import { lib, game, ui, get, ai, _status } from "../../noname.js"; /** @type { importCharacterConfig['skill'] } */ const skills = { //诸葛均 twshouzhu: { audio: 2, global: "beOfOneHeart", oneHeart: true, trigger: { player: "phaseUseBegin", }, filter(event, player) { return player.getStorage("beOfOneHeartWith").some(target => { return target.isIn(); }); }, logTarget(event, player) { return player.getStorage("beOfOneHeartWith").filter(target => { return target.isIn(); }); }, forced: true, locked: false, async content(event, trigger, player) { const targets = player.getStorage("beOfOneHeartWith").filter(target => { return target.isIn(); }); let count = 0; for (const current of targets) { if (!current.isIn()) continue; const cards = await current .chooseToGive(`${get.translation(player)}对你发动了【受嘱】`, "作为其的同心角色,是否交给其至多三张牌?", player, "he", [1, 3]) .set("ai", card => { if (!get.event("goon")) return -get.value(card); if (ui.selected.cards.length < 2) return 4.5 + ui.selected.cards.length - get.value(card) + get.player().getUseValue(card) / 5; return 0; }) .set("goon", get.attitude(current, player) > 0) .forResultCards(); if (cards && cards.length) count += cards.length; } if (count < 2) return; await game.asyncDraw(targets); await game.asyncDelay(); targets.unshift(player); for (const current of targets) { const cards = get.cards(count); await game.cardsGotoOrdering(cards); const next = current.chooseToMove(); next.set("list", [["牌堆底", cards], ["弃牌堆"]]); next.set("prompt", "受嘱:点击排列牌置于牌堆底的顺序,或置入弃牌堆"); next.set("processAI", list => { const cards = list[0][1], player = get.player(); let bottom = [], discard = []; cards.sort((a, b) => get.value(b, player) - get.value(a, player)); while (cards.length) { if (get.value(cards[0], player) <= 5) break; bottom.unshift(cards.shift()); } discard = cards; return [bottom, discard]; }); const { moved } = await next.forResult(); const bottom = moved[0]; const discard = moved[1]; if (bottom.length) { await game.cardsGotoPile(bottom); } current.popup(get.cnNumber(bottom.length) + "下"); game.log(current, "将" + get.cnNumber(bottom.length) + "张牌置于牌堆底"); if (discard.length) { await game.cardsDiscard(discard); game.log(current, "将", discard, "置入了弃牌堆"); } await game.asyncDelayx(); } }, }, beOfOneHeart: { trigger: { player: "phaseBegin" }, filter(event, player) { if (!game.hasPlayer(current => current !== player)) return false; return player.getSkills().some(skill => { const info = get.info(skill); if (!info || !info.oneHeart) return false; return true; }); }, forced: true, ruleSkill: true, async content(event, trigger, player) { const targets = await player.chooseTarget("请选择你的“同心”角色", lib.filter.notMe).forResultTargets(); if (!targets || !targets.length) return; player.line(targets, "green"); game.log(player, "选择了", targets, "作为自己的同心角色"); player.markSkill("beOfOneHeart"); player.storage.beOfOneHeartWith = targets; player .when({ player: "phaseBegin" }, false) .assign({ firstDo: true }) .then(() => { delete player.storage.beOfOneHeartWith; player.unmarkSkill("beOfOneHeart"); }) .finish(); await game.asyncDelayx(); }, marktext: "❤", intro: { name: "同心", content(_, player) { return `当前同心角色:${get.translation(player.getStorage("beOfOneHeartWith"))}`; }, } }, twdaigui: { audio: 2, trigger: { player: "phaseUseEnd", }, filter(event, player) { if (!player.countCards("h")) return false; const color = get.color(player.getCards("h")[0]); return player.getCards("h").every(card => { return get.color(card) === color; }); }, async cost(event, trigger, player) { const maxLimit = player.countCards("h"); event.result = await player .chooseTarget(get.prompt("twdaigui"), `选择至多${get.cnNumber(maxLimit)}名角色并亮出牌堆底等量的牌,令这些角色依次选择并获得其中一张。`, [1, maxLimit]) .set("ai", target => { const player = get.player(); return get.attitude(player, target) * (player === target && player.needsToDiscard(1) ? 0.4: 1); }) .forResult(); }, async content(event, trigger, player) { const { targets } = event; const cards = get.bottomCards(targets.length); await game.cardsGotoOrdering(cards); const videoId = lib.status.videoId++; game.addVideo("cardDialog", null, ["待归", get.cardsInfo(cards), videoId]); game.broadcastAll( function (cards, videoId) { const dialog = ui.create.dialog("待归", cards, true); _status.dieClose.push(dialog); dialog.videoId = videoId; }, cards, videoId ); await game.asyncDelay(); const chooseableCards = cards.slice(); for (const current of targets) { if (!current.isIn() || !chooseableCards.length) continue; const links = await current .chooseButton(true) .set("dialog", videoId) .set("closeDialog", false) .set("dialogdisplay", true) .set("cardFilter", chooseableCards.slice()) .set("filterButton", button => { return get.event("cardFilter").includes(button.link); }) .set("ai", button => { return get.value(button.link, _status.event.player); }) .forResultLinks(); const [card] = links; if (card) { current.gain(card, "gain2"); chooseableCards.remove(card); } const capt = `${get.translation(current)}选择了${get.translation(card)}`; game.broadcastAll( function (card, id, name, capt) { const dialog = get.idDialog(id); if (dialog) { dialog.content.firstChild.innerHTML = capt; for (let i = 0; i < dialog.buttons.length; i++) { if (dialog.buttons[i].link == card) { dialog.buttons[i].querySelector(".info").innerHTML = name; break; } } game.addVideo("dialogCapt", null, [dialog.videoId, dialog.content.firstChild.innerHTML]); } }, card, videoId, (function (target) { if (target._tempTranslate) return target._tempTranslate; var name = target.name; if (lib.translate[name + "_ab"]) return lib.translate[name + "_ab"]; return get.translation(name); })(current), capt ); } if (chooseableCards.length) await game.cardsDiscard(chooseableCards); game.broadcastAll(function (id) { const dialog = get.idDialog(id); if (dialog) { dialog.close(); _status.dieClose.remove(dialog); } }, videoId); game.addVideo("cardDialog", null, videoId); }, }, twcairu: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], filter(event, player) { return ["huogong", "tiesuo", "wuzhong"].some(name => { if (player.getStorage("twcairu_used").includes(name)) return false; return event.filterCard({ name }, player, event); }); }, chooseButton: { dialog(event, player) { const list = ["huogong", "tiesuo", "wuzhong"] .filter(name => { if (player.getStorage("twcairu_used").includes(name)) return false; return event.filterCard({ name }, player, event); }) .map(name => [get.translation(get.type(name)), "", name]); return ui.create.dialog("才濡", [list, "vcard"]); }, check(button) { return get.player().getUseValue({ name: button.link[2] }); }, backup(links, player) { return { audio: "twcairu", filterCard(card, player) { const color = get.color(card, player); return !ui.selected.cards.length || get.color(ui.selected.cards[0]) != color; }, selectCard: 2, complexCard: true, popname: true, check(card) { return 5 - get.value(card); }, position: "hes", viewAs: { name: links[0][2] }, precontent() { delete event.result.skill; player.logSkill("twcairu"); if (!player.storage.twcairu_used) { player.storage.twcairu_used = []; player.when({ global: "phaseAfter" }).then(() => { delete player.storage.twcairu_used; }); } player.storage.twcairu_used.add(event.result.card.name); }, }; }, prompt(links, player) { return "将两张颜色不同的牌当【" + get.translation(links[0][2]) + "】使用"; }, }, subSkill: { backup: {} }, ai: { order(item, player) { if (!player || _status.event.type != "phase") return 0.001; let max = 0, names = ["huogong", "tiesuo", "wuzhong"].filter(name => { if (player.getStorage("twcairu_used").includes(name)) return false; return event.filterCard({ name }, player, event); }); if (!names.length) return 0; names = names.map(namex => ({ name: namex })); names.forEach(card => { if (player.getUseValue(card) > 0) { let temp = get.order(card); if (temp > max) max = temp; } }); if (max > 0) max += 0.3; return max; }, result: { player: 1 }, }, }, //颜良文丑,但是颜良+文丑 twduwang: { audio: 3, dutySkill: true, derivation: ["twxiayong", "twylyanshix"], global: "twduwang_global", group: ["twduwang_effect", "twduwang_achieve", "twduwang_fail"], onremove: ["twduwang", "twduwang_fail"], subSkill: { effect: { audio: "twduwang1.mp3", trigger: { player: "phaseUseBegin" }, filter(event, player) { return game.hasPlayer(target => { return ( target != player && target.hasCard(card => { if (get.position(card) == "h") return true; return target.canUse(get.autoViewAs({ name: "juedou" }, [card]), player, false); }, "he") ); }); }, async cost(event, trigger, player) { let { result } = await player .chooseTarget([1, 3], (_, player, target) => { return ( target != player && target.hasCard(card => { if (get.position(card) == "h") return true; return target.canUse(get.autoViewAs({ name: "juedou" }, [card]), player, false); }, "he") ); }) .set("prompt", get.prompt("twduwang")) .set("ai", target => { const player = get.event("player"); const num = game.countPlayer(current => { return ( current != player && current.hasCard(card => { if (get.position(card) == "h") return true; return current.canUse(get.autoViewAs({ name: "juedou" }, [card]), player, false); }, "he") && get.effect(current, { name: "guohe_copy2" }, current, player) + get.effect(player, { name: "juedou" }, current, player) > 0 ); }); return (Math.min(num, 3) + 1) * get.effect(player, { name: "draw" }, player, player) + get.effect(target, { name: "guohe_copy2" }, target, player) + get.effect(player, { name: "juedou" }, target, player); }) .set("prompt2", "选择至多三名其他角色并摸选择角色数+1的牌,然后这些角色须将一张牌当作【决斗】对你使用"); if (result.bool) result.targets.sortBySeat(); event.result = result; }, async content(event, trigger, player) { const targets = event.targets; await player.draw(targets.length + 1); await game.asyncDelayx(); for (const target of targets) { if ( !target.hasCard(card => { return target.canUse(get.autoViewAs({ name: "juedou" }, [card]), player, false); }, "he") ) continue; await target .chooseToUse() .set("forced", true) .set("openskilldialog", "独往:将一张牌当作【决斗】对" + get.translation(player) + "使用") .set("norestore", true) .set("_backupevent", "twduwang_backup") .set("targetRequired", true) .set("complexSelect", true) .set("custom", { add: {}, replace: { window: function () {} }, }) .backup("twduwang_backup") .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", player) .set("addCount", false); await game.asyncDelayx(); } }, }, backup: { viewAs: { name: "juedou" }, position: "he", filterCard(card, player) { const cardx = get.autoViewAs({ name: "juedou" }, [card]); return lib.filter.targetEnabledx(cardx, player, get.event("sourcex")); }, check(card) { if (get.name(card) == "sha") return 5 - get.value(card); return 8 - get.value(card); }, precontent() { delete event.result.skill; }, }, achieve: { audio: "twduwang2.mp3", trigger: { player: "phaseZhunbeiBegin" }, filter(event, player) { if (player.storage.twduwang_fail) return false; const history = player.actionHistory; if (history.length < 2) return false; for (let i = history.length - 2; i >= 0; i--) { if (history[i].isMe && !history[i].isSkipped) { let num = history[i].useCard.filter(evt => { return evt.card.name == "juedou"; }).length, targets = game.players.slice().concat(game.dead.slice()); for (const target of targets) { num += target.actionHistory[i].useCard.filter(evt => { return evt.card.name == "juedou" && evt.targets && evt.targets.includes(player); }).length; } return num >= (targets.length < 4 ? 3 : 4); } } return false; }, forced: true, skillAnimation: true, animationColor: "metal", async content(event, trigger, player) { player.awakenSkill("twduwang"); game.log(player, "完成使命"); if (player.awakenedSkills.includes("twduwang")) { player.restoreSkill("twduwang"); game.log(player, "重置了技能", "#g【独往】"); } if (!player.storage.twduwang_fail) { player.storage.twduwang_fail = true; game.log(player, "修改了技能", "#g【独往】"); } let result, bool1 = player.hasSkill("twxiayong", null, false, false), bool2 = !player.awakenedSkills.includes("twylyanshi") && player.storage.twduwang_ylyanshi; if (bool1 && bool2) result = { index: 2 }; else if (bool1) result = { index: 1 }; else if (bool2) result = { index: 0 }; else result = await player .chooseControl() .set("choiceList", ["获得〖狭勇〗", "重置〖延势〗并为其添加历战效果"]) .set("prompt", "独往:请选择一项") .set("ai", () => { const player = get.event("player"), num = game.countPlayer(current => { return ( current != player && current.hasCard(card => { if (get.position(card) == "h") return true; return current.canUse(get.autoViewAs({ name: "juedou" }, [card]), player, false); }, "he") && get.effect(current, { name: "guohe_copy2" }, current, player) / 2.5 + get.effect(player, { name: "juedou" }, current, player) > 0 ); }); return num >= 2 ? 0 : 1; }) .forResult(); if (result.index == 0) await player.addSkills("twxiayong"); if (result.index == 1) { player.popup("twylyanshi"); if (player.awakenedSkills.includes("twylyanshi")) { player.restoreSkill("twylyanshi"); game.log(player, "重置了技能", "#g【延势】"); } if (!player.storage.twduwang_ylyanshi) { player.storage.twduwang_ylyanshi = true; game.log(player, "修改了技能", "#g【延势】"); } } }, }, fail: { audio: "twduwang3.mp3", trigger: { player: "die" }, forceDie: true, filter(event, player) { return !player.storage.twduwang_fail; }, forced: true, content() { player.awakenSkill("twduwang"); game.log(player, "使命失败"); }, }, global: { mod: { cardSavable(card, player, target) { if (card.name == "tao" && target != player && target.hasSkill("twduwang") && !target.storage.twduwang_fail) return false; }, }, audio: "twduwang3.mp3", trigger: { player: "dying" }, filter(event, player) { return player.hasSkill("twduwang") && !player.storage.twduwang_fail; }, forced: true, content() {}, }, }, }, twylyanshi: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], filter(event, player) { return ["juedou", "binglinchengxiax"].concat(get.zhinangs()).some(name => { const info = { name: name }; return ( get.info(info) && player.hasCard(card => { return get.name(card) == "sha" && event.filterCard({ name: name, cards: [card] }, player, event); }, "hs") ); }); }, limited: true, skillAnimation: true, animationColor: "fire", onremove: ["twylyanshi", "twduwang_ylyanshi"], chooseButton: { dialog(event, player) { const list = ["juedou", "binglinchengxiax"] .concat(get.zhinangs()) .filter(name => { const info = { name: name }; return ( get.info(info) && player.hasCard(card => { return get.name(card) == "sha" && event.filterCard({ name: name, cards: [card] }, player, event); }, "hs") ); }) .map(name => [get.translation(get.type(name)), "", name]); return ui.create.dialog("延势", [list, "vcard"]); }, check(button) { return get.event("player").getUseValue({ name: button.link[2] }); }, backup(links, player) { return { audio: "twylyanshi", filterCard(card, player) { return get.name(card) == "sha"; }, popname: true, check(card) { return 5 - get.value(card); }, position: "hs", viewAs: { name: links[0][2] }, precontent() { delete event.result.skill; player.logSkill("twylyanshi"); player.awakenSkill("twylyanshi"); if (player.storage.twduwang_ylyanshi) { player.when({ global: "phaseEnd" }).then(() => { if (player.awakenedSkills.includes("twylyanshi")) { player.popup("历战"); player.restoreSkill("twylyanshi"); game.log(player, "触发了", "#g【延势】", "的", "#y历战", "效果"); } }); } }, }; }, prompt(links, player) { return "将一张【杀】当作" + "【" + get.translation(links[0][2]) + "】使用"; }, }, subSkill: { backup: {} }, hiddenCard(player, name) { if (player.awakenedSkills.includes("twylyanshi") || !player.countCards("hs", card => _status.connectMode || get.name(card) == "sha")) return false; return ["juedou", "binglinchengxiax"].concat(get.zhinangs()).includes(name); }, ai: { order(item, player) { if (!player || _status.event.type != "phase") return 0.001; let max = 0, names = ["juedou", "binglinchengxiax"].concat(get.zhinangs()).filter(name => { const info = { name: name }; return ( get.info(info) && player.hasCard(card => { return get.name(card) == "sha" && player.hasValueTarget(get.autoViewAs(info, [card]), true, true); }, "hs") ); }); if (!names.length) return 0; names = names.map(namex => { return { name: namex }; }); names.forEach(card => { if (player.getUseValue(card) > 0) { let temp = get.order(card); if (temp > max) max = temp; } }); if (max > 0) max += 0.3; return max; }, result: { player: 1 }, }, }, twjuexing: { audio: 2, enable: "phaseUse", filter(event, player) { return game.hasPlayer(target => get.info("twjuexing").filterTarget(null, player, target)); }, filterTarget(_, player, target) { const card = new lib.element.VCard({ name: "juedou" }); return target != player && player.canUse(card, target); }, usable: 1, onremove: "twjuexing_lizhan", async content(event, trigger, player) { player.when({ global: "phaseEnd" }).then(() => { player.popup("历战"); player.addSkill("twjuexing_lizhan"); player.addMark("twjuexing_lizhan", 1, false); game.log(player, "触发了", "#g【绝行】", "的", "#y历战", "效果"); }); const target = event.target; const card = new lib.element.VCard({ name: "juedou" }); player.addTempSkill("twjuexing_effect"); player .when({ global: "useCardAfter" }) .filter(evtx => evtx.getParent() == event) .then(() => { let list = []; var targets = [player].concat(trigger.targets); for (const i of targets) { if (i.isIn() && i.hasCard(card => card.hasGaintag("twjuexing"), "h")) { list.push([i, i.getCards("h", card => card.hasGaintag("twjuexing"))]); } } if (list.length) { game.loseAsync({ lose_list: list }).setContent("discardMultiple"); } }) .then(() => { let listx = []; var targets = [player].concat(trigger.targets); for (const i of targets) { if (i.isIn() && i.getExpansions("twjuexing_buff").length) { listx.push([i, i.getExpansions("twjuexing_buff")]); } } if (listx.length) { game.loseAsync({ gain_list: listx, animate: "draw" }).setContent("gaincardMultiple"); } }) .then(() => { var targets = [player].concat(trigger.targets); targets.forEach(current => { current.removeSkill("twjuexing_buff"); }); game.delay(); }); await player.useCard(card, target, false); }, ai: { order: 1, result: { target(player, target) { return get.sgn(get.attitude(player, target)) * get.effect(target, { name: "juedou" }, player, player) * ((player.getHp() + 1) / (target.getHp() + 1)); }, }, }, subSkill: { effect: { trigger: { global: "useCardToBegin" }, forced: true, popup: false, charlotte: true, filter(event, player) { return event.getParent(2).name === "twjuexing"; }, async content(event, trigger, player) { const target = trigger.target; player.addSkill("twjuexing_buff"); target.addSkill("twjuexing_buff"); let list = []; for (const i of [player, target]) { if (i.isIn() && i.countCards("h")) { list.push([i, i.getCards("h")]); } } if (list.length) { await game .loseAsync({ lose_list: list, log: true, animate: "giveAuto", gaintag: ["twjuexing_buff"], }) .setContent(get.info("sbquhu").addToExpansionMultiple); } if (player.getHp() > 0) await player.draw(player.getHp(), target.getHp() > 0 ? "nodelay" : "").set("gaintag", ["twjuexing"]); if (target.getHp() > 0) await target.draw(target.getHp()).set("gaintag", ["twjuexing"]); await game.asyncDelay(); }, }, lizhan: { charlotte: true, onremove: true, marktext: "战", intro: { content: "因【绝行】摸牌时,摸牌数+#" }, trigger: { player: "drawBegin" }, filter(event, player) { if (!player.hasMark("twjuexing_lizhan")) return false; return (event.gaintag || []).includes("twjuexing"); }, forced: true, popup: false, content() { player.popup("历战"); game.log(player, "触发了", "#g【绝行】", "的", "#y历战", "效果"); trigger.num += player.countMark("twjuexing_lizhan"); }, }, buff: { charlotte: true, onremove(player, skill) { const cards = player.getExpansions(skill); if (cards.length) player.gain(cards, "gain2"); }, intro: { markcount: "expansion", mark(dialog, _, player) { var cards = player.getExpansions("twjuexing_buff"); if (player.isUnderControl(true)) dialog.addAuto(cards); else return "共有" + get.cnNumber(cards.length) + "张牌"; }, }, }, }, }, twxiayong: { audio: 2, audioname: ["tw_yanliang"], locked: true, group: "twxiayong_effect", subSkill: { effect: { trigger: { global: "damageBegin1" }, filter(event, player) { if (event.getParent().type != "card" || event.card.name != "juedou" || !event.player.isIn()) return false; const evt = event.getParent() if (evt && evt.targets && (event.player != player || player.countCards("h") > 0)) { return (evt.player === player || evt.targets.includes(player)); } return false; }, forced: true, popup: false, async content(event, trigger, player) { player.logSkill("twxiayong" + (trigger.player === player ? "1" : "2"), trigger.player); if (trigger.player === player) { const cards = player.getCards("h", card => { return lib.filter.cardDiscardable(card, player, "twxiayong"); }); if (cards.length > 0) player.discard(cards.randomGet()); } else { trigger.increase("num"); } }, }, }, }, twxiayong1: { audio: true, audioname: ["tw_yanliang"], sourceSkill: "twxiayong", }, twxiayong2: { inherit: "twxiayong1", }, //袁谭 twqiaosi: { audio: 2, trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return get.info("twqiaosi").getCards(player).length; }, check(event, player) { const cards = get.info("twqiaosi").getCards(player); if (cards.reduce((sum, card) => sum + get.value(card), 0)) return false; if (cards.length >= player.getHp() || cards.some(card => get.name(card, player) == "tao" || get.name(card, player) == "jiu")) return true; return player.getHp() > 2 && cards.length > 1; }, prompt2(event, player) { const cards = get.info("twqiaosi").getCards(player); let str = "获得" + get.translation(cards); if (cards.length < player.getHp()) str += ",然后你失去1点体力"; return str; }, async content(event, trigger, player) { const cards = get.info("twqiaosi").getCards(player); await player.gain(cards, "gain2"); if (cards.length < player.getHp()) await player.loseHp(); }, getCards(player) { let cards = [], targets = game.players.slice().concat(game.dead.slice()); for (const target of targets) { if (target == player) continue; const history = target.getHistory("lose", evt => evt.position == ui.discardPile); if (history.length) { for (const evt of history) cards.addArray(evt.cards2.filterInD("d")); } } const historyx = game.getGlobalHistory("cardMove", evt => { if (evt.name != "cardsDiscard") return false; const evtx = evt.getParent(); if (evtx.name != "orderingDiscard") return false; const evt2 = evtx.relatedEvent || evtx.getParent(); const current = evt2.player; if (evt2.name == "phaseJudge" || current == player) return false; return current.hasHistory("lose", evtx3 => { const evtx4 = evtx3.relatedEvent || evtx3.getParent(); if (evt2 != evtx4) return false; return evtx3.getl(current).cards2.length > 0; }); }); if (historyx.length) { for (const evtx of historyx) cards.addArray(evtx.cards.filterInD("d")); } return cards; }, }, twbaizu: { audio: 2, trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return ( player.isDamaged() && player.countCards("h") && game.hasPlayer(target => { return target != player && target.countCards("h"); }) && player.getHp() + player.countMark("twbaizu_lizhan") ); }, locked: true, async cost(event, trigger, player) { const sum = player.getHp() + player.countMark("twbaizu_lizhan"), filterTarget = (_, player, target) => { return target != player && target.countCards("h"); }; let targets = game.filterPlayer(target => filterTarget(null, player, target)); if (targets.length > sum) { targets = await player .chooseTarget("请选择【败族】的目标", "令你和这些角色同时弃置一张手牌,然后你对与你弃置牌类别相同的其他角色各造成1点伤害", filterTarget, sum, true) .set("ai", target => { const player = get.event("player"); return get.effect(target, { name: "guohe_copy2" }, target, player) + get.damageEffect(target, player, player); }) .forResultTargets(); } event.result = { bool: true, targets }; }, async content(event, trigger, player) { const targets = event.targets.slice().sortBySeat(); player.line(targets); let list = [player].concat(targets).filter(target => target.countDiscardableCards(target, "h")); if (list.length) { let discards = []; const { result } = await player .chooseCardOL( list, "败族:请弃置一张手牌", (card, player) => { return lib.filter.cardDiscardable(card, player); }, true ) .set("ai", get.unuseful); if (result) { for (let i = 0; i < result.length; i++) { discards.push([list[i], result[i].cards]); } await game.loseAsync({ lose_list: discards }).setContent("discardMultiple"); list = list.filter(i => get.type2(result[0].cards[0]) == get.type2(result[list.indexOf(i)].cards[0])); if (list.length) { for (const i of list) { if (i === player) continue; player.line(i); await i.damage(); } } } } player.when({ global: "phaseEnd" }).then(() => { player.popup("历战"); player.addMark("twbaizu_lizhan", 1, false); game.log(player, "触发了", "#g【败族】", "的", "#y历战", "效果"); }); }, subSkill: { lizhan: { charlotte: true, onremove: true, marktext: "战", intro: { content: "【败族】目标选择数+#" }, }, }, }, //玉真子 twhuajing: { audio: 2, getSkills(player) { return player .getCards("e", card => get.subtype(card) == "equip1") .reduce((list, card) => { const info = get.info(card); if (info && info.skills) return list.addArray(info.skills); return list; }, []); }, trigger: { global: "phaseBefore", player: "enterGame" }, filter(event, player) { return event.name != "phase" || game.phaseNumber == 0; }, forced: true, locked: false, async content(event, trigger, player) { const skills = lib.skill.twhuajing.derivation; for (const eff of skills) { player.addMark(eff, 1); player.unmarkSkill(eff); } player.markSkill("twhuajing"); }, global: "twhuajing_global", group: "twhuajing_use", derivation: ["twhuajing_jian", "twhuajing_dao", "twhuajing_fu", "twhuajing_qiang", "twhuajing_ji", "twhuajing_gong"], marktext: "武", intro: { markcount(storage, player) { return lib.skill.twhuajing.derivation.filter(skill => player.hasMark(skill)).length; }, content(storage, player) { const skills = lib.skill.twhuajing.derivation.filter(skill => player.hasMark(skill)); if (!skills.length) return "功力已消耗殆尽"; let str = "当前武功:"; for (const eff of skills) { str += "
  • "; str += lib.translate[eff]; str += ":"; str += lib.translate[eff + "_info"]; } return str; }, }, subSkill: { global: { mod: { attackRange(player, num) { const skills = lib.skill.twhuajing.derivation.filter(skill => player.hasMark(skill) || player.hasSkill(skill)); if (skills.length) return num + skills.length * game.countPlayer(target => target.hasSkill("twhuajing")); }, }, }, use: { audio: "twhuajing", enable: "phaseUse", filter(event, player) { return lib.skill.twhuajing.derivation.some(skill => player.hasMark(skill)); }, filterCard: true, selectCard: [1, 4], position: "h", complexCard: true, discard: false, lose: false, delay: false, check(card) { const player = get.event("player"), skills = lib.skill.twhuajing.derivation.filter(skill => player.hasMark(skill)); if (ui.selected.cards.some(cardx => get.suit(cardx, player) == get.suit(card, player))) return 0; return skills.length - ui.selected.cards.length; }, usable: 1, prompt: "展示至多四张手牌,然后根据这些牌含有的花色数于本回合获得等量你拥有的“武”标记的效果", async content(event, trigger, player) { await player.showCards(event.cards, get.translation(player) + "发动了【化境】"); const skills = lib.skill.twhuajing.derivation.filter(skill => player.hasMark(skill)); const gainSkills = skills.randomGets(Math.min(skills.length, event.cards.reduce((list, cardx) => list.add(get.suit(cardx, player)), []).length)); for (const eff of gainSkills) player.popup(eff); player.addTempSkill(gainSkills); player.addTempSkill("twhuajing_blocker"); player.getHistory("custom").push({ twhuajing_skills: gainSkills }); }, ai: { order: 12, result: { player(player) { return player.countCards("hs", card => { return get.name(card) == "sha" && player.hasValueTarget(card, false, true); }); }, }, }, }, jian: { charlotte: true, mark: true, marktext: "剑", intro: { name: "化境·剑", name2: "剑", markcount: () => 0, content: () => lib.translate.twhuajing_jian_info, }, nopop: true, trigger: { player: "useCardToPlayered" }, filter(event, player) { return event.card.name == "sha" && event.target.countCards("he"); }, forced: true, logTarget: "target", async content(event, trigger, player) { const target = trigger.target; const cards = target.getDiscardableCards(player, "he"); target.discard(cards.randomGets(Math.min(2, cards.length))).discarder = player; }, }, dao: { charlotte: true, mark: true, marktext: "刀", intro: { name: "化境·刀", name2: "刀", markcount: () => 0, content: () => lib.translate.twhuajing_dao_info, }, nopop: true, inherit: "guding_skill", equipSkill: false, }, fu: { charlotte: true, mark: true, marktext: "斧", intro: { name: "化境·斧", name2: "斧", markcount: () => 0, content: () => lib.translate.twhuajing_fu_info, }, nopop: true, trigger: { player: "shaMiss" }, forced: true, logTarget: "target", async content(event, trigger, player) { trigger.target.damage(); }, ai: { directHit_ai: true, skillTagFilter(player, tag, arg) { if (!arg || !arg.card || arg.card.name != "sha" || !arg.baseDamage || arg.baseDamage <= 1) return false; return true; }, }, }, qiang: { charlotte: true, mark: true, marktext: "枪", intro: { name: "化境·枪", name2: "枪", markcount: () => 0, content: () => lib.translate.twhuajing_qiang_info, }, nopop: true, trigger: { player: "useCardAfter" }, filter(event, player) { return event.card.name == "sha" && get.color(event.card) == "black"; }, forced: true, async content(event, trigger, player) { const card = get.cardPile(card => card.name == "shan"); if (card) player.gain(card, "gain2"); }, }, ji: { charlotte: true, mark: true, marktext: "戟", intro: { name: "化境·戟", name2: "戟", markcount: () => 0, content: () => lib.translate.twhuajing_ji_info, }, nopop: true, trigger: { source: "damageBegin3" }, filter(event, player) { return event.card && event.card.name == "sha"; }, forced: true, async content(event, trigger, player) { player.draw(trigger.num); }, }, gong: { charlotte: true, mark: true, marktext: "弓", intro: { name: "化境·弓", name2: "弓", markcount: () => 0, content: () => lib.translate.twhuajing_gong_info, }, nopop: true, trigger: { source: "damageSource" }, filter(event, player) { return event.card && event.card.name == "sha" && event.player.countDiscardableCards(player, "e"); }, forced: true, logTarget: "player", async content(event, trigger, player) { trigger.player.discard(trigger.player.getDiscardableCards(player, "e").randomGets(1)).discarder = player; }, }, blocker: { charlotte: true, init(player, skill) { player.disableSkill(skill, lib.skill.twhuajing.getSkills(player)); }, onremove(player, skill) { player.enableSkill(skill); }, mod: { attackRange(player, num) { return num - player.getEquipRange(); }, }, trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", "phaseBefore"], }, filter(event, player) { if (event.name == "phase") return true; if (event.name == "equip" && event.player == player && get.subtype(event.card) == "equip1") return true; const evt = event.getl(player); return evt && evt.player == player && evt.es && evt.es.some(card => get.subtype(card) == "equip1"); }, forced: true, popup: false, firstDo: true, async content(event, trigger, player) { player.enableSkill("twhuajing_blocker"); player.disableSkill("twhuajing_blocker", lib.skill.twhuajing.getSkills(player)); }, ai: { unequip_equip1: true }, }, }, }, twtianshou: { audio: 2, trigger: { player: "phaseEnd" }, filter(event, player) { return ( player.getHistory("sourceDamage", evt => { return evt.card && evt.card.name == "sha"; }).length && player .getHistory("custom", evt => { return evt.twhuajing_skills; }) .reduce((list, evt) => list.addArray(evt.twhuajing_skills), []) .some(skill => player.hasMark(skill)) ); }, forced: true, async content(event, trigger, player) { const { result: { bool, targets }, } = await player .chooseTarget(lib.filter.notMe, true) .set("prompt", "天授:令一名其他角色获得1枚“武”并获得此标记的效果") .set("ai", target => { const player = get.event("player"), att = get.attitude(player, target); const card = new lib.element.VCard({ name: "sha" }); if (att > 0) return ( game.countPlayer(aim => { return target.canUse(card, target) && get.effect(aim, card, target, player) > 0 && get.effect(aim, card, target, target) > 0; }) + 10 ); if (att == 0) return 1.5 + Math.random(); return 0.1 + Math.random(); }); if (bool) { const target = targets[0]; const skills = player .getHistory("custom", evt => { return evt.twhuajing_skills; }) .reduce((list, evt) => list.addArray(evt.twhuajing_skills), []) .filter(skill => player.hasMark(skill)); let choiceList = skills.map(i => { return '
    【' + get.translation(lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)) + "】
    " + "
    " + get.skillInfoTranslation(i, player) + "
