGame" },
forced: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
player.draw(player.maxHp);
},
},
akane_quanqing: {
enable: "phaseUse",
filterCard: true,
filterTarget(card, player, target) {
return target != player && player.inRange(target);
},
position: "he",
check(card) {
var val = get.value(card);
var num = card.number;
if (num > 10) return 8 - val;
var player = _status.event.player;
if (player.getUseValue(card, null, true) > player.getUseValue({ name: "guohe" })) return 0;
if (num > 6) return 6 - val;
return 3 - val;
},
content() {
"step 0";
var num = cards[0].number;
var trans = get.translation(target);
var list = ["令" + trans + "摸一张牌"];
event.addIndex = 0;
if (num > 6) {
if (target.countDiscardableCards(player, "hej") > 0) list.push("弃置" + trans + "区域内的一张牌");
else event.addIndex++;
}
if (num > 10) list.push("对" + trans + "造成1点伤害");
if (list.length == 1) event._result = { index: 0 };
else
player
.chooseControl()
.set("choiceList", list)
.set("index", list.length - 1)
.set("ai", function () {
return _status.event.index;
});
"step 1";
if (result.index > 0) result.index += event.addIndex;
switch (result.index) {
case 0:
target.draw();
break;
case 1:
player.discardPlayerCard(target, "hej", true);
break;
case 2:
target.damage("nocard");
break;
}
},
ai: {
order: 4,
result: {
target(player, target) {
var card = ui.selected.cards[0];
if (card) {
if (card.number > 10) return get.damageEffect(target, player, target);
if (card.number > 6) return lib.card.guohe.ai.result.target.apply(this, arguments);
return 1;
}
},
},
},
},
akane_yifu: {
unique: true,
global: "akane_yifu2",
zhuSkill: true,
},
akane_yifu2: {
audio: 2,
enable: "phaseUse",
discard: false,
line: true,
log: false,
delay: false,
lose: false,
prepare(cards, player, targets) {
targets[0].logSkill("akane_yifu");
},
prompt() {
var player = _status.event.player;
var list = game.filterPlayer(function (target) {
return target != player && target.hasZhuSkill("akane_yifu", player);
});
var str = "将一张手牌交给" + get.translation(list);
if (list.length > 1) str += "中的一人";
return str;
},
filter(event, player) {
if (player.group != "key") return false;
if (player.countCards("h") == 0) return 0;
return game.hasPlayer(function (target) {
return target != player && target.hasZhuSkill("akane_yifu", player) && !target.hasSkill("akane_yifu3");
});
},
filterCard: true,
filterTarget(card, player, target) {
return target != player && target.hasZhuSkill("akane_yifu", player) && !target.hasSkill("akane_yifu3");
},
content() {
"step 0";
player.give(cards, target);
target.addTempSkill("akane_yifu3", "phaseUseEnd");
target.draw();
"step 1";
if (target.countCards("h") > 0)
target.chooseCard("h", true, "交给" + get.translation(player) + "一张牌").set("ai", function (card) {
return 14 - get.value(card);
});
else event.finish();
"step 2";
target.give(result.cards, player);
},
ai: {
expose: 0.3,
order: 10,
result: {
target: 5,
},
},
},
akane_yifu3: { charlotte: true },
//笹濑川佐佐美
sasami_miaobian: {
derivation: ["sasami_gongqing", "sasami_funan", "sasami_baoqiu"],
init2(player) {
if (player.hp <= 3) player.addSkill("sasami_gongqing");
if (player.hp <= 2) player.addSkill("sasami_funan");
if (player.hp <= 1) player.addSkill("sasami_baoqiu");
},
trigger: { player: "changeHp" },
firstDo: true,
silent: true,
content() {
lib.skill.sasami_miaobian.init2(player);
},
},
sasami_baoqiu: {
line: { color: [173, 149, 206] },
inherit: "rin_baoqiu",
},
sasami_gongqing: {
audio: true,
trigger: {
player: ["damageBegin3", "damageBegin4"],
},
forced: true,
filter(event, player, name) {
if (!event.source) return false;
var range = event.source.getAttackRange();
if (name == "damageBegin3") return range > 3;
return event.num > 1 && range < 3;
},
content() {
trigger.num = event.triggername == "damageBegin4" ? 1 : trigger.num + 1;
},
ai: {
filterDamage: true,
skillTagFilter(player, tag, arg) {
if (arg && arg.player) {
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
if (arg.player.getAttackRange() < 3) return true;
}
return false;
},
},
},
sasami_funan: {
audio: 2,
trigger: { global: ["respond", "useCard"] },
line: { color: [173, 149, 206] },
filter(event, player) {
if (!event.respondTo) return false;
if (event.player == player) return false;
if (player != event.respondTo[0]) return false;
if (!player.hasSkill("sasami_funan_jiexun")) {
var cards = [];
if (get.itemtype(event.respondTo[1]) == "card") cards.push(event.respondTo[1]);
else if (event.respondTo[1].cards) cards.addArray(event.respondTo[1].cards);
return cards.filterInD("od").length > 0;
} else return event.cards.filterInD("od").length > 0;
},
logTarget: "player",
content() {
"step 0";
if (!player.hasSkill("sasami_funan_jiexun")) {
var cards = [];
if (get.itemtype(trigger.respondTo[1]) == "card") cards.push(trigger.respondTo[1]);
else if (trigger.respondTo[1].cards) cards.addArray(trigger.respondTo[1].cards);
cards = cards.filterInD("od");
trigger.player.gain(cards, "gain2", "log").gaintag.add("sasami_funan");
trigger.player.addTempSkill("sasami_funan_use");
}
"step 1";
var cards = trigger.cards.filterInD("od");
player.gain(cards, "log", "gain2");
},
subSkill: {
use: {
onremove(player) {
player.removeGaintag("sasami_funan");
},
charlotte: true,
mod: {
cardEnabled2(card, player) {
if (get.itemtype(card) == "card" && card.hasGaintag("sasami_funan")) {
return false;
}
},
},
},
},
},
//枣铃
rin_baoqiu: {
mod: {
attackRange(rin, ball) {
return ball + 2;
},
},
trigger: { player: "useCardToPlayered" },
forced: true,
logTarget: "target",
filter(event, player) {
return event.card.name == "sha";
},
line: { color: [194, 117, 92] },
content() {
"step 0";
player.judge(function () {
return 0;
});
"step 1";
var target = trigger.target;
var map = trigger.customArgs;
var id = target.playerid;
if (!map[id]) map[id] = {};
if (result.color == "red") {
if (!map[id].extraDamage) map[id].extraDamage = 0;
map[id].extraDamage++;
}
if (result.color == "black") {
trigger.directHit.add(target);
}
if (result.suit == "spade" || result.suit == "heart") {
var evt = trigger.getParent();
if (evt.addCount !== false) {
evt.addCount = false;
player.getStat().card.sha--;
}
player.draw();
}
if (result.suit == "diamond" || result.suit == "club") {
target.addTempSkill("fengyin");
if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, "he", true);
}
},
},
//春原阳平&春原芽衣
sunohara_chengshuang: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
group: "sunohara_chengshuang_phase",
forced: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
"step 0";
var evt = event.getParent("phase");
if (evt && evt.player == player) evt.sunohara_chengshuang = true;
player.chooseControl("male", "female").set("prompt", "成双:请选择自己的性别");
"step 1";
var sex = result.control;
game.broadcastAll(
function (player, sex) {
player.sex = sex;
if (player.marks && player.marks.sunohara_chengshuang) player.marks.sunohara_chengshuang.firstChild.innerHTML = sex == "male" ? "♂" : "♀";
},
player,
sex
);
game.log(player, "将性别变更为", "#g" + get.translation(sex) + "性");
},
mark: true,
intro: {
content(storage, player) {