    "; }); const { result: { control }, } = await player .chooseControl(skills) .set("prompt", "选择令" + get.translation(target) + "获得的“武”") .set("choiceList", choiceList) .set("displayIndex", false) .set("ai", () => get.event("controls").randomGet()); if (control) { player.removeMark(control, 1); player.markSkill("twhuajing"); player.popup(control, "metal"); target.addTempSkill(control, { player: "phaseAfter" }); target.addTempSkill("twhuajing_blocker", { player: "phaseAfter" }); target.getHistory("custom").push({ twhuajing_skills: [control] }); await player.draw(2); } } }, ai: { combo: "twhuajing" }, }, //史阿 twdengjian: { audio: 2, trigger: { global: "phaseDiscardEnd" }, filter(event, player) { if (player.hasSkill("twdengjian_ban")) return false; return event.player != player && lib.skill.twdengjian.getCards(player, event.player).length; }, getCards(player, target) { let cards = target .getHistory("useCard", evt => { return ( evt.cards && evt.cards.filterInD("d").some(card => get.name(card, false) == "sha") && target.getHistory("sourceDamage", evtx => { return evtx.card && evtx.card == evt.card; }).length ); }) .reduce((list, evt) => list.addArray(evt.cards.filterInD("d").filter(card => get.name(card, false) == "sha")), []); if (cards.length) { const history = player.actionHistory; for (let i = history.length - 1; i >= 0; i--) { for (let evt of history[i].gain) { if (evt.getParent().name == "twdengjian") { const card = evt.cards[0]; cards = cards.filter(cardx => get.color(cardx) != get.color(card)); if (!cards.length) break; } } if (history[i].isRound) break; } } return cards; }, //direct:true, frequent: true, async content(event, trigger, player) { const cards = lib.skill.twdengjian.getCards(player, trigger.player); /*const {result:{bool}}=await player.chooseToDiscard(get.prompt('twdengjian'),'he') .set('prompt2','弃置一张牌并随机获得本回合所有造成伤害的牌对应的实体牌的其中一张与你本轮以此法获得的牌的颜色均不同的【杀】') .set('ai',card=>7-get.value(card)) .set('logSkill','twdengjian'); if(bool) */ await player.gain(cards.randomGet(), "gain2").gaintag.add("twdengjianx"); }, group: "twdengjian_buff", subSkill: { ban: { charlotte: true }, buff: { mod: { aiOrder(player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("twdengjianx")) return num + 0.1; }, }, audio: "twdengjian", trigger: { player: "useCard1" }, filter(event, player) { return ( event.cards && event.cards.length == 1 && player.getHistory("lose", evt => { if (evt.getParent() != event) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("twdengjianx")) return true; } return false; }).length && event.addCount !== false ); }, forced: true, locked: false, async content(event, trigger, player) { trigger.addCount = false; if (player.stat[player.stat.length - 1].card.sha > 0) player.stat[player.stat.length - 1].card.sha--; game.log(trigger.card, "不计入次数限制"); }, }, }, }, twdengjianx: {}, twxinshou: { audio: 2, trigger: { player: "useCard" }, filter(event, player) { if (event.card.name != "sha") return false; const goon = !player.getHistory("useCard", evt => { return evt != event && evt.card.name == "sha" && get.color(evt.card) == get.color(event.card); }).length && player.isPhaseUsing(); if (!player.hasSkill("twxinshou_0")) return goon; if (!player.hasSkill("twxinshou_1")) return goon && game.hasPlayer(target => target != player); return ( !player.hasSkill("twdengjian_ban") && game.hasPlayer(target => { if (target == player) return false; return !target.hasSkill("twdengjian", null, null, false); }) && player.hasSkill("twdengjian", null, null, false) ); }, direct: true, async content(event, trigger, player) { if (player.hasSkill("twxinshou_0") && player.hasSkill("twxinshou_1")) { const { result: { bool, targets }, } = await player .chooseTarget((card, player, target) => { return target != player && !target.hasSkill("twdengjian", null, null, false); }) .set("ai", target => { const player = get.event("player"); if (get.attitude(player, target) > 0) { if (target.isTurnedOver()) return 0; const card = new lib.element.VCard({ name: "sha" }); if ( game.hasPlayer(aim => { return target.canUse(card, target) && get.effect(aim, card, target, player) > 0 && get.effect(aim, card, target, target) > 0; }) ) return target.countCards("h") - 3; return 0; } return 0; }) .set("prompt", get.prompt("twxinshou")) .set("prompt2", "令【登剑】失效并令一名其他角色获得【登剑】,你的下个回合开始时,其失去【登剑】,若其这期间使用【杀】造成过伤害,则你结束【登剑】的失效状态"); if (bool) { const target = targets[0]; player.logSkill("twxinshou", target); player.addSkill("twdengjian_ban"); target.addAdditionalSkills("twxinshou_" + player.playerid, "twdengjian"); player.popup("登剑"); target.popup("登剑"); game.log(player, "将", "#g【登剑】", "传授给了", target); game.log(player, "的", "#g【登剑】", "被失效了"); player .when("phaseBegin") .then(() => { target.removeAdditionalSkills("twxinshou_" + player.playerid); }) .then(() => { const history = game.getAllGlobalHistory("everything"); for (let i = history.length - 1; i >= 0; i--) { const evt = history[i]; if (evt.name == "damage" && evt.card && evt.source && evt.card.name == "sha" && evt.source == target) { player.popup("洗具"); player.removeSkill("twdengjian_ban"); game.log(player, "结束了", "#g【登剑】", "的失效状态"); return; } if (evt == evtx) break; } player.popup("杯具"); player.chat("剑法废掉了..."); }) .vars({ target: target, evtx: event }); } } else { let choice = [], choiceList = ["摸一张牌", "交给一名其他角色一张牌"]; if (!player.hasSkill("twxinshou_0")) choice.push("摸牌"); else choiceList[0] = '' + choiceList[0] + ""; if (!player.hasSkill("twxinshou_1") && game.hasPlayer(target => target != player)) choice.push("给牌"); else choiceList[1] = '' + choiceList[1] + ""; const { result: { control }, } = await player .chooseControl(choice, "cancel2") .set("prompt", get.prompt("twxinshou")) .set("choiceList", choiceList) .set("ai", () => { if (get.event("controls").includes("摸牌")) return "摸牌"; const player = get.event("player"); return game.hasPlayer(target => { if (target == player) return false; if (player.countCards("he", card => card.name == "du") && get.attitude(player, target) <= 0) return true; if (player.countCards("he", card => get.value(card, player) < 0 && get.attitude(player, target) * get.value(card, target) > 0)) return true; return get.attitude(player, target) > 0; }) && get.event("controls").includes("给牌") ? "给牌" : "cancel2"; }); if (control == "cancel2") return; player.logSkill("twxinshou"); if (control == "摸牌") { player.addTempSkill("twxinshou_0"); await player.draw(); } if (control == "给牌") { player.addTempSkill("twxinshou_1"); const { result: { bool, targets }, } = await player.chooseTarget("交给一名其他角色一张牌", lib.filter.notMe, true).set("ai", target => { const player = get.event("player"), att = get.attitude(player, target); if (player.countCards("he", card => card.name == "du")) return -att; let cards = player.getCards("he", card => get.value(card, player) < 0); if (cards.length) { cards.sort((a, b) => get.value(a, player) - get.value(b, player)); return get.value(cards[0], target) * att; } return att; }); if (bool) { const target = targets[0]; player.line(target); await player.chooseToGive(target, "he", true); } } } }, subSkill: { 0: { charlotte: true }, 1: { charlotte: true }, }, }, //石韬 twjieqiu: { audio: 2, enable: "phaseUse", filter(event, player) { return game.hasPlayer(target => lib.skill.twjieqiu.filterTarget(null, player, target)); }, filterTarget(card, player, target) { return target != player && !target.hasDisabledSlot(); }, usable: 1, async content(event, trigger, player) { const target = event.target, num = target.countCards("e"); let disables = []; for (let i = 1; i <= 5; i++) { for (let j = 0; j < target.countEnabledSlot(i); j++) { disables.push(i); } } target.disableEquip(disables); if (num) await target.draw(num); target.addSkill("twjieqiu_buff"); target.markAuto("twjieqiu_buff", [player]); target .when("enableEquipEnd") .filter((e, p) => !p.hasDisabledSlot()) .then(() => player.removeSkill("twjieqiu_buff")); }, ai: { order: 7, result: { target(player, target) { return -target.countCards("e") - (get.attitude(player, target) < 0 ? 1 : 0); }, }, }, subSkill: { used: { charlotte: true }, buff: { charlotte: true, onremove: true, trigger: { player: "phaseDiscardEnd" }, filter(event, player) { return player.hasDisabledSlot() && event.cards && event.cards.length; }, forced: true, popup: false, async content(event, trigger, player) { const num = trigger.cards.length; let list = [], map = {}; for (let i = 1; i < 6; i++) { map[get.translation("equip" + i)] = "equip" + i; if (player.hasDisabledSlot(i)) { for (let j = 0; j < player.countDisabledSlot(i); j++) { list.push("equip" + i); } } } let result; const transList = list.map(i => get.translation(i)); if (transList.length <= num) result = { bool: true, links: transList }; else result = await player .chooseButton(["劫囚:请选择你要恢复的装备栏", [transList, "tdnodes"]], Math.min(transList.length, num), true) .set("map", map) .set("ai", button => ["equip5", "equip4", "equip1", "equip3", "equip2"].indexOf(get.event("map")[button.link]) + 2) .forResult(); if (result.bool) await player.enableEquip(result.links.slice().map(i => map[i])); }, group: ["twjieqiu_end"], }, end: { charlotte: true, trigger: { player: "phaseEnd" }, filter(event, player) { return ( player.hasDisabledSlot() && player.getStorage("twjieqiu_buff").some(target => { return target.isIn() && !target.hasSkill("twjieqiu_used"); }) ); }, forced: true, popup: false, async content(event, trigger, player) { const targets = player .getStorage("twjieqiu_buff") .filter(target => { return target.isIn() && !target.hasSkill("twjieqiu_used"); }) .sortBySeat(); for (const target of targets) { target.popup("劫囚"); target.addTempSkill("twjieqiu_used", "roundStart"); target.insertPhase(); } }, }, }, }, twenchou: { audio: 2, enable: "phaseUse", filter(event, player) { return game.hasPlayer(current => lib.skill.twenchou.filterTarget(null, player, current)); }, position: "he", filterTarget(card, player, target) { return target != player && target.countCards("h") && target.hasDisabledSlot(); }, usable: 1, async content(event, trigger, player) { const target = event.target; await player.gainPlayerCard(target, "h", true, "visible"); let list = [], map = {}; for (let i = 1; i < 6; i++) { map[get.translation("equip" + i)] = "equip" + i; if (target.hasDisabledSlot(i)) { list.push("equip" + i); } } let result; const transList = list.map(i => get.translation(i)); if (transList.length == 1) result = { bool: true, links: transList }; else result = await player .chooseButton(["恩仇:请选择" + get.translation(target) + "要恢复的装备栏", [transList, "tdnodes"]], true) .set("map", map) .set("ai", button => 1 / (["equip5", "equip4", "equip1", "equip3", "equip2"].indexOf(get.event("map")[button.link]) + 2)) .forResult(); if (result.bool) await target.enableEquip(result.links.slice().map(i => map[i])); }, ai: { order: 9, result: { target: -1 }, }, }, //侠关羽 twzhongyi: { mod: { targetInRange(card) { if (card.name == "sha") return true; }, }, audio: 2, trigger: { player: "useCardAfter" }, filter(event, player) { if (event.card.name != "sha") return false; return player.getHistory("sourceDamage", evt => evt.card && evt.card == event.card).length; }, forced: true, async content(event, trigger, player) { //const num=player.getHistory('sourceDamage',evt=>evt.card&&evt.card==trigger.card).reduce((sum,evt)=>sum+evt.num,0); const num = game.countPlayer2(target => { return target.hasHistory("damage", evt => { return evt.card && evt.card == trigger.card; }); }); const num2 = 1 + player.getAllHistory("custom", evt => evt.twzhongyi).length; let choice = ["摸牌"], choiceList = ["摸" + get.cnNumber(num) + "张牌"]; if (player.isDamaged()) { choice.addArray(["回血", "背水!"]); choiceList.addArray(["回复" + num + "点体力", "失去" + num2 + "点体力,依次执行以上所有项"]); } const { result: { control }, } = await player .chooseControl(choice) .set("prompt", "忠义:请选择一项") .set("choiceList", choiceList) .set("ai", () => { const player = get.event("player"); const num = get.event("num"), num2 = get.event("num2"); if (player.isHealthy()) return "摸牌"; return player.hp + player.countCards("hs", card => player.canSaveCard(card, player)) - num2 > 0 && num > num2 ? "背水!" : "回血"; }) .set("num", num) .set("num2", num2); if (control != "cancel2") { if (control == "背水!") { await player.loseHp(num2); player.getHistory("custom").push({ twzhongyi: true }); } if (control != "回血") await player.draw(num); if (control != "摸牌") await player.recover(num); } }, }, twchue: { audio: 2, trigger: { player: "useCardToPlayer" }, filter(event, player) { return event.card.name == "sha" && event.isFirstTarget && event.targets.length == 1 && game.hasPlayer(target => !event.targets.includes(target) && player.canUse(event.card, target)); }, prompt2: "失去1点体力,额外指定至多等同于你体力值的目标", check(event, player) { return player.hp + player.countCards("hs", card => player.canSaveCard(card, player)) - 1 > 0; }, async content(event, trigger, player) { await player.loseHp(); const targetx = trigger.targets.slice(), num = player.getHp(); if (!num) return; const { result: { bool, targets }, } = await player .chooseTarget("额外指定至多" + get.cnNumber(num) + "名目标", [1, num], (card, player, target) => { const trigger = _status.event.getTrigger(); return !trigger.targets.includes(target) && player.canUse(trigger.card, target); }) .set("ai", target => { const player = get.event("player"), trigger = _status.event.getTrigger(); return get.effect(target, trigger.card, player, player); }); if (!bool) return; player.line(targets); trigger.targets.addArray(targets); }, group: ["twchue_gain", "twchue_effect"], marktext: "勇", intro: { name: "勇", content: "mark", }, subSkill: { gain: { audio: "twchue", trigger: { player: ["damageEnd", "loseHpEnd"] }, forced: true, locked: false, async content(event, trigger, player) { await player.draw(); player.addMark("twchue", 1); }, }, effect: { audio: "twchue", trigger: { global: "phaseEnd" }, filter(event, player) { const card = new lib.element.VCard({ name: "sha" }); return ( player.hasUseTarget(card) && /*player.getHistory('useSkill',evt=>{ return evt.skill=='twchue_gain'; }).length&&player.getHp()&&*/ player.countMark("twchue") >= player.getHp() ); }, check(event, player) { return player.hasValueTarget(new lib.element.VCard({ name: "sha" })); }, prompt2(event, player) { const num = player.getHp(); return "失去" + num + "个“勇”标记,视为使用一张造成的伤害+1且可以额外指定" + num + "个目标的【杀】"; }, async content(event, trigger, player) { const num = player.getHp(); player.removeMark("twchue", num); const card = new lib.element.VCard({ name: "sha" }); player .when("useCard2") .filter(evt => evt.getParent(2) == event && game.hasPlayer(target => !evt.targets.includes(target) && player.canUse(evt.card, target))) .assign({ firstDo: true, }) .then(() => { trigger.baseDamage++; player .chooseTarget("额外指定至多" + get.cnNumber(num) + "名目标", [1, num], (card, player, target) => { const trigger = _status.event.getTrigger(); return !trigger.targets.includes(target) && player.canUse(trigger.card, target); }) .set("ai", target => { const player = get.event("player"), trigger = _status.event.getTrigger(); return get.effect(target, trigger.card, player, player); }); }) .then(() => { if (result.bool) { const targets = result.targets; player.line(targets); trigger.targets.addArray(targets); } }) .vars({ num: num }); player.chooseUseTarget("视为使用造成的伤害+1且可以额外指定" + num + "个目标的【杀】", card, false, true); }, }, }, }, //夏侯惇 twdanlie: { audio: 2, enable: "phaseUse", filter: function (event, player) { return game.hasPlayer(target => player.canCompare(target)); }, filterTarget: function (card, player, target) { return player.canCompare(target); }, usable: 1, selectTarget: [1, 3], multitarget: true, multiline: true, group: "twdanlie_add", content: function () { "step 0"; player.chooseToCompare(targets).setContent("chooseToCompareMeanwhile"); "step 1"; if (result.winner && result.winner == player) { player.line(targets); targets.forEach(target => target.damage()); } else player.loseHp(); }, ai: { order: 10, result: { target: function (player, target) { var att = get.attitude(player, target); if (att >= 0) return 0; if (player.getHp() > 2) return -get.damageEffect(target, player, player) - 10 / target.countCards("h"); var hs = player.getCards("h").sort((a, b) => b.number - a.number); var ts = target.getCards("h").sort((a, b) => b.number - a.number); if (!hs.length || !ts.length) return 0; if (Math.min(13, hs[0].number + player.getDamagedHp()) > ts[0].number) return -get.damageEffect(target, player, player); return 0; }, }, }, subSkill: { add: { audio: "twdanlie", trigger: { player: "compare", target: "compare" }, filter: function (event, player) { if (!player.isDamaged()) return false; if (player != event.target && event.iwhile) return false; return true; }, forced: true, locked: false, content: function () { var num = player.getDamagedHp(); if (player == trigger.player) { trigger.num1 += num; if (trigger.num1 > 13) trigger.num1 = 13; } else { trigger.num2 += num; if (trigger.num2 > 13) trigger.num2 = 13; } game.log(player, "的拼点牌点数+", num); }, }, }, }, //张葳 twhuzhong: { audio: 2, trigger: { player: "useCardToPlayer" }, filter: function (event, player) { return event.card.name == "sha" && !game.hasNature(event.card, "linked") && event.targets.length == 1 && player.isPhaseUsing() && (game.hasPlayer(target => !event.targets.includes(target) && player.canUse(event.card, target)) || event.target.countCards("h") > 0); }, direct: true, content: function () { "step 0"; var target = trigger.target; event.target = target; var list = ["cancel2"]; var choiceList = ["令此【杀】可以额外指定一个目标", "弃置" + get.translation(target) + "一张手牌,若此【杀】造成伤害,则你摸一张牌且本阶段可以额外使用一张【杀】"]; if (target.countCards("h")) list.unshift("其弃置"); else choiceList[1] = '' + choiceList[1] + ""; if (game.hasPlayer(targetx => !trigger.targets.includes(targetx) && player.canUse(trigger.card, targetx))) list.unshift("多指"); else choiceList[0] = '' + choiceList[0] + ""; player .chooseControl(list) .set("choiceList", choiceList) .set("ai", () => { var controls = _status.event.controls; var trigger = _status.event.getTrigger(); var player = trigger.player; var target = trigger.target; if (controls.includes("其弃置") && _status.event.goon) return "其弃置"; if (controls.includes("多指")) { if (game.hasPlayer(targetx => !trigger.targets.includes(targetx) && player.canUse(trigger.card, targetx) && get.effect(targetx, trigger.card, player, player) > 0)) return "你弃置"; } return "cancel2"; }) .set( "goon", (function () { var d1 = true; if (player.hasSkill("jueqing") || player.hasSkill("gangzhi")) d1 = false; if ( !target.mayHaveShan( player, "use", target.getCards("h", i => { return i.hasGaintag("sha_notshan"); }) ) || player.hasSkillTag( "directHit_ai", true, { target: target, card: trigger.card, }, true ) ) { if (!target.hasSkill("gangzhi")) d1 = false; if ( !target.hasSkillTag("filterDamage", null, { player: player, card: trigger.card, }) && get.attitude(player, target) < 0 ) return true; } if (d1) return get.damageEffect(player, player, player) > 0; return false; })() ) .set("prompt", "护众:是否摸一张牌并执行其中一项?"); "step 1"; if (result.control != "cancel2") { player.logSkill("twhuzhong", target); player.draw(); if (result.control == "其弃置") { player.discardPlayerCard(target, "h", true); player .when("useCardAfter") .filter(evt => evt == trigger.getParent()) .then(() => { if (player.getHistory("sourceDamage", evt => evt.card == trigger.card).length) { player.draw(); player.addTempSkill("twhuzhong_sha", "phaseUseAfter"); player.addMark("twhuzhong_sha", 1, false); } }); event.finish(); } } else event.finish(); "step 2"; player .chooseTarget("请选择" + get.translation(trigger.card) + "的额外目标", function (card, player, target) { var trigger = _status.event.getTrigger(); return !trigger.targets.includes(target) && player.canUse(trigger.card, target); }) .set("ai", function (target) { var player = _status.event.player; var trigger = _status.event.getTrigger(); return get.effect(target, trigger.card, player, player); }); "step 3"; if (result.bool) { player.line(result.targets); trigger.getParent().targets.addArray(result.targets); game.log(result.targets, "成为了", trigger.card, "的额外目标"); } }, subSkill: { sha: { charlotte: true, onremove: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("twhuzhong_sha"); }, }, }, }, }, twfenwang: { audio: 2, trigger: { source: "damageBegin2", player: "damageBegin4" }, filter: function (event, player, name) { if (name == "damageBegin2") { return !event.hasNature() && player.countCards("h") >= event.player.countCards("h"); } return event.hasNature(); }, forced: true, content: function () { "step 0"; if (event.triggername == "damageBegin2") { player.line(trigger.player); trigger.num++; event.finish(); } else player.chooseToDiscard("h", "弃置一张手牌,或令此伤害+1").set("ai", function (card) { return 8 - get.value(card); }); "step 1"; if (!result.bool) trigger.num++; }, }, //夏侯子萼 //差点和夏侯紫萼搞混 twchengxi: { audio: 2, enable: "phaseUse", filter: function (event, player) { return game.hasPlayer(target => lib.skill.twchengxi.filterTarget(null, player, target)); }, filterTarget: function (card, player, target) { if (player.getStorage("twchengxi_used").includes(target) || target == player) return false; return !player.hasSkillTag("noCompareSource") && target.countCards("h") > 0 && !target.hasSkillTag("noCompareTarget"); }, content: function () { "step 0"; if (!player.storage.twchengxi_used) { player.when("phaseUseAfter").then(() => delete player.storage.twchengxi_used); } player.markAuto("twchengxi_used", [target]); player.draw(); "step 1"; if (player.canCompare(target)) player.chooseToCompare(target); else event.finish(); "step 2"; if (result.bool) { player.addSkill("twchengxi_effect"); } else { var card = { name: "sha", isCard: true }; if (target.canUse(card, player, false)) target.useCard(card, player, false); } }, ai: { order: 8, result: { target: function (player, target) { if (player.hasSkill("twchengxi_effect")) return 0; var hs = player.getCards("h").sort((a, b) => b.number - a.number); var ts = target.getCards("h").sort((a, b) => b.number - a.number); if (!hs.length || !ts.length) return 0; if (hs[0].number > ts[0].number) return -3; if (!target.canUse({ name: "sha", isCard: true }, player, false)) return -1; return 0; }, }, }, subSkill: { effect: { charlotte: true, trigger: { player: "useCard1" }, filter: function (event, player) { return get.type(event.card) == "basic" || get.type(event.card) == "trick"; }, forced: true, popup: false, content: function () { player.removeSkill("twchengxi_effect"); player .when("useCardAfter") .filter(evt => evt == trigger) .then(() => { if (trigger.targets) { var card = { name: trigger.card.name, isCard: true, }; var targets = trigger.targets.filter(i => i.isIn() && player.canUse(card, i, false)); if (targets.length) player.useCard(card, targets, false); } }); }, mark: true, marktext: "袭", intro: { content: "使用的下一张基本牌或非延时锦囊牌结算完毕后视为对相同目标再使用一张无次数限制的同名牌", }, }, }, }, //侠刘备 twshenyi: { audio: 2, trigger: { global: "damageEnd" }, filter: function (event, player) { if (!event.player.isIn()) return false; if (event.player.getHistory("damage").indexOf(event) != 0) return false; return event.player == player || player.inRange(event.player); }, usable: 1, direct: true, content: function* (event, map) { var player = map.player, trigger = map.trigger; var list = get.inpileVCardList(info => { return ["basic", "trick", "delay"].includes(info[0]) && !player.getStorage("twshenyi").includes(info[2]); }); var dialog = [`###${get.prompt("twshenyi", trigger.player)}###
    从牌堆中将一张牌作为“侠义”置于武将牌上${player != trigger.player && player.countCards("h") ? ",然后将任意张手牌交给其" : ""}
    `, [list, "vcard"]]; var result = yield player.chooseButton(dialog).set("ai", function (button) { var trigger = _status.event.getTrigger(); var player = _status.event.player, name = button.link[2]; if (!get.cardPile2(card => card.name == name)) return 0; var value = get.value({ name: name }); if (["tao", "jiu", "caochuan", "wuxie"].includes(name) && get.event().getRand() > 0.4) return value * 2; return value; }); if (result.bool) { var name = result.links[0][2], nature = result.links[0][3]; var cardx = { name: name, nature: nature }; player.logSkill("twshenyi", trigger.player); player.popup(cardx); player.markAuto("twshenyi", [name]); game.log(player, "声明了", `#y${get.translation(cardx)}`); var card = get.cardPile2(card => get.name(card, false) == name && get.nature(card, false) == nature); if (card) player.addToExpansion([card], "gain2").gaintag.add("twshenyi"); else { var card = get.cardPile2(card => get.type2(card) == get.type2(name)); if (card) player.addToExpansion([card], "gain2").gaintag.add("twshenyi"); else player.chat("无牌可得?!"); } if (trigger.player != player && player.countCards("h")) { game.delayex(); var skill = "twshenyi_" + player.playerid; game.broadcastAll(lib.skill.twshenyi.createGainTag, skill, player.name); game.addVideo("skill", player, ["twshenyi", [skill, player.name]]); var result2 = yield player .chooseCard("伸义:是否将任意张牌交给" + get.translation(trigger.player) + "?", [1, player.countCards("h")]) .set("ai", card => { if (!_status.event.goon) return 0; return 7 - get.value(card); }) .set("goon", get.attitude(player, trigger.player) > 0); if (result2.bool) { player.give(result2.cards, trigger.player).gaintag.add(skill); player.addSkill("twshenyi_draw"); } } } else player.storage.counttrigger.twshenyi--; }, video: (player, info) => lib.skill.twshenyi.createGainTag(info[0], info[1]), createGainTag: function (skill, name) { if (!lib.skill[skill]) { lib.skill[skill] = { charlotte: true }; lib.translate[skill] = "义·" + get.translation(name); } if (!_status.postReconnect.twshenyi) { _status.postReconnect.twshenyi = [lib.skill.twshenyi.createGainTag, [], []]; } _status.postReconnect.twshenyi[1].add(skill); _status.postReconnect.twshenyi[2].add(name); }, marktext: "义", intro: { name: "侠义", content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { delete player.storage[skill]; //var cards=player.getExpansions(skill); //if(cards.length) player.loseToDiscardpile(cards); }, subSkill: { draw: { charlotte: true, audio: "twshenyi", trigger: { global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter: function (event, player) { var skill = "twshenyi_" + player.playerid; return game.hasPlayer(target => { var evt = event.getl(target); if (!evt || !evt.hs || !evt.hs.length) return false; for (let i in evt.gaintag_map) { if (evt.gaintag_map[i].includes(skill)) return true; } return false; }); }, forced: true, direct: true, content: function () { var skill = "twshenyi_" + player.playerid; var num = 0; var targets = game.filterPlayer(target => { var evt = trigger.getl(target); var numx = 0; if (!evt || !evt.hs || !evt.hs.length) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes(skill)) numx++; } if (numx > 0) return (num += numx); return false; }); if (num > 0) { player.logSkill("twshenyi_draw", targets); player.draw(num); } }, }, }, }, twxinghan: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return player.getExpansions("twshenyi").length > game.countPlayer(); }, check: function (event, player) { if (player.hp >= 3 || (player.countCards("h") >= 4 && player.getExpansions("twshenyi").every(card => !player.hasValueTarget(card) || !get.tag(card, "damage") || !lib.skill.xunshi.isXunshi(card)))) return false; return player.getExpansions("twshenyi").some(card => player.hasValueTarget(card)); }, direct: true, content: function* (event, map) { var player = map.player; var result = yield player .chooseBool() .set("createDialog", [ get.prompt("twxinghan"), `
    按顺序使用以下“侠义”牌。但是回合结束时你须弃置所有手牌并失去X点体力(X为你的体力值-1且X至少为1)
    `, player .getExpansions("twshenyi") .filter(card => player.hasUseTarget(card)) .reverse(), "hidden", ]) .set("choice", lib.skill.twxinghan.check(null, player)); if (!result.bool) { event.finish(); return; } while (true) { var cards = player .getExpansions("twshenyi") .filter(card => player.hasUseTarget(card)) .reverse(); if (!cards.length) break; yield player.chooseUseTarget(true, cards[0], false); } player.when("phaseEnd").then(() => { if (player.countCards("h")) player.chooseToDiscard(player.countCards("h"), true); var num = Math.max(1, player.getHp() - 1); player.loseHp(num); }); }, group: "twxinghan_init", subSkill: { init: { audio: "twxinghan", trigger: { player: ["loseEnd", "dying", "phaseBefore", "phaseAfter", "dyingAfter", "die"], global: ["equipEnd", "addJudgeEnd", "gainEnd", "loseAsyncEnd", "addToExpansionEnd"], }, filter: function (event, player) { return (player.getExpansions("twshenyi").length && event.name != "die" && (_status.currentPhase != player || player.isDying())) ^ player.hasSkill("twxinghan_in"); }, forced: true, firstDo: true, silent: true, forceDie: true, content: function () { if (player.getExpansions("twshenyi").length && trigger.name != "die" && (_status.currentPhase != player || player.isDying())) { var cards = player.getExpansions("twshenyi"); var cardsx = cards.map(card => { var cardx = ui.create.card(); cardx.init(get.cardInfo(card)); cardx._cardid = card.cardid; return cardx; }); player.directgains(cardsx, null, "twxinghan_tag"); player.addSkill("twxinghan_in"); } else player.removeSkill("twxinghan_in"); }, }, in: { charlotte: true, audio: "twxinghan", trigger: { player: "addToExpansionEnd" }, filter: function (event, player) { return event.gaintag.includes("twshenyi"); }, forced: true, locked: false, silent: true, content: function () { "step 0"; var cards2 = player.getCards("s", card => card.hasGaintag("twxinghan_tag")); if (player.isOnline2()) { player.send( function (cards, player) { cards.forEach(i => i.delete()); if (player == game.me) ui.updatehl(); }, cards2, player ); } cards2.forEach(i => i.delete()); if (player == game.me) ui.updatehl(); "step 1"; var cards = player.getExpansions("twshenyi"); var cardsx = cards.map(card => { var cardx = ui.create.card(); cardx.init(get.cardInfo(card)); cardx._cardid = card.cardid; return cardx; }); player.directgains(cardsx, null, "twxinghan_tag"); }, onremove: function (player) { var cards2 = player.getCards("s", card => card.hasGaintag("twxinghan_tag")); if (player.isOnline2()) { player.send( function (cards, player) { cards.forEach(i => i.delete()); if (player == game.me) ui.updatehl(); }, cards2, player ); } cards2.forEach(i => i.delete()); if (player == game.me) ui.updatehl(); }, group: "twxinghan_use", }, use: { charlotte: true, trigger: { player: ["useCardBefore", "respondBefore"] }, filter: function (event, player) { var cards = player.getCards("s", card => card.hasGaintag("twxinghan_tag") && card._cardid); return ( event.cards && event.cards.some(card => { return cards.includes(card); }) ); }, forced: true, popup: false, firstDo: true, content: function () { var idList = player.getCards("s", card => card.hasGaintag("twxinghan_tag")).map(i => i._cardid); var cards = player.getExpansions("twshenyi"); var cards2 = []; for (var card of trigger.cards) { var cardx = cards.find(cardx => cardx.cardid == card._cardid); if (cardx) cards2.push(cardx); } var cards3 = trigger.cards.slice(); trigger.cards = cards2; trigger.card.cards = cards2; if (player.isOnline2()) { player.send( function (cards, player) { cards.forEach(i => i.delete()); if (player == game.me) ui.updatehl(); }, cards3, player ); } cards3.forEach(i => i.delete()); if (player == game.me) ui.updatehl(); }, }, }, ai: { combo: "twshenyi", }, }, //张纮 twquanqian: { audio: 2, sunbenSkill: true, enable: "phaseUse", filter: function (event, player) { return !player.hasSkill("twquanqian_sunben") && player.countCards("h") && game.countPlayer() > 1; }, filterCard: function (card, player) { return !ui.selected.cards.some(cardx => get.suit(cardx, player) == get.suit(card, player)); }, selectCard: [1, 4], check: function (card) { return 1 / (get.value(card) || 0.5); }, position: "h", complexCard: true, discard: false, lose: false, delay: false, filterTarget: lib.filter.notMe, usable: 1, content: function () { "step 0"; player.addSkill("twquanqian_sunben"); player.give(cards, target); if (cards.length < 2) event.finish(); "step 1"; var card = get.cardPile2(card => get.type(card) == "equip"); if (card) player.gain(card, "gain2"); "step 2"; if (player.countCards("h") >= target.countCards("h")) { if (target.countCards("h")) event._result = { index: 1 }; else event.finish(); } else { var str = get.translation(target); player .chooseControl() .set("choiceList", ["将手牌数摸至与" + str + "相同", "观看" + str + "的手牌并获得其一种花色的所有手牌"]) .set("ai", () => { var player = _status.event.player; var target = _status.event.target; if (target.countCards("h") - player.countCards("h") > target.countCards("h") / 4 || get.attitude(player, target) > 0) return 0; return 1; }) .set("target", target); } "step 3"; if (result.index == 0) { player.drawTo(target.countCards("h")); event.finish(); return; } var list = []; var dialog = ["劝迁:获得" + get.translation(target) + "一种花色的所有牌"]; for (var suit of lib.suit.concat("none")) { if (target.countCards("h", { suit: suit })) { dialog.push('
    ' + get.translation(suit + "2") + "牌
    "); dialog.push(target.getCards("h", { suit: suit })); list.push(suit); } } if (!list.length) { event.finish(); return; } player .chooseControl(list) .set("dialog", dialog) .set("ai", () => { return _status.event.control; }) .set( "control", (() => { var getv = cards => cards.map(i => get.value(i)).reduce((p, c) => p + c, 0); return list.sort((a, b) => { return getv(target.getCards("h", { suit: b })) - getv(target.getCards("h", { suit: a })); })[0]; })() ); "step 4"; if (result.control) player.gain(target.getCards("h", { suit: result.control }), target, "give"); }, ai: { order: 7, result: { target: function (player, target) { return target.countCards("h"); }, }, }, subSkill: { sunben: { charlotte: true, init: function (player) { player.storage.twquanqian_sunben = 0; }, onremove: true, mark: true, intro: { markcount: function (num) { return (num || 0).toString(); }, content: "弃牌进度:#/6", }, trigger: { player: "loseAfter", global: "loseAsyncAfter", }, filter: function (event, player) { if (event.type != "discard") return false; var evt = event.getl(player); return evt && evt.hs && evt.hs.length; }, forced: true, popup: false, firstDo: true, content: function () { "step 0"; player.addMark("twquanqian_sunben", trigger.getl(player).hs.length, false); "step 1"; if (player.countMark("twquanqian_sunben") >= 6) { player.removeSkill("twquanqian_sunben"); player.popup("劝迁"); game.log(player, "恢复了技能", "#g【劝迁】"); } }, }, }, }, twrouke: { audio: 2, trigger: { player: "gainAfter", global: "loseAsyncAfter", }, filter: function (event, player) { var evt = event.getParent("phaseDraw"); if (evt && evt.player == player) return false; return event.getg(player).length > 1; }, forced: true, content: function () { player.draw(); }, }, //张昭 twlijian: { getCards: function (event) { var cards = []; game.countPlayer2(function (current) { current.checkHistory("lose", function (evt) { if (evt.position == ui.discardPile && evt.getParent("phaseDiscard") == event) cards.addArray(evt.cards); }); }); game.checkGlobalHistory("cardMove", function (evt) { if (evt.name == "cardsDiscard" && evt.getParent("phaseDiscard") == event) cards.addArray(evt.cards); }); return cards.filterInD("d"); }, audio: 2, sunbenSkill: true, trigger: { global: "phaseDiscardEnd" }, filter: function (event, player) { if (player.hasSkill("twlijian_sunben")) return false; if (event.player != player && event.player.isIn()) { return lib.skill.twlijian.getCards(event).length; } return false; }, prompt2: () => "选择任意张本阶段进入弃牌堆的牌令其获得,然后你获得剩余的牌,若其获得的牌数大于你,则你可以对其造成1点伤害", logTarget: "player", content: function () { "step 0"; player.addSkill("twlijian_sunben"); var cards = lib.skill.twlijian.getCards(trigger), target = trigger.player; event.cards = cards; event.target = target; player .chooseToMove("力荐:请分配" + get.translation(target) + "和你获得的牌", true) .set("list", [[get.translation(target) + "获得的牌", cards], ["你获得的牌"]]) .set("processAI", function (list) { var player = _status.event.player; var target = _status.event.getTrigger().player; var att = get.attitude(player, target); var cards = _status.event.cards; var cardx = cards.filter(card => card.name == "du"); var cardy = cards.removeArray(cardx); switch (get.sgn(att)) { case 1: return [cards, []]; case 0: return [cardx, cardy]; case -1: var num = Math.ceil(cards.length / 2) + (cards.length % 2 == 0 ? 1 : 0); if (num > 1 && player.hasSkill("twchungang")) num--; if (get.damageEffect(target, player, player) <= 0 || num > 2 || cardx.length > cardy.length) return [cardx, cardy]; var num2 = cardy.length - cardx.length; num2 = Math.ceil(num2 / 2) + (num2 % 2 == 0 ? 1 : 0); cardy.sort((a, b) => get.value(b) - get.value(a)); cardx.addArray(cardy.slice(num, cardy.length)); return [cardx, cardy.slice(0, num)]; } }) .set("cards", cards); "step 1"; if (result.bool) { target.gain(result.moved[0], "gain2"); player.gain(result.moved[1], "gain2"); if (result.moved[0].length > result.moved[1].length) { player.chooseBool("是否对" + get.translation(target) + "造成1点伤害?").set("choice", get.damageEffect(target, player, player) > 0); } else event.finish(); } else event.finish(); "step 2"; if (result.bool) { player.line(target); target.damage(); } }, subSkill: { sunben: { charlotte: true, init: function (player) { player.storage.twlijian_sunben = 0; }, onremove: true, mark: true, intro: { markcount: function (num) { return (num || 0).toString(); }, content: "弃牌堆进入牌进度:#/8", }, trigger: { global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"], }, filter: function (event, player) { var cards = event.getd(); if (!cards.length) return false; var list = cards.slice(); game.checkGlobalHistory( "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; list.removeArray(evt.cards); }, event ); return list.length > 0; }, forced: true, popup: false, firstDo: true, content: function () { "step 0"; var cards = trigger.getd().slice(); game.checkGlobalHistory( "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; cards.removeArray(evt.cards); }, trigger ); player.addMark("twlijian_sunben", cards.length, false); "step 1"; if (player.countMark("twlijian_sunben") >= 8) { player.removeSkill("twlijian_sunben"); player.popup("力荐"); game.log(player, "恢复了技能", "#g【力荐】"); } }, }, }, }, twchungang: { audio: 2, init: () => { game.addGlobalSkill("twchungang_global"); }, onremove: player => { if ( !game.hasPlayer(i => { return player !== i && i.hasSkill("twchungang"); }, true) ) game.removeGlobalSkill("twchungang_global"); }, trigger: { global: ["gainAfter", "loseAsyncAfter"] }, filter: function (event, player) { var evt = event.getParent("phaseDraw"); return game.hasPlayer(target => { if (target == player || (evt && evt.player == target)) return false; return event.getg(target).length > 1 && target.countCards("he"); }); }, forced: true, logTarget: function (event, player) { var evt = event.getParent("phaseDraw"); return game.filterPlayer(target => { if (target == player || (evt && evt.player == target)) return false; return event.getg(target).length > 1 && target.countCards("he"); }); }, content: function () { for (var i of lib.skill.twchungang.logTarget(trigger, player)) { i.chooseToDiscard("he", true); } }, subSkill: { global: { trigger: { player: "dieAfter", }, filter(event, player) { return !game.hasPlayer(i => i.hasSkill("twchungang"), true); }, silent: true, forceDie: true, charlotte: true, content() { game.removeGlobalSkill("twchungang_global"); }, ai: { effect: { target(card, player, target) { if ((get.tag(card, "gain") || 0) < 2 && (get.tag(card, "draw") || 0) < 2) return; let evt = _status.event.getParent("phaseDraw"), dis = game.countPlayer(i => { return target !== i && i.hasSkill("twchungang"); }); if (!dis || (evt && evt.player === target)) return; return [1, -dis]; }, }, }, }, }, }, //海外主公技 //张鲁 twshijun: { unique: true, global: "twshijun_global", audio: 2, zhuSkill: true, ai: { combo: "yishe" }, subSkill: { global: { audio: "twshijun", usable: 1, enable: "phaseUse", forceaudio: true, filter: function (event, player) { return ( player.group == "qun" && game.hasPlayer(function (current) { return current != player && current.hasZhuSkill("twshijun", player) && !current.getExpansions("yishe").length; }) ); }, filterTarget: function (card, player, target) { return target != player && target.hasZhuSkill("twshijun", player) && !target.getExpansions("yishe").length; }, prompt: "摸一张牌然后将一张牌作为“米”置于主公的武将牌上", content: function () { "step 0"; player.draw(); if (player.countCards("he")) player.chooseCard("将一张牌置于" + get.translation(target) + "的武将牌上", "he", true); else event.finish(); "step 1"; if (result.bool) target.addToExpansion(result.cards, player, "give").gaintag.add("yishe"); }, ai: { order: 7, result: { target: 1, }, }, }, }, }, //张绣 twjuxiang: { unique: true, global: "twjuxiang_global", audio: 2, zhuSkill: true, subSkill: { global: { audio: "twjuxiang", usable: 1, enable: "phaseUse", forceaudio: true, filter: function (event, player) { return ( player.countCards("e") && player.group == "qun" && game.hasPlayer(function (target) { return target != player && target.hasZhuSkill("twjuxiang", player) && player.countCards("e", card => target.hasEmptySlot(get.subtype(card)) || target.hasDisabledSlot(get.subtype(card))); }) ); }, filterTarget: function (card, player, target) { return target != player && target.hasZhuSkill("twjuxiang", player) && (target.hasEmptySlot(get.subtype(ui.selected.cards[0])) || target.hasDisabledSlot(get.subtype(ui.selected.cards[0]))); }, filterCard: { type: "equip" }, position: "e", check: function (card) { return get.value(card); }, prompt: "将装备区中的一张牌置入主公的装备区中或恢复主公的对应装备栏", discard: false, lose: false, content: function () { if (target.hasEmptySlot(get.subtype(cards[0]))) { player.$give(cards[0], target, false); target.equip(cards[0]); } else { target.gain(cards[0], player, "give"); target.enableEquip(get.subtype(cards[0])); } }, ai: { order: 7, result: { target: 1, }, }, }, }, }, //孙坚 twpolu: { unique: true, audio: "repolu", trigger: { global: ["dieAfter", "die"] }, forceDie: true, zhuSkill: true, filter: function (event, player, name) { if (!player.hasZhuSkill("twpolu")) return false; if (name == "dieAfter" && event.source && event.source.group == "wu") return true; if (name == "die" && event.player.group == "wu") return true; return false; }, direct: true, content: function () { "step 0"; if (!player.storage.twpolu) player.storage.twpolu = 0; event.num = player.storage.twpolu + 1; player.chooseTarget([1, Infinity], get.prompt("twpolu"), "令任意名角色摸" + get.cnNumber(event.num) + "张牌").set("forceDie", true).ai = function (target) { return get.attitude(_status.event.player, target); }; "step 1"; if (result.bool) { player.storage.twpolu++; result.targets.sortBySeat(); player.logSkill("repolu", result.targets); game.asyncDraw(result.targets, num); } else event.finish(); "step 2"; game.delay(); }, }, //孟获 twqiushou: { unique: true, audio: 2, trigger: { global: "useCardAfter" }, filter: function (event, player) { if (event.card.name != "nanman") return false; var num = 0, bool = false; for (var i of event.targets) { if (!i.isAlive()) bool = true; i.getHistory("damage", function (evt) { if (evt.getParent(2) == event) num += evt.num; }); } return player.hasZhuSkill("twqiushou") && (bool || num > 3); }, zhuSkill: true, forced: true, logTarget: function (event, player) { return game.filterPlayer(function (target) { return ["shu", "qun"].includes(target.group); }); }, content: function () { "step 0"; game.asyncDraw(lib.skill.twqiushou.logTarget(trigger.player)); "step 1"; game.delayx(); }, }, //刘协 twzhuiting: { unique: true, zhuSkill: true, audio: 2, global: "twzhuiting_global", subSkill: { global: { hiddenWuxie: function (player, info) { if (player.group != "wei" && player.group != "qun") return false; const target = info.target, card = info.card; if (!target || target == player || !target.hasZhuSkill("twzhuiting")) return false; if (_status.connectMode && player.countCards("hs") > 0) return true; const color = get.color(card, false); if (color == "none") return false; return player.hasCard(card => get.color(card) == color, "hes"); }, audio: "twzhuiting", forceaudio: true, enable: "chooseToUse", filter: function (event, player) { if (event.type != "wuxie" || (player.group != "wei" && player.group != "qun")) return false; const info = event.info_map, target = info.target, card = info.card; if (!target || target == player || !target.hasZhuSkill("twzhuiting")) return false; const color = get.color(card, false); if (color == "none") return false; return player.hasCard(card => get.color(card) == color, "hes"); }, filterCard: function (card) { const info = _status.event.info_map; return info && get.color(card) == get.color(info.card, false); }, viewAs: { name: "wuxie" }, position: "hes", prompt: function () { const info = _status.event.info_map; return "将一张" + get.translation(get.color(info.card)) + "牌当作【无懈可击】对" + get.translation(info.target) + "使用"; }, check: function (card) { return 8 - get.value(card); }, }, }, }, //刘繇 twniju: { audio: 2, zhuSkill: true, trigger: { global: "compare", }, priority: 1, filter(event, player) { if (!player.hasZhuSkill("twniju")) return false; if (event.iwhile || (event.target && event.compareMeanwhile)) return false; const participant = [event.player]; if (event.targets) participant.addArray(event.targets); else participant.add(event.target); return participant.includes(player); }, direct: true, async content(event, trigger, player) { const num = game.countPlayer(current => current.group === "qun"); const dialog = [ get.prompt("twniju"), `