if (player.sex == "unknown" || player.sex == "double") return "当前性别未确定";
return "当前性别:" + get.translation(player.sex);
},
},
},
sunohara_chengshuang_phase: {
trigger: {
player: "phaseBegin",
},
filter(event, player) {
if (event.sunohara_chengshuang) return false;
return game.phaseNumber > 1;
},
prompt2(event, player) {
if (player.sex == "unknown" || player.sex == "double") return "选择自己的性别";
return "将自己的性别变更为" + (player.sex == "male" ? "女性" : "男性");
},
content() {
"step 0";
if (player.sex == "unknown" || player.sex == "double") player.chooseControl("male", "female").set("prompt", "成双:请选择自己的性别");
else
event._result = {
control: player.sex == "male" ? "female" : "male",
};
"step 1";
var sex = result.control;
game.broadcastAll(
function (player, sex) {
player.sex = sex;
if (player.marks && player.marks.sunohara_chengshuang) player.marks.sunohara_chengshuang.firstChild.innerHTML = sex == "male" ? "♂" : "♀";
},
player,
sex
);
game.log(player, "将性别变更为", "#g" + get.translation(sex) + "性");
},
},
sunohara_tiaoyin: {
enable: "phaseUse",
usable: 1,
filterTarget(card, player, target) {
return target != player && target.countGainableCards(player, "hej") > 0;
},
selectCard: [1, 4],
filterCard(card) {
for (var i = 0; i < ui.selected.cards.length; i++) {
if (get.suit(ui.selected.cards[i]) == get.suit(card)) return false;
}
return true;
},
complexSelect: true,
complexCard: true,
complexTarget: true,
selectTarget() {
return [ui.selected.cards.length, ui.selected.cards.length];
},
line: { color: [239, 204, 96] },
content() {
if (target.countGainableCards(player, "hej") > 0) player.gainPlayerCard(target, "hej", "visible");
},
contentAfter() {
var bool = false;
for (var i = 0; i < targets.length; i++) {
if (targets[i].differentSexFrom(player)) {
bool = true;
break;
}
}
if (bool) player.loseHp();
},
ai: {
order: 6,
result: {
target(player, target) {
return lib.card.shunshou.ai.result.target.apply(this, arguments);
},
player(player, target) {
if (target.sameSexAs(player)) return 0;
for (var i = 0; i < ui.selected.targets.length; i++) {
if (ui.selected.targets[i].differentSexFrom(player)) return 0;
}
return get.attitude(player, target) < 0 && target.countCards("h", "tao") > 0 ? 1 : -2;
},
},
},
},
sunohara_jianren: {
trigger: { player: "damageEnd" },
line: { color: [145, 149, 179] },
async cost(event, trigger, player) {
const num = !trigger.source || trigger.source.isDead() || trigger.source.differentSexFrom(player) ? 3 : 1;
event.result = await player
.chooseTarget(get.prompt("sunohara_jianren"), "令一名角色摸" + get.cnNumber(num) + "张牌。")
.set("ai", function (target) {
var att = get.attitude(player, target);
if (att <= 0) return 0;
if (target.hasSkillTag("nogain") && target != _status.currentPhase) return 0.1;
return att / (1 + 0.1 * target.countCards("h"));
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
const num = !trigger.source || trigger.source.isDead() || trigger.source.differentSexFrom(player) ? 3 : 1;
target.draw(num);
},
},
//椎名
shiina_qingshen: {
audio: 1,
trigger: {
player: "damageEnd",
source: "damageSource",
},
filter(event, player) {
return event.cards && event.cards.filterInD().length > 0;
},
frequent: true,
content() {
"step 0";
var cards = trigger.cards.filterInD("od");
player.gain(cards, "gain2", "log");
event.count = cards.length;
"step 1";
var cards = player.getCards("he");
if (cards.length == 0) {
event.finish();
return;
} else if (cards.length <= event.count) {
event._result = { bool: true, cards: cards };
} else player.chooseCard(true, "he", event.count, "请选择要置于武将牌上的牌");
"step 2";
if (result.bool && result.cards.length) {
var cards = result.cards;
player.addToExpansion(cards, player, "give").gaintag.add("shiina_qingshen");
}
},
intro: {
content: "expansion",
markcount: "expansion",
},
mod: {
attackRange(from, num) {
return num + from.getExpansions("shiina_qingshen").length;
},
maxHandcard(from, num) {
return num + from.getExpansions("shiina_qingshen").length;
},
},
ai: {
notemp: true,
},
},
shiina_feiyan: {
audio: 1,
animalList: ["key_inari", "key_doruji"],
trigger: { global: "phaseBegin" },
filter(event, player) {
if (lib.skill.shiina_feiyan.animalList.includes(event.player.name)) return false;
return player.getExpansions("shiina_qingshen").length > 0 && player.inRange(event.player);
},
async cost(event, trigger, player) {
const { result } = await player
.chooseButton([get.prompt("shiina_feiyan", trigger.player), player.getExpansions("shiina_qingshen")])
.set("goon", get.attitude(player, trigger.player) < 0 ? 1 : -1)
.set("ai", function () {
return _status.event.goon;
});
if (result.bool)
event.result = {
bool: true,
cards: result.links,
};
},
logTarget: "player",
async content(event, trigger, player) {
await player.loseToDiscardpile(event.cards);
const cardToUse = { name: "sha", isCard: true };
if (lib.filter.targetEnabled(cardToUse, player, trigger.player)) {
const { card } = await player.useCard(cardToUse, trigger.player);
console.log(card);
if (
!player.hasHistory("sourceDamage", function (evt) {
return evt.card === card;
})
)
await player.draw();
}
},
group: "shiina_retieji",
ai: {
notemp: true,
combo: "shiina_feiyan",
},
},
shiina_retieji: {
audio: 1,
shaRelated: true,
trigger: { player: "useCardToPlayered" },
check(event, player) {
return get.attitude(player, event.target) < 0;
},
filter(event, player) {
return event.card.name == "sha" && event.getParent(2).name == "shiina_feiyan";
},
logTarget: "target",
content() {
"step 0";
player.judge(function () {
return 0;
});
if (!trigger.target.hasSkill("fengyin")) {
trigger.target.addTempSkill("fengyin");
}
"step 1";
var suit = get.suit(result.card);
var target = trigger.target;
var num = target.countCards("h", "shan");
target
.chooseToDiscard("请弃置一张" + get.translation(suit) + "牌,否则不能使用闪抵消此杀", "he", function (card) {
return get.suit(card) == _status.event.suit;
})
.set("ai", function (card) {
var num = _status.event.num;
if (num == 0) return 0;
if (card.name == "shan") return num > 1 ? 2 : 0;
return 8 - get.value(card);
})
.set("num", num)
.set("suit", suit);
"step 2";
if (!result.bool) {
trigger.getParent().directHit.add(trigger.target);
}
},
},
//稻荷
inari_baiwei: {
enable: ["chooseToUse", "chooseToRespond"],
hiddenCard(player, name) {
return name != "du" && get.type(name) == "basic" && player.countCards("hes", { suit: "diamond" }) > 0;
},
filter(event, player) {
if (event.type == "wuxie" || !player.countCards("hse", { suit: "diamond" })) return false;
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name != "du" && get.type(name) == "basic" && event.filterCard(get.autoViewAs({ name: name }, "unsure"), player, event)) return true;
}
return false;
},
chooseButton: {
dialog(event, player) {
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name == "du") continue;
if (name == "sha") {
list.push(["基本", "", "sha"]);
for (var j of lib.inpile_nature) list.push(["基本", "", name, j]);
} else if (get.type(name) == "basic") {
list.push(["基本", "", name]);
}
}
return ui.create.dialog("摆尾", [list, "vcard"], "hidden");
},
filter(button, player) {
return _status.event.getParent().filterCard(get.autoViewAs({ name: button.link[2] }, "unsure"), player, _status.event.getParent());
},
check(button) {
if (_status.event.getParent().type == "phase") {
var player = _status.event.player;
var fakecard = {
name: button.link[2],
nature: button.link[3],
};
if (player.getUseValue(fakecard) > 0) return get.order(fakecard);
return 0;
}
return 1;
},
backup(links, player) {
return {
selectCard: 1,
filterCard: { suit: "diamond" },
popname: true,
check(card) {
if (get.type(card) == "basic") return 6;
return 1 / Math.max(0.1, get.value(card));
},
position: "hse",
viewAs: { name: links[0][2], nature: links[0][3] },
};
},
prompt(links, player) {
return "将一张♦牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用或打出";
},
},
ai: {
order(item, player) {
if (player && _status.event.type == "phase") {
var max = 0;
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (get.type(name) == "basic" && player.getUseValue({ name: name }) > 0) {
var temp = get.order({ name: name });
if (temp > max) max = temp;
}
}
if (max > 0) max += 0.5;
return max;
}
return 4;
},
result: {
player: 1,
},
respondSha: true,
fireAttack: true,
skillTagFilter(player, tag) {
return tag == "fireAttack" || player.countCards("he", { suit: "diamond" }) > 0;
},
},
group: ["inari_baiwei_draw"],
},
inari_baiwei_draw: {
trigger: { player: ["useCardAfter", "respondAfter"] },
forced: true,
popup: false,
filter(event, player) {
return event.skill && event.skill.indexOf("inari_baiwei") == 0;
},
content() {
player.draw();
},
},
inari_huhun: {
mod: {
suit(card, suit) {
if (suit == "club") return "diamond";
},
maxHandcard(player, num) {
return num + 1;
},
},
},
//朱鹭户沙耶
saya_powei: {
audio: 2,
trigger: { player: "phaseAfter" },
locked: true,
limited: true,
unique: true,
skillAnimation: true,
animationColor: "metal",
filter(event, player) {
return (
event.type != "saya_powei" &&
game.hasPlayer(function (current) {
return current.hp > player.hp;
})
);
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("saya_powei"), function (card, saya, kyousuke) {
return kyousuke.hp > saya.hp;
})
.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (att >= -2) return 0;
if (target != get.zhu(target) && player.hasUnknown()) return 0;
if (target.getEquip(3) && !player.getEquip(4)) att /= 2;
if (player.hp <= 1) att *= 1.5;
return -att;
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
player.awakenSkill("saya_powei");
game.asyncDelay(3);
var next = game.createEvent("saya_powei_loop", false, trigger);
next.playertrue = player;
next.playerfalse = target;
next.setContent(lib.skill.saya_powei.content2);
},
content2() {
"step 0";
event.count = 0;
event.stat = true;
event.current = event["player" + event.stat];
game.countPlayer2(function (current) {
if (current != event.playertrue && current != event.playerfalse) current.addSkill("saya_nodis");
});
event.playertrue.addSkill("saya_judge");
"step 1";
event.count++;
event.current.phase().set("type", "saya_powei");
"step 2";
if (event.count == 9 || event.playertrue.isDead() || event.playerfalse.isDead()) {
game.countPlayer2(function (current) {
current.removeSkill("saya_nodis");
current.removeSkill("saya_judge");
});
} else {
event.stat = !event.stat;
event.current = event["player" + event.stat];
event.goto(1);
}
},
},
saya_nodis: {
group: "undist",
mark: true,
intro: { content: "不计入距离和座次的计算" },
},
saya_judge: {
trigger: { player: "phaseBegin" },
forced: true,
popup: false,
filter(event, player) {
return event.type == "saya_powei" && player == event.getParent().playertrue;
},
content() {
"step 0";
player.judge(function (card) {
return get.color(card) == "red" ? 5 : 0;
}).judge2 = function (result) {
return result.bool ? true : false;
};
"step 1";
if (result.bool) {
player.line(trigger.getParent().playerfalse);
trigger.getParent().playerfalse.damage();
}
},
},
saya_shouji: {
audio: 2,
trigger: { player: "useCardAfter" },
filter(event, player) {
return event.cards.filterInD().length > 0;
},
usable: 1,
async cost(event, trigger, player) {
const goon = (function () {
var num = 0;
var cards = trigger.cards.filterInD();
for (var i = 0; i < cards.length; i++) {
num += player.getUseValue(cards[i]);
}
return (
player.countCards("h", function (card) {
return player.getUseValue(card, null, true) > num;
}) == 0
);
})();
event.result = await player
.chooseTarget(get.prompt2("saya_shouji"), lib.filter.notMe)
.set("ai", function (target) {
if (!_status.event.goon) return 0;
var player = _status.event.player;
var cards = _status.event.getTrigger().cards.filterInD();
var att = get.attitude(player, target);
var num = 0;
for (var i = 0; i < cards.length; i++) {
num += target.getUseValue(cards[i]);
}
return Math.max(num, 0.1) * att;
})
.set("goon", goon)
.forResult();
},
content() {
"step 0";
event.cards = trigger.cards.filterInD();
var target = targets[0];
event.target = target;
target.gain(event.cards, "gain2", "log");
"step 2";
target.chooseToUse({
cards: cards,
filterCard(card) {
if (get.itemtype(card) != "card" || !_status.event.cards || !_status.event.cards.includes(card)) return false;
return lib.filter.filterCard.apply(this, arguments);
},
prompt: "是否使用得到的牌中的一张?",
});
"step 3";
if (result.bool) player.draw();
},
},
//三枝叶留佳&二木佳奈多
haruka_shuangche: {
audio: 2,
enable: "phaseUse",
filter(event, player) {
return !player.hasSkill("haruka_kanata");
},
chooseButton: {
dialog(event, player) {
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name == "boss_mengpohuihun") continue;
if (name == "sha") {
list.push(["基本", "", "sha"]);
for (var j of lib.inpile_nature) list.push(["基本", "", name, j]);
} else if (get.type(name) == "trick") list.push(["锦囊", "", name]);
else if (get.type(name) == "basic") list.push(["基本", "", name]);
}
return ui.create.dialog("双掣", [list, "vcard"]);
},
filter(button, player) {
return _status.event.getParent().filterCard({ name: button.link[2] }, player, _status.event.getParent());
},
check(button) {
var player = _status.event.player;
if (player.countCards("h", button.link[2]) > 0) return 0;
if (["wugu", "zhulu_card"].includes(button.link[2])) return 0;
var effect = player.getUseValue(button.link[2]);
if (effect > 0) return effect;
return 0;
},
backup(links, player) {
return {
audio: "haruka_shuangche",
filterCard() {
return false;
},
selectCard: -1,
popname: true,
check(card) {
return 6 - get.value(card);
},
position: "he",
viewAs: {
name: links[0][2],
nature: links[0][3],
isCard: true,
},
};
},
prompt(links, player) {
return "请选择" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "的目标";
},
},
ai: {
order: 1,
result: {
player(player) {
var cards = player.getCards("he").sort(function (a, b) {
return get.value(a) - get.value(b);
});
var num = (player.getStat("skill").haruka_shuangche || 0) + 1;
if (player.needsToDiscard() >= num) return 1;
if (player.hp > 2) return 1;
if (cards.length >= num) {
var val = 0;
for (var i = 0; i < cards.length; i++) {
val += get.value(cards[i]);
}
return 12 - val;
}
return 0;
},
},
fireAttack: true,
},
group: "kanata_shuangche",
},
kanata_shuangche: {