    令一张拼点牌的点数+${num}或-${num}
    `, [ [ ["addNumber", "增加"], ["subtractNumber", "减少"], ], "tdnodes", ], ]; const lose_list = trigger.lose_list.slice().sort((a, b) => lib.sort.seat(a[0], b[0])); dialog.push( `
    ${lose_list .map(list => { return get.translation(list[0]); }) .join("  /  ")}
    ` ); const cards = lose_list.map(list => list[1]).flat(); dialog.push(cards); const result = await player .chooseButton(dialog, 2) .set("filterButton", button => { const type = typeof button.link; if (ui.selected.buttons.length && type === typeof ui.selected.buttons[0].link) return false; return true; }) .forResult(); if (!result.bool) return; const { links } = result; if (typeof links[0] !== "string") links.reverse(); let [fn, card] = links; const selectedPlayer = lose_list.find(item => { if (Array.isArray(item[1])) return item[1].includes(card); return item[1] == card; })[0]; player.logSkill("twniju", selectedPlayer); selectedPlayer.addTempSkill("twniju_change"); if (!selectedPlayer.storage.twniju_change) selectedPlayer.storage.twniju_change = []; selectedPlayer.storage.twniju_change.push([fn, num, card]); player .when("chooseToCompareAfter") .filter(evt => evt === trigger) .vars({ toDraw: num, }) .then(() => { const num1 = trigger.result.num1, num2 = trigger.result.num2; let bool = false; if (typeof num1 === "number" && typeof num2 === "number") { if (num1 === num2) { bool = true; } } else { const num1List = num1.toUniqued(); const totalList = num1List.concat(num2).toUniqued(); if (totalList.length < num1List.length + num2.length) { bool = true; } } if (bool) player.draw(toDraw); }); }, subSkill: { change: { trigger: { global: "compare" }, filter(event, player) { const storage = player.getStorage("twniju_change"); if (!storage.length) return false; if ((player !== event.player || event.iwhile) && player !== event.target) return false; return event.lose_list.some(list => { const cards = Array.isArray(list[1]) ? list[1] : [list[1]]; return list[0] === player && storage.some(s => cards.includes(s[2])); }); }, charlotte: true, forced: true, silent: true, async content(event, trigger, player) { const [fn, num] = player.getStorage("twniju_change").find(s => { return trigger.lose_list.some(list => { const cards = Array.isArray(list[1]) ? list[1] : [list[1]]; return list[0] === player && cards.includes(s[2]); }); }); const numId = player === trigger.player ? "num1" : "num2"; trigger[fn](numId, num); if (trigger[numId] > 13) trigger[numId] = 13; else if (trigger[numId] < 1) trigger[numId] = 1; game.log(player, "的拼点牌点数", fn === "addNumber" ? "+" : "-", num); }, }, }, }, //刘虞 twchongwang: { init: function (player) { player.storage.twchongwang = []; player.storage.twchongwangx = []; }, mod: { playerEnabled: function (card, player, target) { if (!player.hasZhuSkill("twchongwang")) return; if (get.tag(card, "damage") > 0 && player.storage.twchongwangx.includes(target)) return false; }, targetEnabled: function (card, player, target) { if (!target.hasZhuSkill("twchongwang")) return; if (get.tag(card, "damage") > 0 && target.storage.twchongwangx.includes(player)) return false; }, }, locked: false, unique: true, onremove: true, global: "twchongwang_global", group: "twchongwang_clear", audio: 2, zhuSkill: true, subSkill: { clear: { charlotte: true, trigger: { player: "phaseAfter" }, direct: true, content: function () { player.storage.twchongwangx = []; }, }, global: { trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return ( player.group == "qun" && game.hasPlayer(function (current) { return current != player && current.hasZhuSkill("twchongwang", player) && !current.storage.twchongwang.includes(player); }) ); }, direct: true, content: function () { "step 0"; player.chooseCardTarget({ prompt: "崇望:是否将一张牌交给主公并获得双重庇护?", selectCard: 1, filterCard: true, filterTarget: function (card, player, target) { return target != player && target.hasZhuSkill("twchongwang", player) && !target.storage.twchongwang.includes(player); }, position: "he", ai1: function (card) { if (card.name == "du") return 10; else if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0; var player = _status.event.player; if ( ui.selected.cards.length > 4 || !game.hasPlayer(function (current) { return get.attitude(player, current) > 0 && !current.hasSkillTag("nogain"); }) ) return 0; return 1 / Math.max(0.1, get.value(card)); }, ai2: function (target) { var player = _status.event.player, att = get.attitude(player, target); if (ui.selected.cards[0].name == "du") return -att; if (target.hasSkillTag("nogain")) att /= 6; return att; }, }); "step 1"; if (result.bool) { player.logSkill("twchongwang", result.targets[0]); result.targets[0].gain(result.cards, player, "giveAuto"); result.targets[0].storage.twchongwang.push(player); result.targets[0].storage.twchongwangx.push(player); } }, }, }, }, //公孙范 twhuiyuan: { audio: 2, trigger: { player: "useCardAfter" }, filter: function (event, player) { var evt = event.getParent("phaseUse"); if (!evt || evt.player != player) return false; var type = get.type2(event.card); return !player.hasHistory("gain", evtx => { if (evtx.getParent("phaseUse") != evt) return false; return evtx.cards.some(card => get.type2(card) == type); }); }, direct: true, content: function () { "step 0"; var prompt2 = "展示一名角色的一张手牌。若展示牌为" + get.translation(get.type2(trigger.card)) + "牌,则你获得之,否则其弃置之并摸一张牌。然后若其在你的攻击范围内,且你不在其攻击范围内,你对其造成1点伤害"; player .chooseTarget(get.prompt("twhuiyuan"), prompt2, (card, player, target) => { return target.countCards("h"); }) .set("ai", target => { var player = _status.event.player; var att = get.attitude(player, target); return -att + (player.inRange(target) && !target.inRange(player) ? get.damageEffect(target, player, player) / 3 : 0); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twhuiyuan", target); player.choosePlayerCard(target, "h", true, "回援:展示" + get.translation(target) + "一张手牌"); } else event.finish(); "step 2"; if (result.bool) { var card = result.cards[0]; target.showCards([card], get.translation(target) + "【回援】展示"); if (get.type2(card) == get.type2(trigger.card)) { if (lib.filter.canBeGained(card, target, player)) { player.gain(card, target, "giveAuto", "bySelf"); } } else { if (lib.filter.canBeDiscarded(card, target, player)) { target.discard(card, "notBySelf"); target.draw(); } } } else event.finish(); "step 3"; if (player.inRange(target) && !target.inRange(player)) { game.log(player, "触发了", "#y搏击", "效果"); player.line(target); target.damage(); } }, ai: { expose: 0.2, threaten: 3, }, }, twshoushou: { audio: 2, trigger: { player: "gainAfter", global: "loseAsyncAfter", }, filter: function (event, player) { var cards = event.getg(player); if (!cards.length) return false; return ( game.hasPlayer(current => { return event.getl(current).cards2.length; }) && game.hasPlayer(current => { return current.inRange(player); }) ); }, forced: true, locked: false, group: "twshoushou_damage", onremove: function (player) { if (player.countMark("twshoushou_plus") - player.countMark("twshoushou_minus") == 0) { player.removeSkill("twshoushou_distance"); } }, content: function () { player.addSkill("twshoushou_distance"); player.addMark("twshoushou_plus", 1, false); }, ai: { halfneg: true, }, subSkill: { damage: { trigger: { player: "damageEnd", source: "damageSource", }, filter: function (event, player) { return game.hasPlayer(current => { return current != player && !current.inRange(player); }); }, forced: true, locked: false, content: function () { player.addSkill("twshoushou_distance"); player.addMark("twshoushou_minus", 1, false); }, }, distance: { mark: true, marktext: "绶", intro: { markcount: function (storage, player) { return player.countMark("twshoushou_plus") - player.countMark("twshoushou_minus"); }, content: function (storage, player) { var dis = player.countMark("twshoushou_plus") - player.countMark("twshoushou_minus"); return "其他角色至你的距离" + (dis >= 0 ? "+" : "") + dis; }, }, mod: { globalTo: function (from, to, distance) { return distance + to.countMark("twshoushou_plus") - to.countMark("twshoushou_minus"); }, }, }, }, }, //严纲 twzhiqu: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; var count = get.cnNumber( game.countPlayer(current => { return get.distance(player, current) <= 1; }) ); player.chooseTarget(get.prompt("twzhiqu"), "选择一名其他角色并视为使用牌堆顶" + count + "张牌中的【杀】。若你与其均在对方的攻击范围内,你改为依次对其使用牌堆顶" + count + "张牌中的【杀】或锦囊牌。", lib.filter.notMe).set("ai", target => { var player = _status.event.player; return get.effect(target, { name: "sha" }, player, player) * (get.distance(player, target) == 1 ? 2 : 1); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twzhiqu", target); event.fight = player.inRange(target) && target.inRange(player); if (event.fight) game.log(player, "触发了", "#y搏击", "效果"); event.cards = game .cardsGotoOrdering( get.cards( game.countPlayer(current => { return get.distance(player, current) <= 1; }) ) ) .cards.slice(); } else event.finish(); "step 2"; if (player.isIn() && target.isIn() && cards.length) { do var card = cards.shift(); while (get.name(card) != "sha" && (!event.fight || get.type2(card) != "trick") && cards.length); if (get.name(card) != "sha" && (!event.fight || get.type2(card) != "trick")) return; player.showCards([card], get.translation(player) + "发动了【直取】"); player .chooseUseTarget(card, true, false, "nodistance") .set("filterTarget", function (card, player, target) { var evt = _status.event; if (_status.event.name == "chooseTarget") evt = evt.getParent(); if (target != player && target != evt.twzhiqu_target) return false; return lib.filter.targetEnabledx(card, player, target); }) .set("twzhiqu_target", target); event.redo(); } }, }, twxianfeng: { audio: 2, trigger: { source: "damageSource" }, filter: function (event, player) { if (!player.isPhaseUsing()) return false; if (player == event.player) return false; if (!event.player.isIn()) return false; if (!event.card) return false; return event.card.name == "sha" || (get.type(event.card) == "trick" && get.tag(event.card, "damage")); }, logTarget: "player", check: function (event, player) { let att = get.attitude(player, event.player); if (att > 0) return true; if (!player.hasSkill("twzhiqu")) return false; let cnt = game.countPlayer(current => get.distance(player, current) === 2); if (cnt > 2 || (cnt === 2 && Math.abs(att) < 2) || (cnt && Math.abs(att) < 1)) return true; return false; }, content: function () { "step 0"; var target = trigger.player; event.target = target; target .chooseControl() .set("choiceList", ["你摸一张牌,然后直到" + get.translation(player) + "下个回合开始时,其至其他角色的距离-1", get.translation(player) + "摸一张牌,然后直到其下个回合开始时,你至其的距离-1"]) .set("prompt", "先锋:请选择一项") .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { var att = get.attitude(target, player); if (att === 0) return 0; if (player.hasSkill("twzhiqu")) { var cnt = game.countPlayer(current => get.distance(player, current) === 2); if (att > 0) { if (cnt || player.needsToDiscard(1)) return 0; return 1; } if (!cnt) return 0; if (cnt >= 2 || get.distance(target, player, "attack") === 2 || get.distance(target, player) === 2) return 1; return 0; } if ( att < 0 || (player.needsToDiscard(1) && game.hasPlayer(function (current) { return current !== player && current !== target && !player.inRange(current); })) ) return 0; return [0, 1].randomGet(); })() ); "step 1"; if (result.index == 0) { target.draw(); player.addTempSkill("twxianfeng_me", { player: "phaseBegin" }); player.addMark("twxianfeng_me", 1, false); } else { player.draw(); target.addSkill("twxianfeng_others"); if (!target.storage.twxianfeng_others) target.storage.twxianfeng_others = {}; if (typeof target.storage.twxianfeng_others[player.playerid] != "number") target.storage.twxianfeng_others[player.playerid] = 0; target.storage.twxianfeng_others[player.playerid]++; } }, subSkill: { me: { charlotte: true, mark: true, intro: { content: "至其他角色的距离-#" }, mod: { globalFrom: function (from, to, distance) { return distance - from.countMark("twxianfeng_me"); }, }, }, others: { trigger: { global: ["phaseBegin", "die"] }, filter: function (event, player) { return player.storage.twxianfeng_others && player.storage.twxianfeng_others[event.player.playerid]; }, charlotte: true, mark: true, forced: true, intro: { markcount: function (storage, player) { var max = 0; for (var id in storage) { if (storage[id] > max) max = storage[id]; } return max; }, content: function (storage, player) { if (!storage) return ""; var str = ""; var map = _status.connectMode ? lib.playerOL : game.playerMap; for (var id in storage) { str += "至" + get.translation(map[id]) + "的距离-" + storage[id] + "、"; } return str.slice(0, -1); }, }, content: function () { delete player.storage.twxianfeng_others[trigger.player.playerid]; if (get.is.empty(player.storage.twxianfeng_others)) player.removeSkill("twxianfeng_others"); }, mod: { globalFrom: function (from, to, distance) { if (from.storage.twxianfeng_others && typeof from.storage.twxianfeng_others[to.playerid] == "number") return distance - from.storage.twxianfeng_others[to.playerid]; }, }, }, }, }, //夏侯紫萼 twxuechang: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player.canCompare(target); }, content: function () { "step 0"; player.chooseToCompare(target); "step 1"; if (result.bool) { if (!target.countGainableCards(player, "he")) event.finish(); else player.gainPlayerCard(target, "he", true); } else { player.damage(target); player.addSkill("twxuechang_add"); if (!player.storage.twxuechang_add) player.storage.twxuechang_add = {}; if (!player.storage.twxuechang_add[target.playerid]) player.storage.twxuechang_add[target.playerid] = 0; player.storage.twxuechang_add[target.playerid]++; player.markSkill("twxuechang_add"); event.finish(); } "step 2"; var card = result.cards[0]; if (get.type(card) == "equip") { var card = { name: "sha", isCard: true }; if (player.canUse(card, target, false)) player.useCard(card, target, "noai", false); } }, ai: { order: 6.5, result: { target: function (player, target) { var hs = player.getCards("h").sort(function (a, b) { return get.number(b) - get.number(a); }); var ts = target.getCards("h").sort(function (a, b) { return get.number(b) - get.number(a); }); if (!hs.length || !ts.length) return 0; if (get.number(hs[0]) > get.number(ts[0]) || get.number(hs[0]) - ts.length >= 9 + Math.min(2, player.hp / 2)) return get.sgnAttitude(player, target) * get.effect(target, { name: "shunshou_copy2" }, player, player); return 0; }, }, }, subSkill: { add: { audio: "twxuechang", trigger: { source: "damageBegin1" }, filter: function (event, player) { return player.storage.twxuechang_add && player.storage.twxuechang_add[event.player.playerid]; }, forced: true, charlotte: true, content: function () { trigger.num += player.storage.twxuechang_add[trigger.player.playerid]; delete player.storage.twxuechang_add[trigger.player.playerid]; if (get.is.empty(player.storage.twxuechang_add)) player.removeSkill("twxuechang_add"); else player.markSkill("twxuechang_add"); }, marktext: "偿", intro: { content: function (storage, player) { if (!storage) return ""; var str = ""; var map = _status.connectMode ? lib.playerOL : game.playerMap; for (var i in storage) { str += "
  • 下次对" + get.translation(map[i]) + "造成的伤害+" + storage[i]; } return str; }, }, }, }, }, twduoren: { audio: 2, trigger: { source: "dieAfter" }, check: function (event, player) { if (player.hp < 3 && !player.isDamaged()) return false; var skills = event.player.getSkills(null, false, false).filter(skill => { if (player.hasSkill(skill, null, false, false)) return false; var info = get.info(skill); return info && !info.hiddenSkill && !info.zhuSkill && !info.charlotte; }); return skills.length > 0; }, group: "twduoren_remove", prompt2: function (event, player) { var skills = event.player.getSkills(null, false, false).filter(skill => { if (player.hasSkill(skill, null, false, false)) return false; var info = get.info(skill); return info && !info.hiddenSkill && !info.zhuSkill && !info.charlotte; }); var str = ""; for (var i of skills) { str += "〖" + get.translation(i) + "〗、"; } str = str.slice(0, str.length - 1); return "减1点体力上限,然后" + (str.length ? "获得" + str : "听一句技能配音"); }, logTarget: "player", content: function () { "step 0"; player.loseMaxHp(); "step 1"; var skills = trigger.player.getSkills(null, false, false).filter(skill => { if (player.hasSkill(skill, null, false, false)) return false; var info = get.info(skill); return info && !info.hiddenSkill && !info.zhuSkill && !info.charlotte; }); if (skills.length) { //for(var i of skills) player.addSkillLog(i); player.addSkills(skills); player.markAuto("twduoren", skills); game.broadcastAll(function (list) { game.expandSkills(list); for (var i of list) { var info = lib.skill[i]; if (!info) continue; if (!info.audioname2) info.audioname2 = {}; info.audioname2.xia_xiahouzie = "twduoren"; } }, skills); } }, subSkill: { remove: { trigger: { source: "dying" }, filter: function (event, player) { return ( event.player != player && player.getStorage("twduoren").some(skill => { return player.hasSkill(skill, null, false, false); }) ); }, forced: true, locked: false, content: function () { player.removeSkills(player.getStorage("twduoren")); delete player.storage.twduoren; }, }, }, }, //赵娥 twyanshi: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame" }, forced: true, locked: false, direct: true, onremove: true, intro: { content: "players", }, filter: function (event, player) { return game.hasPlayer(current => current != player) && (event.name != "phase" || game.phaseNumber == 0); }, group: ["twyanshi_hurt", "twyanshi_damage"], content: function () { "step 0"; player.chooseTarget("言誓:选择一名其他角色", lib.filter.notMe, true).set("ai", target => get.attitude(_status.event.player, target)); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("twyanshi", target); player.markAuto("twyanshi", [target]); } }, mod: { targetInRange: function (card, player, target) { if (target.hasMark("twyanshi_mark")) return true; }, }, subSkill: { hurt: { audio: "twyanshi", trigger: { global: "damageEnd", }, forced: true, locked: false, filter: function (event, player) { if (!event.source || !event.source.isIn()) return false; return (player == event.player && !player.getStorage("twyanshi").includes(event.source)) || (player != event.source && player.getStorage("twyanshi").includes(event.player)); }, content: function () { trigger.source.addMark("twyanshi_mark", 1); }, }, damage: { audio: "twyanshi", trigger: { source: ["damageBegin1", "damageSource"], }, forced: true, locked: false, filter: function (event, player) { return event.player.hasMark("twyanshi_mark"); }, content: function () { "step 0"; if (event.triggername == "damageBegin1") { trigger.num++; } else { player.draw(trigger.num); trigger.player.removeMark("twyanshi_mark", trigger.player.countMark("twyanshi_mark")); } }, }, mark: { marktext: "誓", intro: { name: "誓", name2: "誓", content: "mark", }, }, }, }, twrenchou: { audio: 2, trigger: { global: "die" }, forced: true, forceDie: true, filter: function (event, player) { if (!event.source || !event.source.isIn()) return false; if (event.player == player) { return player.getStorage("twyanshi").some(i => i.isIn() && i.hp > 0); } if (player.getStorage("twyanshi").includes(event.player)) { return player.isIn() && player.hp > 0; } return false; }, logTarget: "source", line: false, skillAnimation: true, animationColor: "water", global: "twrenchou_ai", content: function () { "step 0"; var avengers = []; if (trigger.player == player) { avengers = player.getStorage("twyanshi").filter(i => i.isIn() && i.hp > 0); } if (player.getStorage("twyanshi").includes(trigger.player)) { avengers = [player]; } event.avengers = avengers; "step 1"; var avenger = event.avengers.shift(); avenger.line(trigger.source, "fire"); trigger.source.damage(avenger, avenger.hp); "step 2"; if (event.avengers.length && trigger.source.isIn()) event.goto(1); }, ai: { combo: "twyanshi", }, subSkill: { ai: { ai: { effect: { target: function (card, player, target) { if (!get.tag(card, "damage")) return; if (target.hp > 1) return; var num = 0; game.filterPlayer(current => { if (current.getStorage("twyanshi").some(i => target == i)) { num += current.hp; } }); var targets = target.getStorage("twyanshi").filter(i => i.isIn()); for (var targetx of targets) { num += targetx.hp; } if (num >= player.hp) return 0; if (num > 0) return [1, 0, 0, 0.5 - 1.5 * num]; }, }, }, }, }, }, //侠典韦 twliexi: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return player.countCards("he"); }, direct: true, content: function () { "step 0"; var list = [[], []]; for (var current of game.players) { if (current == player) continue; var cards = []; var weapon = false; for (var card of player.getCards("he")) { if (!lib.filter.cardDiscardable(card, player)) continue; if (get.subtype(card) == "equip1" && !ui.selected.cards.some(i => get.subtype(i) == "equip1")) { if (16 - get.value(card) > 0) { cards.push(card); weapon = true; } } if (7 - get.value(card) > 0) cards.push(card); } if (cards.length > current.hp) { var val = 0; for (var card of cards) { if (get.subtype(card) != "equip1") val += get.value(card); } if (val < 30) list[0].push(current); } if ((weapon && player.hp > 2) || get.damageEffect(player, current, player) > 10) list[1].push(current); } list[0].sort((a, b) => { return get.damageEffect(b, player, player) - get.damageEffect(a, player, player); }); player.chooseCardTarget({ filterCard: lib.filter.cardDiscardable, selectCard: [1, Infinity], position: "he", filterTarget: lib.filter.notMe, prompt: get.prompt2("twliexi"), targetsx: [list[0][0], list[1][0]], ai1: function (card) { var targetx = _status.event.targetsx[0]; var hasWeapon = ui.selected.cards.some(i => get.subtype(i) == "equip1"); if (!targetx) { var targetx = _status.event.targetsx[1]; if (get.subtype(card) == "equip1" && !hasWeapon) return 30 - get.value(card); return -get.value(card); } if (ui.selected.cards.length > targetx.hp) return 0; if (get.subtype(card) == "equip1" && !hasWeapon) return 30 - get.value(card); return 7 - get.value(card); }, ai2: function (target) { var targetx = _status.event.targetsx[0] || _status.event.targetsx[1]; if (targetx == target) return 10; return 0; }, }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; var cards = result.cards; player.logSkill("twliexi", target); player.discard(cards); if (cards.length > target.hp) target.damage(); else player.damage(target); var goon = false; for (var card of cards) { if (get.subtype(card) == "equip1") { goon = true; break; } } if (!goon) event.finish(); } else event.finish(); "step 2"; game.delayx(); target.damage(); }, }, twshezhong: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; var damage = player.getHistory("sourceDamage").length; if (damage) { player.chooseTarget(get.prompt("twshezhong"), "令至多" + get.cnNumber(damage) + "名其他角色下个摸牌阶段的摸牌数-1", [1, damage], lib.filter.notMe).set("ai", target => { return -get.attitude(_status.event.player, target); }); } else event.goto(2); "step 1"; if (result.bool) { var targets = result.targets; player.logSkill("twshezhong", targets); for (var target of targets) { target.addSkill("twshezhong_minus"); target.addMark("twshezhong_minus", 1, false); } } "step 2"; var targets = []; for (var evt of player.getHistory("damage")) { if (evt.source && evt.source.isIn()) targets.add(evt.source); } if (targets.length) { player .chooseTarget(get.prompt("twshezhong"), "将手牌摸至一名与一名本回合对你造成过伤害的角色的体力值相同,且至多摸至五张", (card, player, target) => { return _status.event.targets.includes(target); }) .set("ai", target => { return Math.max(0.1, target.hp - _status.event.player.countCards("h")); }) .set("targets", targets); } else event.finish(); "step 3"; if (result.bool) { var target = result.targets[0]; player.logSkill("twshezhong", target); var num = Math.min(target.hp, 5) - player.countCards("h"); if (num > 0) player.draw(num); } }, subSkill: { minus: { trigger: { player: "phaseDrawBegin" }, forced: true, onremove: true, content: function () { var num = player.countMark("twshezhong_minus"); trigger.num -= num; game.log(player, "的额定摸牌数", "#g-" + num); player.removeSkill("twshezhong_minus"); }, mark: true, intro: { content: "额定摸牌数-#", }, }, }, }, //侠鲁肃 twkaizeng: { audio: 2, global: "twkaizeng_want", refuseInfo: ["不给", "拒绝"], subSkill: { want: { audio: "twkaizeng", forceaudio: true, enable: "phaseUse", usable: 1, charlotte: true, filter: function (event, player) { return game.hasPlayer(current => { return current != player && current.hasSkill("twkaizeng"); }); }, chooseButton: { dialog: function (event, player) { var targets = game.filterPlayer(current => { return current != player && current.hasSkill("twkaizeng"); }); return ui.create.dialog("###慨赠###" + "选择一种基本牌的牌名或非基本牌的类型,然后令" + get.translation(targets) + (targets.length > 1 ? "中的一人" : "") + "选择是否交给你任意张牌"); }, chooseControl: function () { var list = []; var basic = []; for (var i = 0; i < lib.inpile.length; i++) { var name = lib.inpile[i]; var type = get.type(name, "trick"); if (type == "basic") { list.push(name); basic.push(name); } else list.add(type); } list.push("cancel2"); return list; }, check: function (event, player) { if (Math.random() < 0.4) { var list = _status.event.controls.slice(); list.remove("du"); return list.randomGet(); } var targets = game.filterPlayer(current => current != player && current.hasSkill("twkaizeng")); targets.sort((a, b) => get.attitude(player, b) - get.attitude(player, a)); var cards = targets[0].getCards("h"); var list = []; for (var card of cards) { var type = get.type2(card); if (type == "basic") list.add(get.name(card)); else list.add(type); } var need = ["trick", "equip"].randomSort(); need.addArray(["sha", "jiu"].randomSort()); for (var type of need) { if (list.includes(type)) return type; } return list.randomGet(); }, backup: function (result, player) { return { audio: "twkaizeng", type: result.control, log: false, delay: false, filterTarget: function (card, player, target) { return target.hasSkill("twkaizeng"); }, selectTarget: function () { var player = _status.event.player; var targets = game.filterPlayer(function (current) { return current != player && current.hasSkill("twkaizeng"); }); return targets.length > 1 ? 1 : -1; }, prepare: function (cards, player, targets) { targets[0].logSkill("twkaizeng_want", player); }, content: function () { "step 0"; var type = lib.skill.twkaizeng_want_backup.type; var isbasic = lib.card[type]; target .chooseCard("慨赠:是否交给" + get.translation(player) + "任意张手牌?", "若你以此法:交给其至少两张牌,你摸一张牌;交给其的牌包含其选择的牌名或类型,你获得一张不为此牌名或类型的牌", [1, Infinity]) .set("ai", card => { if (!_status.event.goon) return -get.value(card); var player = _status.event.player, target = _status.event.getParent().player; if (ui.selected.cards.length > player.countCards("h") / 2 && ui.selected.cards.length >= 2) return 0; var type = _status.event.type; var isbasic = lib.card[type]; var add = 0; if (!ui.selected.cards.some(i => get[isbasic ? "name" : "type2"](i, target) == type)) add += 3; if (ui.selected.cards.length < 2) add += 3; return get.value(card, target) - get.value(card, player) + add; }) .set("type", type) .set("goon", get.attitude(target, player) > 0); "step 1"; if (result.bool) { var cards = result.cards; event.cards = cards; target.give(cards, player); } else { var refuseInfo = lib.skill.twkaizeng.refuseInfo.slice(); if (get.attitude(target, player) < 0) refuseInfo.push("没门"); target.chat(refuseInfo.randomGet()); event.finish(); } "step 2"; if (cards.length > 1) target.draw(); "step 3"; var type = lib.skill.twkaizeng_want_backup.type; var isbasic = lib.card[type]; var fn = isbasic ? "name" : "type2"; if (cards.some(card => get[fn](card, player) == type)) { var card = get.cardPile(cardx => { return get[fn](cardx, target) != type; }); if (card) target.gain(card, "gain2"); } "step 4"; game.delayx(); }, ai: { result: { target: 1, }, }, }; }, prompt: () => "请选择一名有【慨赠】的角色", }, ai: { order: 10, result: { player: function (player) { var targets = game.filterPlayer(current => { return current != player && current.hasSkill("twkaizeng"); }); for (var i of targets) if (get.attitude(player, i) > 0) return 1; return 0; }, }, }, }, want_backup: {}, }, ai: { threaten: 3, }, }, twyangming: { audio: 2, trigger: { player: "phaseUseEnd", }, frequent: true, filter: function (event, player) { return player.hasHistory("useCard", evt => evt.getParent("phaseUse") == event); }, content: function () { var types = []; var history = player.getHistory("useCard", evt => evt.getParent("phaseUse") == trigger); for (var evt of history) { types.add(get.type2(evt.card)); } var num = types.length; player.draw(num); player.addTempSkill("twyangming_limit"); player.addMark("twyangming_limit", num, false); game.log(player, "本回合的手牌上限", "#g+" + num); }, subSkill: { limit: { charlotte: true, onremove: true, mod: { maxHandcard: function (player, num) { return num + player.countMark("twyangming_limit"); }, }, }, }, }, //邴原 twbingde: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("he") && player.getStorage("twbingde_clear").length < 4; }, onChooseToUse: function (event) { if (event.type == "phase" && !game.online) { var map = {}; event.player.getHistory("useCard", evt => { var evtx = evt.getParent("phaseUse"), suit = get.suit(evt.card); if (!lib.suit.includes(suit)) return; if (evtx != event.getParent("phaseUse")) return; if (typeof map[suit] != "number") map[suit] = 0; map[suit]++; }); event.set("twbingde_map", map); } }, chooseButton: { dialog: function (event, player) { var str = get.translation("twbingde_info"), str2 = ""; if (event.twbingde_map) { str2 = '
    本回合使用牌对应花色数:
    '; str2 += '
    '; for (var suit of lib.suit) { str2 += get.translation(suit) + ":" + get.cnNumber(event.twbingde_map[suit] || 0) + "张;"; } str2 = str2.slice(0, str2.length - 1) + "