trigger: { player: "useCardAfter" },
forced: true,
filter(event, player) {
return event.skill == "haruka_shuangche_backup";
},
content() {
"step 0";
var num = player.getStat("skill").haruka_shuangche || 1;
player.chooseToDiscard("###双掣:请选择一项###选择弃置" + get.cnNumber(num) + "张牌,或失去1点体力且令〖双掣〗失效至回合结束", num, "he").set("ai", function (card) {
var total = 12;
for (var i = 0; i < ui.selected.cards.length; i++) {
total -= get.value(ui.selected.cards[i]);
}
return total - get.value(card);
});
"step 1";
if (!result.bool) {
player.addTempSkill("haruka_kanata");
player.loseHp();
}
},
},
haruka_kanata: { charlotte: true },
//紬文德斯
tsumugi_mugyu: {
audio: 5,
trigger: { target: "useCardToTargeted" },
frequent: true,
filter(event, player) {
return player.countCards("h") < player.maxHp;
},
content() {
player.draw();
},
},
tsumugi_huilang: {
trigger: { player: "phaseEnd" },
charlotte: true,
line: { color: [253, 198, 116] },
filter(event, player) {
return player.countCards("he") > 0;
},
async cost(event, trigger, player) {
event.result = await player
.chooseCard("he", [1, player.countCards("he")], get.prompt2("tsumugi_huilang"))
.set("ai", function (card) {
if (get.position(card) != "h") return -1;
if (!["shan", "wuxie", "caochuan"].includes(get.name(card))) return 9;
return 5 - get.value(card);
})
.forResult();
},
async content(event, trigger, player) {
const cards = event.cards;
player.addSkill("tsumugi_huilang2");
player.addToExpansion("giveAuto", cards, player).gaintag.add("tsumugi_huilang2");
},
},
tsumugi_huilang2: {
charlotte: true,
marktext: "隐",
intro: { content: "隐藏于回廊之牌", markcount: "expansion" },
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
trigger: { player: "phaseBegin" },
forced: true,
filter(event, player) {
return player.getExpansions("tsumugi_huilang2").length > 0;
},
content() {
"step 0";
var cards = player.getExpansions("tsumugi_huilang2");
event.num = cards.length;
player.gain(cards, "draw");
"step 1";
player.chooseTarget([1, num], "是否令至多" + get.cnNumber(num) + "名角色各摸一张牌?").set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 2";
if (result.bool) {
var targets = result.targets;
player.line(targets, lib.skill.tsumugi_huilang.line);
targets.sortBySeat();
game.asyncDraw(targets);
} else event.finish();
"step 3";
game.delay();
},
},
//由依
yui_jiang: {
shaRelated: true,
audio: 2,
audioname: ["sp_lvmeng", "re_sunben", "re_sunce"],
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted",
},
filter(event, player) {
if (!(event.card.name == "juedou" || (event.card.name == "sha" && get.color(event.card) == "red"))) return false;
return player == event.target || event.getParent().triggeredTargets3.length == 1;
},
frequent: true,
content() {
player.draw();
},
ai: {
effect: {
target(card, player, target) {
if (card.name == "sha" && get.color(card) == "red") return [1, 0.6];
},
player(card, player, target) {
if (card.name == "sha" && get.color(card) == "red") return [1, 1];
},
},
},
},
yui_lieyin: {
trigger: { player: "phaseUseBegin" },
locked: true,
async cost(event, trigger, player) {
const list = [];
if (player.storage._ichiban_no_takaramono) list.push("cancel2");
const { control, index } = await player
.chooseControl(...list)
.set("choiceList", ["令此阶段内的所有红色牌视为【杀】", "令此阶段内的所有【杀】视为【决斗】"])
.set("prompt", player.storage._ichiban_no_takaramono ? get.prompt("yui_lieyin") : "烈音:请选择一项")
.set("ai", function () {
var player = _status.event.player;
var shas = player.countCards("h", "sha");
if (shas > 0) {
if (
game.hasPlayer(function (current) {
return get.attitude(player, current) < 0 && player.canUse("juedou", current) && !current.hasSha() && get.effect(current, { name: "juedou" }, player, player) > 0;
})
)
return 1;
if (player.storage._ichiban_no_takaramono) return "cancel2";
}
if (
player.countCards("h", function (card) {
return get.color(card) == "red" && card.name != "sha" && player.hasValueTarget(card);
}) == 0
)
return 0;
if (player.storage._ichiban_no_takaramono) return "cancel2";
return 1;
})
.forResult();
if (control !== "cancel2") {
event.result = {
bool: true,
cost_data: { index },
};
}
},
async content(event, trigger, player) {
player.addTempSkill(`yui_lieyin${event.cost_data.index}`, "phaseUseEnd");
},
},
yui_lieyin0: {
mod: {
cardname(card) {
if (get.color(card) == "red") return "sha";
},
},
},
yui_lieyin1: {
mod: {
cardname(card) {
if (card.name == "sha") return "juedou";
},
},
},
yui_takaramono: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
unique: true,
juexingji: true,
skillAnimation: true,
animationColor: "key",
filter(event, player) {
var num = 0;
if (player.hp <= 1) num++;
if (game.dead.length > 0) num++;
if (num != 1) return num > 1;
var draw = 0;
player.getAllHistory("gain", function (evt) {
if (evt.getParent(2).name == "yui_jiang") draw += evt.cards.length;
});
return draw >= 3;
},
content() {
player.awakenSkill("yui_takaramono");
player.addSkills("yui_yinhang");
player.storage._ichiban_no_takaramono = true;
player.gainMaxHp();
player.recover();
},
derivation: "yui_yinhang",
},
yui_yinhang: {
trigger: { player: "changeHp" },
locked: true,
getIndex: event => Math.abs(event.num),
line: { color: [253, 153, 182] },
async cost(event, trigger, player) {
event.result = await player
.chooseTarget([1, 2], get.prompt("yui_yinhang"), "令至多两名角色各摸一张牌")
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
})
.forResult();
},
async content(event, trigger, player) {
const targets = event.targets;
targets.sortBySeat();
game.asyncDraw(targets);
},
},
//吉野晴彦
yoshino_jueyi: {
trigger: { player: "phaseUseBegin" },
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(lib.filter.notMe, get.prompt2("yoshino_jueyi"))
.set("ai", function (target) {
var player = _status.event.player;
if (get.damageEffect(target, player, player) < 0) return 0;
var att = get.attitude(player, target);
if (att > 0) return 0;
if (att == 0) return 0.1;
var eff = 0;
var hs = player.getCards("h");
for (var i = 0; i < hs.length; i++) {
if (player.canUse(hs[i], target)) {
var eff2 = get.effect(target, hs[i], player, player);
if (eff2 > 0) eff += eff2;
}
}
return -att / (1 + eff);
})
.forResult();
},
content() {
"step 0";
var target = targets[0];
event.target = target;
player.draw();
"step 1";
player.chooseToPSS(target);
"step 2";
if (result.tie) event.goto(1);
else if (result.bool) target.damage();
else target.addTempSkill("yoshino_fail", "phaseUseEnd");
},
},
yoshino_fail: {
mod: {
targetEnabled(card, player, target) {
if (player == _status.currentPhase) return false;
},
},
},
//宫泽谦吾
kengo_weishang: {
locked: false,
mod: {
cardUsable(card, player, num) {
if (card.name == "sha" && player.hasDisabledSlot(1)) return num + 1;
},
globalFrom(from, to, distance) {
if (from.hasDisabledSlot(4)) return distance - 1;
},
globalTo(from, to, distance) {
if (to.hasDisabledSlot(3)) return distance + 1;
},
},
enable: "phaseUse",
usable: 1,
filter(event, player) {
var list = ["equip1", "equip2", "equip3", "equip4", "equip5"];
for (var i = 0; i < list.length; i++) {
if (player.hasEnabledSlot(list[i]) && (!player.storage.kengo_guidui2 || !player.storage.kengo_guidui2.includes(list[i]))) return true;
}
return false;
},
content() {
"step 0";
var list = ["equip1", "equip2", "equip3", "equip4", "equip5"];
for (var i = 0; i < list.length; i++) {
if (!player.hasEnabledSlot(list[i]) || (player.storage.kengo_guidui2 && player.storage.kengo_guidui2.includes(list[i]))) list.splice(i--, 1);
}
player.chooseControl(list).set("prompt", "请选择废除一个装备栏").ai = function () {
if (
list.includes("equip1") &&
player.hasEmptySlot("equip1") &&
player.countCards("h", function (card) {
return card.name == "sha" && player.getUseValue(card) > 0;
})
)
return "equip1";
if (list.includes("equip3") && player.hasEmptySlot("equip3")) return "equip3";
if (list.includes("equip4") && player.hasEmptySlot("equip4")) return "equip4";
if (list.includes("equip5") && player.hasEmptySlot("equip5")) return "equip5";
if (list.includes("equip2") && player.hasEmptySlot("equip2")) return "equip2";
return list.randomGet();
};
"step 1";
player.disableEquip(result.control);
player.draw(2);
},
group: ["kengo_weishang_sha", "kengo_weishang_shan"],
ai: {
order: 10,
result: { player: 1 },
},
},
kengo_weishang_sha: {
trigger: { player: "useCardToPlayered" },
forced: true,
filter(event, player) {
return event.card.name == "sha" && player.hasDisabledSlot(1) && event.target.countCards("he") > 0;
},
logTarget: "target",
content() {
trigger.target.chooseToDiscard("he", true);
},
},
kengo_weishang_shan: {
enable: ["chooseToUse", "chooseToRespond"],
viewAs: { name: "shan" },
filterCard: true,
position: "hes",
prompt: "将一张牌当做闪使用或打出",
viewAsFilter(player) {
return player.hasDisabledSlot(2) && player.countCards("hes") > 0;
},
check(card) {
return 1 / Math.max(0.1, get.value(card));
},
ai: {
respondShan: true,
skillTagFilter(player) {
return player.hasDisabledSlot(2) && player.countCards("he") > 0;
},
},
},
kengo_guidui: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter(event, player) {
return player.countDisabledSlot() > 0;
},
content() {
var list = [];
for (var i = 1; i <= 5; i++) {
for (var j = 0; j < player.countDisabledSlot(i); j++) {
list.push("equip" + i);
}
}
player.enableEquip(list);
if (!player.storage.kengo_guidui2) player.storage.kengo_guidui2 = [];
player.storage.kengo_guidui2.addArray(list);
},
},
kengo_guidui2: { onremove: true },
//岩泽雅美
iwasawa_yinhang: {
trigger: { player: "changeHp" },
locked: true,
line: { color: [235, 96, 138] },
getIndex: event => Math.abs(event.num),
async cost(event, trigger, player) {
event.result = await player
.chooseTarget([1, 2], get.prompt("iwasawa_yinhang"), "令至多两名角色各摸一张牌")
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
})
.forResult();
},
async content(event, trigger, player) {
const targets = event.targets;
targets.sortBySeat();
game.asyncDraw(targets);
},
},
iwasawa_mysong: {
trigger: {
player: ["phaseBeginStart", "phaseAfter", "dyingBefore"],
},
forced: true,
filter(event, player) {
return event.name == "dying" || player.hp < 1;
},
content() {
if (trigger.name == "dying") trigger.cancel();
else if (event.triggername == "phaseBeginStart") player.addTempSkill("iwasawa_fenyin");
else player.die();
},
nobracket: true,
derivation: "iwasawa_fenyin",
},
iwasawa_refenyin: {
audio: 2,
audioname2: {
wufan: "refenyin_wufan",
},
trigger: {
global: ["loseAfter", "cardsDiscardAfter", "equipAfter"],
},
forced: true,
filter(event, player) {
if (player != _status.currentPhase) return false;
var cards = event.getd();
var list = [];
for (var i = 0; i < cards.length; i++) {
var card = cards[i];
list.add(card.suit);
}
game.getGlobalHistory("cardMove", function (evt) {
if (evt == event || evt.getParent() == event || (evt.name != "lose" && evt.name != "cardsDiscard")) return false;
if (evt.name == "lose" && evt.position != ui.discardPile) return false;
for (var i = 0; i < evt.cards.length; i++) {
var card = evt.cards[i];
list.remove(card.suit);
}
});
return list.length > 0;
},
content() {
var list = [];
var list2 = [];
var cards = trigger.getd();
for (var i = 0; i < cards.length; i++) {
var card = cards[i];
var suit = card.suit;
list.add(suit);
list2.add(suit);
}
game.getGlobalHistory("cardMove", function (evt) {
if (evt == trigger || evt.getParent() == trigger || (evt.name != "lose" && evt.name != "cardsDiscard")) return false;
if (evt.name == "lose" && evt.position != ui.discardPile) return false;
for (var i = 0; i < evt.cards.length; i++) {
var card = evt.cards[i];
var suit = card.suit;
list.remove(suit);
list2.add(suit);
}
});
list2.sort();
player.draw(list.length);
player.storage.iwasawa_refenyin_mark = list2;
player.addTempSkill("iwasawa_refenyin_mark");
player.markSkill("iwasawa_refenyin_mark");
},
subSkill: {
mark: {
onremove: true,
intro: {
content(s) {
var str = "本回合已经进入过弃牌堆的卡牌的花色:";
for (var i = 0; i < s.length; i++) {
str += get.translation(s[i]);
}
return str;
},
},
},
},
},
iwasawa_fenyin: {
mod: {
aiOrder(player, card, num) {
if (typeof card == "object" && player == _status.currentPhase) {
var evt = player.getLastUsed();
if (evt && evt.card && get.color(evt.card) != "none" && get.color(card) != "none" && get.color(evt.card) != get.color(card)) {
return num + 10;
}
}
},
},
audio: 2,
trigger: { player: "useCard" },
frequent: true,
//usable:3,
filter(event, player) {
if (_status.currentPhase != player) return false;
var evt = player.getLastUsed(1);
if (!evt) return false;
var color1 = get.color(evt.card);
var color2 = get.color(event.card);
return color1 && color2 && color1 != "none" && color2 != "none" && color1 != color2;
},
content() {
player.draw();
},
ai: {
threaten(player, target) {
if (target.hp < 1) return 3;
return 1;
},
},
},
//井之原真人
masato_baoquan: {
trigger: { source: "damageBefore" },
forced: true,
content() {
"step 0";
player
.chooseControl("防止伤害", "增加伤害")
.set("prompt", "暴拳:防止即将对" + get.translation(trigger.player) + "造成的伤害,或失去1点体力上限并令此伤害+2")
.set("choice", get.attitude(player, trigger.player) >= 0 ? 0 : 1)
.set("ai", function () {
return _status.event.choice;
});
"step 1";
if (result.control == "增加伤害") {
player.loseMaxHp();
trigger.num += 2;
} else trigger.cancel();
},
ai: {
effect: {
player(card, player, target) {
if (target && get.attitude(player, target) > 0 && get.tag(card, "damage")) return "zeroplayertarget";
},
},
},
},
//西森柚咲&黑羽美砂
yusa_yanyi: {
enable: "phaseUse",
usable: 1,
filterTarget(card, player, target) {
return get.distance(player, target) <= player.hp;
},
selectTarget() {
return [1, Math.max(_status.event.player.getAttackRange())];
},
line: "thunder",
content() {
"step 0";
if (target.isHealthy()) {
player.draw();
event.finish();
} else {
var name = get.translation(player);
target
.chooseControl()
.set("choiceList", ["令" + name + "摸一张牌", "回复1点体力,然后交给" + name + "一张牌"])
.set("ai", function () {
return 1;
});
}
"step 1";
if (result.index == 0) {
player.draw();
event.finish();
} else {
target.recover();
}
"step 2";
if (target != player && target.countCards("he") > 0) {
target.chooseCard("交给" + get.translation(player) + "一张牌", "he", true);
} else event.finish();
"step 3";
target.give(result.cards, player, "giveAuto");
},
ai: {
order: 10,
result: {