    "; } return ui.create.dialog("###秉德###" + str, str2); }, chooseControl: function (event, player) { var list = lib.suit.slice(); list.removeArray(player.getStorage("twbingde_clear")); list.push("cancel2"); return list; }, check: function (event, player) { var map = event.twbingde_map; var suit = lib.suit .filter(i => !player.getStorage("twbingde_clear").includes(i)) .sort((a, b) => { return map[b] - map[a]; })[0]; if (map[suit] == 0) return "cancel2"; return suit; }, backup: function (result, player) { return { audio: "twbingde", filterCard: true, selectCard: 1, position: "he", suit: result.control, check: function (card) { var suit = lib.skill.twbingde.suit; if (get.suit(card) == suit) return 10 - get.value(card); return 6 - get.value(card); }, content: function () { "step 0"; var suit = lib.skill.twbingde_backup.suit, num = 0; player.popup(suit + 2); game.log(player, "选择了", "#y" + suit + 2); player.addTempSkill("twbingde_clear", "phaseUseAfter"); player.markAuto("twbingde_clear", [suit]); player.getHistory("useCard", evt => { var evtx = evt.getParent("phaseUse"), suitx = get.suit(evt.card); if (!evtx || evtx != event.getParent("phaseUse") || suit != suitx) return false; num++; }); if (num > 0) player.draw(num); "step 1"; if (get.suit(cards[0], player) == lib.skill.twbingde_backup.suit) { delete player.getStat("skill").twbingde; } }, ai: { result: { player: 1, }, }, }; }, prompt: () => "秉德:弃置一张牌", }, ai: { order: 2, result: { player: 1 }, }, subSkill: { backup: {}, clear: { charlotte: true, onremove: true, }, }, }, twqingtao: { audio: 2, trigger: { player: "phaseDrawEnd" }, filter: function (event, player) { return player.countCards("he"); }, direct: true, group: "twqingtao_jieshu", content: function () { "step 0"; player.chooseCard(get.prompt2("twqingtao"), "he", lib.filter.cardRecastable).set("ai", function (card) { if (card.name == "jiu" || get.type(card) != "basic") return 10 - get.value(card); return 6 - get.value(card); }); "step 1"; if (result.bool) { player.logSkill("twqingtao"); player.recast(result.cards); if (get.name(result.cards[0]) == "jiu" || get.type(result.cards[0], false, player) != "basic") player.draw(); } }, subSkill: { jieshu: { audio: "twqingtao", trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return player.countCards("he") > 0 && !player.hasHistory("useSkill", evt => evt.skill == "twqingtao"); }, direct: true, content: function () { var next = game.createEvent("twqingtao"); next.player = player; next.setContent(lib.skill.twqingtao.content); }, }, }, }, //牛董 twjuntun: { audio: 2, trigger: { global: ["phaseBefore", "dieAfter"], player: "enterGame", }, init: function (player) { lib.skill.baonvezhi.change(player, 0); }, direct: true, derivation: ["twxiongjun", "baonvezhi_faq"], group: "twjuntun_extra", filter: function (event, player) { return ( (event.name != "phase" || game.phaseNumber == 0) && game.hasPlayer(current => { return !current.hasSkill("twxiongjun"); }) ); }, content: function () { "step 0"; player .chooseTarget(get.prompt("twjuntun"), "令一名角色获得〖凶军〗", (card, player, target) => { return !target.hasSkill("twxiongjun"); }) .set("ai", target => get.attitude(player, target) - 2); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("twjuntun", target); target.addSkills("twxiongjun"); if (target != player) player.addExpose(0.25); } }, subSkill: { extra: { audio: 2, trigger: { global: "damageSource" }, forced: true, locked: false, filter: function (event, player) { return event.source && event.source.hasSkill("twxiongjun") && event.source != player; }, logTarget: "source", content: function () { lib.skill.baonvezhi.change(player, trigger.num); }, }, }, }, baonvezhi: { audio: 2, trigger: { player: "damageEnd", source: "damageSource", }, silent: true, forced: true, charlotte: true, baonvezhi_max: 5, change: function (player, num) { var baonvezhi_max = lib.skill.baonvezhi.baonvezhi_max; player.addSkill("baonvezhi"); var tmp = player.countMark("baonvezhi"); if (tmp + num > baonvezhi_max) num = baonvezhi_max - tmp; else if (tmp + num < 0) num = -tmp; if (num === 0) return; player[num > 0 ? "addMark" : "removeMark"]("baonvezhi", Math.abs(num), false); game.log(player, num >= 0 ? "获得了" : "失去了", get.cnNumber(Math.abs(num)) + '点暴虐值'); player[player.countMark("baonvezhi") > 0 ? "markSkill" : "unmarkSkill"]("baonvezhi"); }, filter: function (event, player) { return player.countMark("baonvezhi") < lib.skill.baonvezhi.baonvezhi_max; }, content: function () { lib.skill.baonvezhi.change(player, trigger.num); }, marktext: "暴", intro: { name: "暴虐值", content: function (storage, player) { return get.translation(player) + "的暴虐值为" + (player.storage.baonvezhi || 0); }, }, }, baonvezhi_faq: {}, twxiongjun: { init: function (player) { lib.skill.baonvezhi.change(player, 0); }, trigger: { source: "damageSource" }, forced: true, usable: 1, content: function () { var targets = game.filterPlayer(current => current.hasSkill("twxiongjun")).sortBySeat(); player.line(targets, "green"); game.asyncDraw(targets); }, }, twxiongxi: { audio: 2, enable: "phaseUse", usable: 1, init: function (player) { lib.skill.baonvezhi.change(player, 0); }, filterCard: () => true, selectCard: function () { return (lib.skill.baonvezhi.baonvezhi_max || 5) - _status.event.player.countMark("baonvezhi"); }, check: function (card) { return 6 - get.value(card); }, position: "he", filterTarget: function (card, player, target) { return target != player; }, content: function () { target.damage(); }, ai: { expose: 0.25, order: 8, result: { target: function (player, target) { return get.damageEffect(target, player, player); }, }, }, }, twxiafeng: { audio: 2, trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return player.countMark("baonvezhi") > 0; }, init: function (player) { lib.skill.baonvezhi.change(player, 0); }, direct: true, content: function () { "step 0"; player .chooseButton(["黠凤:选择要消耗的暴虐值", [["tw_bn_1", "tw_bn_2", "tw_bn_3"], "vcard"]], button => { var num = player.countCards("hs", card => get.tag(card, "damage") && game.hasPlayer(current => get.effect(current, card, player, player) > 0)); if (num <= 0) return 0; if (num >= 3) num = 3; if (button.link[2] == "tw_bn_" + num) return 10; return 1; }) .set("filterButton", button => { var player = _status.event.player; var link = button.link[2]; if (link[link.length - 1] * 1 > player.storage.baonvezhi) return false; return true; }); "step 1"; if (result.bool) { player.logSkill("twxiafeng"); var link = result.links[0][2], num = link[link.length - 1] * 1; player.addTempSkill("twxiafeng_effect"); player.storage.twxiafeng_effect = num; lib.skill.baonvezhi.change(player, -num); } }, subSkill: { effect: { trigger: { player: "useCard" }, filter: function (event, player) { return !player.storage.twxiafeng_effect2; }, forced: true, content: function () { var count = player.getHistory("useCard", evt => evt.getParent("phaseUse").player == player).length; if (count == player.storage.twxiafeng_effect) { player.storage.twxiafeng_effect2 = true; } if (count <= player.storage.twxiafeng_effect) { trigger.directHit.addArray(game.players); if (trigger.addCount !== false) { trigger.addCount = false; var stat = player.getStat().card, name = trigger.card.name; if (typeof stat[name] == "number") stat[name]--; } } }, onremove: function (player) { delete player.storage.twxiafeng_effect; delete player.storage.twxiafeng_effect2; }, mod: { targetInRange: function (card, player, target, now) { if (!player.storage.twxiafeng_effect2) return true; }, cardUsableTarget: function (card, player, target) { if (!player.storage.twxiafeng_effect2) return true; }, maxHandcard: function (player, num) { return num + (player.storage.twxiafeng_effect || 0); }, }, }, }, }, //蒋济 twjichou: { audio: 2, enable: "chooseToUse", group: ["twjichou_ban", "twjichou_give"], filter: function (event, player) { if (player.hasSkill("twjichou_used") && player.hasSkill("twjichou_given")) return false; if (!player.hasSkill("twjichou_used")) { var record = player.getStorage("twjichou"); for (var i of lib.inpile) { var type = get.type(i); if (type == "trick" && !record.includes(i) && event.filterCard({ name: i, isCard: true }, player, event)) return true; } } return false; }, chooseButton: { dialog: function (event, player) { var dialog = ui.create.dialog("急筹"); if ( !player.hasSkill("twjichou_used") && !player.hasSkill("twjichou_given") && event.type == "phase" && player.countCards("h", card => { return player.getStorage("twjichou").includes(get.name(card)); }) ) { dialog._chosenOpt = []; var table = document.createElement("div"); table.classList.add("add-setting"); table.style.margin = "0"; table.style.width = "100%"; table.style.position = "relative"; var list = ["视为使用牌", "交出锦囊牌"]; for (var i of list) { var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode"); td.innerHTML = "" + i + ""; td.link = i; if (i == list[0]) { td.classList.add("bluebg"); dialog._chosenOpt.add(td); } td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () { if (_status.dragged) return; if (_status.clicked) return; if (_status.justdragged) return; _status.tempNoButton = true; _status.clicked = true; setTimeout(function () { _status.tempNoButton = false; }, 500); var link = this.link; if (link == "交出锦囊牌") game.uncheck(); var current = this.parentNode.querySelector(".bluebg"); if (current) { current.classList.remove("bluebg"); dialog._chosenOpt.remove(current); } dialog._chosenOpt.add(this); this.classList.add("bluebg"); game.check(); }); table.appendChild(td); dialog.buttons.add(td); } dialog.content.appendChild(table); } var list = [], record = player.getStorage("twjichou"); for (var name of lib.inpile) { if (get.type(name) == "trick" && !record.includes(name) && event.filterCard({ name: name, isCard: true }, player, event)) list.push(["锦囊", "", name]); } dialog.add([list, "vcard"]); return dialog; }, filter: function (button) { if (_status.event.dialog) { var opts = _status.event.dialog._chosenOpt; if (opts && opts.length && opts[0].link == "交出锦囊牌" && typeof button.link != typeof opts[0].link) { return false; } return true; } return false; }, select: function () { if (_status.event.dialog) { var opts = _status.event.dialog._chosenOpt; return opts && opts.length && opts[0].link == "交出锦囊牌" ? 0 : 1; } return 0; }, check: function (button) { if (_status.event.getParent().type != "phase") return 1; var player = _status.event.player; if (["wugu", "zhulu_card", "yiyi", "lulitongxin", "lianjunshengyan", "diaohulishan"].includes(button.link[2])) return 0.1; return player.getUseValue({ name: button.link[2] }); }, backup: function (links, player) { var isUse = links.length == 1; var backup = get.copy(lib.skill["twjichou_" + (isUse ? "use" : "give")]); if (isUse) backup.viewAs = { name: links[0][2], isCard: true }; return backup; }, prompt: function (links, player) { var isUse = links.length == 1; return "急筹:" + (isUse ? "视为使用" + get.translation(links[0][2]) + "" : "选择要交出的牌和要交给的目标"); }, }, hiddenCard: function (player, name) { if (player.hasSkill("twjichou_used")) return false; var type = get.type(name); return type == "trick" && !player.getStorage("twjichou").includes(name); }, marktext: "筹", intro: { markcount: function (storage, player) { if (storage && storage.length) return storage.length; return 0; }, content: "已记录牌名:$", }, ai: { order: 1, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, subSkill: { backup: {}, used: { charlotte: true }, given: { charlotte: true }, ban: { trigger: { global: "useCard1" }, filter: function (event, player) { return player.getStorage("twjichou").includes(event.card.name); }, forced: true, locked: false, silent: true, content: function () { trigger.directHit.add(player); }, mod: { cardEnabled: function (card, player) { if (player.getStorage("twjichou").includes(card.name) && (get.position(card) == "h" || (card.cards && card.cards.some(i => get.position(i) == "h")))) return false; }, cardSavable: function (card, player) { if (player.getStorage("twjichou").includes(card.name) && (get.position(card) == "h" || (card.cards && card.cards.some(i => get.position(i) == "h")))) return false; }, aiValue: function (player, card) { if (get.type(card) != "trick" || _status.twjichou_give_aiCheck) return; if (!player.getFriends().length && player.getStorage("twjichou").includes(get.name(card))) return 0; }, aiUseful: function () { return lib.skill.twjichou_ban.mod.aiValue.apply(this, arguments); }, }, }, use: { filterCard: () => false, selectCard: -1, audio: "twjichou", popname: true, onuse: function (links, player) { player.markAuto("twjichou", [links.card.name]); player.syncStorage("twjichou"); player.addTempSkill("twjichou_used"); }, }, give: { audio: "twjichou", enable: "phaseUse", filter: function (event, player) { return player.hasSkill("twjichou_used") && !player.hasSkill("twjichou_given") && player.countCards("h", i => player.getStorage("twjichou").includes(get.name(i))); }, filterTarget: function (card, player, target) { return target != player; }, filterCard: function (card, player) { return player.getStorage("twjichou").includes(get.name(card)); }, check: function (card) { _status.twjichou_give_aiCheck = true; var val = get.value(card); delete _status.twjichou_give_aiCheck; return val; }, prompt: () => "选择要交出的牌和要交给的目标", selectCard: [1, Infinity], discard: false, lose: false, delay: false, content: function () { player.give(cards, target); player.addTempSkill("twjichou_given", "phaseUseAfter"); }, ai: { order: 0.9, result: { target: function (player, target) { if (target.hasSkillTag("nogain")) return 0; if (target.hasJudge("lebu")) return 0; return target.getCards("h", card => player.getStorage("twjichou").includes(get.name(card))).reduce((p, c) => p + (target.getUseValue(c) || 1), 0); }, }, }, }, }, }, twjilun: { audio: 2, trigger: { player: "damageEnd" }, direct: true, content: function () { "step 0"; var num = Math.min(Math.max(1, player.getStorage("twjichou").length), 5); event.num = num; var choices = ["选项一"]; var choiceList = ["摸" + get.cnNumber(num) + "张牌", "视为使用一张在〖急筹〗记录内且不在〖机论〗记录内的普通锦囊牌"]; if ( !player.getStorage("twjichou").length || player.getStorage("twjichou").filter(name => { return !player.getStorage("twjilun").includes(name) && player.hasUseTarget({ name: name }); }).length == 0 ) choiceList[1] = '' + choiceList[1] + ""; else choices.push("选项二"); player .chooseControl(choices, "cancel2") .set("choiceList", choiceList) .set("prompt", get.prompt("twjilun")) .set("ai", () => { if (_status.event.choiceList.length == 1 || !player.getStorage("twjichou").length) return 0; var val = _status.event.num > 3 ? Math.min(1.5, 1 + (_status.event.num - 3) * 0.1) : 1; for (var name of player.getStorage("twjichou")) { if (player.getStorage("twjilun").includes(name)) continue; if (player.getUseValue({ name: name }) > 4 * val) return 1; } return 0; }) .set("num", num); "step 1"; if (result.control != "cancel2") { if (result.control == "选项一") { player.logSkill("twjilun"); player.draw(num); event.finish(); } else { var list = []; for (var name of player.getStorage("twjichou")) { if (!player.getStorage("twjilun").includes(name)) { list.push(["锦囊", "", name]); } } player .chooseButton(['###机论###
    是否视为使用一张〖急筹〗已记录的普通锦囊牌?
    ', [list, "vcard"]]) .set("filterButton", button => { return _status.event.player.hasUseTarget({ name: button.link[2] }); }) .set("ai", button => { return _status.event.getParent().player.getUseValue({ name: button.link[2] }, null, true); }); } } else event.finish(); "step 2"; if (result.bool) { var card = { name: result.links[0][2], isCard: true }; player.chooseUseTarget(card, true).set("logSkill", "twjilun"); player.markAuto("twjilun", [card.name]); player.syncStorage("twjilun"); } else event.goto(0); }, marktext: "论", intro: { markcount: function (storage, player) { if (storage && storage.length) return storage.length; return 0; }, content: "已记录牌名:$", }, ai: { maixie: true, maixie_defend: true, threaten: 0.7, }, }, //蹇硕 twkunsi: { audio: 2, enable: "phaseUse", onremove: true, derivation: "twlinglu", filter: function (event, player) { return game.hasPlayer(function (current) { return player.canUse({ name: "sha", isCard: true }, current, false) && current != player && !player.getStorage("twkunsi").includes(current); }); }, filterTarget: function (card, player, target) { return player.canUse({ name: "sha", isCard: true }, target, false) && target != player && !player.getStorage("twkunsi").includes(target); }, content: function () { "step 0"; player.markAuto("twkunsi", [target]); player.storage.twkunsi.sortBySeat(); player.markSkill("twkunsi"); player.useCard({ name: "sha", isCard: true }, target, false).animate = false; "step 1"; if ( !player.hasHistory("sourceDamage", function (evt) { var card = evt.card; if (!card || card.name != "sha") return false; var evtx = evt.getParent("useCard"); return evtx.card == card && evtx.getParent() == event; }) ) { player.line(target); target.markAuto("twlinglu", [player]); target.addAdditionalSkills("twkunsi_temp", "twlinglu"); player.markAuto("twkunsi_clear", [target]); player.addTempSkill("twkunsi_clear", { player: "phaseBegin" }); } }, intro: { content: "已对$发动过〖困兕〗" }, ai: { order: function () { return get.order({ name: "sha" }) - 0.1; }, expose: 0.2, result: { target: function (player, target) { if ( target.countCards("h") <= target.hp && !target.mayHaveShan( player, "use", target.getCards("h", i => { return i.hasGaintag("sha_notshan"); }) ) && get.effect(target, { name: "sha", isCard: true }, player, player) > 0 ) return -1; else if (target.countCards("h") > target.hp && target.hp > 2 && target.hasShan()) return 1; return 0; }, }, }, subSkill: { clear: { forced: true, onremove: function (player, skill) { var targets = player.getStorage(skill); for (var target of targets) { if (target.isIn()) { target.removeAdditionalSkill("twkunsi_temp"); } } }, }, }, }, twlinglu: { audio: 2, trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player; }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("twlinglu"), function (card, player, target) { return target != player; }) .set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (target.countCards("hs") > 4 && target.hp >= 3) return att; if (player.getStorage("twlinglu").includes(target)) return -2 * att; return -att; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twlinglu", target); target.addTempSkill("twlinglu_order", { player: "phaseAfter" }); if (!target.storage.twlinglu_settle) target.storage.twlinglu_settle = []; target.storage.twlinglu_settle.unshift([player, 1]); if (player.getStorage("twlinglu").includes(target)) player.chooseBool("是否令" + get.translation(target) + "于〖令戮〗失败时进行两次结算?").set("ai", function () { return true; }); else event.finish(); } else event.finish(); "step 2"; if (result.bool) { target.storage.twlinglu_settle[0][1]++; game.log(target, "于本次强令失败时进行两次结算"); } }, ai: { expose: 0.2 }, subSkill: { order: { audio: 2, trigger: { source: "damageSource" }, group: "twlinglu_settle", silent: true, charlotte: true, onremove: true, mark: true, marktext: "令", intro: { content: function (storage, player) { return "
  • 任务目标:于你下回合结束前造成的伤害不小于2点
  • 已造成" + player.countMark("twlinglu_order") + "点伤害"; }, }, content: function () { player.addMark("twlinglu_order", trigger.num, false); }, }, settle: { audio: "twlinglu_order", trigger: { player: "phaseEnd" }, charlotte: true, silent: true, onremove: true, filter: function (event, player) { return player.getStorage("twlinglu_settle").length > 0; }, content: function () { "step 0"; var list = player.getStorage("twlinglu_settle").shift(); var target = list[0], count = list[1] || 1; event.target = target; event.count = count; "step 1"; if (player.countMark("twlinglu_order") >= 2) { game.log(player, "成功完成了", target, "发布的", "#g【令戮】", "强令"); player.popup("强令成功", "wood"); player.draw(2); event.finish(); } else { game.log(player, "未完成", target, "发布的", "#g【令戮】", "强令"); player.popup("强令失败", "fire"); } "step 2"; if (player.countMark("twlinglu_order") >= 2) { game.delayx(); } else { event.count--; player.loseHp(); } "step 3"; if (event.count > 0) event.goto(2); "step 4"; if (player.getStorage("twlinglu_settle").length > 0) { event.goto(0); game.delayx(); } }, }, }, }, //马腾 twxiongzheng: { audio: 2, onremove: true, trigger: { global: "roundStart" }, direct: true, content: function () { "step 0"; var target = player.storage.twxiongzheng_target; delete player.storage.twxiongzheng_target; if (!target) { event.goto(4); return; } event.target = target; var list = [], list2 = []; var history = target.actionHistory; if (history.length < 2) { event.goto(4); return; } for (var i = history.length - 2; i >= 0; i--) { for (var evt of history[i].damage) { if (evt.source) list.add(evt.source); } if (history[i].isRound) break; } var list2 = game.filterPlayer(i => i != player).removeArray(list); event.list = list; event.list2 = list2; var choiceList = ["视为对任意名上一轮未对" + get.translation(target) + "造成过伤害的角色使用一张【杀】", "令任意名上一轮对" + get.translation(target) + "造成过伤害的角色摸两张牌"]; var choices = []; if (list2.length) { choices.push("选项一"); choiceList[0] += "(" + get.translation(list2) + ")"; } else choiceList[0] = '' + choiceList[0] + ""; if (list.length) { choices.push("选项二"); choiceList[1] += "(" + get.translation(list) + ")"; } else choiceList[1] = '' + choiceList[1] + ""; choices.push("cancel2"); player .chooseControl(choices) .set("prompt", "雄争:是否选择一项?") .set("choiceList", choiceList) .set("ai", function () { var player = _status.event.player; var list = _status.event.getParent().list, list2 = _status.event.getParent().list2; var eff = list .map(target => { if (target == player) return 0; return get.effect(target, { name: "sha" }, player, player); }) .reduce((p, c) => p + c, 0), eff2 = list2.map(target => 2 * get.effect(target, { name: "draw" }, player, player)).reduce((p, c) => p + c, 0); if (_status.event.controls.includes("选项二") && eff2 > eff) return "选项二"; if (eff > 0) return 0; return "cancel2"; }); "step 1"; if (result.control == "选项一") { event.bool = true; if (event.list2.length) player .chooseTarget("雄争:请选择任意名满足条件的角色,你视为依次对这些角色使用一张杀", [1, Infinity], true, function (card, player, target) { return player.canUse("sha", target, false, false) && _status.event.getParent().list2.includes(target); }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "sha" }, player, player); }); else event.finish(); } else if (result.control == "选项二") { event.bool = false; if (event.list.length) player .chooseTarget("雄争:请选择任意名满足条件的角色,这些角色摸两张牌", [1, Infinity], true, function (card, player, target) { return _status.event.getParent().list.includes(target); }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "draw" }, player, player); }); else event.finish(); } else event.goto(3); "step 2"; result.targets.sortBySeat(); player.logSkill("twxiongzheng", result.targets); if (event.bool) { for (var i of result.targets) player.useCard({ name: "sha", isCard: true }, i, false); } else game.asyncDraw(result.targets, 2); "step 3"; if ( !game.hasPlayer(function (current) { return !player.getStorage("twxiongzheng").includes(current); }) ) event.finish(); else game.delayx(); "step 4"; player .chooseTarget(get.prompt("twxiongzheng"), "选择一名未选择过的角色,称为“雄争”角色", function (card, player, target) { return !player.getStorage("twxiongzheng").includes(target); }) .set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (game.roundNumber <= 1 && player.hasUnknown()) return 0; return -att; }); "step 5"; if (result.bool) { var target = result.targets[0]; player.logSkill("twxiongzheng", target); player.markAuto("twxiongzheng", [target]); player.storage.twxiongzheng_target = target; player.addTempSkill("twxiongzheng_mark", "roundStart"); target.addTempSkill("twxiongzheng_threaten", "roundStart"); game.delayx(); } }, subSkill: { mark: { intro: { content: "$参与了〖雄争〗的争斗", onunmark: true, }, charlotte: true, onremove: true, trigger: { global: "damage" }, firstDo: true, direct: true, filter: function (event, player) { return event.player == player.storage.twxiongzheng_target && get.itemtype(event.source) == "player"; }, content: function () { player.markAuto("twxiongzheng_mark", [trigger.source]); }, }, threaten: { mark: true, intro: { content: "本轮〖雄争〗目标" }, ai: { threaten: 10 }, }, }, }, twluannian: { audio: 2, global: "twluannian_global", unique: true, zhuSkill: true, subSkill: { global: { audio: "twluannian", enable: "phaseUse", usable: 1, forceaudio: true, onChooseToUse: function (event) { if (!game.online) { var num = 1; game.countPlayer2(current => { var history = current.actionHistory; for (var i = history.length - 1; i >= 0; i--) { for (var evt of history[i].useSkill) { if (evt.skill == "twluannian_global") num++; } if (history[i].isRound) break; } }); event.set("twluannian_num", num); } }, filter: function (event, player) { if (!event.twluannian_num) return false; return ( player.group == "qun" && player.countCards("he") >= event.twluannian_num && game.hasPlayer(function (current) { var target = current.storage.twxiongzheng_target; return target && target.isIn() && current != player && current.hasZhuSkill("twluannian", player); }) ); }, filterCard: true, position: "he", prompt: function () { var player = _status.event.player; var num = _status.event.twluannian_num; var list = game .filterPlayer(function (current) { return current.hasZhuSkill("twluannian", player); }) .map(i => i.storage.twxiongzheng_target) .sortBySeat(); return "弃置" + get.cnNumber(num) + "张牌,对" + get.translation(list) + (list.length > 1 ? "中的一人" : "") + "造成1点伤害"; }, selectCard: function () { return _status.event.twluannian_num; }, complexSelect: true, complexCard: true, filterTarget: function (card, player, target) { return game .filterPlayer(function (current) { return current.hasZhuSkill("twluannian", player); }) .map(i => i.storage.twxiongzheng_target) .includes(target); }, selectTarget: function () { return game .filterPlayer(function (current) { return current.hasZhuSkill("twluannian", _status.event.player); }) .map(i => i.storage.twxiongzheng_target) .filter(i => i && i.isIn()).length > 1 ? 1 : -1; }, check: function (card) { return 6 - get.value(card); }, content: function () { target.damage(); }, ai: { order: 7, result: { target: function (player, target) { return get.damageEffect(target, player, target); }, }, expose: 0.25, }, }, }, ai: { combo: "twxiongzheng", }, }, //鲍信 twmutao: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target.countCards("h"); }, content: function () { "step 0"; event.togive = target.getNext(); var cards = target.getCards("h", { name: "sha" }); if (!cards.length) { game.log("但", target, "没有", "#y杀", "!"); event.finish(); } "step 1"; var cards = target.getCards("h", { name: "sha" }), card = cards.randomRemove(1)[0]; target.give(card, event.togive); if (cards.length) { event.togive = event.togive.getNext(); event.redo(); } "step 2"; target.line(event.togive); event.togive.damage(Math.min(2, event.togive.countCards("h", { name: "sha" })), target); }, ai: { order: 10, result: { target: function (player, target) { var num = 0, numx = target.countCards("h", { name: "sha" }), targetx = target; for (var i = 0; i < numx; i++) { targetx = targetx.next; if (targetx == player) targetx = targetx.next; } var att1 = get.attitude(player, target), att2 = get.attitude(player, targetx); if (att1 > 0 && att2 < 0) num = 0.25; if (att1 < 0 && att2 < 0) num = 4; return att1 * num * numx * (targetx.countCards("h", { name: "sha" }) + 1); }, }, }, }, twyimou: { audio: 2, trigger: { global: "damageEnd" }, filter: function (event, player) { return event.player.isIn() && get.distance(player, event.player) <= 1; }, logTarget: "player", check: function (event, player) { return get.attitude(player, event.player) > 0; }, content: function () { "step 0"; if (trigger.player != player) player.addExpose(0.3); var target = get.translation(trigger.player); var choiceList = ["令" + target + "获得牌堆里的一张【杀】", "令" + target + "将一张牌交给另一名角色,然后" + target + "摸两张牌", "背水!" + (trigger.player != player ? "将所有手牌交给" + target + ",然后" : "") + "依次执行以上所有选项"]; var list = ["选项一"]; if (trigger.player.countCards("h")) list.push("选项二"); else choiceList[1] = '' + choiceList[1] + ""; if (player.countCards("h")) list.push("背水!"); else choiceList[2] = '' + choiceList[2] + ""; player .chooseControl(list) .set("prompt", "毅谋:请选择一项") .set("choiceList", choiceList) .set("ai", function () { var evt = _status.event.getTrigger(), list = _status.event.list; var player = _status.event.player; var target = evt.player; if ((target.hp >= target.countCards("h") + 2 || target == player) && list.includes("背水!")) return "背水!"; if (target.countCards("h") && list.includes("选项二")) return "选项二"; return "选项一"; }) .set("list", list); "step 1"; event.choice = result.control; if (event.choice == "背水!" && player != trigger.player) player.give(player.getCards("h"), trigger.player); "step 2"; if (event.choice != "选项二") { var card = get.cardPile2(function (card) { return card.name == "sha"; }); if (card) trigger.player.gain(card, "gain2"); else game.log("但牌堆里已经没有", "#y杀", "了!"); if (event.choice == "选项一") event.finish(); } "step 3"; if (event.choice != "选项一") { if (trigger.player.countCards("h")) trigger.player.chooseCardTarget({ prompt: "将一张手牌交给另一名其他角色并摸两张牌", filterCard: true, forced: true, filterTarget: lib.filter.notMe, ai1: function (card) { return 1 / Math.max(0.1, get.value(card)); }, ai2: function (target) { var player = _status.event.player, att = get.attitude(player, target); if (target.hasSkillTag("nogain")) att /= 9; return 4 + att; }, }); else event.finish(); } "step 4"; var target = result.targets[0]; trigger.player.line(target); trigger.player.give(result.cards, target); trigger.player.draw(2); }, ai: { threaten: 2.5, }, }, //刘夫人 twzhuidu: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && current.isDamaged(); }); }, filterTarget: function (card, player, target) { if (player == target) return false; return target.isDamaged(); }, chooseButton: { dialog: function (event, player) { var name = get.translation(event.result.targets[0]); var dialog = ui.create.dialog("追妒:选择一项", "hidden"); dialog.add([ [ ["damage", "对" + name + "造成1点伤害"], ["discard", "弃置" + name + "装备区里的一张牌"], ["both", "背水!若该角色为女性,弃置一张牌,然后依次执行以上所有选项"], ], "textbutton", ]); return dialog; }, filter: function (button, player) { var target = _status.event.getParent().result.targets[0]; var link = button.link; if (link == "damage") return true; if (link == "discard") return target.countCards("e"); return target.hasSex("female") && player.countDiscardableCards(player, "he") > 0; }, check: function (button) { switch (button.link) { case "damage": return 10; case "discard": return 1; case "both": return 15; } }, backup: function (links) { var backup = { audio: "twzhuidu", target: _status.event.result.targets[0], choice: links[0], filterTarget: function (card, player, target) { return target == lib.skill.twzhuidu_backup.target; }, selectTarget: -1, content: function () { var target = lib.skill.twzhuidu_backup.target; var choice = lib.skill.twzhuidu_backup.choice; if (choice != "discard") target.damage(); if (choice != "damage") player.discardPlayerCard(target, "e", true); }, }; if (links[0] == "both") { backup.filterCard = true; backup.position = "he"; } return backup; }, prompt: function (links) { var name = get.translation(_status.event.result.targets[0]); switch (links[0]) { case "damage": return "对" + name + "造成1点伤害"; case "discard": return "弃置" + name + "装备区里的一张牌"; case "both": return "背水!弃置一张牌,然后对" + name + "造成1点伤害并弃置其装备区里的一张牌"; } }, }, subSkill: { backup: {}, }, ai: { order: 7, result: { target: function (player, target) { if (target.hasSex("female") && target.countCards("e") && player.countCards("he")) return -2; return -1; }, }, }, }, twshigong: { audio: 2, trigger: { player: "dying" }, filter: function (event, player) { var target = _status.currentPhase; return player.hp <= 0 && target && target.isIn() && target != player; }, skillAnimation: true, animationColor: "gray", limited: true, logTarget: function (event, player) { return _status.currentPhase; }, content: function () { "step 0"; player.awakenSkill("twshigong"); var target = _status.currentPhase; if (target.hp <= 0) event._result = { bool: false }; else target .chooseToDiscard("h", target.hp, get.translation(player) + "对你发动了【示恭】,是否弃置" + get.cnNumber(target.hp) + "张手牌?", "若如此做,其将体力回复至1点;或者点击“取消”加1点体力上限并回复1点体力,摸一张牌,然后其将体力回复至体力上限") .set("ai", card => { if (!_status.event.goon) return 0; return 7 - get.value(card); }) .set("goon", get.attitude(target, player) >= 0); "step 1"; var target = _status.currentPhase; if (result.bool) { var num = 1 - player.hp; if (num > 0) player.recover(num); event.finish(); } else { target.gainMaxHp(); target.recover(); target.draw(); } "step 2"; var num = player.maxHp - player.hp; if (num > 0) player.recover(num); }, }, //王淩 twmibei: { audio: "mibei", trigger: { player: "useCardAfter" }, group: ["twmibei_mark", "twmibei_fail"], forced: true, locked: false, direct: true, dutySkill: true, derivation: "twmouli", filter: function (event, player) { var map = { basic: 0, trick: 0, equip: 0 }; for (var name of player.getStorage("twmibei")) { var type = get.type2(name); if (typeof map[type] == "number") map[type]++; } for (var i in map) { if (map[i] < 2) return false; } return true; }, content: function () { player.awakenSkill("twmibei"); player.logSkill("twmibei_achieve"); game.log(player, "成功完成使命"); player.addSkills("twmouli"); }, intro: { content: "已使用牌名:$" }, subSkill: { achieve: { audio: "mibei1", skillAnimation: true, animationColor: "water", }, mark: { trigger: { player: "useCard1" }, filter: function (event, player) { return !player.getStorage("twmibei").includes(event.card.name); }, charlotte: true, forced: true, silent: true, dutySkill: true, content: function () { player.markAuto("twmibei", [trigger.card.name]); }, }, fail: { audio: "mibei2", trigger: { player: "phaseUseEnd" }, forced: true, filter: function (event, player) { return !player.getHistory("useCard").length; }, content: function () { game.log(player, "使命失败"); delete player.storage.twmibei; player.addTempSkill("twmibei_less"); player.addMark("twmibei_less", 1, false); }, }, less: { charlotte: true, marktext: "缚", intro: { content: "本回合手牌上限-#" }, mod: { maxHandcard: function (player, num) { return num - player.countMark("twmibei_less"); }, }, }, }, }, twxingqi: { audio: "xingqi", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { var num = 0; game.countPlayer(function (current) { num += current.countCards("ej"); }); return num > player.hp; }, forced: true, juexingji: true, skillAnimation: true, animationColor: "thunder", content: function () { player.awakenSkill("twxingqi"); player.recover(); if (!player.awakenedSkills.includes("twmibei")) { var list = ["basic", "equip", "trick"], cards = []; for (var i of list) { var card = get.cardPile2(function (card) { return get.type(card) == i; }); if (card) cards.push(card); } if (cards.length) player.gain(cards, "gain2"); } else player.addSkill("twxingqi_range"); }, subSkill: { range: { charlotte: true, mark: true, marktext: "启", mod: { targetInRange: () => true, }, intro: { content: "使用牌无距离限制" }, }, }, }, twmouli: { audio: "mouli", enable: "chooseToUse", filter: function (event, player) { if (event.type == "wuxie") return false; if (player.hasSkill("twmouli_used")) return false; if (!Array.isArray(event.twmouli)) return false; for (var card of event.twmouli) { if (event.filterCard(card, player, event)) return true; } return false; }, onChooseToUse: function (event) { if (game.online || !event.player.hasSkill("twmouli")) return; var cards = []; for (var i = 0; i < ui.cardPile.childNodes.length; i++) { var card = ui.cardPile.childNodes[i]; if (get.type(card) == "basic") cards.push(card); } event.set("twmouli", cards); }, chooseButton: { dialog: function (event, player) { var dialog = ui.create.dialog("谋立", "hidden"); if (event.twmouli && event.twmouli.length) dialog.add(event.twmouli); else dialog.addText("牌堆里没有基本牌"); return dialog; }, filter: function (button, player) { var evt = _status.event.getParent(), card = button.link; if (evt && evt.filterCard) return evt.filterCard(card, player, evt); return false; }, check: function (button) { var player = _status.event.player, card = button.link; if (_status.event.type != "phase") return 1; if (_status.event.dying) return get.attitude(player, _status.event.dying); if (card.name == "jiu") return player.getUseValue(card); return player.getUseValue(card) / 4; }, backup: function (links, player) { return { audio: "mouli", filterCard: () => false, selectCard: -1, viewAs: { name: links[0].name, isCard: true, cards: [links[0]] }, popname: true, precontent: function () { player.logSkill("twmouli"); player.addTempSkill("twmouli_used"); delete event.result.skill; var name = event.result.card.name; event.result.cards = event.result.card.cards; event.result.card = get.autoViewAs(event.result.cards[0]); event.result.card.name = name; var next = game.createEvent("twmouli_update"); event.next.remove(next); event.getParent().after.push(next); next.setContent(function () { game.updateRoundNumber(); }); }, }; }, prompt: function (links, player) { return "使用牌堆中的" + get.translation(links); }, }, hiddenCard: function (player, name) { return get.type(name) == "basic" && !player.getStat("skill").twmouli; }, subSkill: { used: { charlotte: true }, }, ai: { effect: { target: function (card, player, target, effect) { if (get.tag(card, "respondShan")) return 0.7; if (get.tag(card, "respondSha")) return 0.7; }, }, order: 11, respondSha: true, respondShan: true, fireAttack: true, skillTagFilter: function (player, tag, arg) { if (arg == "respond") return false; var list = []; for (var i = 0; i < ui.cardPile.childNodes.length; i++) { var card = ui.cardPile.childNodes[i]; if (get.type(card, player) == "basic" && !list.includes(card.name)) list.push(card.name); } if (tag == "respondSha") return list.includes("sha"); if (tag == "respondShan") return list.includes("shan"); return !player.getStat("skill").twmouli; }, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, }, //诸葛果 twqirang: { audio: "qirang", trigger: { player: "equipEnd" }, frequent: true, content: function () { var card = get.cardPile(function (card) { return get.type2(card) == "trick"; }); if (card) { player.gain(card, "gain2").gaintag.add("twqirang"); player.addTempSkill("twqirang_use"); player.addTempSkill("twqirang_clear", ["phaseZhunbeiAfter", "phaseDrawAfter", "phaseUseAfter", "phaseDiscardAfter", "phaseJieshuAfter", "phaseAfter"]); } }, ai: { effect: { target: function (card, player, target, current) { if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3]; }, }, }, subSkill: { clear: { charlotte: true, onremove: function (player) { player.removeGaintag("twqirang"); }, }, use: { audio: "qirang", trigger: { player: "useCard2" }, forced: true, filter: function (event, player) { if (get.type2(event.card) != "trick") return false; if ( !player.hasHistory("lose", function (evt) { if (evt.getParent() != event) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("twqirang")) return true; } return false; }) ) return false; return true; }, content: function () { "step 0"; game.log(trigger.card, "不可被响应"); trigger.directHit.addArray(game.players); var info = get.info(trigger.card); if (info.allowMultiple == false) event.finish(); else if (trigger.targets) { if ( !info.multitarget && !game.hasPlayer(function (current) { return !trigger.targets.includes(current) && lib.filter.targetEnabled2(trigger.card, player, current); }) ) event.finish(); } else event.finish(); "step 1"; var prompt2 = "为" + get.translation(trigger.card) + "增加或减少一个目标"; player .chooseTarget(get.prompt("twqirang"), function (card, player, target) { var player = _status.event.player; if (_status.event.targets.includes(target)) return true; return lib.filter.targetEnabled2(_status.event.card, player, target); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player) * (_status.event.targets.includes(target) ? -1 : 1); }) .set("targets", trigger.targets) .set("card", trigger.card); "step 2"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else event.finish(); "step 3"; if (event.targets) { player.line(event.targets); if (trigger.targets.includes(event.targets[0])) trigger.targets.removeArray(event.targets); else trigger.targets.addArray(event.targets); } }, mod: { targetInRange: function (card, player, target) { if (!card.cards) return; for (var i of card.cards) { if (i.hasGaintag("twqirang")) return true; } }, }, }, }, }, twyuhua: { audio: "yuhua", frequent: true, trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter: function (event, player) { if (player == _status.currentPhase) return false; if (event.name == "gain" && player == event.player) return false; var evt = event.getl(player); if (!evt || !evt.cards2 || !evt.cards2.length) return false; for (var i of evt.cards2) { if (get.type(i, player) != "basic") return true; } return false; }, content: function () { "step 0"; var num = 0, evt = trigger.getl(player); for (var i of evt.cards2) { if (get.type(i, player) != "basic" && num < 5) num++; } player.chooseToGuanxing(num); player.chooseBool("羽化:是否摸" + get.cnNumber(num) + "张牌?").set("frequentSkill", "twyuhua"); event.num = num; "step 1"; if (result.bool) player.draw(num); }, mod: { ignoredHandcard: function (card, player) { if (get.type(card) != "basic") return true; }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && get.type(card) != "basic") return false; }, }, }, //樊稠 twxingluan: { audio: "xinfu_xingluan", trigger: { player: "phaseJieshuBegin" }, frequent: true, content: function () { "step 0"; event.cards = game.cardsGotoOrdering(get.cards(6)).cards; event.list = []; event.videoId = lib.status.videoId++; game.broadcastAll( function (player, id, cards) { var str; if (player == game.me && !_status.auto) str = "兴乱:选择分配一种类别的牌"; else str = "兴乱"; var dialog = ui.create.dialog(str, cards); dialog.videoId = id; }, player, event.videoId, event.cards ); event.time = get.utc(); game.addVideo("showCards", player, ["兴乱", get.cardsInfo(event.cards)]); game.addVideo("delay", null, 2); "step 1"; var list = ["basic", "trick", "equip"].filter(type => cards.some(card => get.type2(card) == type)); let fs = game .filterPlayer(i => get.attitude(_status.event.player, i) > 0) .sort((a, b) => { if (a === player) { //尽量把player往前放 if (a.hp < b.hp) return 1; return -1; } if (b === player) { if (b.hp < a.hp) return -1; return 1; } return b.hp - a.hp; }), es = game.filterPlayer(i => get.attitude(_status.event.player, i) < 0).sort((a, b) => a.hp - b.hp), types = list .map(type => { let num = 0; for (let i of event.cards) { if (get.type2(i) == type) num++; } return [type, num]; }) .sort((a, b) => b[1] - a[1]); event.tempCache = { max: -Infinity, tars: [], }; for (let idx = 0; idx < types.length; idx++) { let f, e, temp = 0, tars = [], type = types[idx][1]; if (es.length * 3 >= type) { //都分给敌人 e = -type; while (temp < es.length && temp < type) { e += 10 / (2 + es[temp].hp); tars.push(es[temp]); temp++; } if (e > event.tempCache.max) { event.tempCache.type = types[idx][0]; event.tempCache.max = e; event.tempCache.tars = tars.slice(0); delete event.tempCache.more; } } if (fs.length * 3 >= type) { //都分给队友 tars = []; f = type - 10 / (2 + fs[0].hp); temp = type - Math.max(3, type); //让血厚的尽可能多拿 if (temp) { if (fs.length < 3) { tars.push(fs[1]); if (temp >= 3) f -= 10 / (2 + fs[1].hp); } else { if (player !== fs[0]) { tars.push(player); temp -= Math.max(2, temp); } if (temp) tars.addArray( fs .filter(i => fs[0] !== i && player !== i) .sort((a, b) => { return get.attitude(_status.event.player, b) - get.attitude(_status.event.player, a); }) .slice(temp < 3 ? -1 : -2) ); } } if (f > event.tempCache.max) { event.tempCache.type = types[idx][0]; event.tempCache.max = f; event.tempCache.more = fs[0]; event.tempCache.tars = tars.slice(0); } } } player .chooseControl(list) .set("ai", function () { return _status.event.type; }) .set("type", event.tempCache.type); "step 2"; game.broadcastAll("closeDialog", event.videoId); event.cardsx = []; var type = result.control; for (var j of cards) { if (type == get.type2(j)) event.cardsx.push(j); } var time = 1000 - (get.utc() - event.time); if (time > 0) game.delay(0, time); player.$gain2(event.cardsx, false); game.delayx(); if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); event.given_map = {}; event.num = 0; "step 3"; if (event.cardsx.length > 1) { player.chooseCardButton("兴乱:请选择要分配的牌", true, event.cardsx, [1, Math.min(3, event.cardsx.length)]).set("ai", function (button) { if (ui.selected.buttons.length == 0) return get.buttonValue(button); return 0; }); } else if (event.cardsx.length == 1) { event._result = { links: event.cardsx.slice(0), bool: true }; } else { event.goto(6); } "step 4"; if (result.bool) { var cards = result.links; event.togive = cards.slice(0); player .chooseTarget("选择获得" + get.translation(cards) + "的角色", event.cardsx.length == 1, (card, player, target) => { var map = _status.event.getParent().given_map; var togive = _status.event.getParent().togive; return (map[target.playerid] || []).length + togive.length <= 3; }) .set("ai", function (target) { let targets = _status.event.targets, att = get.attitude(_status.event.player, target); if (targets.length) { if (targets.includes(target)) return Math.max(1, att * _status.event.value); return 0; } return att * _status.event.value; }) .set( "value", cards.reduce((p, c) => p + get.value(c, player, "raw"), 0) ) .set("more", event.tempCache.more) .set( "targets", (function () { let arr = [], arr2 = []; if (event.tempCache.more && (event.given_map[event.tempCache.more.playerid] || []).length + cards.length <= 3) return [event.tempCache.more]; for (let cur of event.tempCache.tars) { let map = (event.given_map[cur.playerid] || []).length; if (map + cards.length <= 3) { if (map) arr2.push(cur); else arr.push(cur); } } if (arr.length) return arr; return arr2; })() ); } "step 5"; if (result.bool) { event.cardsx.removeArray(event.togive); if (result.targets.length) { var id = result.targets[0].playerid, map = event.given_map; if (!map[id]) map[id] = []; map[id].addArray(event.togive); } if (event.cardsx.length > 0) event.goto(3); } else event.goto(3); "step 6"; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } var list = []; for (var i in event.given_map) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; if (player == source) event.num += event.given_map[i].length; player.line(source, "green"); game.log(source, "获得了", event.given_map[i]); list.push([source, event.given_map[i]]); } game.loseAsync({ gain_list: list, giver: player, animate: "gain2", }).setContent("gaincardMultiple"); "step 7"; var list = []; for (var i in event.given_map) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; if (event.given_map[i].length >= num) list.push(source); } list.sortBySeat(); player.line(list); for (var i of list) { i.loseHp(); } }, }, //许靖 twboming: { audio: "boming", enable: "phaseUse", usable: 2, filter: function (event, player) { return player.countCards("he"); }, filterCard: true, position: "he", filterTarget: lib.filter.notMe, discard: false, lose: false, delay: false, content: function () { player.give(cards, target); }, check: function (card) { return 5 - get.value(card); }, ai: { order: 10, result: { target: function (player, target) { if (!ui.selected.cards.length) return 0; var card = ui.selected.cards[0]; if (get.attitude(player, target) < 0 && player.hasSkill("twejian")) { var dam = get.damageEffect(target, player, target); if (dam > 0) return dam; var type = get.type(card, target), ts = target.getCards("he", function (card) { return get.type(card) == type; }); if (ts.length) { var val = get.value(ts, target); if (val > get.value(card)) return -Math.max(1, val); return 0; } } return get.value(card, target) / 1.5; }, }, }, group: "twboming_draw", subSkill: { draw: { audio: "boming", trigger: { player: "phaseJieshuBegin" }, forced: true, locked: false, filter: function (event, player) { var num = 0; for (var target of game.filterPlayer(i => i != player)) { target.getHistory("gain", evt => (num += evt.cards.length)); if (num > 1) return true; } return false; }, content: function () { player.draw(2); }, }, }, }, twejian: { audio: "ejian", trigger: { global: ["gainAfter", "loseAsyncAfter"], }, filter: function (event, player) { if (event.name == "gain") { var cards = event.getg(event.player); if (!cards.length) return false; var cards2 = event.getl(player).cards2; for (var i of cards2) { if ( cards.includes(i) && event.player.countCards("he", card => { return card != i && get.type2(card) == get.type2(i); }) ) return true; } return false; } else { if (event.type != "gain") return false; var cards = event.getl(player).cards2; if (!cards.length) return false; return game.hasPlayer(current => { if (current == player) return false; var cardsx = event.getg(current); for (var i of cardsx) { if ( cards.includes(i) && current.countCards("he", card => { return card != i && get.type2(card) == get.type2(i); }) ) return true; } return false; }); } }, logTarget: function (event, player) { if (event.name == "gain") return event.player; else { var cards = event.getl(player).cards2; return game.filterPlayer(current => { if (current == player) return false; var cardsx = event.getg(current); for (var i of cardsx) { if ( cards.includes(i) && current.countCards("he", card => { return card != i && get.type2(card) == get.type2(i); }) ) return true; } return false; }); } }, direct: true, content: function () { "step 0"; if (trigger.name == "gain") event.targets = [trigger.player]; else { var cards = trigger.getl(player).cards2; event.targets = game.filterPlayer(current => { if (current == player) return false; var cardsx = trigger.getg(current); for (var i of cardsx) { if ( cards.includes(i) && current.countCards("he", card => { return card != i && get.type2(card) == get.type2(i); }) ) return true; } return false; }); } "step 1"; var target = event.targets.shift(); event.target = target; player.chooseBool(get.prompt("twejian", target), "当其他角色得到你的牌后,若其有其他与此牌类型相同的牌,你可以令其选择一项:1.受到你造成的1点伤害;2.弃置这些牌").set("ai", () => { return get.attitude(player, _status.event.getParent().target) < 0; }); "step 2"; if (result.bool) { player.logSkill("twejian", target); var cards = trigger.getg(target); event.cards = cards; event.cardType = []; for (var card of cards) { event.cardType.add(get.type(card, "trick", target)); } var list = ["选项一", "选项二"]; target .chooseControl(list) .set("prompt", "恶荐:请选择一项") .set("choiceList", ["受到1点伤害", "弃置所有除" + get.translation(cards) + "外的" + get.translation(event.cardType) + "牌"]) .set("ai", function () { var player = _status.event.player; var types = _status.event.cardType, cards = player.getCards("he", function (card) { return types.includes(get.type2(card)); }); if (cards.length == 1) return "选项二"; if (cards.length >= 2) { for (var i = 0; i < cards.length; i++) { if (get.tag(cards[i], "save")) return "选项一"; } } if (player.hp == 1) return "选项二"; for (var i = 0; i < cards.length; i++) { if (get.value(cards[i]) >= 8) return "选项一"; } if (cards.length > 2 && player.hp > 2) return "选项一"; if (cards.length > 3) return "选项一"; return "选项二"; }) .set("cardType", event.cardType); } else event.goto(4); "step 3"; if (result.control == "选项一") target.damage(); else target.discard( target.getCards("he", card => { return event.cardType.includes(get.type2(card)) && !cards.includes(card); }) ); "step 4"; if (event.targets.length > 0) event.goto(1); else event.finish(); }, ai: { expose: 0.3, }, }, //张飞 twxuhe: { audio: "retishen", trigger: { player: "shaMiss" }, check: function (event, player) { return get.attitude(player, event.target) < 0; }, logTarget: "target", content: function () { "step 0"; trigger.target .chooseControl() .set("choiceList", ["受到" + get.translation(player) + "对你造成的1点伤害", "令" + get.translation(player) + "使用的下一张牌对你造成的伤害+2"]) .set("ai", function () { var target = _status.event.player, player = _status.event.getParent().player; if ( target.hp <= 3 && target.hp > 1 && player.countCards("hs", function (card) { return get.tag(card, "damage") && player.canUse(card, target); }) > 0 ) return 0; return 1; }); "step 1"; var target = trigger.target; switch (result.index) { case 0: player.line(target, "fire"); target.damage(); break; case 1: target.line(player, "fire"); player.storage.twxuhe_damage = target; trigger.getParent().twxuhe = true; player.addTempSkill("twxuhe_damage"); break; } }, subSkill: { damage: { charlotte: true, onremove: true, mark: true, intro: { content: "本回合使用的下一张牌对$造成伤害时,此伤害+2" }, trigger: { source: "damageBegin1", player: "useCardAfter", }, direct: true, filter: function (event, player) { if (event.name == "useCard") return !event.twxuhe; if (!event.card) return false; var evt = event.getParent(2); var history = player.getHistory("useCard"); return evt.name == "useCard" && history[history.indexOf(evt) - 1].twxuhe; }, content: function () { if (trigger.name != "useCard") trigger.num += 2; player.removeSkill("twxuhe_damage"); }, }, }, }, //薛综 twjiexun: { intro: { content: "已发动#次" }, audio: "jiexun", trigger: { player: "phaseJieshuBegin" }, onremove: true, direct: true, derivation: ["twfunanx", "twjiexunx"], content: function () { "step 0"; var suits = {}; game.countPlayer(current => { for (var card of current.getCards("ej")) { if (typeof suits[get.suit(card)] != "number") suits[get.suit(card)] = 0; suits[get.suit(card)]++; } }); var choices = lib.suit.slice(); choices.push("cancel2"); var str = lib.suit .map(suit => { return get.translation(suit) + ":" + get.cnNumber(suits[suit] || 0) + "张"; }) .join(";"); player .chooseControl(choices) .set("prompt", get.prompt("twjiexun") + "(已发动过" + get.cnNumber(player.countMark("twjiexun")) + "次)") .set("ai", function () { var player = _status.event.player; var map = {}; game.countPlayer(current => { for (var card of current.getCards("ej")) { if (typeof map[get.suit(card)] != "number") map[get.suit(card)] = 0; map[get.suit(card)]++; } }); for (var suit in map) map[suit] = Math.abs(map[suit]); var bool = game.hasPlayer(current => get.attitude(player, current) > 0 && player != current); var list = lib.suit.slice().sort((a, b) => (bool ? 1 : -1) * ((map[b] || 0) - (map[a] || 0))); if ((bool && map[list[0]] > 0) || !bool || player.hasMark("twjiexun")) return list[0]; return "cancel2"; }) .set("prompt2", get.skillInfoTranslation("twjiexun", player) + "
    " + str); "step 1"; if (result.control != "cancel2") { var suit = result.control; event.suit = suit; var num1 = game.countPlayer(function (current) { return current.countCards("ej", { suit: suit }); }); var num2 = player.countMark("twjiexun"); event.num1 = num1; event.num2 = num2; var str = "令一名其他角色摸" + get.cnNumber(num1) + "张牌"; if (num2) str += ",然后弃置" + get.cnNumber(num2) + "张牌"; player .chooseTarget("请选择【诫训】的目标", str, lib.filter.notMe) .set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); return _status.event.eff * get.sgn(att) + att / 114514; }) .set("eff", num1 >= num2 && num1 > 0 ? 1 : -1); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twjiexun", target); if (player.hasMark("twjiexun") || event.num1) player.addExpose(0.2); player.popup(event.suit); game.log(player, "选择了", "#y" + get.translation(event.suit)); player.addMark("twjiexun", 1, false); if (event.num1) target.draw(event.num1); } else event.finish(); "step 3"; if (event.num2) target.chooseToDiscard(event.num2, true, "he"); else event.finish(); "step 4"; if (result.bool && result.autochoose && result.cards.length == result.rawcards.length && !player.hasSkill("funan_jiexun")) { player .chooseControl() .set("choiceList", ["摸" + get.cnNumber(event.num2) + "张牌,将【诫训】的发动次数归零", "修改【复难】和【诫训】"]) .set("ai", () => _status.event.choice) .set("prompt", "诫训:选择一项") .set("choice", event.num2 >= 4 ? 0 : event.num2 <= 1 ? 1 : [0, 1].randomGet()); } else event.finish(); "step 5"; if (result.index == 0) { player.draw(event.num2); player.removeMark("twjiexun", player.countMark("twjiexun"), false); game.log(player, "归零了", "#g【诫训】", "的发动次数"); } else { game.log(player, "修改了", "#g【复难】", "和", "#g【诫训】"); player.addSkill("funan_jiexun"); } }, }, //张宁 twxingzhui: { audio: 2, enable: "phaseUse", usable: 1, mahouSkill: true, filter: function (event, player) { return !player.hasSkill("twxingzhui_mahou"); }, content: function () { "step 0"; player.loseHp(); player .chooseControl("1回合", "2回合", "3回合") .set("prompt", "请选择施法时长") .set("ai", function () { return 2; }); "step 1"; player.storage.twxingzhui_mahou = [result.index + 1, result.index + 1]; player.addTempSkill("twxingzhui_mahou", { player: "die" }); }, ai: { order: 2, result: { player: function (player, target) { if (!player.hasFriend()) return 0; if (player.hp > 1) return 1; return 0; }, }, }, subSkill: { mahou: { trigger: { global: "phaseEnd" }, forced: true, popup: false, charlotte: true, content: function () { "step 0"; var list = player.storage.twxingzhui_mahou; list[1]--; if (list[1] == 0) { game.log(player, "的", "#g星坠", "魔法生效"); player.logSkill("twxingzhui"); var num = list[0]; event.num = num; var cards = game.cardsGotoOrdering(get.cards(num * 2)).cards; event.cards = cards; player.showCards(cards, get.translation(player) + "发动了【星坠】"); player.removeSkill("twxingzhui_mahou"); } else { game.log(player, "的", "#g星坠", "魔法剩余", "#g" + list[1] + "回合"); player.markSkill("twxingzhui_mahou"); event.finish(); } "step 1"; var cards2 = []; for (var card of event.cards) { if (get.color(card, false) == "black") cards2.push(card); } if (!cards2.length) event.finish(); else { event.cards2 = cards2; var str = "令一名其他角色获得其中的黑色牌(" + get.translation(cards2) + ")"; if (cards2.length >= event.num) str += ",然后对其造成" + get.cnNumber(event.num) + "点伤害"; player.chooseTarget("请选择〖星坠〗的目标", str, lib.filter.notMe).set("ai", function (target) { var player = _status.event.player; if (_status.event.getParent().cards2.length >= _status.event.getParent().num) return get.damageEffect(target, player, player, "thunder"); return get.attitude(player, target); }); } "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target); target.gain(event.cards2, "gain2"); if (event.cards2.length >= num) target.damage(event.num, "thunder"); } }, mark: true, onremove: true, marktext: "♗", intro: { name: "施法:星坠", markcount: function (storage) { if (storage) return storage[1]; return 0; }, content: function (storage) { if (storage) return "经过" + storage[1] + "个“回合结束时”后,亮出牌堆顶的" + get.cnNumber(storage[0] * 2) + "张牌并执行后续效果"; return "未指定施法效果"; }, }, }, }, }, twjuchen: { audio: 2, trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return ( game.hasPlayer(function (current) { return current != player && current.countCards("h") > player.countCards("h"); }) && game.hasPlayer(function (current) { return current != player && current.hp > player.hp; }) ); }, logTarget: function (event, player) { return game.players.sortBySeat(player); }, content: function () { "step 0"; event.num = 0; event.cards = []; event.targets = game.players.sortBySeat(player); "step 1"; var target = targets[num]; if (target.countCards("he")) target.chooseToDiscard("he", true); else event._result = { bool: false }; "step 2"; if (result.bool && Array.isArray(result.cards)) event.cards.addArray(result.cards); event.num++; if (event.num < targets.length) event.goto(1); else game.delayx(); "step 3"; var cards = cards.filter(function (i) { return get.position(i, true) == "d" && get.color(i, false) == "red"; }); if (cards.length) player.gain(cards, "gain2"); }, }, //于夫罗 twjiekuang: { audio: 2, trigger: { global: "useCardToTargeted" }, filter: function (event, player) { if (!event.target || event.targets.length > 1) return false; if (_status.dying.length) return false; if (player == event.player) return false; if (event.target.hp >= player.hp) return false; if (!["basic", "trick"].includes(get.type(event.card))) return false; return true; }, usable: 1, direct: true, content: function () { "step 0"; player .chooseControl("失去体力", "减体力上限", "cancel2") .set("prompt", get.prompt2("twjiekuang", trigger.target)) .set("ai", function (card) { if (_status.event.aisave) { if (player.isDamaged()) return "减体力上限"; return "失去体力"; } return "cancel2"; }) .set( "aisave", (function () { var save = false; if (get.attitude(player, trigger.target) > 2) { if (trigger.card.name == "sha") { if (player.countCards("h", "shan") || player.getEquip(2) || trigger.target.hp == 1 || player.hp > trigger.target.hp + 1) { if (!trigger.target.countCards("h", "shan") || trigger.target.countCards("h") < player.countCards("h")) { save = true; } } } else if (trigger.card.name == "juedou" && trigger.target.hp == 1) { save = true; } else if (trigger.card.name == "shunshou" && get.attitude(player, trigger.player) < 0 && get.attitude(trigger.player, trigger.target) < 0) { save = true; } } return save; })() ); "step 1"; if (result.control != "cancel2") { player.logSkill("twjiekuang", trigger.target); player[result.control == "失去体力" ? "loseHp" : "loseMaxHp"](); player.addTempSkill("twjiekuang_after"); trigger.getParent().twjiekuang = true; trigger.getParent().targets.remove(trigger.target); trigger.getParent().triggeredTargets4.remove(trigger.target); trigger.getParent().targets.push(player); trigger.untrigger(); game.delayx(); trigger.player.line(player); } else player.storage.counttrigger.twjiekuang--; }, subSkill: { after: { charlotte: true, trigger: { global: "useCardAfter" }, filter: function (event, player) { return event.twjiekuang; }, direct: true, content: function () { player.removeSkill("twjiekuang_after"); var card = get.autoViewAs({ name: trigger.card.name, nature: trigger.card.nature, isCard: true, }); if ( !game.countPlayer2(current => { return current.hasHistory("damage", evt => evt.card == trigger.card); }) && player.canUse(card, trigger.player, false) ) { player.useCard(card, trigger.player, false); } }, }, }, }, twneirao: { audio: 2, derivation: "twluanlve", trigger: { player: "phaseZhunbeiBegin" }, forced: true, juexingji: true, skillAnimation: true, animationColor: "gray", filter: function (event, player) { return Math.max(0, player.hp) + player.maxHp <= 9; }, content: function () { "step 0"; player.awakenSkill("twneirao"); player.removeSkills("twjiekuang"); "step 1"; var num = player.countCards("he"), cards = []; player.discard(player.getCards("he")); for (var i = 0; i < num; i++) { var card = get.cardPile(function (card) { return card.name == "sha" && !cards.includes(card); }); if (card) cards.push(card); } if (cards.length) player.gain(cards, "gain2"); "step 2"; player.addSkills("twluanlve"); }, }, twluanlve: { audio: 2, enable: "phaseUse", onremove: true, locked: false, viewAs: { name: "shunshou", storage: { twluanlve: true }, }, viewAsFilter: function (player) { return player.isPhaseUsing() && player.countCards("hs", { name: "sha" }) >= player.countMark("twluanlve"); }, filterCard: function (card, player) { if (player.countMark("twluanlve") == 0) return false; return card.name == "sha"; }, selectCard: function () { var player = _status.event.player; if (player.countMark("twluanlve") == 0) return -1; return player.countMark("twluanlve"); }, onChooseToUse: function (event) { if (!game.online && event.type == "phase") { var targets = []; game.countPlayer2(current => { var history = current.getHistory("useCard"); if (!history.length) return false; for (var evt of history) { if (evt.card && evt.card.name == "shunshou" && evt.getParent("phaseUse") === event.getParent("phaseUse")) { targets.addArray(evt.targets); } } }); event.set("twluanlve_ban", targets); } }, position: "hs", log: false, group: ["twluanlve_directHit"], precontent: function () { player.logSkill("twluanlve"); player.addMark("twluanlve", 1, false); }, ai: { order: function () { return get.order({ name: "shunshou" }) + 1; }, }, mod: { playerEnabled: function (card, player, target) { if (!_status.event.twluanlve_ban || !Array.isArray(_status.event.twluanlve_ban)) return; if (player.isPhaseUsing() && card.name == "shunshou" && card.storage && card.storage.twluanlve && _status.event.twluanlve_ban.includes(target)) return false; }, }, subSkill: { directHit: { trigger: { player: "useCard" }, filter: function (event, player) { return event.card.name == "shunshou"; }, direct: true, content: function () { trigger.directHit.addArray(game.players); game.log(trigger.card, "不可被响应"); }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { return arg && arg.card && arg.card.name == "shunshou"; }, }, }, }, }, //冯习 twqingkou: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return game.hasPlayer(function (current) { return player.canUse("juedou", current, false); }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("twqingkou"), "视为对一名其他角色使用一张【决斗】", function (card, player, target) { return player.canUse("juedou", target, false); }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "juedou" }, player, player); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twqingkou", target); player.useCard({ name: "juedou", isCard: true, storage: { twqingkou: true } }, target, false); player.addTempSkill("twqingkou_after"); } }, subSkill: { after: { trigger: { global: "useCardAfter" }, filter: function (event, player) { return event.card.storage && event.card.storage.twqingkou; }, charlotte: true, direct: true, content: function () { var targets = game .filterPlayer(current => { return current.hasHistory("sourceDamage", function (evt) { return evt.card == trigger.card; }); }) .sortBySeat(); for (var target of targets) { target.draw(); if (target == player) { player.skip("phaseJudge"); game.log(player, "跳过了", "#y判定阶段"); player.skip("phaseDiscard"); game.log(player, "跳过了", "#y弃牌阶段"); } } }, }, }, }, //张既 twdingzhen: { audio: 2, trigger: { global: "roundStart" }, filter: function (event, player) { return game.hasPlayer(function (current) { return get.distance(player, current) <= Math.max(0, player.hp); }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("twdingzhen"), [1, Infinity], function (card, player, target) { return get.distance(player, target) <= player.hp; }) .set("ai", function (target) { var player = _status.event.player; if (target == player) return 0; return Math.max(-get.attitude(player, target), 1); }); "step 1"; if (result.bool) { result.targets.sortBySeat(); var targets = result.targets; event.targets = targets; player.logSkill("twdingzhen", targets); event.num = 0; } else event.finish(); "step 2"; var target = targets[num]; event.target = target; target .chooseToDiscard("h", { name: "sha" }, "定镇:弃置一张【杀】,或本轮你于回合内使用的第一张牌不能指定" + get.translation(player) + "为目标") .set("ai", function (card) { if (_status.event.goon) return 1; return 0; }) .set( "goon", get.attitude(target, player) < 0 && player.countCards("hs") <= 3 && target.countCards("hs", card => { return target.hasValueTarget(card); }) > 1 ); "step 3"; if (result.bool) target.addExpose(0.1); else { target.addSkill("twdingzhen_target"); target.markAuto("twdingzhen_target", [player]); } "step 4"; if (event.num < event.targets.length - 1) { event.num++; event.goto(2); } }, subSkill: { target: { charlotte: true, onremove: true, mark: true, silent: true, trigger: { global: "roundStart" }, firstDo: true, content: function () { player.removeSkill("twdingzhen_target"); }, intro: { markcount: () => 0, content: "回合内使用的第一张牌不能指定$为目标", }, mod: { playerEnabled: function (card, player, target) { if (_status.currentPhase == player && !player.countUsed() && player.getStorage("twdingzhen_target").includes(target)) return false; }, }, }, }, }, twyouye: { audio: 2, trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return ( event.player != player && !event.player.getHistory("sourceDamage", function (evt) { return evt.player == player; }).length && player.getExpansions("twyouye").length < 5 ); }, forced: true, group: "twyouye_give", content: function () { player.addToExpansion(get.cards(), "gain2").gaintag.add("twyouye"); }, marktext: "蓄", intro: { name: "蓄(攸业)", content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, subSkill: { give: { audio: "twyouye", trigger: { source: "damageSource", player: "damageEnd" }, filter: function (event, player) { return player.getExpansions("twyouye").length; }, forced: true, content: function () { "step 0"; event.boolx = _status.currentPhase && _status.currentPhase.isIn(); event.cards = player.getExpansions("twyouye"); if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); event.given_map = {}; "step 1"; if (event.cards.length > 1) { player.chooseCardButton("攸业:请选择要分配的牌", true, event.cards, [1, event.cards.length]).set("ai", function (button) { if (ui.selected.buttons.length) return 0; return get.value(button.link, _status.event.player); }); } else if (event.cards.length == 1) event._result = { links: event.cards.slice(0), bool: true }; else event.finish(); "step 2"; if (result.bool) { var cards = result.links; event.cards2 = cards; player .chooseTarget( "选择一名角色获得" + get.translation(cards), function (card, player, target) { var evt = _status.event.getParent(); var cards = evt.cards, cards2 = evt.cards2.slice(); if (cards.removeArray(cards2).length > 0 || !evt.boolx) return true; return target == _status.currentPhase; }, event.cards.length == 1 ) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (_status.event.enemy) return Math.max(0.01, 100 - att); else if (att > 0) return Math.max(0.1, att / (1 + target.countCards("h") + (_status.event.getParent().given_map[target.playerid] || 0))); else return Math.max(0.01, (100 + att) / 100); }) .set("enemy", get.value(cards[0], player, "raw") < 0); } "step 3"; if (result.bool) { var cards = event.cards2; event.cards.removeArray(cards); event.togive = cards.slice(0); if (result.targets.length) { if (result.targets[0] == _status.currentPhase) event.boolx = false; var id = result.targets[0].playerid, map = event.given_map; if (!map[id]) map[id] = []; map[id].addArray(event.togive); } if (event.cards.length > 0) event.goto(1); } else event.goto(1); "step 4"; if (_status.connectMode) game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); var list = []; for (var i in event.given_map) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; player.line(source, "green"); list.push([source, event.given_map[i]]); game.log(source, "获得了", event.given_map[i]); } game.loseAsync({ gain_list: list, giver: player, animate: "gain2", }).setContent("gaincardMultiple"); }, }, }, }, //荀谌 twweipo: { audio: "mjweipo", enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer(function (current) { return current.countCards("he"); }); }, filterTarget: function (card, player, target) { return target.countCards("he"); }, content: function () { "step 0"; target.chooseToDiscard("he", true); "step 1"; var list = ["binglinchengxiax"]; list.addArray(get.zhinangs()); player.chooseButton(["危迫:令其获得一张智囊牌或【兵临城下】", [list, "vcard"]], true).set("ai", function (button) { return _status.event.getParent().target.getUseValue({ name: button.link[2] }); }); "step 2"; if (result.bool) { var name = result.links[0][2], card = false; game.log(player, "选择了", "#y" + get.translation(name)); if (name == "binglinchengxiax") { if (!_status.binglinchengxiax) { _status.binglinchengxiax = [ ["spade", 7], ["club", 7], ["club", 13], ]; game.broadcastAll(function () { lib.inpile.add("binglinchengxiax"); }); } if (_status.binglinchengxiax.length) { var info = _status.binglinchengxiax.randomRemove(); card = game.createCard2("binglinchengxiax", info[0], info[1]); } } if (!card) card = get.cardPile(name); if (card) target.gain(card, "gain2"); } }, ai: { order: 7.1, result: { target: function (player, target) { if (target == player) return player.countCards("he") ? 10 : 0.01; return (target.countCards("he") + 0.5) * Math.sqrt(Math.max(1, target.hp)); }, }, }, }, twmouzhi: { audio: "mjmouzhi", intro: { content: "上次受到伤害的颜色:$" }, trigger: { player: "damageBegin4" }, forced: true, group: "twmouzhi_mark", filter: function (event, player) { if (!event.card || get.color(event.card) == "none") return false; var all = player.getAllHistory("damage"); if (!all.length) return false; return all[all.length - 1].card && get.color(all[all.length - 1].card) == get.color(event.card); }, content: function () { trigger.cancel(); }, ai: { effect: { target: (card, player, target) => { if (typeof card === "object" && get.tag(card, "damage")) { let color = get.color(card); if (color === "none") return; let all = target.getAllHistory("damage"); if (!all.length || !all[all.length - 1].card) return; if (get.color(all[all.length - 1].card) === color) return "zeroplayertarget"; } }, }, }, subSkill: { mark: { trigger: { player: "damage" }, silent: true, firstDo: true, content: function () { if (!trigger.card || get.color(trigger.card) == "none") player.unmarkSkill("twmouzhi"); else { player.markSkill("twmouzhi"); player.storage.twmouzhi = get.color(trigger.card); game.broadcastAll( function (player, color) { if (player.marks.twmouzhi) { player.marks.twmouzhi.firstChild.innerHTML = ""; } player.storage.twmouzhi = color; }, player, player.storage.twmouzhi ); } }, }, }, }, //蒋钦 twshangyi: { audio: "shangyi", enable: "phaseUse", usable: 1, filter: function (event, player) { return ( player.countCards("he") && game.hasPlayer(function (current) { return current != player && current.countCards("h"); }) ); }, filterTarget: function (card, player, target) { return target != player && target.countCards("h"); }, filterCard: true, position: "he", content: function () { "step 0"; target.viewHandcards(player); var chooseButton; if (player.countCards("h")) chooseButton = player.chooseButton([1, 2], ['###尚义###
    选择' + get.translation(target) + "的一张手牌以弃置,或选择你与其的各一张牌以交换
    ", '
    ' + get.translation(target) + "的手牌
    ", target.getCards("h"), '
    你的手牌
    ', player.getCards("h")], true); else chooseButton = player.chooseButton(['###尚义###
    弃置' + get.translation(target) + "的一张手牌
    ", '
    ' + get.translation(target) + "的手牌
    ", target.getCards("h")], true); chooseButton.set("target", target); chooseButton.set("ai", function (button) { var player = _status.event.player, owner = get.owner(button.link), color = get.color(button.link, owner), value = get.value(button.link, owner); if (player.countCards("h")) { if (!ui.selected.buttons.length) { if ( player.countCards("h", function (card) { return get.color(card, player) == "red" && get.value(card) < 6; }) && color == "red" && value > 7 ) return value * 3; return value; } else { if (get.value(ui.selected.buttons[0].link) < 4) return 0; return 4 + (get.color(ui.selected.buttons[0].link, get.owner(ui.selected.buttons[0].link)) == "red" ? 3 : 1) - value; } } else { if (color == "black") return value * 1.5; return value; } }); chooseButton.set("filterButton", function (button) { if (get.itemtype(button.link) != "card") return false; if (!ui.selected.buttons.length && get.owner(button.link) != _status.event.target) return false; if (ui.selected.buttons.length && get.owner(ui.selected.buttons[0].link) == get.owner(button.link)) return false; return true; }); "step 1"; if (result.bool) { if (result.links.length == 1) { target.discard(result.links[0]).discarder = player; if (get.color(result.links[0], target) != "black") event.finish(); } else { var links = result.links.slice(); if (get.owner(links[0]) != player) links.reverse(); var card1 = links[0], card2 = links[1]; player.swapHandcards(target, [card1], [card2]); if (get.color(card1, player) != "red" || get.color(card2, target) != "red") event.finish(); } } else event.finish(); "step 2"; player.draw(); }, ai: { order: 10, result: { target: -1 }, }, }, twxiangyu: { group: "twxiangyu_lose", shaRelated: true, audio: "zniaoxiang", trigger: { player: "useCardToPlayered" }, filter: function (event, player) { return event.card.name == "sha" && get.distance(player, event.player) < player.getAttackRange(); }, forced: true, logTarget: "target", init: function (player) { var target = _status.currentPhase; if (!target || !target != player) return; if (!player.getStorage("twxiangyu_range").length) { var targets = game.filterPlayer(current => { return current.getHistory("lose").length; }); if (targets.length) { player.addTempSkill("twxiangyu_range"); player.markAuto("twxiangyu_range", targets); } } }, content: function () { var id = trigger.target.playerid; var map = trigger.getParent().customArgs; if (!map[id]) map[id] = {}; if (typeof map[id].shanRequired == "number") { map[id].shanRequired++; } else map[id].shanRequired = 2; }, mod: { attackRange: function (player, num) { return num + Math.min(5, player.getStorage("twxiangyu_range").length); }, }, subSkill: { lose: { trigger: { global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter: function (event, player) { return ( player == _status.currentPhase && game.hasPlayer(function (current) { if (player.getStorage("twxiangyu_range").includes(current)) return false; var evt = event.getl(current); return evt && evt.cards2 && evt.cards2.length > 0; }) ); }, silent: true, charlotte: true, content: function () { player.addTempSkill("twxiangyu_range"); player.markAuto( "twxiangyu_range", game.filterPlayer(function (current) { if (player.getStorage("twxiangyu_range").includes(current)) return false; var evt = trigger.getl(current); return evt && evt.cards2 && evt.cards2.length > 0; }) ); player.syncStorage("twxiangyu_range"); }, }, range: { marktext: "羽", intro: { content: function (storage, player) { var num = Math.min(5, storage ? storage.length : 0); return "攻击范围+" + num; }, }, charlotte: true, onremove: true, }, }, }, //顾雍 twgyshenxing: { audio: "xinshenxing", enable: "phaseUse", filter: function (event, player) { return player.countCards("he") >= Math.min(2, player.countMark("twgyshenxing")); }, selectCard: function () { return Math.min(2, _status.event.player.countMark("twgyshenxing")); }, prompt: function () { return "弃置" + get.cnNumber(Math.min(2, _status.event.player.countMark("twgyshenxing"))) + "张牌并摸一张牌"; }, check: function (card) { var num = _status.event.player.countCards("h", { color: get.color(card) }); if (get.position(card) == "e") num++; return (Math.max(4, 7.1 - num) - get.value(card)) / num; }, filterCard: true, position: "he", content: function () { player.draw(); player.addMark("twgyshenxing", 1); }, marktext: "慎", intro: { content: "已发动过#次" }, ai: { order: function (item, player) { if (!player.hasMark("twgyshenxing")) return 10; return 1; }, result: { player: 1 }, }, }, twbingyi: { audio: "bingyi_xin_guyong", trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return player.countCards("h"); }, filterx: function (event, player) { var cards = player.getCards("h"); if (cards.length == 1) return true; var color = get.color(cards[0], player), type = get.type2(cards[0], player); for (var i = 1; i < cards.length; i++) { if (color && get.color(cards[i], player) != color) color = false; if (type && get.type2(cards[i], player) != type) type = false; if (!color && !type) return false; } return true; }, filtery: function (event, player) { var cards = player.getCards("h"); if (player.countCards("h") <= 1) return false; var color = get.color(cards[0], player), type = get.type2(cards[0], player); var colorx = true, typex = true; for (var i = 1; i < cards.length; i++) { if (color && get.color(cards[i], player) != color) colorx = false; if (type && get.type2(cards[i], player) != type) typex = false; } return colorx && typex; }, direct: true, content: function () { "step 0"; event.boolx = false; if (lib.skill.twbingyi.filtery(trigger, player)) event.boolx = true; if (lib.skill.twbingyi.filterx(trigger, player)) { player.chooseTarget(get.prompt("twbingyi"), "选择至多" + get.cnNumber(player.countCards("h")) + "名角色,你展示所有手牌,这些角色各摸一张牌" + (event.boolx ? ",然后你移去所有“慎”" : ""), [0, player.countCards("h")]).set("ai", function (target) { return get.attitude(_status.event.player, target); }).animate = false; } else player.chooseBool(get.prompt("twbingyi"), "展示所有手牌").ai = function () { return false; }; "step 1"; if (result.bool) { player.logSkill("twbingyi"); player.showHandcards(get.translation(player) + "发动了【秉壹】"); event.targets = result.targets; } else event.finish(); "step 2"; if (targets && targets.length) { player.line(targets, "green"); targets.sortBySeat(); game.asyncDraw(targets); } "step 3"; if (event.boolx) { player.removeMark("twgyshenxing", player.countMark("twgyshenxing")); } }, ai: { expose: 0.1 }, }, bingyi_xin_guyong: { audio: 2 }, //陈武董袭 twyilie: { audio: "spyilie", trigger: { player: "phaseUseBegin" }, direct: true, content: function () { "step 0"; player .chooseControl("选项一", "选项二", "背水!", "cancel2") .set("choiceList", ["本阶段内使用【杀】的次数上限+1", "本回合内使用【杀】指定处于连环状态的目标后,或使用【杀】被【闪】抵消时,摸一张牌", "背水!失去1点体力并依次执行上述所有选项"]) .set("ai", function () { if ( player.countCards("hs", function (card) { return get.name(card) == "sha" && player.hasValueTarget(card); }) > player.getCardUsable({ name: "sha" }) ) { return player.hp > 2 ? 