player(player, target) {
return target.isHealthy() ? 1 : 0;
},
target(player, target) {
if (target.isHealthy()) return 0;
return get.recoverEffect(target, player, target);
},
},
},
},
yusa_misa: {
charlotte: true,
trigger: { player: "useSkillAfter" },
filter(event, player) {
return event.skill == "yusa_yanyi" && !player.storage.dualside_over && Array.isArray(player.storage.dualside);
},
content() {
player.turnOver();
},
ai: {
combo: "yusa_yanyi",
},
},
misa_yusa: {
charlotte: true,
trigger: { player: "misa_yehuoAfter" },
filter(event, player) {
return event.bool === true && !player.storage.dualside_over && Array.isArray(player.storage.dualside);
},
content() {
player.turnOver();
},
},
misa_yehuo: {
charlotte: true,
trigger: { global: "phaseDrawBegin1" },
locked: true,
line: { color: [236, 137, 52] },
filter(event, player) {
var target = event.player;
return player.inRange(target) && player.countCards("he") >= get.distance(player, target);
},
async cost(event, trigger, player) {
var next = player.chooseToDiscard("he", get.distance(player, trigger.player) || 1, get.prompt2("misa_yehuo", trigger.player), "chooseonly");
next.set("ai", function (card) {
var val = _status.event.val;
for (var i = 0; i < ui.selected.cards.length; i++) {
val -= get.value(ui.selected.cards[i]);
}
return val - get.value(card);
});
next.set("val", -2 * get.attitude(player, trigger.player));
event.result = await next.forResult();
},
logTarget: "player",
content() {
"step 0";
player.discard(cards);
"step 1";
event.bool = true;
if (trigger.numFixed) event._result = { index: 0 };
else if (trigger.player.isIn()) {
var name = get.translation(trigger.player);
player.chooseControl().set("choiceList", ["对" + name + "造成1点火属性伤害", "令" + name + "此出牌阶段的额定摸牌数改为0"]);
} else event.finish();
"step 2";
if (result.index == 0) trigger.player.damage("fire");
else trigger.changeToZero();
},
ai: {
fireAttack: true,
},
},
//宫泽有纪宁
yukine_wenzhou: {
trigger: { global: "phaseUseBegin" },
filter(event, player) {
return event.player.countCards("he") > 0;
},
async cost(event, trigger, player) {
event.forceDie = true;
var ask = trigger.player.chooseCard("he", get.prompt("yukine_wenzhou"));
if (player === trigger.player) {
ask.set("prompt2", "选择一张牌,然后从牌堆中获得一张与此牌类型相同的牌。本回合内使用与此牌类型相同的牌时不可被其他角色响应。");
} else ask.set("prompt2", "将一张牌交给" + get.translation(player) + "然后其可以选择:交给你一张牌;或令你从牌堆中获得一张与此牌类型相同的牌,且你本回合内使用与此牌类型相同的牌时不可被响应。");
ask.set("ai", function (card) {
if (get.attitude(_status.event.player, _status.event.getParent().player) > 0) return 10 - get.value(card);
return -1;
});
event.result = await ask.forResult();
},
content() {
"step 0";
event.forceDie = true;
event.type = get.type(cards[0], "trick");
if (trigger.player != player) trigger.player.give(cards, player, "giveAuto");
"step 1";
if (player == trigger.player || player.countCards("he") == 0) {
event._result = { index: 1 };
} else {
player
.chooseControl()
.set("choiceList", ["将一张牌交给" + get.translation(trigger.player), "令" + get.translation(trigger.player) + "从牌堆中获得一张" + get.translation(event.type) + "牌,且其本回合内使用与此牌名称相同的牌时不可被响应"])
.set("forceDie", true)
.set("ai", function () {
if (get.attitude(_status.event.player, _status.event.getTrigger().player) > 0) return 1;
return 0;
});
}
"step 2";
event.index = result.index;
if (result.index == 1) {
var magic = get.cardPile2(function (card) {
return get.type(card, "trick") == event.type;
});
if (magic) {
trigger.player.addTempSkill("yukine_magic", "phaseUseEnd");
trigger.player.storage.yukine_magic.add(magic.name);
trigger.player.gain(magic, "draw");
} else event.finish();
} else
player.chooseCard("he", true, "选择要交给" + get.translation(trigger.player) + "的牌").set("ai", function (card) {
return -get.value(card, _status.event.getTrigger().player);
});
"step 3";
if (event.index == 1) game.updateRoundNumber();
else if (result.bool) player.give(result.cards, trigger.player, "giveAuto");
},
},
yukine_magic: {
trigger: { player: "useCard" },
forced: true,
popup: false,
charlotte: true,
filter(event, player) {
return player.storage.yukine_magic && player.storage.yukine_magic.includes(event.card.name);
},
content() {
trigger.directHit.addArray(
game.filterPlayer(function (current) {
if (player != current) return true;
return !player.hasSkill("yukine_wenzhou");
})
);
},
onremove: true,
init(player, skill) {
if (!player.storage[skill]) player.storage[skill] = [];
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
return player.storage.yukine_magic && player.storage.yukine_magic.includes(arg.card.name);
},
},
},
//神北小毬
komari_tiankou: {
trigger: {
player: "useCard2",
target: "useCardToTarget",
},
forced: true,
filter(event, player, name) {
if (name == "useCardToTarget" && player == event.player) return false;
if (get.color(event.card) != "red") return false;
if (get.tag(event.card, "damage")) return false;
return ["basic", "trick"].includes(get.type(event.card));
},
content() {
"step 0";
var info = get.info(trigger.card);
var bool = true;
if (info.multitarget || info.allowMultiple === false) bool = false;
else {
var list = game.filterPlayer(function (current) {
return !trigger.targets.includes(current) && lib.filter.targetEnabled2(trigger.card, trigger.player, current);
});
if (!list.length) bool = false;
}
if (bool)
player
.chooseTarget("甜口:为" + get.translation(trigger.card) + "增加一个额外目标,或点【取消】摸一张牌。", function (candy, komari, rin) {
return _status.event.rin_chan.includes(rin);
})
.set("rin_chan", list)
.set("ai", function (target) {
var evt = _status.event;
return get.effect(target, evt.candy, evt.source, evt.player);
})
.set("candy", trigger.card)
.set("", trigger.player);
else event._result = { bool: false };
"step 1";
if (result.bool) {
var rin = result.targets[0];
trigger.targets.push(rin);
player.line(rin, { color: [255, 224, 172] });
} else player.draw();
},
},
komari_xueshang: {
trigger: { global: "die" },
forced: true,
skillAnimation: true,
chargingSkill: true,
filter(event, player) {
return player.hp > 0;
},
animationColor: "metal",
content() {
"step 0";
player.addSkill("riki_xueshang");
var map = {};
var list = [];
for (var i = 1; i <= player.hp; i++) {
var cn = get.cnNumber(i, true);
map[cn] = i;
list.push(cn);
}
event.map = map;
player
.chooseControl(list, function () {
return "一";
})
.set("prompt", "血殇:请选择自己受到的伤害的点数");
"step 1";
var num = event.map[result.control] || 1;
event.num = num > 1 ? 2 : 1;
event.list = game
.filterPlayer(function (current) {
return current != player;
})
.sortBySeat();
player.damage(num);
player.line(event.list, { color: [255, 224, 172] });
"step 2";
if (!player.hasSkill(event.name)) return;
else {
event.list.shift().damage(num);
if (event.list.length) event.redo();
}
},
},
riki_xueshang: {
trigger: { global: "dying" },
forced: true,
popup: false,
charlotte: true,
filter(event, player) {
return event.getParent(2).name == "komari_xueshang" && event.getParent(2).player == player;
},
content() {
player.removeSkills("komari_xueshang");
player.gainMaxHp(true);
player.recover();
},
},
//鹰原羽未
umi_chaofan: {
enable: "phaseUse",
usable: 1,