2 : 0; } return 1; }) .set("prompt", get.prompt("twyilie")); "step 1"; if (result.control != "cancel2") { player.logSkill("twyilie"); game.log(player, "选择了", "#g【毅烈】", "的", "#y" + result.control); if (result.index % 2 == 0) player.addTempSkill("twyilie_add", "phaseUseEnd"); if (result.index > 0) player.addTempSkill("twyilie_miss"); if (result.index == 2) player.loseHp(); } }, subSkill: { add: { charlotte: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + 1; }, }, mark: true, intro: { content: "本阶段使用【杀】的次数上限+1" }, }, miss: { charlotte: true, audio: "spyilie", trigger: { player: ["useCardToTargeted", "shaMiss"] }, filter: function (event, player, name) { if (name == "useCardToTargeted") return event.card.name == "sha" && event.target.isLinked(); return true; }, forced: true, content: function () { player.draw(); }, }, }, }, twfenming: { audio: "spfenming", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return game.hasPlayer(function (target) { return target != player && (target.countCards("he") || !target.isLinked()); }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("twfenming"), function (card, player, target) { return target != player && (target.countCards("he") || !target.isLinked()); }) .set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twfenming", target); var list = [], choiceList = ["令" + get.translation(target) + "弃置一张牌", "令" + get.translation(target) + "横置", "背水!横置并依次令" + get.translation(target) + "执行上述所有选项"]; if (target.countCards("he")) list.push("选项一"); else choiceList[0] = '' + choiceList[0] + ""; if (!target.isLinked()) list.push("选项二"); else choiceList[1] = '' + choiceList[1] + ""; if (target.countCards("he") && !target.isLinked() && !player.isLinked()) list.push("背水!"); else choiceList[2] = '' + choiceList[2] + ""; if (list.length == 1) event._result = { control: list[0] }; else player .chooseControl(list) .set("choiceList", choiceList) .set("ai", function () { var list = _status.event.controls; if (list.includes("背水!")) return "背水!"; if (list.includes("选项一")) return "选项一"; return "选项二"; }) .set("prompt", "奋命:请选择一项"); } else event.finish(); "step 2"; game.log(player, "选择了", "#y" + result.control); if (result.control == "背水!" && !player.isLinked()) player.link(true); if (result.control != "选项二") target.chooseToDiscard("he", true); if (result.control != "选项一" && !target.isLinked()) target.link(true); }, }, //韩当 twgongji: { audio: "regongji", enable: "phaseUse", usable: 1, position: "he", filterCard: true, locked: false, filter: function (event, player) { return player.countCards("he"); }, check: function (card) { var base = 0, player = _status.event.player, suit = get.suit(card, player), added = false, added2 = false, added3; if ( get.type(card) == "equip" && game.hasPlayer(function (target) { var att = get.attitude(player, target); if (att >= 0) return 0; if ( target.countCards("he", function (card) { return get.value(card) > 5; }) ) return -att; }) ) base += 6; var hs = player.getCards("h"); var muniu = player.getEquip("muniu"); if (muniu && card != muniu && muniu.cards) hs = hs.concat(muniu.cards); for (var i of hs) { if (i != card && get.name(i) == "sha") { if (get.suit(i, player) == suit) { if (player.hasValueTarget(i, false)) { added3 = true; base += 5.5; } } else { if (player.hasValueTarget(i, false)) added2 = true; if (!added && !player.hasValueTarget(i, null, true) && player.hasValueTarget(i, false, true)) { base += 4; added = true; } } } } if (added3 && !added2) base -= 4.5; return base - get.value(card); }, content: function () { "step 0"; player.addTempSkill("twgongji2"); player.markAuto("twgongji2", [get.suit(cards[0], player)]); "step 1"; if (get.type(cards[0], null, cards[0].original == "h" ? player : false) == "equip") { player .chooseTarget("是否弃置一名角色的一张牌?", function (card, player, target) { return player != target && target.countCards("he"); }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "guohe_copy2" }, player, player); }); } else event.finish(); "step 2"; if (result.bool) { player.line(result.targets, "green"); player.discardPlayerCard(result.targets[0], "he", true); } }, mod: { attackRangeBase: function () { return Infinity; }, }, ai: { order: 4.5, result: { player: 1 }, }, }, twgongji2: { charlotte: true, onremove: true, mark: true, intro: { content: "使用$花色的杀无任何次数限制" }, trigger: { player: "useCard1" }, filter: function (event, player) { if (_status.currentPhase == player && event.card.name == "sha" && player.getStorage("twgongji2").includes(get.suit(event.card)) && event.addCount !== false) return true; return false; }, forced: true, locked: false, popup: false, firstDo: true, content: function () { trigger.addCount = false; if (player.stat[player.stat.length - 1].card.sha > 0) { player.stat[player.stat.length - 1].card.sha--; } }, mod: { cardUsable: function (card, player) { if (card.name == "sha") { const suit = get.suit(card); if (suit === "unsure" || player.getStorage("twgongji2").includes(suit)) return Infinity; } }, aiOrder: function (player, card, num) { if (get.name(card) == "sha" && !player.getStorage("twgongji2").includes(get.suit(card))) return num + 1; }, }, }, twjiefan: { skillAnimation: true, animationColor: "wood", audio: "jiefan_re_handang", limited: true, enable: "phaseUse", filterTarget: true, content: function () { "step 0"; player.awakenSkill("twjiefan"); event.players = game.filterPlayer(function (current) { return current != target && current.inRange(target); }); event.players.sortBySeat(); "step 1"; if (event.players.length) { event.current = event.players.shift(); event.current.addTempClass("target"); player.line(event.current, "green"); if (!event.current.countCards("he") || !target.isIn()) event._result = { bool: false }; else { event.current .chooseToDiscard({ subtype: "equip1" }, "he", "解烦:弃置一张武器牌,或令" + get.translation(target) + "摸一张牌") .set("ai", function (card) { if (!_status.event.target.isIn()) return 0; if (get.attitude(_status.event.player, _status.event.target) < 0) return 7 - get.value(card); return -1; }) .set("target", target); } } else { player.addSkill("twjiefan2"); player.markAuto("twjiefan2", [target]); event.finish(); } "step 2"; if (!result.bool && target.isIn()) target.draw(); event.goto(1); }, ai: { order: 5, result: { target: function (player, target) { if (player.hp > 2 && game.phaseNumber < game.players.length * 2) return 0; var num = 0, players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i] != target && players[i].inRange(target)) { num++; } } return num; }, }, }, }, twjiefan2: { charlotte: true, onremove: true, trigger: { global: "dying" }, filter: function (event, player) { return player.getStorage("twjiefan2").includes(event.player); }, forced: true, popup: false, content: function () { player.removeSkill("twjiefan2"); player.restoreSkill("twjiefan"); }, }, jiefan_re_handang: { audio: 2 }, //纪灵 twshuangren: { audio: "shuangren", trigger: { player: "phaseUseBegin" }, filter: function (event, player, name) { if (!player.countCards("h")) return false; if (name == "phaseUseEnd") return !player.hasHistory("sourceDamage", function (evt) { return evt.card.name == "sha" && event.getParent("phaseUse") == evt; }); return true; }, direct: true, group: "twshuangren_end", preHidden: true, content: function () { "step 0"; var forced = event.getParent(2).name == "twshuangren_end" && game.hasPlayer(current => { return player.canCompare(current); }); var str = "与一名角色拼点,若你:赢,你可以视为对至多两名至其的距离不大于1的角色使用一张【杀】;没赢,其可以视为对你使用一张【杀】"; player .chooseTarget(forced ? "双刃:选择一名角色" : get.prompt("twshuangren"), str, forced, (card, player, target) => { return player.canCompare(target); }) .set("ai", target => { if (_status.event.goon) return get.effect(target, { name: "sha" }, _status.event.player); return 0; }) .set("goon", event.triggername != "phaseUseBegin" || (player.countCards("hs", "sha") > 0 && player.hasValueTarget({ name: "sha" }))); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twshuangren", target); if (player.canCompare(target)) player.chooseToCompare(target); else event.finish(); } else event.finish(); "step 2"; if (result.bool) { event.sha = true; player .chooseTarget([1, 2], "请选择【杀】的目标", true, function (card, player, target) { if (!player.canUse("sha", target, false, false)) return false; return get.distance(target, _status.event.targetx) <= 1; }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "sha" }, player, player); }) .set("targetx", target); } else target.chooseBool("双刃:是否视为对" + get.translation(player) + "使用一张杀?").set("choice", get.effect(player, { name: "sha" }, target, target) > 0); "step 3"; if (result.bool) { if (event.sha == true) { result.targets.sortBySeat(); for (var i of result.targets) { player.useCard({ name: "sha", isCard: true }, i, false); } } else target.useCard({ name: "sha", isCard: true }, player, false); } }, subSkill: { end: { audio: "shuangren", trigger: { player: "phaseUseEnd" }, filter: function (event, player, name) { if (!player.countCards("h")) return false; return ( !player.hasHistory("useSkill", function (evt) { return evt.skill == "twshuangren"; }) && !player.hasHistory("sourceDamage", function (evt) { return evt.card && evt.card.name == "sha"; }) ); }, direct: true, preHidden: true, content: function () { "step 0"; player .chooseToDiscard(get.prompt("twshuangren"), "弃置一张牌发动〖双刃〗", "he") .set("ai", function (card) { if (_status.event.goon) return 5 - get.value(card); return 0; }) .set( "goon", (function () { return player.hasCard(function (card) { if (player.needsToDiscard() > 1) return card.number > 10 && get.value(card) <= 5; return (card.number >= 9 && get.value(card) <= 5) || get.value(card) <= 3; }); })() ) .setHiddenSkill("twshuangren") .set("logSkill", "twshuangren"); "step 1"; if (result.bool) { player.useSkill("twshuangren"); } }, }, }, }, //法正 twxuanhuo: { audio: "rexuanhuo", trigger: { player: "phaseDrawEnd" }, filter: function (event, player) { return player.countCards("he") > 1 && game.countPlayer() > 2; }, direct: true, content: function () { "step 0"; var ai2 = function (target) { var player = _status.event.player; if (get.attitude(player, target) <= 0) return 0; var list = ["sha", "juedou"]; var num = Math.max.apply( Math, list.map(function (i) { return target.getUseValue({ name: i, isCard: true }, false); }) ); if (target.hasSkillTag("nogain")) num /= 4; return num; }; player.chooseCardTarget({ prompt: get.prompt2("twxuanhuo"), filterCard: true, selectCard: 2, position: "he", filterTarget: lib.filter.notMe, goon: game.hasPlayer(function (current) { return current != player && ai2(player, current) > 0; }), ai1: function (card) { if (!_status.event.goon) return 0; return 7 - get.value(card); }, ai2: ai2, }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twxuanhuo", target); player.give(result.cards, target); } else event.finish(); "step 2"; if ( game.hasPlayer(function (current) { return current != player && current != target; }) ) player .chooseTarget( function (card, player, target) { return target != player && target != _status.event.target; }, "选择" + get.translation(target) + "使用【杀】或【决斗】的目标", true ) .set("target", target) .set("ai", function (target) { var evt = _status.event; var list = ["sha", "juedou"]; return Math.max.apply( Math, list.map(function (i) { var card = { name: i, isCard: true }; if (!evt.target.canUse(card, target, false)) return 0; return get.effect(target, card, evt.target, evt.player); }) ); }); else event.finish(); "step 3"; var target2 = result.targets[0]; event.target2 = target2; player.line(target2); var vcards = []; if (target.canUse({ name: "sha", isCard: true }, target2, false)) vcards.push(["基本", "", "sha"]); if (target.canUse({ name: "juedou", isCard: true }, target2, false)) vcards.push(["锦囊", "", "juedou"]); if (!vcards.length) { if (!target.countCards("h")) event.finish(); else event._result = { index: 1 }; } else if (!target.countCards("h")) { event.vcards = vcards; event._result = { index: 0 }; } else { event.vcards = vcards; target.chooseControl().set("choiceList", ["视为对" + get.translation(target2) + "使用一张【杀】或【决斗】", "令" + get.translation(player) + "获得你的两张牌"]); } "step 4"; if (result.index == 0) { if (event.vcards.length == 1) event._result = { links: event.vcards, bool: true }; else target.chooseButton(["请选择要对" + get.translation(event.target2) + "使用的牌", [event.vcards, "vcard"]], true).set("ai", function (button) { var player = _status.event.player; return get.effect(_status.event.getParent().target2, { name: button.link[2], isCard: true }, player, player); }); } else { player.gainPlayerCard(target, 2, "he", true); event.finish(); } "step 5"; if (result.bool) target.useCard({ name: result.links[0][2], isCard: true }, false, event.target2); }, ai: { expose: 0.15, }, }, twenyuan: { audio: "reenyuan", group: ["twenyuan1", "twenyuan2"], }, twenyuan1: { audio: "reenyuan", trigger: { global: ["gainAfter", "loseAsyncAfter"], }, direct: true, filter: function (event, player) { var cards = event.getg(player); if (!cards.length || cards.length < 2) return false; return game.countPlayer(current => { if (current == player) return false; var evt = event.getl(current); if (evt && evt.cards && evt.cards.filter(card => cards.includes(card)).length >= 2) return true; return false; }); }, check: function (event, player) { var cards = event.getg(player); var target = game.filterPlayer(current => { if (current == player) return false; var evt = event.getl(current); if (evt && evt.cards && evt.cards.filter(card => cards.includes(card)).length >= 2) return true; return false; })[0]; return get.attitude(player, target) > 0; }, logTarget: function (event, player) { var cards = event.getg(player); return game.filterPlayer(current => { if (current == player) return false; var evt = event.getl(current); if (evt && evt.cards && evt.cards.filter(card => cards.includes(card)).length >= 2) return true; return false; }); }, content: function () { "step 0"; var target = lib.skill.twenyuan1.logTarget(trigger, player)[0]; event.target = target; var list = ["摸一张牌"]; var prompt2 = "令" + get.translation(target) + "摸一张牌"; if ((!target.countCards("h") || !target.countCards("e")) && target.isDamaged()) { list.push("回复1点体力"); prompt2 += "或回复1点体力"; } list.push("cancel2"); player .chooseControl(list) .set("prompt", get.prompt("twenyuan", target)) .set("prompt2", prompt2) .set("ai", () => _status.event.choice) .set( "choice", (function () { if (get.attitude(player, target) > 0) { if (target.hp <= 2 && list.includes("回复1点体力")) return "回复1点体力"; return 0; } return "cancel2"; })() ); "step 1"; if (result.control == "cancel2") { event.finish(); return; } player.logSkill("twenyuan1", target); if (result.control == "回复1点体力") target.recover(); else target.draw(); }, }, twenyuan2: { audio: "reenyuan", trigger: { player: "damageEnd" }, logTarget: "source", filter: function (event, player) { return event.source && event.source.isIn(); }, check: function (event, player) { var att = get.attitude(player, event.source); var num = event.source.countCards("h"); if (att <= 0) return true; if (get.effect(event.source, { name: "losehp" }, player, event.source) > 0) return true; if (num > 2) return true; if (num) return att < 4; return false; }, prompt2: "令其选择一项:1.失去1点体力;2.交给你一张手牌,若此牌的花色不为♥,你摸一张牌。", content: function () { "step 0"; event.count = trigger.num; "step 1"; var target = trigger.source; event.count--; if (!target.countCards("h")) event._result = { bool: false }; else target.chooseCard("h", "恩怨:将一张手牌交给" + get.translation(player) + ",或失去1点体力").set("ai", function (card) { if (get.attitude(_status.event.player, _status.event.getParent().player) > 0) { if (get.suit(card) != "heart") return 15 - get.value(card); return 11 - get.value(card); } else { var num = 12 - _status.event.player.hp * 2; if (get.suit(card) != "heart") num -= 2; return num - get.value(card); } }); "step 2"; var target = trigger.source; if (result.bool) { var card = result.cards[0]; event.card = card; target.give(card, player); } else { target.loseHp(); event.goto(4); } "step 3"; if (get.suit(card) != "heart") player.draw(); "step 4"; var target = trigger.source; if (target.isIn() && event.count > 0 && player.hasSkill("twenyuan")) player.chooseBool(get.prompt("twenyuan", target), lib.skill.twenyuan2.prompt2).set("ai", function () { var evt = _status.event.getTrigger(); return lib.skill.twenyuan2.check(evt, evt.player); }); else event.finish(); "step 5"; if (result.bool) { player.logSkill("twenyuan2", trigger.source); event.goto(1); } }, }, //马岱 twqianxi: { audio: "qianxi", trigger: { player: "phaseZhunbeiBegin" }, preHidden: true, content: function () { "step 0"; player.draw(); "step 1"; if (player.hasCard(card => lib.filter.cardDiscardable(card, player, "tweqianxi"), "he")) player.chooseToDiscard("he", true); else event.finish(); "step 2"; if ( !result.bool || !game.hasPlayer(target => { return player != target && get.distance(player, target) <= 1; }) ) { event.finish(); return; } event.color = get.color(result.cards[0], player); player .chooseTarget(function (card, player, target) { return player != target && get.distance(player, target) <= 1; }, true) .set("ai", function (target) { return get.effect(target, { name: "sha" }, _status.event.player, _status.event.player) + 5; }); "step 3"; if (result.bool) { var target = result.targets[0]; player.line(target); target.storage.twqianxi2 = event.color; target.addTempSkill("twqianxi2"); player.addTempSkill("twqianxi_self"); player.markAuto("twqianxi_self", [target]); } }, subSkill: { self: { audio: "qianxi", charlotte: true, onremove: true, forced: true, trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return player.hasHistory("sourceDamage", evt => { if (!evt.card || evt.card.name != "sha" || !evt.player.isIn()) return false; if (player.getStorage("twqianxi_self").includes(evt.player)) return true; return false; }); }, content: function () { "step 0"; var targets = []; player.getHistory("sourceDamage", evt => { if (!evt.card || evt.card.name != "sha") return false; if (player.getStorage("twqianxi_self").includes(evt.player)) { targets.add(evt.player); } return false; }); player.line(targets); for (var target of targets) { target.storage.twqianxi3 = target.storage.twqianxi2; target.addTempSkill("twqianxi3", { player: "phaseAfter" }); } }, }, }, }, twqianxi2: { mark: true, charlotte: true, onremove: true, intro: { markcount: () => 0, content: function (storage) { return "不能使用或打出" + get.translation(storage) + "手牌"; }, }, mod: { cardEnabled2: function (card, player) { if (get.itemtype(card) == "card" && get.color(card) == player.getStorage("twqianxi2") && get.position(card) == "h") return false; }, }, }, twqianxi3: { mod: { cardEnabled2: function (card, player) { if (get.itemtype(card) == "card" && get.color(card) != player.getStorage("twqianxi3") && get.position(card) == "h") return false; }, }, mark: true, intro: { content: function (storage) { return "不能使用或打出非" + get.translation(storage) + "手牌"; }, }, charlotte: true, onremove: true, }, //牛金 twcuorui: { audio: "cuorui", limited: true, skillAnimation: true, animationColor: "thunder", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return game.hasPlayer(function (current) { return current.countCards("h") > player.countCards("h"); }); }, check: function (event, player) { var num = 0; for (var target of game.players) { if (target != player && target.countCards("h") > num) num = target.countCards("h"); } num = Math.min(num, 5 + player.countCards("h")); return num - player.countCards("h") >= 2; }, prompt: function (event, player) { var num = 0; for (var target of game.players) { if (target != player && target.countCards("h") > num) num = target.countCards("h"); } num = Math.min(num, 5 + player.countCards("h")); return get.prompt("twcuorui") + "(可摸" + get.cnNumber(num - player.countCards("h")) + "张牌)"; }, content: function () { "step 0"; player.awakenSkill("twcuorui"); var num = 0; for (var target of game.players) { if (target != player && target.countCards("h") > num) num = target.countCards("h"); } num = Math.min(num, 5 + player.countCards("h")); player.drawTo(num); if (!player.isDisabledJudge()) { player.disableJudge(); event.finish(); } else player.chooseTarget("挫锐:是否对一名其他角色造成1点伤害?", lib.filter.notMe).set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }); "step 1"; if (result.bool) { player.line(result.targets[0]); result.targets[0].damage(); } }, }, twliewei: { audio: "liewei", trigger: { source: "dieAfter" }, forced: true, content: function () { "step 0"; if (!player.hasSkill("twcuorui", null, null, false) || !player.awakenedSkills.includes("twcuorui")) event._result = { index: 0 }; else player .chooseControl() .set("prompt", "裂围:请选择一项") .set("choiceList", ["摸两张牌", "重置〖挫锐〗"]) .set("ai", function () { return 1; }); "step 1"; if (result.index == 0) player.draw(2); else player.restoreSkill("twcuorui"); }, }, //母兵脸 twzhengrong: { audio: "drlt_zhenrong", trigger: { player: "useCardAfter", source: "damageSource" }, filter: function (event, player) { if (!event.isPhaseUsing(player)) return false; if (event.name == "damage") return ( player .getHistory("sourceDamage", evt => { return evt.getParent("phaseUse") == event.getParent("phaseUse"); }) .indexOf(event) == 0 ); if (!event.targets || event.targets.every(target => target == player)) return false; return ( player .getAllHistory("useCard", function (evt) { if (!evt.isPhaseUsing(player)) return false; if (evt.targets.every(target => target == player)) return false; return true; }) .indexOf(event) % 2 == 1 ); }, direct: true, content: function () { "step 0"; if ( !game.hasPlayer(function (target) { return target != player && target.countCards("he"); }) ) { event.finish(); return; } player .chooseTarget(get.prompt("twzhengrong"), "将一名其他角色的一张牌置于武将牌上,称为“荣”", function (card, player, target) { return target != player && target.countCards("he"); }) .set("ai", function (target) { return get.effect(target, { name: "guohe_copy2" }, _status.event.player, _status.event.player); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = result.targets[0]; player.logSkill("twzhengrong", target); player.choosePlayerCard(target, "he", true); } else event.finish(); "step 2"; if (result.bool) player.addToExpansion(result.links, target, "give").gaintag.add("twzhengrong"); }, marktext: "荣", onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, intro: { content: "expansion", markcount: "expansion", }, }, twhongju: { derivation: ["twqingce", "twsaotao"], audio: "drlt_hongju", trigger: { player: "phaseZhunbeiBegin" }, forced: true, juexingji: true, skillAnimation: true, animationColor: "thunder", filter: function (event, player) { return player.getExpansions("twzhengrong").length >= 3; }, content: function () { "step 0"; player.awakenSkill("twhongju"); player.draw(player.getExpansions("twzhengrong").length); "step 1"; if (player.countCards("h") == 0) event.goto(3); else { var next = player.chooseToMove("鸿举:请选择要交换的手牌和“荣”"); next.set("list", [ [get.translation(player) + "(你)的“荣”", player.getExpansions("twzhengrong"), "twzhengrong_tag"], ["手牌区", player.getCards("h")], ]); next.set("filterMove", function (from, to) { return typeof to != "number"; }); next.set("processAI", function (list) { var player = _status.event.player, cards = list[0][1].concat(list[1][1]).sort(function (a, b) { return player.getUseValue(a) - player.getUseValue(b); }), cards2 = cards.splice(0, player.getExpansions("twzhengrong").length); return [cards2, cards]; }); } "step 2"; if (result.bool) { var pushs = result.moved[0], gains = result.moved[1]; pushs.removeArray(player.getExpansions("twzhengrong")); gains.removeArray(player.getCards("h")); if (!pushs.length || pushs.length != gains.length) return; player.addToExpansion(pushs, player, "giveAuto").gaintag.add("twzhengrong"); game.log(player, "将", pushs, "作为“荣”置于武将牌上"); player.gain(gains, "gain2"); } "step 3"; player.addSkills("twqingce"); player .chooseBool("是否减1点体力上限并获得〖扫讨〗?") .set("ai", () => _status.event.bool) .set("bool", player.isDamaged() && player.countCards("h") >= 3 ? (Math.random() < 0.5 ? true : false) : false); "step 4"; if (result.bool) { player.loseMaxHp(); player.addSkills("twsaotao"); game.delayx(); } }, ai: { combo: "twzhengrong", }, }, twqingce: { enable: "phaseUse", audio: "drlt_qingce", filter: function (event, player) { return player.getExpansions("twzhengrong").length > 0; }, chooseButton: { dialog: function (event, player) { return ui.create.dialog("清侧:请选择要移去的“荣”", player.getExpansions("twzhengrong"), "hidden"); }, backup: function (links, player) { return { card: links[0], filterCard: function () { return false; }, selectCard: -1, filterTarget: function (card, player, target) { return target.countDiscardableCards(player, "hej") > 0; }, delay: false, audio: "drlt_qingce", content: lib.skill.twqingce.contentx, ai: { result: { target: function (player, target) { return get.effect(target, { name: "guohe" }, player, target); }, }, }, }; }, prompt: () => "弃置一名角色区域内的一张牌", }, contentx: function () { "step 0"; var card = lib.skill.twqingce_backup.card; player.loseToDiscardpile([card]); "step 1"; if (target.countDiscardableCards(player, "hej") > 0) player.discardPlayerCard("hej", true, target); }, ai: { combo: "twzhengrong", order: 8, result: { player: function (player) { if ( game.hasPlayer(function (target) { return get.effect(target, { name: "guohe" }, player, player) > 4 * Math.max(0, 5 - player.getExpansions("twzhengrong").length); }) ) return 1; return 0; }, }, }, }, twsaotao: { audio: 2, trigger: { player: "useCard" }, filter: function (event, player) { return event.card.name == "sha" || get.type(event.card) == "trick"; }, forced: true, content: function () { trigger.directHit.addArray(game.players); }, ai: { directHit_ai: true }, }, //大小乔 twxingwu: { audio: "xingwu", trigger: { player: "phaseDiscardBegin" }, filter: function (event, player) { return player.countCards("he"); }, direct: true, content: function () { "step 0"; player .chooseCard("he", get.prompt("twxingwu"), "将一张牌置于武将牌上作为“星舞”") .set("ai", function (card) { if (_status.event.goon) return 20 - get.value(card); return 7 - get.value(card); }) .set("goon", player.needsToDiscard() || player.getExpansions("twxingwu").length > 1); "step 1"; if (result.bool) { player.logSkill("twxingwu"); var cards = result.cards; player.addToExpansion(cards, player, "give").gaintag.add("twxingwu"); } else event.finish(); "step 2"; game.delayx(); if (player.getExpansions("twxingwu").length < 3 || !game.hasPlayer(current => current != player)) event.finish(); "step 3"; player .chooseButton(["是否移去三张“星舞”牌并发射核弹?", player.getExpansions("twxingwu")], 3) .set("ai", function (button) { if (_status.event.goon) return 1; return 0; }) .set( "goon", game.hasPlayer(current => get.damageEffect(current, player, player) < 0) ); "step 4"; if (result.bool) player.loseToDiscardpile(result.links); else event.finish(); "step 5"; player.chooseTarget("星舞:选择一名其他角色", "弃置其装备区内的所有牌。然后对其造成2点伤害(若其性别包含女性则改为1点)", true, lib.filter.notMe).set("ai", function (target) { return ( get.damageEffect(target, player, player) * Math.sqrt( 4 + target.countCards("e", function (card) { return get.value(card, target) > 0; }) ) * (target.hasSex("female") ? 1 : 2) ); }); "step 6"; if (result.bool && result.targets && result.targets.length) { var target = result.targets[0]; player.line(target, "green"); var num = target.countCards("e"); if (num) player.discardPlayerCard(target, "e", num, true); target.damage(target.hasSex("female") ? 1 : 2); } }, intro: { content: "expansion", markcount: "expansion", onunmark: function (storage, player) { if (player.hasSkill("twpingting")) return; player.removeAdditionalSkill("twpingting"); }, }, onremove: function (player, skill) { if (player.hasSkill("twpingting")) return; var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, }, twpingting: { audio: 2, trigger: { global: ["roundStart", "dying"] }, init: function (player, skill) { if (player.getExpansions("twxingwu").length) player.addAdditionalSkill(skill, ["tianxiang", "liuli"]); else player.removeAdditionalSkill(skill); }, filter: function (event, player) { if (event.name == "dying") return player == _status.currentPhase && event.player != player; return true; }, forced: true, group: "twpingting_update", derivation: ["tianxiang", "liuli"], content: function () { "step 0"; player.draw(); player.chooseCard("he", "娉婷:将一张牌置于武将牌上,称为“星舞”", true).set("ai", function (card) { return -get.value(card); }); "step 1"; if (result.bool) { var cards = result.cards; player.addToExpansion(cards, player, "give").gaintag.add("twxingwu"); } }, onremove: function (player, skill) { if (player.hasSkill("twxingwu")) return; var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, subSkill: { update: { trigger: { player: ["loseAfter", "loseAsyncAfter", "addToExpansionAfter"] }, filter: function (event, player) { var cards = player.getExpansions("twxingwu"), skills = player.additionalSkills.twpingting; return !((cards.length && skills && skills.length) || (!cards.length && (!skills || !skills.length))); }, forced: true, silent: true, content: function () { lib.skill.twpingting.init(player, "twpingting"); }, }, }, }, tianxiang_daxiaoqiao: { audio: 2, inherit: "tianxiang" }, liuli_daxiaoqiao: { audio: 2, inherit: "liuli" }, //傅肜 twxuewei: { audio: "xuewei", trigger: { global: "phaseUseBegin" }, filter: function (event, player) { return event.player != player && game.players.length > 2 && !player.hasSkill("twxuewei_round"); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("twxuewei"), function (card, player, target) { return target != player && target != _status.event.getTrigger().player; }) .set("ai", function (target) { if (get.attitude(player, _status.event.getTrigger().player) >= 0) return 0; return get.attitude(player, target); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twxuewei", trigger.player, false); player.addTempSkill("twxuewei_round", "roundStart"); player.line2([trigger.player, target]); trigger.player .chooseControl("选项一", "选项二") .set("choiceList", ["本回合不能对" + get.translation(target) + "使用【杀】且手牌上限-2", "令" + get.translation(player) + "视为对你使用一张【决斗】"]) .set("ai", function () { var player = _status.event.player, source = _status.event.getParent().player; if (get.effect(player, { name: "juedou" }, source, player) > 0) return 1; if (player.hp - player.countCards("h") > 2 || player.hp <= 2) return 0; return 1; }); } else event.finish(); "step 2"; game.log(trigger.player, "选择了", "#g【血卫】", "的", "#y" + result.control); if (result.control == "选项一") { trigger.player.markAuto("twxuewei_block", [target]); trigger.player.addTempSkill("twxuewei_block"); } else player.useCard({ name: "juedou", isCard: true }, trigger.player, false); }, subSkill: { round: { charlotte: true }, block: { charlotte: true, onremove: true, locked: true, mark: true, marktext: "卫", intro: { content: function (storage, player) { if (!storage || !storage.length) return; return "不能对" + get.translation(storage) + "使用【杀】;手牌上限-" + 2 * storage.length; }, }, mod: { maxHandcard: function (player, num) { return num - 2 * player.getStorage("twxuewei_block").length; }, playerEnabled: function (card, player, target) { if (card.name == "sha" && player.getStorage("twxuewei_block").includes(target)) return false; }, }, }, }, }, twliechi: { audio: "liechi", trigger: { player: "damageEnd" }, filter: function (event, player) { return event.source && event.source.hp >= player.hp && (event.source.countCards("h") > player.countCards("h") || event.source.countCards("he")); }, direct: true, content: function () { "step 0"; var num = trigger.source.countCards("h") - player.countCards("h"); event.num = num; var list = [], choiceList = ["令" + get.translation(trigger.source) + "弃置" + get.cnNumber(num) + "张手牌", "弃置" + get.translation(trigger.source) + "一张牌", "背水!弃置一张装备牌,然后依次执行以上所有选项"]; if (trigger.source.countCards("h") > player.countCards("h")) list.push("选项一"); else choiceList[0] = '' + choiceList[0] + ""; if (trigger.source.countCards("he")) list.push("选项二"); else choiceList[1] = '' + choiceList[1] + ""; if ( trigger.source.countCards("h") > player.countCards("h") && trigger.source.countCards("he") && player.countCards("he", { type: "equip" }) && game.getGlobalHistory("changeHp", evt => { return evt.player == player && evt.getParent()._dyinged; }).length ) list.push("背水!"); else choiceList[2] = '' + choiceList[2] + "(未进入过濒死状态)"; player .chooseControl(list, "cancel2") .set("prompt", get.prompt("twliechi", trigger.source)) .set("choiceList", choiceList) .set("ai", () => _status.event.choice) .set( "choice", (function () { if (get.attitude(player, trigger.source) > 0) return "cancel2"; if (list.includes("背水!")) return "背水!"; if (num > 1) return "选项一"; return "选项二"; })() ); "step 1"; if (result.control != "cancel2") { player.logSkill("twliechi", trigger.source); game.log(player, "选择了", "#g【烈斥】", "的", "#y" + result.control); if (result.control == "背水!") player.chooseToDiscard("he", { type: "equip" }, true); if (result.control != "选项二") trigger.source.chooseToDiscard("h", num, true); if (result.control != "选项一") player.discardPlayerCard(trigger.source, "he", true); } }, }, //卢植 twmingren: { marktext: "任", intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, group: "twmingren_change", audio: "nzry_mingren_1", trigger: { global: "phaseBefore", player: "enterGame" }, forced: true, locked: false, filter: function (event, player) { return (event.name != "phase" || game.phaseNumber == 0) && !player.getExpansions("twmingren").length; }, content: function () { "step 0"; player.draw(); "step 1"; if (!player.countCards("h")) event.finish(); else player.chooseCard("h", "明任:将一张手牌置于武将牌上,称为“任”", true).set("ai", function (card) { return 6 - get.value(card); }); "step 2"; if (result.bool) player.addToExpansion(result.cards[0], player, "give", "log").gaintag.add("twmingren"); }, subSkill: { change: { audio: "nzry_mingren_1", trigger: { player: ["phaseUseBegin", "phaseUseEnd"] }, filter: function (event, player) { return player.countCards("he") && player.getExpansions("twmingren").length; }, direct: true, content: function () { "step 0"; player.chooseCard("he", get.prompt("twmingren"), "用一张牌替换“任”(" + get.translation(player.getExpansions("twmingren")[0]) + ")").set("ai", function (card) { var player = _status.event.player; var color = get.color(card); if (color == get.color(player.getExpansions("twmingren")[0])) return false; var num = 0; var list = []; player.countCards("he", function (cardx) { if (cardx != card || get.color(cardx) != color) return false; if (list.includes(cardx.name)) return false; list.push(cardx.name); switch (cardx.name) { case "wuxie": num += game.countPlayer() / 2.2; break; case "caochuan": num += 1.1; break; case "shan": num += 1; break; } }); return num * (30 - get.value(card)); }); "step 1"; if (result.bool) { player.logSkill("twmingren"); player.addToExpansion(result.cards[0], "log", "give", player).gaintag.add("twmingren"); var card = player.getExpansions("twmingren")[0]; if (card) player.gain(card, "gain2"); } }, }, }, ai:{ combo: "twzhenliang", }, }, twzhenliang: { group: ["twzhenliang_1", "twzhenliang_2"], audio: "nzry_zhenliang_1", mark: true, zhuanhuanji: true, marktext: "☯", intro: { content: function (storage, player, skill) { if (player.storage.twzhenliang == true) return "当你或你攻击范围内的一名角色于你的回合外受到伤害时,你可以弃置一张牌令此伤害-1。然后若你以此法弃置的牌颜色与“任”的颜色相同,你摸一张牌。"; return "出牌阶段限一次。你可以弃置一张牌并对攻击范围内的一名角色造成1点伤害。然后若你以此法弃置的牌颜色与“任”的颜色相同,你摸一张牌。"; }, }, subSkill: { 1: { audio: "nzry_zhenliang_1", enable: "phaseUse", filter: function (event, player) { if (player.storage.twzhenliang) return false; return game.hasPlayer(function (current) { return player.inRange(current); }); }, position: "he", filterCard: true, filterTarget: function (card, player, target) { return player.inRange(target); }, check: function (card) { var player = _status.event.player, cardx = player.getExpansions("twmingren")[0]; if (cardx && get.color(cardx, player) == get.color(card, player)) return 10 - get.value(card); return 7 - get.value(card); }, prompt: "弃置一张牌并对攻击范围内的一名角色造成1点伤害", content: function () { "step 0"; player.changeZhuanhuanji("twzhenliang"); var cardx = player.getExpansions("twmingren")[0]; target.damage("nocard"); if (!cardx || get.color(cards[0], player) != get.color(cardx, player)) event.finish(); "step 1"; player.draw(); }, ai: { order: 5, result: { player: function (player, target) { return get.damageEffect(target, player, player); }, }, }, }, 2: { audio: "nzry_zhenliang_1", trigger: { global: "damageBegin4" }, filter: function (event, player) { if (_status.currentPhase == player || !player.storage.twzhenliang) return false; return player.countCards("he") && event.num > 0 && (event.player == player || player.inRange(event.player)); }, direct: true, content: function () { "step 0"; player .chooseToDiscard("he", get.prompt("twzhenliang", trigger.player), "弃置一张牌令此伤害-1") .set("ai", function (card) { if (_status.event.goon) { var player = _status.event.player, cardx = player.getExpansions("twmingren")[0]; if (cardx && get.color(cardx, player) == get.color(card, player)) return 10 - get.value(card); return 6 - get.value(card); } return 0; }) .set("goon", get.attitude(player, trigger.player) > 0).logSkill = ["twzhenliang", trigger.player]; "step 1"; if (result.bool) { player.changeZhuanhuanji("twzhenliang"); var cardx = player.getExpansions("twmingren")[0]; if (cardx && get.color(result.cards[0], player) == get.color(cardx, player)) player.draw(); trigger.num--; } }, }, }, }, //张南 twfenwu: { audio: 2, trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && player.canUse("sha", current, false, false); }); }, direct: true, content: function () { "step 0"; var list = []; player.getHistory("useCard", function (evt) { if (get.type(evt.card) != "basic") return; var name = evt.card.name, nature = game.hasNature(evt.card) ? get.nature(evt.card) : ""; if (!list.includes(name + nature)) list.push(name + nature); }); event.addDamage = list.length > 1; player .chooseTarget(get.prompt("twfenwu"), "失去1点体力并视为使用一张无距离限制的【杀】" + (event.addDamage ? "(伤害基数+1)" : ""), function (card, player, target) { return target != player && player.canUse("sha", target, false, false); }) .set("ai", function (target) { var player = _status.event.player; if (player.hp + player.countCards("hs", { name: ["tao", "jiu"] }) <= 1) return -1; var num = 1; if ( (!target.mayHaveShan( player, "use", target.getCards("h", i => { return i.hasGaintag("sha_notshan"); }) ) || player.hasSkillTag( "directHit_ai", true, { target: target, card: { name: "sha" }, }, true )) && !target.hasSkillTag("filterDamage", null, { player: player, card: { name: "sha" }, }) ) { num = 1.3; } return get.effect(target, { name: "sha" }, player, player) * num; }); "step 1"; if (result.bool) { var num = 1; var target = result.targets[0]; player.logSkill("twfenwu", target); player.loseHp(); if (event.addDamage) { num = 2; game.log("#y杀", "的伤害基数+1"); } player.useCard({ name: "sha", isCard: true }, target, false).baseDamage = num; } }, }, //呼厨泉 twfupan: { audio: 3, trigger: { player: "damageEnd", source: "damageSource", }, check: () => true, onremove: true, content: function () { "step 0"; if (!player.storage.twfupan) player.storage.twfupan = {}; player.draw(trigger.num); "step 1"; if ( player.countCards("he") && game.hasPlayer(current => { return !(player.storage.twfupan[current.playerid] >= 2) && player != current; }) ) { player.chooseCardTarget({ filterCard: true, selectCard: 1, position: "he", forced: true, targetprompt: function (target) { return !_status.event.player.storage.twfupan[target.playerid] ? "你摸两张牌" : "对其
    造成伤害"; }, filterTarget: function (card, player, target) { return !(player.storage.twfupan[target.playerid] >= 2) && player != target; }, ai1: function (card) { var player = _status.event.player; if (get.value(card, false, "raw") < 0) return 20 * get.value(card); if (player == _status.currentPhase) return 20 - player.getUseValue(card); return 20 - get.value(card); }, ai2: function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (ui.selected.cards.length && get.value(ui.selected.cards[0], false, "raw") < 0) { return -0.1 - att; } if (player.storage.twfupan[target.playerid] === undefined) return 5; else if (player.storage.twfupan[target.playerid] === 1) return get.damageEffect(target, player, player); return 1; }, prompt: "请选择要交出的卡牌和目标角色", }); } else event.finish(); "step 2"; if (result.bool) { var cards = result.cards, target = result.targets[0]; player.line(target, "green"); player.give(cards, target); event.target = target; if (!player.storage.twfupan[target.playerid]) { player.storage.twfupan[target.playerid] = 1; player.draw(2); event.finish(); } else { player .chooseBool("复叛:是否对" + get.translation(target) + "造成1点伤害?", "然后你不能再因此技能交给其牌") .set("ai", () => _status.event.bool) .set("bool", get.damageEffect(target, player, player) > 0); } } "step 3"; if (result.bool) { player.line(target, "fire"); target.damage(); player.storage.twfupan[target.playerid]++; } }, ai: { maixie: true, maixie_hp: true, threaten: 0.9, }, }, //刘璋 twyaohu: { audio: "yinlang", trigger: { player: "phaseBegin" }, direct: true, filter: function (event, player) { return ( !player.hasSkill("twyaohu_round") && game.hasPlayer(function (current) { return current.group && current.group != "unknown"; }) ); }, content: function () { "step 0"; var list = []; game.countPlayer(function (current) { if (current.group && current.group != "unknown") list.add(current.group); }); list.sort(function (a, b) { return lib.group.indexOf(a) - lib.group.indexOf(b); }); if (!player.hasSkill("twyaohu")) list.push("cancel2"); player .chooseControl(list) .set("prompt", "邀虎:请选择一个势力") .set("ai", function () { return _status.event.choice; }) .set( "choice", (function () { var getn = function (group) { return game.countPlayer(function (current) { if (current.group != group) return false; if (player == current) return 2; if (get.attitude(current, player) > 0) return 1; return 1.3; }); }; list.sort(function (a, b) { return getn(b) - getn(a); }); return list[0]; })() ); "step 1"; if (result.control != "cancel2") { player.logSkill( "twyaohu", game.filterPlayer(function (current) { return current.group == result.control; }) ); game.log(player, "选择了", "#y" + get.translation(result.control + 2)); player.storage.yaohu = result.control; player.storage.twyaohu = result.control; player.markSkill("twyaohu"); } }, ai: { combo: "jutu" }, intro: { content: "已选择了$势力" }, group: "twyaohu_gain", subSkill: { round: {}, gain: { audio: "yinlang", trigger: { global: "phaseUseBegin" }, filter: function (event, player) { return event.player.group == player.storage.yaohu && event.player.isIn() && player.getExpansions("jutu").length > 0; }, forced: true, locked: false, logTarget: "player", content: function () { "step 0"; var target = trigger.player; event.target = target; target.chooseButton(["选择获得一张“生”", player.getExpansions("jutu")], true).set("ai", function (button) { return get.value(button.link, player); }); "step 1"; if (result.bool) { target.gain(result.links, "give", player); } "step 2"; if ( game.hasPlayer(function (current) { return current != player && current != target; }) ) { player .chooseTarget(true, "选择" + get.translation(target) + "使用【杀】的目标", function (card, player, target) { return target != player && target != _status.event.source; }) .set("source", target) .set("ai", function (target) { var evt = _status.event; return get.effect(target, { name: "sha" }, evt.source, evt.player); }); } else { event._result = { bool: false }; event.goto(4); } "step 3"; var target2 = result.targets[0]; player.line(target2, "green"); target .chooseToUse( function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "对" + get.translation(target2) + "使用一张杀,否则本回合使用伤害牌指定" + get.translation(player) + "为目标时须交给" + get.translation(player) + "两张牌,否则此牌对" + get.translation(player) + "无效" ) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", target2) .set("addCount", false); "step 4"; if (!result.bool) player.addTempSkill("twyaohu_effect"); }, }, effect: { audio: "yinlang", trigger: { global: "useCardToPlayer" }, charlotte: true, forced: true, filter: function (event, player) { return event.target == player && get.tag(event.card, "damage"); }, logTarget: "player", content: function () { "step 0"; var hs = trigger.player.getCards("he"); if (hs.length < 2) event._result = { bool: false }; else trigger.player .chooseCard(2, "交给" + get.translation(player) + "两张牌,否则取消" + get.translation(trigger.card) + "对其的目标", "he") .set("ai", card => { if (_status.event.goon) return 5 - get.value(card); return 0; }) .set("goon", get.effect(player, trigger.card, trigger.player, trigger.player) > 0); "step 1"; if (result.bool) { trigger.player.give(result.cards, player); } else { trigger.untrigger(); trigger.targets.remove(player); trigger.getParent().triggeredTargets1.remove(player); } }, }, }, }, //李遗 twjiaohua: { audio: 2, trigger: { global: "gainAfter" }, filter: function (event, player) { if (event.getParent().name != "draw") return false; if (event.player != player && !event.player.isMinHp()) return false; var cards = event.cards, list = ["basic", "trick", "equip"]; for (var card of cards) if (list.includes(get.type2(card))) list.remove(get.type2(card)); for (var type of event.player.getStorage("twjiaohua_gained")) if (list.includes(type)) list.remove(type); return list.length > 0; }, check: function (event, player) { return get.attitude(player, event.player) > 0; }, prompt2: function (event, player) { var cards = event.cards, list = ["basic", "trick", "equip"]; for (var card of cards) if (list.includes(get.type2(card))) list.remove(get.type2(card)); for (var type of event.player.getStorage("twjiaohua_gained")) if (list.includes(type)) list.remove(type); var name = event.player == player ? "你" : get.translation(event.player); return ( "令" + name + "从牌堆或弃牌堆中获得一张" + (event.player.isUnderControl(true) ? list .map(i => get.translation(i) + "牌") .join("、") .replace(/(.*)、/, "$1或") : "本次未获得的类别的牌") ); }, logTarget: "player", content: function () { trigger.player.addTempSkill("twjiaohua_gained"); var cards = trigger.cards, list = ["basic", "trick", "equip"]; for (var card of cards) if (list.includes(get.type2(card))) list.remove(get.type2(card)); for (var type of trigger.player.getStorage("twjiaohua_gained")) if (list.includes(type)) list.remove(type); list.randomSort(); var card = get.cardPile(function (card) { return list.includes(get.type2(card)); }); if (card) { trigger.player.gain(card, "gain2"); trigger.player.markAuto("twjiaohua_gained", [get.type2(card)]); } }, subSkill: { gained: { onremove: true, charlotte: true }, }, }, //阎象 twkujian: { audio: 3, enable: "phaseUse", filterCard: true, selectCard: [1, 3], usable: 1, discard: false, lose: false, delay: false, filterTarget: lib.filter.notMe, global: "twkujian_ai", check: function (card) { if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0; if (!ui.selected.cards.length && card.name == "du") return 20; var player = get.owner(card); if (ui.selected.cards.length >= Math.max(2, player.countCards("h") - player.hp)) return 0; if (player.hp == player.maxHp || player.storage.jsprende < 0 || player.countCards("h") <= 1) { var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].hasSkill("haoshi") && !players[i].isTurnedOver() && !players[i].hasJudge("lebu") && get.attitude(player, players[i]) >= 3 && get.attitude(players[i], player) >= 3) { return 11 - get.value(card); } } if (player.countCards("h") > player.hp) return 10 - get.value(card); if (player.countCards("h") > 2) return 6 - get.value(card); return -1; } return 10 - get.value(card); }, content: function () { player.give(cards, target).gaintag.add("twkujianx"); player.addSkill("twkujian_draw"); player.addSkill("twkujian_discard"); }, ai: { expose: 0.2, order: 7, result: { target: function (player, target) { if (target.hasSkillTag("nogain")) return 0; if (ui.selected.cards.length && ui.selected.cards[0].name == "du") { if (target.hasSkillTag("nodu")) return 0; return -10; } if (target.hasJudge("lebu")) return 0; var nh = target.countCards("h"); var np = player.countCards("h"); if (player.hp == player.maxHp || player.storage.jsprende < 0 || player.countCards("h") <= 1) { if (nh >= np - 1 && np <= player.hp && !target.hasSkill("haoshi")) return 0; } return Math.max(1, 5 - nh); }, }, effect: { target: function (card, player, target) { if (player == target && get.type(card) == "equip") { if (player.countCards("e", { subtype: get.subtype(card) })) { if ( game.hasPlayer(function (current) { return current != player && get.attitude(player, current) > 0; }) ) { return 0; } } } }, }, }, subSkill: { draw: { audio: "twkujian", trigger: { global: ["useCardAfter", "respondAfter"] }, forced: true, logTarget: "player", charlotte: true, filter: function (event, player) { return event.player.hasHistory("lose", evt => { if (event != evt.getParent()) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("twkujianx")) return true; } }); }, content: function () { "step 0"; game.asyncDraw([player, trigger.player]); "step 1"; game.delayx(); }, }, discard: { audio: "twkujian", trigger: { global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, forced: true, logTarget: function (event, player) { return game.filterPlayer(function (current) { var evt = event.getl(current); if (!evt || !evt.hs || !evt.hs.length) return false; if (event.name == "lose") { var name = event.getParent().name; if (name == "useCard" || name == "respond") return false; for (var i in event.gaintag_map) { if (event.gaintag_map[i].includes("twkujianx")) return true; } return false; } return current.hasHistory("lose", function (evt) { if (event != evt.getParent()) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("twkujianx")) return true; } return false; }); }); }, charlotte: true, filter: function (event, player) { return game.hasPlayer(function (current) { var evt = event.getl(current); if (!evt || !evt.hs || !evt.hs.length) return false; if (event.name == "lose") { var name = event.getParent().name; if (name == "useCard" || name == "respond") return false; for (var i in event.gaintag_map) { if (event.gaintag_map[i].includes("twkujianx")) return true; } return false; } return current.hasHistory("lose", function (evt) { if (event != evt.getParent()) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("twkujianx")) return true; } return false; }); }); }, content: function () { "step 0"; var event = trigger; var targets = game.filterPlayer(function (current) { var evt = event.getl(current); if (!evt || !evt.hs || !evt.hs.length) return false; if (event.name == "lose") { var name = event.getParent().name; if (name == "useCard" || name == "respond") return false; for (var i in event.gaintag_map) { if (event.gaintag_map[i].includes("twkujianx")) return true; } return false; } return current.hasHistory("lose", function (evt) { if (event != evt.getParent()) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("twkujianx")) return true; } return false; }); }); targets.add(player); targets.sortBySeat(); _status.event.targets = targets; "step 1"; var target = targets.shift(); if (target.countCards("he") > 0) target.chooseToDiscard("he", true); if (targets.length > 0) event.redo(); }, }, ai: { charlotte: true, ai: { effect: { player_use(card, player, target) { if ( card.cards && card.cards.some(i => i.hasGaintag("twkujianx")) && game.hasPlayer(current => { return get.attitude(player, current) > 0; }) ) return [1, 1]; }, }, }, mod: { aiOrder: function (player, card, num) { if ( get.itemtype(card) == "card" && card.hasGaintag("twkujianx") && game.hasPlayer(current => { return get.attitude(player, current) > 0; }) ) return num + 0.5; }, aiValue: function (player, card, num) { if ( get.itemtype(card) == "card" && card.hasGaintag("twkujianx") && game.hasPlayer(current => { return get.attitude(player, current) > 0; }) ) return num + 0.5; }, }, }, }, }, twruilian: { audio: 2, trigger: { global: "roundStart" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt2("twruilian")).set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target), eff = att / (player == target ? 2 : 1) + 1; if (att >= 0) { if (target.hasSkill("yongsi")) return eff * 5; if (target.hasSkill("zhiheng") || target.hasSkill("rezhiheng")) return eff * 4; if (target.hasSkill("rekurou")) return eff * 3; if (target.hasSkill("xinlianji") || target.hasSkill("dclianji")) return eff * 2; if (target.needsToDiscard()) return eff * 1.5; return eff; } return 0; }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("twruilian", target); player.markAuto("twruilian2", [target]); player.addSkill("twruilian2"); } }, }, twruilian2: { trigger: { global: "phaseEnd" }, direct: true, charlotte: true, onremove: true, filter: function (event, player) { return player.getStorage("twruilian2").includes(event.player); }, intro: { content: "已选择$" }, content: function () { "step 0"; player.removeSkill("twruilian2"); var target = trigger.player; event.target = target; var cards = []; target.getHistory("lose", function (evt) { if (evt.type == "discard") cards.addArray(evt.cards2); }); if (cards.length < 2) event.finish(); else event.cards = cards; "step 1"; var list = []; for (var type of ["basic", "trick", "equip"]) { for (var card of event.cards) { if (get.type2(card) == type) { list.push(type); break; } } } list.push("cancel2"); player .chooseControl(list) .set("prompt", "睿敛:是否与" + get.translation(target) + "各获得一种类型的牌?") .set("ai", function () { var player = _status.event.player, list = _status.event.controls; if (player.hp <= 3 && !player.countCards("h", { name: ["shan", "tao"] }) && list.includes("basic")) return "basic"; if (player.countCards("he", { type: "equip" }) < 2 && list.includes("equip")) return "equip"; if (list.includes("trick")) return "trick"; return list.remove("cancel2").randomGet(); }); "step 2"; if (result.control != "cancel2") { player.logSkill("twruilian2", target); var type = result.control; var list = [target, player].sortBySeat(_status.currentPhase), cards = []; for (var current of list) { var card = get.discardPile(function (card) { return get.type2(card) == type && !cards.includes(card); }); if (card) { cards.push(card); current.gain(card, "gain2"); } } } }, }, //夏侯恩 twfujian: { audio: 2, group: "twfujian_lose", trigger: { global: "phaseBefore", player: ["enterGame", "phaseZhunbeiBegin"], }, filter: function (event, player) { if (player.getEquips(1).length) return false; return event.name != "phase" || game.phaseNumber == 0; }, forced: true, content: function () { var card = get.cardPile2(function (card) { return get.type(card) == "equip" && get.subtype(card) == "equip1"; }); event.card = card; if (card) player.equip(card); else { game.log("但是牌堆中没有武器牌了!"); event.finish(); } }, subSkill: { lose: { audio: "twfujian", trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter: function (event, player) { if (player == _status.currentPhase) return false; if (event.name == "gain" && event.player == player) return false; var evt = event.getl(player); if (evt && evt.cards2 && evt.cards2.some(i => get.subtype(i) == "equip1")) return true; return false; }, forced: true, content: function () { player.loseHp(); }, }, }, }, twjianwei: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { if (!player.getEquips(1).length) return false; return game.hasPlayer(function (current) { return player.inRange(current) && player.canCompare(current); }); }, pindianCheck: function (player, target) { var hs = player.getCards("h").sort(function (a, b) { return b.number - a.number; }); var ts = target.getCards("h").sort(function (a, b) { return b.number - a.number; }); if (!hs.length || !ts.length) return 0; if (Math.min(13, hs[0].number + player.getAttackRange()) > ts[0].number || (ts[0].number > 9 && get.value(ts[0]) <= 5) || target.countCards("j")) return true; return false; }, direct: true, locked: false, group: ["twjianwei_pindian", "twjianwei_zhaocha"], content: function () { "step 0"; player .chooseTarget(get.prompt("twjianwei"), "与攻击范围内的一名角色拼点。若你赢,你获得其每个区域里的一张牌;若其赢,其获得你装备区里的武器牌", function (card, player, target) { return player.inRange(target) && player.canCompare(target); }) .set("ai", function (target) { var player = _status.event.player; if (lib.skill.twjianwei.pindianCheck(player, target)) return -5 * get.attitude(player, target); return -get.attitude(player, target); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twjianwei", target); player.chooseToCompare(target); } else event.finish(); "step 2"; 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 if (!result.tie) { var card = player.getEquips(1); if (card.length) target.gain(card, player, "give"); } }, mod: { aiValue: function (player, card, num) { if (card.name == "qinggang" || card.name == "qibaodao") return num / 5; }, }, ai: { unequip: true, unequip_ai: true, skillTagFilter: function (player, tag, arg) { if (!arg || !arg.card || arg.card.name != "sha" || !player.getEquip(1)) return false; }, }, subSkill: { pindian: { audio: "twjianwei", trigger: { player: "compare", target: "compare" }, filter: function (event, player) { if (!player.getEquips(1).length || player.getAttackRange() <= 0) return false; if (event.player == player) return !event.iwhile; return true; }, forced: true, locked: false, content: function () { var num = player.getAttackRange(); if (player == trigger.player) { trigger.num1 += num; if (trigger.num1 > 13) trigger.num1 = 13; } else { trigger.num2 += num; if (trigger.num2 > 13) trigger.num2 = 13; } game.log(player, "的拼点牌点数+" + num); }, }, //你是故意找茬是不是 zhaocha: { trigger: { global: "phaseZhunbeiBegin" }, filter: function (event, player) { if (event.player == player) return false; return event.player.canCompare(player); }, direct: true, content: function () { "step 0"; trigger.player .chooseBool("剑威:是否与" + get.translation(player) + "拼点?", "若你赢,你获得其装备区里的武器牌;若其赢,其获得你每个区域里的一张牌") .set("ai", () => _status.event.choice) .set("choice", get.attitude(trigger.player, player) < 0 && !lib.skill.twjianwei.pindianCheck(player, trigger.player)); "step 1"; if (result.bool) { trigger.player.logSkill("twjianwei", player); trigger.player.chooseToCompare(player); } else event.finish(); "step 2"; if (!result.tie) { if (result.bool) { var card = player.getEquips(1); if (card.length) trigger.player.gain(card, player, "give"); } else { var num = 0; if (trigger.player.countCards("h")) num++; if (trigger.player.countCards("e")) num++; if (trigger.player.countCards("j")) num++; if (num) player.gainPlayerCard(trigger.player, 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; }); } } }, }, }, }, //夏侯尚 twtanfeng: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && current.countDiscardableCards(player, "hej") > 0; }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("twtanfeng"), function (card, player, target) { return target != player && target.countDiscardableCards(player, "hej") > 0; }) .set("ai", function (target) { var player = _status.event.player, num = 1; if (get.attitude(player, target) > 0) num = 3; else if (!target.countCards("he") || !target.canUse("sha", player)) { if (target.hp + target.countCards("hs", { name: ["tao", "jiu"] }) <= 1) num = 2; else num = 1.2; } return get.effect(target, { name: "guohe" }, player, player) * num * (player.hp <= 1 && get.attitude(player, target) <= 0 ? 0 : 1); }) .setHiddenSkill(event.name); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twtanfeng", target); player.discardPlayerCard(target, "hej", true); } else event.finish(); "step 2"; target.chooseCardTarget({ position: "hes", prompt: "选择一张牌当做【杀】对" + get.translation(player) + "使用", prompt2: "或点击“取消”,受到其造成的1点火焰伤害,并令其跳过本回合的一个阶段(准备阶段和结束阶段除外)", filterCard: function (card, player) { return player.canUse(get.autoViewAs({ name: "sha" }, [card]), _status.event.getParent().player, false); }, filterTarget: function (card, player, target) { var source = _status.event.getParent().player; if (target != source && !ui.selected.targets.includes(source)) return false; card = get.autoViewAs({ name: "sha" }, [card]); return lib.filter.filterTarget.apply(this, arguments); }, selectTarget: function () { var card = get.card(), player = get.player(); if (!card) return; card = get.autoViewAs({ name: "sha" }, [card]); var range = [1, 1]; game.checkMod(card, player, range, "selectTarget", player); return range; }, ai1: function (card) { var player = _status.event.player, target = _status.event.getParent().player; var eff = get.effect(target, get.autoViewAs({ name: "sha" }, [card]), player, player); var eff2 = get.damageEffect(player, target, player, "fire"); if (eff < 0 || eff2 > 0 || eff2 > eff || get.tag(card, "recover")) return 0; return (player.hp == 1 ? 10 : 6) - get.value(card); }, ai2: function (target) { if (target == _status.event.getParent().player) return 100; return get.effect(target, { name: "sha" }, _status.event.player); }, }); "step 3"; if (result.bool) { var cards = result.cards, targets = result.targets; var cardx = get.autoViewAs({ name: "sha" }, cards); target.useCard(cardx, cards, targets, false); event.finish(); } else { player.line(target, "fire"); target.damage(1, "fire"); } "step 4"; if (!target.isIn()) { event.finish(); return; } var list = []; var list2 = []; event.map = { phaseJudge: "判定阶段", phaseDraw: "摸牌阶段", phaseUse: "出牌阶段", phaseDiscard: "弃牌阶段", }; for (var i of ["phaseJudge", "phaseDraw", "phaseUse", "phaseDiscard"]) { if (!player.skipList.includes(i)) { i = event.map[i]; list.push(i); if (i != "判定阶段" && i != "弃牌阶段") list2.push(i); } } target .chooseControl(list) .set("prompt", "探锋:令" + get.translation(player) + "跳过一个阶段") .set("ai", function () { return _status.event.choice; }) .set( "choice", (function () { var att = get.attitude(target, player); var num = player.countCards("j"); if (att > 0) { if (list.includes("判定阶段") && num > 0) return "判定阶段"; return "弃牌阶段"; } if (list.includes("摸牌阶段") && player.hasJudge("lebu")) return "摸牌阶段"; if ((list.includes("出牌阶段") && player.hasJudge("bingliang")) || player.needsToDiscard() > 0) return "出牌阶段"; return list2.randomGet(); })() ); "step 5"; for (var i in event.map) { if (event.map[i] == result.control) player.skip(i); } target.popup(result.control); target.line(player); game.log(player, "跳过了", "#y" + result.control); }, }, //宗预 twzhibian: { audio: "zhibian", trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return game.hasPlayer(current => current != player && player.canCompare(current)); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("twzhibian"), "与一名其他角色拼点", function (card, player, target) { return target != player && player.canCompare(target); }) .set("ai", function (target) { if (!_status.event.goon) return false; var att = get.attitude(player, target); if ( att < 0 && (target.countCards("h") > 1 || target.countCards("e", function (card) { return player.canEquip(card) && get.effect(player, card, target, player) > 0; })) ) return -att / Math.sqrt(target.countCards("h")); if (!player.isDamaged()) return false; if (att <= 0) return (1 - att) / Math.sqrt(target.countCards("h")); return Math.sqrt((2 / att) * Math.sqrt(target.countCards("h"))); }) .set( "goon", (function () { if ( !player.hasCard(function (card) { return card.number >= 14 - player.hp && get.value(card) <= 5; }) ) return false; return true; })() ); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twzhibian", target); player.chooseToCompare(target); } else event.finish(); "step 2"; if (result.bool) { var list = [], list2 = ["将" + get.translation(target) + "区域中的一张牌移动到你的区域内", "回复1点体力", "背水!弃置一张非基本牌,并依次执行上述所有选项"]; if ( target.countCards("h") || target.hasCard(function (card) { return player.canEquip(card); }, "e") || target.hasCard(function (card) { return player.canAddJudge(card); }, "j") ) list.push("选项一"); else list2[0] = '' + list2[0] + ""; if (player.isDamaged()) list.push("选项二"); else list2[1] = '' + list2[1] + ""; if (!list.length) { event.finish(); return; } if (player.countCards("he", card => get.type(card) != "basic")) list.push("背水!"); else list2[2] = '' + list2[2] + ""; list.push("cancel2"); player .chooseControl(list) .set("prompt", "直辩:选择一项") .set("choiceList", list2) .set("ai", function () { var target = _status.event.getParent().target; if ( _status.event.controls.includes("背水!") && player.isDamaged() && (target.countCards("h") || target.countCards("e", function (card) { return player.canEquip(card) && get.value(card, target) >= 4 + player.getDamagedHp(); })) ) return 2; if ( player.isDamaged() && (player.hp <= 2 || (!target.countCards("h") && !target.countCards("e", function (card) { return player.canEquip(card) && get.value(card, target) >= 4 + player.getDamagedHp(); }))) ) return 1; return 0; }); } else { player.loseHp(); event.finish(); } "step 3"; if (result.control != "cancel2") { event.control = result.control; if ( result.control == "背水!" && player.countCards("he", function (card) { return get.type(card) != "basic"; }) ) player.chooseToDiscard("he", true, function (card) { return get.type(card) != "basic"; }); } else event.finish(); "step 4"; if (event.control == "选项一" || event.control == "背水!") { player.choosePlayerCard(target, "hej", true).set("ai", get.buttonValue); } else event.goto(6); "step 5"; if (result.bool) { var card = result.cards[0]; switch (get.position(card)) { case "h": player.gain(card, target, "giveAuto"); break; case "e": target.$give(card, player, false); player.equip(card); break; case "j": target.$give(card, player, false); player.addJudge(card); break; } } "step 6"; if (event.control == "选项二" || event.control == "背水!") player.recover(); }, }, twyuyan: { audio: "yuyan", trigger: { target: "useCardToTarget" }, filter: function (event, player) { return event.card.name == "sha" && event.card.isCard && player.hp < event.player.hp; }, forced: true, logTarget: "player", content: function () { "step 0"; var num = get.number(trigger.card), str = ""; if (typeof num == "number") str = "点数大于" + get.cnNumber(num) + "的"; else str = "非基本"; if ( (typeof num == "number" && (num >= 13 || !trigger.player.hasCard(function (card) { if (_status.connectMode && get.position(card) == "h") return true; return get.number(card) > num; }, "he"))) || (typeof num != "number" && !trigger.player.hasCard(function (card) { if (_status.connectMode && get.position(card) == "h") return true; return get.type(card) != "basic"; }, "he")) ) event._result = { bool: false }; else trigger.player .chooseCard( "he", function (card) { if (typeof _status.event.number == "number") return get.number(card) > _status.event.number; return get.type(card) != "basic"; }, "交给" + get.translation(player) + "一张" + str + "牌,或取消" + get.translation(trigger.card) + "对其的目标" ) .set("number", num) .set("ai", function (card) { if (card.name == "shan" || card.name == "tao" || card.name == "jiu") return false; return 6 - get.value(card); }); "step 1"; if (result.bool) trigger.player.give(result.cards, player); else { trigger.targets.remove(player); trigger.getParent().triggeredTargets2.remove(player); trigger.untrigger(); } }, ai: { effect: { target_use(card, player, target, current) { if (card.name == "sha" && player.hp > target.hp && get.attitude(player, target) < 0) { var num = get.number(card); var bs = player.getCards("h", function (cardx) { return (typeof num == "number" ? get.number(cardx) > num : get.type(cardx) != "basic") && !["", "", ""].includes(cardx.name); }); if (bs.length < 2) return 0; if (player.hasSkill("jiu") || player.hasSkill("tianxianjiu")) return; if (bs.length <= 2) { for (var i = 0; i < bs.length; i++) { if (get.value(bs[i]) < 6) { return [1, 0, 1, -0.5]; } } return 0; } return [1, 0, 1, -0.5]; } }, }, }, }, //周处 twguoyi: { audio: "zhangming", trigger: { player: "useCardToTargeted" }, filter: function (event, player) { if (event.target == player || (event.card.storage && event.card.storage.twguoyi)) return false; return (event.card.name == "sha" || get.type(event.card) == "trick") && (event.target.isMaxHp() || event.target.isMaxHandcard() || player.countCards("h") <= player.getDamagedHp() + 1); }, check: function (event, player) { return get.attitude(player, event.target) <= 0; }, logTarget: "target", group: "twguoyi_reuse", content: function () { "step 0"; event.bool1 = false; event.bool2 = false; if (trigger.target.isMaxHp() || trigger.target.isMaxHandcard()) event.bool1 = true; if (player.countCards("h") <= player.getDamagedHp() + 1) event.bool2 = true; if (!trigger.target.countCards("he")) event._result = { index: 0 }; else trigger.target .chooseControl() .set("choiceList", ["本回合不能使用或打出手牌", "弃置" + get.cnNumber(player.getDamagedHp() + 1) + "张牌"]) .set("ai", function () { var player = _status.event.player; if (player.countCards("h") <= player.getHandcardLimit()) return 0; return 1; }); "step 1"; player.addTempSkill("twguoyi_" + result.index); if (result.index == 0) trigger.target.addTempSkill("twguoyi_hand"); else trigger.target.chooseToDiscard("he", player.getDamagedHp() + 1, true); "step 2"; if ((event.bool1 && event.bool2) || (player.hasSkill("twguoyi_0") && player.hasSkill("twguoyi_1"))) { if (!trigger.getParent().twguoyi_reuse) trigger.getParent().twguoyi_reuse = { name: trigger.card.name, nature: trigger.card.nature, isCard: true, storage: { twguoyi: true }, }; } }, subSkill: { 0: { charlotte: true }, 1: { charlotte: true }, hand: { charlotte: true, mark: true, intro: { content: "不能使用或打出手牌" }, mod: { cardEnabled2: function (card) { if (get.position(card) == "h") return false; }, }, }, reuse: { charlotte: true, trigger: { player: "useCardAfter" }, filter: function (event, player) { return event.twguoyi_reuse; }, direct: true, content: function () { var card = trigger.twguoyi_reuse; for (var i of trigger.targets) { if (!i.isIn() || !player.canUse(card, i, false)) return; } if (trigger.addedTarget && !trigger.addedTarget.isIn()) return; if (trigger.addedTargets && trigger.addedTargets.length) { for (var i of trigger.addedTargets) { if (!i.isIn()) return; } } var next = player.useCard(get.copy(card), trigger.targets, false); if (trigger.addedTarget) next.addedTarget = trigger.addedTarget; if (trigger.addedTargets && trigger.addedTargets.length) next.addedTargets = trigger.addedTargets.slice(0); }, }, }, }, twchuhai: { audio: "chuhai", trigger: { global: "phaseEnd" }, filter: function (event, player) { var targets = []; player.getHistory("sourceDamage", evt => { if (player != evt.player && evt._dyinged) targets.add(evt.player); }); return targets.length >= 2; }, forced: true, locked: false, dutySkill: true, skillAnimation: true, animationColor: "wood", group: "twchuhai_lose", content: function () { "step 0"; game.log(player, "成功完成使命"); player.awakenSkill("twchuhai"); if (!player.isDisabledJudge()) player.disableJudge(); event.current = player.next; "step 1"; if (!event.current.countCards("he")) event.goto(3); else event.current.chooseCard("交给" + get.translation(player) + "一张牌", "he", true).set("ai", get.disvalue2); "step 2"; if (result.bool && result.cards && result.cards.length) event.current.give(result.cards, player); "step 3"; event.current = event.current.next; if (event.current != player) event.goto(1); }, subSkill: { lose: { audio: "chuhai", trigger: { global: ["gainAfter", "loseAsyncAfter"], }, forced: true, dutySkill: true, filter: function (event, player) { var cards = event.getg(player); if (!cards.length) return false; return game.hasPlayer(current => { if (current == player) return false; var evt = event.getl(current); if (evt && evt.cards && evt.cards.length) return true; return false; }); }, content: function () { "step 0"; var cards = trigger.getg(player); if (!cards.length) { event.finish(); return; } player .chooseCard("h", "除害:将其中一张得到的牌置入弃牌堆", true, function (card) { return _status.event.cards.includes(card); }) .set("ai", function (card) { return -get.value(card); }) .set("cards", cards); "step 1"; if (result.bool) player.loseToDiscardpile(result.cards); }, }, }, }, //桥公 twyizhu: { audio: "yizhu", group: ["twyizhu_use", "twyizhu_discard"], trigger: { player: "phaseJieshuBegin" }, forced: true, locked: false, content: function () { "step 0"; player.draw(2); "step 1"; var hs = player.getCards("he"); if (!hs.length) event.finish(); else if (hs.length <= 2) event._result = { bool: true, cards: hs }; else player.chooseCard("he", true, 2, "选择两张牌洗入牌堆"); "step 2"; if (result.bool) { player.$throw(result.cards.length, 1000); player.lose(result.cards, ui.cardPile).insert_index = function () { return ui.cardPile.childNodes[get.rand(0, game.players.length * 2 - 2)]; }; player.markAuto("twyizhu", result.cards); } else event.finish(); "step 3"; game.updateRoundNumber(); game.delayx(); }, intro: { mark: function (dialog, content, player) { if (player == game.me || player.isUnderControl()) dialog.addAuto(content); else { var names = []; for (var i of content) names.add(i.name); return get.translation(names); } }, }, subSkill: { use: { audio: "yizhu", trigger: { global: "useCardToPlayer" }, filter: function (event, player) { return ( player.getStorage("twyizhu").length && event.player != player && event.targets.length == 1 && event.cards.filter(function (i) { return player.getStorage("twyizhu").includes(i); }).length > 0 ); }, logTarget: "player", forced: true, locked: false, content: function () { "step 0"; var list = []; if ( !game.hasPlayer(function (current) { return current != trigger.target && lib.filter.targetEnabled2(trigger.card, trigger.player, current); }) ) event.goto(3); var filter = function (event, player) { var card = event.card, info = get.info(card); if (info.allowMultiple == false) return false; if (!info.multitarget) { return game.hasPlayer(current => lib.filter.targetEnabled2(card, player, current)); } return false; }; var enable = filter(trigger.getParent(), trigger.player); var prompt2 = "操作提示:"; if (enable) prompt2 += "选择一名合法的其他角色,以增加其为目标;或"; prompt2 += "选择目标角色(" + get.translation(trigger.target) + ")和另一名合法的角色,以取消前者为目标并增加后者为目标"; player .chooseTarget("遗珠:是否" + (enable ? "增加或" : "") + "修改目标?", prompt2, [enable ? 1 : 2, 2], (card, player, target) => { var evt = _status.event.getTrigger(), card = evt.card; if (target == evt.target) return true; if (ui.selected.targets.length && ui.selected.targets[0] != evt.target) return false; return lib.filter.targetEnabled2(card, evt.player, target); }) .set("targetprompt", target => { return target == _status.event.targetx ? "取消目标" : "增加目标"; }) .set("filterOk", () => { if (ui.selected.targets.length == 1 && ui.selected.targets[0] == _status.event.targetx) return false; return true; }) .set("ai", target => { var evt = _status.event.getTrigger(), card = evt.card, player = _status.event.player; if (target == evt.target && get.effect(evt.target, card, evt.player, player) < 0) return 100; if (target == evt.target) return -100; return get.effect(target, card, evt.player, player); }) .set("targetx", trigger.target) .set("card", trigger.card); "step 1"; if (result.bool) { var target = result.targets[result.targets[0] == trigger.target ? 