selectCard: 2,
complexCard: true,
filter(summer, umi) {
return umi.countCards("h") > 1;
},
check(ingredient) {
return 7 - get.value(ingredient);
},
filterCard(ingredient) {
if (ui.selected.cards.length) return get.suit(ingredient) != get.suit(ui.selected.cards[0]);
return true;
},
line: { color: [251, 193, 217] },
filterTarget: lib.filter.notMe,
content() {
"step 0";
player.draw();
"step 1";
if (player.hp > 2) target.recover();
else if (player.hp == 2) target.draw(2);
else target.damage("fire", "nosource");
},
ai: {
order: 2,
result: {
target(umi, takahara) {
if (umi.hp > 2 && takahara.isDamaged()) return 2.2;
if (umi.hp == 2 && !takahara.hasSkillTag("nogain")) return 2;
if (umi.hp < 2) return get.damageEffect(takahara, umi, umi, "fire");
},
},
},
},
umi_lunhui: {
trigger: { global: "phaseAfter" },
filter(summer, umi) {
return summer.player != umi && umi.countCards("h") < umi.hp;
},
line: { color: [251, 193, 217] },
logTarget: "player",
charlotte: true,
content() {
"step 0";
player.loseHp();
"step 1";
player.draw(2);
player.insertPhase();
player.storage.umi_shiroha = trigger.player;
player.addTempSkill("umi_shiroha");
},
},
umi_shiroha: {
mark: "character",
intro: {
content: "到$的距离视为1",
},
onremove: true,
charlotte: true,
mod: {
globalFrom(umi, shiroha) {
if (umi.storage.umi_shiroha == shiroha) return -Infinity;
},
},
},
umi_qihuan: {
unique: true,
forceunique: true,
enable: "chooseToUse",
filter(summer, umi) {
return (
summer.type == "dying" &&
umi.isDying() &&
[umi.name1, umi.name2].includes("key_umi")
);
},
limited: true,
skillAnimation: true,
charlotte: true,
animationColor: "key",
content() {
"step 0";
player.awakenSkill("umi_qihuan");
player.reinitCharacter("key_umi", "key_umi2", false);
player.recover(game.countGroup() || 1);
if (!game.dead.length) event.finish();
"step 1";
var chara = [];
var skills = [];
for (var i = 0; i < game.dead.length; i++) {
var name = game.dead[i].name;
var name2 = game.dead[i].name2;
var skill = [];
if (name && lib.character[name]) skill.addArray(lib.character[name][3]);
if (name2 && lib.character[name2]) skill.addArray(lib.character[name2][3]);
if (skill.length) {
chara.push(game.dead[i]);
skills.push(skill);
}
}
if (!chara.length) event.finish();
event.chara = chara;
event.skills = skills;
event.chosen = [];
"step 2";
var next = player.chooseTarget("是否获得一名已死亡角色的一个技能?");
next.set("chara", event.chara);
next.set("skills", event.skills);
next.set("chosen", event.chosen);
next.set("filterTarget", function (card, player, target) {
if (target.isAlive()) return false;
var evt = _status.event;
if (!evt.chosen.length) return true;
var skills = evt.skills[evt.chara.indexOf(target)];
if (skills.length == 1 && skills[0] == evt.chosen[0]) return false;
return true;
});
next.set("deadTarget", true);
next.set("ai", function () {
return Math.random();
});
"step 3";
if (!result.bool) event.finish();
else {
event.temp = result.targets[0];
var list = event.skills[event.chara.indexOf(result.targets[0])];
result.targets[0].line(player, {
color: [251, 193, 217],
});
list.removeArray(event.chosen);
player.chooseControl(list).set("prompt", "选择获得一个技能");
}
"step 4";
//player.addSkills(result.control,get.groupnature(event.temp.group)||'key');
player.addSkills(result.control);
var info = get.info(result.control);
if (info.zhuSkill) {
if (!player.storage.zhuSkill_umi_qihuan) player.storage.zhuSkill_umi_qihuan = [];
player.storage.zhuSkill_umi_qihuan.push(result.control);
}
event.chosen.push(result.control);
if (event.chosen.length < 2) event.goto(2);
},
ai: {
order: 10,
save: true,
skillTagFilter(player, tag, target) {
return player == target;
},
result: {
player: 1,
},
},
},
//神尾晴子
haruko_haofang: {
mod: {
cardname(card, player, name) {
if (lib.card[card.name].type == "delay") return "wuzhong";
},
},
trigger: { player: "drawBefore" },
forced: true,
filter(event, player) {
return event.getParent().name == "wuzhong";
},
content() {
trigger.num += 2;
},
},
haruko_zhuishi: {
trigger: { global: "phaseJudgeBegin" },
filter(misuzu) {
return misuzu.player.countCards("j") > 0;
},
check(event, player) {
return get.attitude(player, event.player) > 1;
},
logTarget: "player",
content() {
"step 0";
player.gain(trigger.player.getCards("j"), trigger.player, "give", "bySelf");
"step 1";
if (player.hp > 1) player.loseHp();
},
},
yuri_xingdong: {
audio: 3,
group: "yuri_xingdong_gain",
subSkill: {
mark: {
mark: true,
marktext: "令",
intro: {
content: "跳过下个回合的判定阶段和摸牌阶段",
},
},
gain: {
audio: 2,
trigger: { player: "phaseUseBegin" },
forced: true,
content() {
"step 0";
var card = get.cardPile(function (card) {
return card.name == "sha" || get.type(card) == "trick";
});
if (card) player.gain(card, "gain2", "log");
"step 1";
game.updateRoundNumber();
},
},
},
enable: "phaseUse",
usable: 1,
locked: true,
filter(event, player) {
return player.countCards("h", lib.skill.yuri_xingdong.filterCard);
},
filterCard(card) {
return card.name == "sha" || get.type(card) == "trick";
},
check(card) {
return 1;
},
filterTarget: lib.filter.notMe,
discard: false,
lose: false,
delay: 0,
content() {
"step 0";
player.give(cards, target);
"step 1";
if (!target.getCards("h").includes(cards[0])) event._result = { bool: false };
else
target.chooseUseTarget(
cards[0],
game.filterPlayer(function (current) {
return current != player;
}),
"请使用得到的牌,或者跳过下回合的判定阶段和摸牌阶段"
);
"step 2";
if (result.bool) game.asyncDraw([player, target]);
else {
target.addTempSkill("yuri_xingdong_mark", "phaseJudgeSkipped");
target.skip("phaseJudge");
target.skip("phaseDraw");
target.addTempSkill("zhengjing3", {
player: "phaseAfter",
});
event.finish();
}
"step 3";
game.delay();
},
ai: {
order: 12,
result: {
target(player, target) {
var card = ui.selected.cards[0];
if (target.hasSkill("pingkou")) return 1;
if (!card) return 0;
var info = get.info(card);
if (info.selectTarget == -1) {
var eff = 0;
game.countPlayer(function (current) {
if (current != player && target.canUse(card, current)) eff += get.effect(current, card, target, target);
});
if (eff > 0 || get.value(card) < 3) return eff;
return 0;
} else if (
game.hasPlayer(function (current) {
return current != player && target.canUse(card, current) && get.effect(current, card, target, target) > 0;
})
)
return 1.5;
else if (get.value(card) < 3) return -1;
return 0;
},
},
},
},
yuri_wangxi: {
audio: 2,
trigger: { global: "dieAfter" },
limited: true,
mark: false,
init(player) {
if (player.hasZhuSkill("yuri_wangxi")) {
player.markSkill("yuri_wangxi");
player.storage.yuri_wangxi = false;
}
},
zhuSkill: true,
unique: true,
skillAnimation: true,
animationColor: "thunder",
filter(event, player) {
if (get.mode() != "identity") return false;
if (!player.hasZhuSkill("yuri_wangxi")) return false;
if (event.player.isIn()) return false;
if (event.player.identity == "mingzhong") return false;
var evt = event.getParent("yuri_xingdong");
return evt && evt.name == "yuri_xingdong" && evt.player == player;
},
async cost(event, trigger, player) {
event.result = await trigger.player
.chooseBool("是否发动" + get.translation(player) + "的【忘隙】?")
.set("forceDie", true)
.forResult();
},
logTarget: "player",
async content(event, trigger, player) {
player.awakenSkill("yuri_wangxi");
var identity = "zhong";
if (_status.mode == "purple") {
if (["rNei", "bNei"].includes(player.identity)) identity = player.identity;
else if (["rZhu", "rZhong", "bNei"].includes(player.identity)) identity = "rZhong";
else identity = "bZhong";
}
game.broadcastAll(
function (source, identity) {
if (source.node.dieidentity) {
source.node.dieidentity.innerHTML = get.translation(identity + 2);
}
source.revive(2, false);
source.identity = identity;
source.setIdentity();
},
trigger.player,
identity
);
var evt = trigger.getParent("damage");
if (evt.untrigger) evt.untrigger(false, trigger.player);
game.addVideo("setIdentity", trigger.player, "zhong");
await trigger.player.changeGroup(player.group);
await trigger.player.draw();
},
ai: {
combo: "yuri_xingdong",
},
},
//枣恭介
nk_shekong: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return player.countCards("h") > 0;
},
filterCard: true,
selectCard() {
if (ui.selected.targets.length) return [1, ui.selected.targets[0].countCards("he")];
return [1, Infinity];
},
filterTarget(event, player, target) {
return target != player && target.countCards("he") >= Math.max(1, ui.selected.cards.length);
},
check(card) {
if (
!game.hasPlayer(function (current) {
return current != _status.event.player && get.attitude(_status.event.player, current) < 0 && current.countCards("he") > ui.selected.cards.length;
})
)
return 0;
return 6 - get.value(card);
},
content() {
"step 0";
event.cardsx = cards.slice(0);
var num = get.cnNumber(cards.length);
var trans = get.translation(player);
var prompt = "弃置" + num + "张牌,然后" + trans + "摸一张牌";
if (cards.length > 1) prompt += ";或弃置一张牌,然后" + trans + "摸" + num + "张牌";
var next = target.chooseToDiscard(prompt, "he", true);
next.numx = cards.length;
next.selectCard = function () {
if (ui.selected.cards.length > 1) return _status.event.numx;
return [1, _status.event.numx];
};
next.complexCard = true;
next.ai = function (card) {
if (
ui.selected.cards.length == 0 ||
_status.event.player.countCards("he", function (cardxq) {
return get.value(cardxq) < 7;
}) >= _status.event.numx
)
return 7 - get.value(card);
return -1;
};
"step 1";
if (result.bool) {
if (result.cards.length == cards.length) player.draw();
else player.draw(cards.length);
event.cardsx.addArray(result.cards);
for (var i = 0; i < event.cardsx.length; i++) {
if (get.position(event.cardsx[i]) != "d") event.cardsx.splice(i--, 1);
}
} else event.finish();
"step 2";
if (event.cardsx.length) {
player.chooseButton(["请按顺序将卡牌置于牌堆顶(先选择的在上)", event.cardsx], true, event.cardsx.length);
} else event.finish();
"step 3";
if (result.bool) {
var cardsx = result.links;
while (cardsx.length) {
var card = cardsx.pop();
card.fix();
ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
}
}
},
ai: {
order: 10,
result: {
target: -1,
},
},
},
key_huanjie: {
trigger: { player: ["drawBegin", "judgeBegin"] },
forced: true,
silent: true,
popup: false,
lastDo: true,
filter(event) {
return event.name == "draw" || !event.directresult;
},
content() {
if (trigger.name == "draw") {
if (trigger.bottom) trigger.bottom = false;
else trigger.bottom = true;
} else trigger.directresult = get.bottomCards()[0];
},
},
//此花露西娅
lucia_duqu: {
trigger: {
player: ["damage", "loseHpBefore", "useCardBefore"],
source: "damage",
},
forced: true,
charlotte: true,
filter(event, player, onrewrite) {
if (onrewrite == "loseHpBefore") {
return event.type == "du";
}
return event.source != undefined && event.source != event.player;
},
content() {
var onrewrite = event.triggername;
if (onrewrite == "loseHpBefore") {
trigger.cancel();
player.recover(trigger.num);
} else {
var another = trigger[trigger.source == player ? "player" : "source"];
player.line(another, { color: [220, 90, 139] });
another.gain(game.createCard2("du"), "gain2");
}
},
ai: {
usedu: true,
},
},
lucia_zhenren: {
trigger: { global: "phaseJieshuBegin" },
forced: true,
charlotte: true,
filter(event, player) {
return player.countCards("e") > 0;
},
content() {
"step 0";
var es = player.getCards("e");
event.count = es.length;
player.discard(es);
"step 1";
event.count--;
if (
game.hasPlayer(function (current) {
return current.countDiscardableCards(player, "ej") > 0;
})
) {
player.chooseTarget("请选择一名角色,弃置其装备区或判定区内的一张牌。", true, function (card, player, target) {
return target.countDiscardableCards(player, "ej") > 0;
}).ai = function (target) {
var att = get.attitude(_status.event.player, target);
if (target.countCards("j") && att > 0) return att * 1.5;
return -att;
};
} else event.finish();
"step 2";
if (result.bool && result.targets && result.targets.length) {
var target = result.targets[0];
player.line(target, { color: [220, 90, 139] });
player.discardPlayerCard(target, "ej", true);
if (event.count) event.goto(1);
}
},
},
};
export default skills;