1 : 0]; if (result.targets.length > 1) { player.line2([trigger.target, target]); trigger.targets.remove(trigger.target); trigger.getParent().triggeredTargets1.remove(trigger.target); trigger.untrigger(); } else player.line(target); trigger.targets.push(target); } "step 2"; var list = trigger.cards.filter(function (i) { return player.getStorage("twyizhu").includes(i); }); player.unmarkAuto("twyizhu", list); player.draw(); game.delayx(); }, }, discard: { trigger: { global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"], }, silent: true, forced: true, locked: false, filter: function (event, player) { return ( player.getStorage("twyizhu").length && event.getd().filter(function (i) { return player.getStorage("twyizhu").includes(i); }).length > 0 ); }, content: function () { var list = trigger.getd().filter(function (i) { return player.getStorage("twyizhu").includes(i); }); player.unmarkAuto("twyizhu", list); }, }, }, }, twluanchou: { audio: "luanchou", enable: "phaseUse", usable: 1, selectTarget: 2, filterTarget: true, multitarget: true, multiline: true, content: function () { "step 0"; game.filterPlayer() .sortBySeat() .forEach(function (current) { current.removeSkills("twgonghuan"); }); "step 1"; targets.sortBySeat(); for (var i of targets) i.addSkills("twgonghuan"); }, derivation: "twgonghuan", ai: { order: 10, expose: 0.2, result: { target: function (player, target) { return Math.max(0.1, target.hp) * (get.attitude(player, target) + 20); }, }, }, }, twgonghuan: { audio: "gonghuan", trigger: { global: "damageBegin4" }, usable: 1, filter: function (event, player) { if (event.player == player) return false; return !event.twgonghuan && event.player.hp <= player.hp && event.player.hasSkill("twgonghuan"); }, check: function (event, player) { if (get.damageEffect(event.player, event.source, player) > 0 || (get.attitude(player, event.player) > 0 && get.damageEffect(event.player, event.source, event.player) > 0)) return false; return get.attitude(player, event.player) > 0 && event.player.hp < player.hp && ((["君", "主"].includes(lib.translate[event.player.identity]) && !["野", "内"].includes(lib.translate[player.identity])) || player.hp + player.hujia - event.num > 0); }, logTarget: "player", content: function () { trigger.cancel(); player .damage(trigger.source ? trigger.source : "nosource", trigger.nature, trigger.num) .set("card", trigger.card) .set("cards", trigger.cards).twgonghuan = true; }, }, //桥蕤 twxiawei: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, locked: false, group: ["twxiawei_init", "twxiawei_lose", "twxiawei_unmark"], content: function () { "step 0"; player .chooseControl("1", "2", "3", "4", "cancel2") .set("prompt", get.prompt("twxiawei")) .set("prompt2", "妄行:将X+1张牌置于武将牌上,称为“威”") .set("ai", function () { var player = _status.event.player; if (player.maxHp > 3) return 3; return Math.min(3, player.countCards("he") + 1); }); "step 1"; if (result.control != "cancel2") { var num = result.index + 1, cards = get.cards(num + 1); player.logSkill("twxiawei"); player.addTempSkill("wangxing"); player.addMark("wangxing", num, false); player.$gain2(cards, false); game.log(player, "将", cards, "作为“威”置于了武将牌上"); player.loseToSpecial(cards, "twxiawei").visible = true; } else event.finish(); "step 2"; player.markSkill("twxiawei"); game.delayx(); }, marktext: "威", intro: { mark: function (dialog, storage, player) { var cards = player.getCards("s", function (card) { return card.hasGaintag("twxiawei"); }); if (!cards || !cards.length) return; dialog.addAuto(cards); }, markcount: function (storage, player) { return player.countCards("s", function (card) { return card.hasGaintag("twxiawei"); }); }, onunmark: function (storage, player) { var cards = player.getCards("s", function (card) { return card.hasGaintag("twxiawei"); }); if (cards.length) { player.loseToDiscardpile(cards); } }, }, mod: { aiOrder: function (player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("twxiawei")) return num + 0.5; }, }, subSkill: { init: { audio: "twxiawei", trigger: { global: "phaseBefore", player: "enterGame" }, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, forced: true, locked: false, content: function () { "step 0"; var cards = []; for (var i = 1; i <= 2; i++) { var card = get.cardPile2(function (card) { return !cards.includes(card) && get.type(card) == "basic"; }); if (card) cards.push(card); } if (cards.length) { player.$gain2(cards, false); game.log(player, "将", cards, "作为“威”置于了武将牌上"); player.loseToSpecial(cards, "twxiawei").visible = true; } else event.finish(); "step 1"; player.markSkill("twxiawei"); game.delayx(); }, }, lose: { audio: "twxiawei", trigger: { player: "phaseBegin" }, filter: function (event, player) { return player.countCards("s", function (card) { return card.hasGaintag("twxiawei"); }); }, forced: true, locked: false, content: function () { var cards = player.getCards("s", function (card) { return card.hasGaintag("twxiawei"); }); player.loseToDiscardpile(cards); }, }, unmark: { trigger: { player: "loseAfter" }, filter: function (event, player) { if (!event.ss || !event.ss.length) return false; return !player.countCards("s", function (card) { return card.hasGaintag("twxiawei"); }); }, charlotte: true, forced: true, silent: true, content: function () { player.unmarkSkill("twxiawei"); }, }, }, }, wangxing: { trigger: { player: "phaseEnd" }, charlotte: true, onremove: true, forced: true, popup: false, filter: function (event, player) { return player.countMark("wangxing") > 0; }, content: function () { "step 0"; player.chooseToDiscard("he", player.countMark("wangxing"), "妄行:请弃置" + get.cnNumber(player.countMark("wangxing")) + "张牌,或减1点体力上限").set("ai", function (card) { var player = _status.event.player; if (player.maxHp == 1) return 100 - get.value(card); return 5 + Math.max(0, 5 - player.maxHp) - get.value(card); }); "step 1"; if (!result.bool) player.loseMaxHp(); }, intro: { content: "回合结束时,你须弃置#张牌,否则减1点体力上限" }, }, twqiongji: { audio: 2, trigger: { player: ["useCardAfter", "respondAfter", "damageBegin3"] }, filter: function (event, player) { if (event.name == "damage") return !player.countCards("s", function (card) { return card.hasGaintag("twxiawei"); }); return ( !player.hasSkill("twqiongji_silent") && player.getHistory("lose", function (evt) { if (evt.getParent() != event) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("twxiawei")) return true; } return false; }).length > 0 ); }, forced: true, content: function () { if (trigger.name == "damage") trigger.num++; else { player.draw(); player.addTempSkill("twqiongji_silent"); } }, ai: { combo: "twxiawei", halfneg: true, }, subSkill: { silent: { charlotte: true } }, }, //卞夫人 twwanwei: { audio: "wanwei", trigger: { global: "damageBegin4" }, filter: function (event, player) { return event.player.isMinHp(); }, check: function (event, player) { return get.attitude(player, event.player) > 0 && event.player.hp < player.hp; }, usable: 1, logTarget: "player", prompt2: function (event, player) { if (player != event.player) { return "防止" + get.translation(event.player) + "即将受到的" + event.num + "点伤害,然后你失去1点体力"; } else if ( event.player == player || !game.hasPlayer(function (current) { return current != player && current.maxHp > player.maxHp; }) ) { return "于当前回合的结束阶段获得牌堆顶的牌并亮出牌堆底的牌,若展示的牌能被使用,你使用之"; } }, content: function () { if (trigger.player != player) { trigger.cancel(); player.loseHp(); } if ( trigger.player == player || !game.hasPlayer(function (current) { return current != player && current.maxHp > player.maxHp; }) ) player.addTempSkill("twwanwei_effect"); }, subSkill: { effect: { audio: "wanwei", charlotte: true, trigger: { global: "phaseJieshuBegin" }, prompt2: "获得牌堆顶的牌并亮出牌堆底的牌,若展示的牌能被使用,你使用之", content: function () { "step 0"; var card = get.cards()[0]; player.gain(card, "gain2"); "step 1"; var card = get.bottomCards()[0]; ui.cardPile.appendChild(card); game.updateRoundNumber(); player.showCards([card], get.translation(player) + "挽危:牌堆底的牌"); if (player.hasUseTarget(card)) player.chooseUseTarget(card, true); }, }, }, }, twyuejian: { audio: "yuejian", enable: "phaseUse", filterCard: true, selectCard: function () { var player = _status.event.player; var num = Math.max(1, player.countCards("h") - player.getHandcardLimit()); return [1, num]; }, complexCard: true, discard: false, loseTo: "cardPile", insert: true, visible: true, delay: false, position: "he", usable: 1, check: function (card) { if (ui.selected.cards.length >= 3) return 0; var player = _status.event.player; var num = Math.max(1, player.countCards("h") - player.getHandcardLimit()); if (num >= 3) return 5 - get.value(card); if (num >= 2 && player.isDamaged() && ui.selected.cards.length < 1) return 7 - get.value(card); if (num >= 1 && player.isDamaged() && !ui.selected.cards.length) return 6 - get.value(card); return 0; }, content: function () { "step 0"; player.$throw(cards.length); var next = player.chooseToMove(); next.set("list", [["牌堆顶", cards], ["牌堆底"]]); next.set("prompt", "约俭:将这些牌置于牌堆顶或牌堆底"); next.set("processAI", function (list) { var cards = list[0][1], player = _status.event.player; var target = player.next; var att = get.sgn(get.attitude(player, target)); var top = []; var judges = target.getCards("j"); var stopped = false; if (player != target || !target.hasWuxie()) { for (var i = 0; i < judges.length; i++) { var judge = get.judge(judges[i]); cards.sort(function (a, b) { return (judge(b) - judge(a)) * att; }); if (judge(cards[0]) * att < 0) { stopped = true; break; } else { top.unshift(cards.shift()); } } } var bottom; if (!stopped) { cards.sort(function (a, b) { return (get.value(b, player) - get.value(a, player)) * att; }); while (cards.length) { if (get.value(cards[0], player) <= 5 == att > 0) break; top.unshift(cards.shift()); } } bottom = cards.sort(function (a, b) { return player.getUseValue(a) - player.getUseValue(b); }); 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++) { top[i].fix(); ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild); } for (i = 0; i < bottom.length; i++) { bottom[i].fix(); 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(); "step 2"; if (cards.length >= 3) player.gainMaxHp(); "step 3"; if (cards.length >= 2) player.recover(); "step 4"; if (cards.length >= 1) { player.addSkill("twyuejian_effect"); player.addMark("twyuejian_effect", 1, false); } }, ai: { order: 5, result: { player: 1 }, }, subSkill: { effect: { charlotte: true, onremove: true, marktext: "俭", intro: { content: "手牌上限+#", }, mod: { maxHandcard: function (player, num) { return num + player.countMark("twyuejian_effect"); }, }, }, }, }, //陈震 twmuyue: { audio: 1, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("he") || player.hasSkill("twmuyue_effect"); }, chooseButton: { dialog: function () { var list = []; for (var i of lib.inpile) { var type = get.type(i); if (type == "basic" || type == "trick") list.push([type, "", i]); } return ui.create.dialog("睦约", [list, "vcard"]); }, check: function (button) { if ( !get.cardPile2(function (cardx) { return cardx.name == button.link[2]; }) ) return 0; return get.value({ name: button.link[2] }); }, backup: function (links, player) { return { audio: "twmuyue", filterCard: function (card, player, target) { return !player.hasSkill("twmuyue_effect"); }, selectCard: function () { var player = _status.event.player; return player.hasSkill("twmuyue_effect") ? -1 : 1; }, check: function (card) { return 7 - get.value(card); }, position: "he", card: links[0], filterTarget: true, content: function () { "step 0"; var card = lib.skill.twmuyue_backup.card; event.card = card; player.removeSkill("twmuyue_effect"); var cardx = get.cardPile2(function (cardx) { return cardx.name == card[2]; }); player.line(target, "green"); if (cardx) target.gain(cardx, "gain2"); else { player.chat("无牌可得了吗?!"); game.log("但是牌堆中已经没有", "#g【" + get.translation(card[2]) + "】", "了!"); } "step 1"; if (cards && cards.length && get.name(cards[0], player) == card[2]) player.addSkill("twmuyue_effect"); }, ai: { result: { target: function (player, target) { var att = Math.abs(get.attitude(player, target)); if (target.hasSkill("nogain")) att /= 10; return att / Math.sqrt(get.distance(player, target, "absolute")); }, }, }, }; }, prompt: function (links, player) { return (player.hasSkill("twmuyue_effect") ? "" : "弃置一张牌,") + "令一名角色从牌堆中获得一张【" + get.translation(links[0][2]) + "】"; }, }, ai: { order: 3, result: { player: 1 }, }, subSkill: { effect: { charlotte: true, mark: true, intro: { content: "下一次发动【睦约】无需弃牌" }, }, backup: {}, }, }, twchayi: { audio: 1, trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt2("twchayi"), lib.filter.notMe).set("ai", function (target) { var player = _status.event.player; return -get.attitude(player, target); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twchayi", target); if (!target.countCards("h")) event._result = { index: 1 }; else target.chooseControl().set("choiceList", ["展示手牌", "下一次使用牌时候弃一张牌"]); } else event.finish(); "step 2"; target.storage.twchayi_re = [result.index, target.countCards("h")]; target.addSkill("twchayi_re"); target.markSkill("twchayi_re"); if (result.index == 0) target.showCards(target.getCards("h"), get.translation(target) + "的手牌"); else { target.addMark("twchayi_effect", 1, false); target.addSkill("twchayi_effect"); } }, subSkill: { effect: { intro: { content: "使用下一张牌时弃置&张牌" }, charlotte: true, onremove: true, audio: "twchayi", trigger: { player: "useCard" }, forced: true, content: function () { player.chooseToDiscard("he", true, player.countMark("twchayi_effect")); player.removeSkill("twchayi_effect"); }, }, re: { charlotte: true, onremove: true, audio: "twchayi", trigger: { player: "phaseEnd" }, direct: true, filter: function (event, player) { return player.storage.twchayi_re; }, content: function () { if (player.countCards("h") != player.storage.twchayi_re[1]) { player.popup("察异"); if (player.storage.twchayi_re[0] == 0) { player.addMark("twchayi_effect", 1, false); player.addSkill("twchayi_effect"); } else player.showCards(player.getCards("h"), get.translation(player) + "的手牌"); } player.removeSkill("twchayi_re"); }, marktext: "异", intro: { markcount: function (storage, player) { if (!storage || !storage.length) return 0; return storage[1]; }, content: function (storage, player) { if (!storage || !storage.length) return; return "下个回合结束时,若你的手牌数不为" + storage[1] + ",你" + (storage[0] == 0 ? "下次使用牌时弃置一张牌" : "展示所有手牌"); }, }, }, }, }, //费祎 twshengxi: { audio: "shengxi_feiyi", trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return player.getHistory("useCard").length > 0 && player.getHistory("sourceDamage").length == 0; }, direct: true, content: function () { "step 0"; var list = get.zhinangs(); player.chooseButton(["###" + get.prompt("twshengxi") + "###获得一张智囊并摸一张牌", [list, "vcard"]]).set("ai", function (card) { return (Math.random() + 0.5) * get.value({ name: card.link[2] }, _status.event.player); }); "step 1"; if (result.bool) { player.logSkill("twshengxi"); var card = get.cardPile2(function (card) { return card.name == result.links[0][2]; }); if (card) player.gain(card, "gain2"); player.draw(); } }, group: "twshengxi_zhunbei", subfrequent: ["zhunbei"], subSkill: { zhunbei: { audio: "shengxi_feiyi", trigger: { player: "phaseZhunbeiBegin" }, frequent: true, prompt2: "从游戏外或牌堆中获得一张【调剂盐梅】", content: function () { if (!_status.tiaojiyanmei_suits || _status.tiaojiyanmei_suits.length > 0) { if (!lib.inpile.includes("tiaojiyanmei")) { game.broadcastAll(function () { lib.inpile.add("tiaojiyanmei"); }); } if (!_status.tiaojiyanmei_suits) _status.tiaojiyanmei_suits = lib.suit.slice(0); player.gain(game.createCard2("tiaojiyanmei", _status.tiaojiyanmei_suits.randomRemove(), 6), "gain2"); } else { var card = get.cardPile2(function (card) { return card.name == "tiaojiyanmei"; }); if (card) player.gain(card, "gain2"); } }, }, }, }, twkuanji: { audio: "fyjianyu", trigger: { player: "loseAfter", global: ["cardsDiscardAfter", "loseAsyncAfter", "equipAfter"], }, filter: function (event, player) { if (event.name != "cardsDiscard") { return event.getd(player, "cards2").length > 0; } else { if (event.cards.filterInD("d").length <= 0) return false; var evt = event.getParent(); if (evt.name != "orderingDiscard") return false; var evtx = evt.relatedEvent || evt.getParent(); if (evtx.player != player) return false; if (evtx.name == "useCard") return false; return player.hasHistory("lose", evtxx => { return evtx == (evtxx.relatedEvent || evtxx.getParent()); }); } }, usable: 1, direct: true, content: function () { "step 0"; var cards = []; if (trigger.name != "cardsDiscard") { cards = trigger.getd(player, "cards2"); } else cards = trigger.cards.filterInD("d"); player.chooseButton(["宽济:是否将一张牌交给一名其他角色?", cards]).set("ai", function (button) { var player = _status.event.player; if ( game.hasPlayer(function (current) { return current != player && get.attitude(player, current) > 0; }) ) return Math.abs(get.value(button.link, "raw")) + 1; return -get.value(button.link, "raw"); }); "step 1"; if (result.bool) { var card = result.links[0]; event.card = card; player.chooseTarget("请选择【宽济】的目标", "令一名其他角色获得" + get.translation(card), lib.filter.notMe).set("ai", function (target) { var player = _status.event.player; return get.attitude(player, target) * get.value(_status.event.getParent().card, target) * (target.hasSkillTag("nogain") ? 0.1 : 1); }); } else { player.storage.counttrigger.twkuanji--; event.finish(); } "step 2"; if (result.bool) { var target = result.targets[0]; player.logSkill("twkuanji", target); target.gain(card, "gain2"); } }, }, shengxi_feiyi: { audio: 2 }, //王越 twyulong: { audio: 2, trigger: { player: "useCardToPlayered" }, filter: function (event, player) { if (!event.isFirstTarget) return false; if (event.card.name != "sha") return false; return event.targets.some(target => player.canCompare(target)); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("twyulong"), (card, player, target) => { return _status.event.getTrigger().targets.includes(target) && player.canCompare(target); }) .set("ai", target => { if (player.hasCard(card => get.value(card) < 6, "h")) return -get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("twyulong", target); if (player.canCompare(target)) { player.chooseToCompare(target); } } else { event.finish(); } "step 2"; if (result.bool) { var color = get.color(result.player, false); if (color == "black") trigger.getParent().baseDamage++; else if (color == "red") trigger.directHit.addArray(game.players); trigger.getParent().twyulong = true; player.addTempSkill("twyulong_addCount"); } }, subSkill: { addCount: { charlotte: true, forced: true, trigger: { source: "damageSource" }, filter: function (event, player) { if (!event.card || event.card.name != "sha") return false; var evt = event.getParent(2); if (evt.name != "useCard" || !evt.twyulong) return false; return true; }, content: function () { var evt = trigger.getParent(2); if (evt.addCount !== false) { evt.addCount = false; if (player.stat[player.stat.length - 1].card.sha > 0) { player.stat[player.stat.length - 1].card.sha--; } } }, }, }, }, twjianming: { audio: 2, trigger: { player: ["useCard", "respond"] }, filter: function (event, player) { if (event.card.name != "sha" || !lib.suit.includes(get.suit(event.card))) return false; var list = []; player.getHistory("useCard", function (evt) { if (evt.card.name == "sha") { if (event.card != evt.card) list.push(get.suit(evt.card)); } }); player.getHistory("respond", function (evt) { if (evt.card.name == "sha") { if (event.card != evt.card) list.push(get.suit(evt.card)); } }); return !list.includes(get.suit(event.card)); }, forced: true, content: function () { player.draw(); }, }, //李彦 twzhenhu: { audio: 2, trigger: { player: "useCardToPlayer" }, filter: function (event, player) { if (!event.isFirstTarget || !get.tag(event.card, "damage")) return false; return ( !player.hasSkillTag("noCompareSource") && game.hasPlayer(target => { return player.canCompare(target, true); }) ); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("twzhenhu"), [1, 3], function (card, player, target) { return player.canCompare(target, true); }) .set("ai", function (target) { var player = _status.event.player, targets = _status.event.getTrigger().targets; var num = 0; if (player.hasSkill("twlvren")) num += 2 * (ui.selected.targets.length + 1); if (player.hasSkill("twchuanshu_effect")) num += 3; var hs = player.getCards("h").sort((a, b) => get.number(b) - get.number(a)); if (hs.length == 0) return -1; var ts = target.getCards("h").sort((a, b) => get.number(b) - get.number(a)); if (Math.min(13, get.number(hs[0]) + num) <= get.number(ts[0])) return -1; return get.effect(target, { name: "guohe_copy2" }, player, player) / 2 + (targets.includes(target) ? get.damageEffect(target, player, player) : 0); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); event.targets = targets; player.logSkill("twzhenhu", targets); player.draw(); } else event.finish(); "step 2"; player .chooseToCompare(targets, function (card) { return get.number(card); }) .setContent("chooseToCompareMeanwhile"); "step 3"; if (result.winner && result.winner == player) { event.targets.remove(result.winner); player.line(event.targets, trigger.card.nature); player.addTempSkill("twzhenhu_add"); if (!trigger.card.storage) trigger.card.storage = {}; trigger.card.storage.twzhenhu = event.targets; } else player.loseHp(); }, subSkill: { add: { charlotte: true, onremove: true, forced: true, popup: false, trigger: { global: "damageBegin1" }, filter: function (event, player) { if (!event.card || !event.card.storage) return false; var targets = event.card.storage.twzhenhu; return targets && targets.includes(event.player); }, content: function () { trigger.num++; }, }, }, }, twlvren: { audio: 2, trigger: { source: "damageBegin3" }, filter: function (event, player) { return event.player != player && event.player.isIn() && !event.player.hasMark("twlvren"); }, logTarget: "player", forced: true, locked: false, group: ["twlvren_more", "twlvren_add"], content: function () { trigger.player.addMark("twlvren", 1); }, ai: { effect: { player: function (card, player, target) { if (target && target.hasMark("twlvren")) return 0.33; }, }, }, marktext: "刃", intro: { name2: "刃", content: "mark" }, subSkill: { more: { audio: "twlvren", trigger: { player: "useCard2" }, filter: function (event, player) { var card = event.card, info = get.info(card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { return ( get.tag(card, "damage") && event.targets && game.hasPlayer(function (target) { return target.hasMark("twlvren") && !event.targets.includes(target) && lib.filter.targetEnabled2(card, player, target); }) ); } return false; }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("twlvren"), "为" + get.translation(trigger.card) + "额外指定一个有“刃”的角色为目标", function (card, player, target) { var evt = _status.event.getTrigger(); return target.hasMark("twlvren") && !evt.targets.includes(target) && lib.filter.targetEnabled2(evt.card, player, target); }) .set("ai", function (target) { return get.effect(target, _status.event.getTrigger().card, _status.event.player); }); "step 1"; if (result.bool) { var targets = result.targets; player.logSkill("twlvren", targets); player.line(targets, trigger.card.nature); trigger.targets.addArray(targets); for (var i of targets) i.removeMark("twlvren", i.countMark("twlvren"), false); } }, }, add: { audio: "twlvren", trigger: { player: "compare", target: "compare" }, filter: function (event, player) { if (player != event.target && event.iwhile) return false; return true; }, forced: true, locked: false, content: function () { var num = 2 * trigger.lose_list.length; if (player == trigger.player) { trigger.num1 += num; if (trigger.num1 > 13) trigger.num1 = 13; } else { trigger.num2 += num; if (trigger.num2 > 13) trigger.num2 = 13; } game.log(player, "的拼点牌点数+", num); }, }, }, }, //童渊 twchaofeng: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], hiddenCard: function (player, name) { if (!["sha", "shan"].includes(name)) return false; return player.hasCard(function (card) { const name2 = get.name(card); return (name2 == "sha" || name2 == "shan") && name != name2; }, "hs"); }, filter: function (event, player) { const names = []; if (event.filterCard(get.autoViewAs({ name: "sha" }, "unsure"), player, event)) names.push("shan"); if (event.filterCard(get.autoViewAs({ name: "shan" }, "unsure"), player, event)) names.push("sha"); return ( names.length > 0 && player.hasCard(function (card) { return names.includes(get.name(card)); }, "hs") ); //return false; }, group: "twchaofeng_compare", chooseButton: { dialog: function (event, player) { var list = []; if (event.filterCard({ name: "sha" }, player, event)) { list.push(["基本", "", "sha"]); for (var j of lib.inpile_nature) list.push(["基本", "", "sha", j]); } if (event.filterCard({ name: "shan" }, player, event)) { list.push(["基本", "", "shan"]); } var dialog = ui.create.dialog("朝凤", [list, "vcard"], "hidden"); dialog.direct = true; return dialog; }, check: function (button) { var player = _status.event.player; var card = { name: button.link[2], nature: button.link[3] }; if ( _status.event.getParent().type != "phase" || game.hasPlayer(function (current) { return player.canUse(card, current) && get.effect(current, card, player, player) > 0; }) ) { switch (button.link[2]) { case "shan": return 5; case "sha": if (button.link[3] == "fire") return 2.95; else if (button.link[3] == "thunder" || button.link[3] == "ice") return 2.92; else return 2.9; } } return 0; }, backup: function (links, player) { return { audio: "twchaofeng", name: links[0][2], filterCard: function (card, player, target) { if (lib.skill.twchaofeng_backup.name == "sha") return get.name(card) == "shan"; else return get.name(card) == "sha"; }, selectCard: 1, check: function (card, player, target) { return 6 - get.value(card); }, viewAs: { name: links[0][2], nature: links[0][3] }, position: "hs", popname: true, }; }, prompt: function (links, player) { var view, use; if (links[0][2] == "sha") { use = "【闪】"; view = get.translation(links[0][3] || "") + "【" + get.translation(links[0][2]) + "】"; } else { use = "【杀】"; view = "【闪】"; } return "将一张" + use + "当做" + view + (_status.event.name == "chooseToUse" ? "使用" : "打出"); }, }, ai: { skillTagFilter: function (player, tag) { var name; switch (tag) { case "respondSha": name = "shan"; break; case "respondShan": name = "sha"; break; } if (!player.countCards("hs", name)) return false; }, order: function (item, player) { if (player && _status.event.type == "phase") { var max = 0; if (player.countCards("hs", "shan") > 0 && lib.inpile_nature.some(i => player.getUseValue({ name: "sha", nature: i }) > 0)) { var temp = get.order({ name: "sha" }); if (temp > max) max = temp; } if (max > 0) max += 0.3; return max; } return 4; }, result: { player: 1, }, respondSha: true, respondShan: true, fireAttack: true, }, subSkill: { compare: { audio: "twchaofeng", trigger: { player: "phaseUseBegin" }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("twchaofeng"), "选择至多三名角色共同拼点。赢的角色视为对所有没赢的角色使用一张火【杀】", [1, 3], (card, player, target) => { return player.canCompare(target); }) .set("ai", function (target) { var player = _status.event.player, targets = _status.event.getTrigger().targets; var num = 0, card = { name: "sha", nature: "fire", isCard: true }; if (target.hasSkill("twlvren")) num += 2 * (ui.selected.targets.length + 1); if (target.hasSkill("twchuanshu_effect")) num += 3; var hs = player.getCards("h").sort((a, b) => get.number(b) - get.number(a)); var ts = target.getCards("h").sort((a, b) => get.number(b) - get.number(a)); if (get.number(hs[0]) <= Math.min(13, get.number(ts[0]) + num)) { return 6 + get.effect(player, card, target, target); } return get.effect(target, { name: "guohe_copy2" }, player, player) / 2 + get.effect(target, card, player, player); }); "step 1"; if (result.bool) { event.targets = result.targets; player.logSkill("twchaofeng_compare", event.targets); player.chooseToCompare(event.targets).setContent("chooseToCompareMeanwhile"); } "step 2"; if (result.winner) { var targets = [player].addArray(event.targets).sortBySeat(player); targets.remove(result.winner); var card = { name: "sha", nature: "fire", isCard: true }; var targetsx = targets.filter(function (target) { return result.winner.canUse(card, target, false); }); if (targetsx.length) result.winner.useCard(card, targetsx, "noai").set("addCount", false); } }, }, }, }, twchuanshu: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, limited: true, skillAnimation: true, animationColor: "qun", direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt2("twchuanshu")).set("ai", target => get.attitude(_status.event.player, target)); "step 1"; if (result.bool) { player.awakenSkill("twchuanshu"); var target = result.targets[0]; player.logSkill("twchuanshu", target); target.addMark("twchuanshu_mark", 1, false); target.addSkill("twchuanshu_effect"); target.markAuto("twchuanshu_effect", [player]); player.addSkill("twchuanshu_clear"); player.markAuto("twchuanshu_clear", [target]); } }, subSkill: { mark: { charlotte: true, }, effect: { audio: "twchuanshu", trigger: { player: "compare", target: "compare", }, direct: true, forced: true, charlotte: true, nopop: true, mark: true, intro: { content: function (storage, player) { var shisyou = player.getStorage("twchuanshu_effect").filter(i => i.isIn()); var str = "
  • 拼点牌点数+3;"; if (player.hasMark("twchuanshu_mark")) { str += "
  • 使用的下一张【杀】对除" + get.translation(shisyou) + "外的角色造成伤害时,此伤害+" + player.countMark("twchuanshu_mark") + ";"; if (!shisyou.includes(player)) { str += "
  • 使用的下一张【杀】结算结束后," + get.translation(shisyou) + "摸等同于伤害值的牌;"; } } str = str.slice(0, -1) + "。"; return str; }, }, filter: function (event, player, name) { if (event.player == player && event.iwhile > 0) return false; return (player == event.player ? event.num1 : event.num2) < 13; }, content: function () { game.log(player, "的拼点牌点数+3"); if (player == trigger.player) trigger.num1 = Math.min(13, trigger.num1 + 3); else trigger.num2 = Math.min(13, trigger.num2 + 3); }, group: "twchuanshu_damage", }, damage: { charlotte: true, trigger: { player: ["useCard", "useCardAfter"], source: "damageBegin1" }, filter: function (event, player, name) { if (name == "useCard") return event.card.name == "sha" && player.hasMark("twchuanshu_mark"); if (name == "damageBegin1") return event.card && event.card.twchuanshu_mark && !player.getStorage("twchuanshu_effect").includes(event.player); return ( event.card.twchuanshu_mark && player.hasHistory("sourceDamage", function (evt) { return evt.card == event.card; }) && player.getStorage("twchuanshu_effect").filter(function (target) { return target.isIn() && target != player; }).length ); }, forced: true, content: function () { var name = event.triggername; if (name == "useCard") { var num = player.countMark("twchuanshu_mark"); trigger.card.twchuanshu_mark = num; player.removeMark("twchuanshu_mark", num, false); } else if (name == "damageBegin1") trigger.num++; else { var num1 = trigger.card.twchuanshu_mark; var num2 = 0; player.getHistory("sourceDamage", function (evt) { if (evt.card == trigger.card) num2 += evt.num; }); var targets = player.getStorage("twchuanshu_effect").filter(function (target) { return target.isIn() && target != player; }); if (targets.length == 1) targets[0].draw(num1 * num2); else game.asyncDraw(targets, num1 * num2); } }, }, clear: { charlotte: true, onremove: true, trigger: { player: "phaseBegin" }, filter: function (event, player) { return player.getStorage("twchuanshu_clear").length; }, forced: true, silent: true, content: function () { "step 0"; var targets = player.getStorage("twchuanshu_clear"); for (var target of targets) { target.unmarkAuto("twchuanshu_effect", [player]); if (!target.getStorage("twchuanshu_effect").length) target.removeSkill("twchuanshu_effect"); } "step 1"; player.removeSkill("twchuanshu_clear"); }, }, }, }, //徐庶 twjiange: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], filterCard: function (card, player) { return get.type(card) != "basic"; }, usable: 1, locked: false, viewAs: { name: "sha", storage: { twjiange: true } }, viewAsFilter: function (player) { if ( !player.countCards("hes", function (card) { return get.type(card) != "basic"; }) ) return false; }, position: "hes", selectCard: function () { return _status.event.skill == "twjiange" ? 1 : Infinity; }, precontent: function () { if (player != _status.currentPhase) { player .when({ player: ["useCard", "respond"] }) .filter(evt => evt.skill == "twjiange") .then(() => player.draw()); } event.getParent().addCount = false; }, prompt: "将一张非基本牌当杀使用或打出", check: function (card) { var val = get.value(card); if (_status.event.name == "chooseToRespond") return 1 / Math.max(0.1, val); return 6 - val; }, ai: { order: function (item, player) { var target = _status.currentPhase; if (!target || target != player) return 7; return 1; }, respondSha: true, skillTagFilter: function (player) { if ( !player.countCards("hes", function (card) { return get.type(card) != "basic"; }) ) return false; }, }, mod: { targetInRange: function (card) { if (card.storage && card.storage.twjiange) return true; }, cardUsable: function (card, player, num) { if (card.storage && card.storage.twjiange) return Infinity; }, }, }, twxiawang: { audio: 2, trigger: { global: "damageEnd" }, filter: function (event, player) { if (!event.source || get.distance(player, event.player) > 1 || !player.canUse("sha", event.source, false, false)) return false; return player.countCards("h") > 0; }, direct: true, content: function () { player .chooseToUse( function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "侠望:是否对" + get.translation(trigger.source) + "使用一张杀?" ) .set("logSkill", "twxiawang") .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.filterTarget.apply(this, arguments); }) .set("sourcex", trigger.source); player.addTempSkill("twxiawang_damage"); }, subSkill: { damage: { trigger: { player: "useCardAfter" }, forced: true, popup: false, charlotte: true, filter: function (event, player) { if (event.card.name != "sha") return false; if (event.getParent(2).name != "twxiawang") return false; if (!player.hasHistory("sourceDamage", evt => evt.card == event.card)) return false; for (var phase of lib.phaseName) { var evt = event.getParent(phase); if (evt && evt.name == phase) return true; } return false; }, content: function () { player.popup(); player.removeSkill("twjiange_damage"); for (var phase of lib.phaseName) { var evt = event.getParent(phase); if (evt && evt.name == phase) { var name = ["准备", "判定", "摸牌", "出牌", "弃牌", "结束"][lib.phaseName.indexOf(phase)]; game.log(player, "令", _status.currentPhase, "结束了" + name + "阶段"); player.line(_status.currentPhase, "thunder"); evt.skipped = true; } } }, }, }, }, //好萌 twgongge: { audio: 3, trigger: { player: "useCardToPlayered" }, filter: function (event, player) { if (!event.isFirstTarget || !event.targets) return false; return get.tag(event.card, "damage"); }, direct: true, usable: 1, content: function () { "step 0"; player .chooseTarget(get.prompt2("twgongge"), function (card, player, target) { var trigger = _status.event.getTrigger(); return trigger.targets.includes(target); }) .set("ai", function (target) { var player = _status.event.player; var trigger = _status.event.getTrigger(); var att = get.attitude(player, target); var damageNum = trigger.getParent().baseDamage; var map = trigger.getParent().customArgs, id = target.playerid; if (map[id]) { if (typeof map[id].baseDamage == "number") damageNum = map[id].baseDamage; if (typeof map[id].extraDamage == "number") damageNum += map[id].extraDamage; } if ( target.hasSkillTag("filterDamage", null, { player: trigger.player, card: trigger.card, }) ) damageNum = 1; var num = target.getSkills(null, false, false).filter(function (skill) { var info = get.info(skill); return info && !info.charlotte; }).length + 1; var list = [0, 0, 0]; var player = _status.event.player; list[0] = num; list[1] = get.effect(target, { name: "guohe_copy2" }, player, player) > 0 ? (target.hp - damageNum < player.hp ? num : num - Math.min(player.getCards("he"), num - 1)) : 0; if (_status.event.yimie(trigger, player, target, damageNum)) list[2] = (get.recoverEffect(target, player, player) > get.damageEffect(target, player, player) ? Math.min(num - 1, target.getDamagedHp()) : num - 1) * 2; return Math.max.apply(Math, list); }) .set("yimie", function (trigger, player, target, damageNum) { var hit = true; var att = get.attitude(player, target); if (get.type(trigger.card) == "trick" && trigger.player.countCards("hs", { name: "wuxie" })) hit = false; if ( trigger.card.name == "huogong" && trigger.player.countCards("h", function (card) { var list = []; for (var i of player.getCards("h")) list.push(get.suit(i)); return !list.includes(get.suit(card)); }) ) hit = false; var key; switch (trigger.card.name) { case "sha": case "wanjian": key = ["shan"]; break; case "juedou": case "nanman": case "jiedao": key = ["sha"]; break; default: key = []; break; } if (get.type(trigger.card) == "trick") key.push("wuxie"); key.push("caochuan"); var bool1 = get.recoverEffect(target, player, player) > 0 ? 1 : -1; var bool2 = (att > 0 && !hit) || (target.countCards("hs", { name: key }) && !trigger.getParent().directHit.includes(target)) ? 1 : -1; if (att <= 0 && target.hp - damageNum > 0) return false; return (bool1 = bool2 && att != 0); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twgongge", target); var num = target.getSkills(null, false, false).filter(function (skill) { var info = get.info(skill); return info && !info.charlotte; }).length + 1; event.num = num; var list = []; var choiceList = ["摸" + get.cnNumber(num) + "张牌,若" + get.translation(target) + "响应此牌,则你跳过下个摸牌阶段", "弃置" + get.translation(target) + get.cnNumber(num) + "张牌,此牌结算完毕后,若" + get.translation(target) + "的体力值不小于你,你交给" + get.translation(target) + get.cnNumber(num - 1) + "张牌", "令此牌对" + get.translation(target) + "造成的伤害+" + (num - 1) + ",此伤害结算完成后,其回复等量的体力值"]; list.push("摸牌"); if (target.countDiscardableCards(player, "he")) list.push("拆牌"); else choiceList[1] = '' + choiceList[1] + ""; list.push("加伤"); player .chooseControl(list) .set("prompt", "攻阁:请选择一项(" + get.translation(target) + "对应X值:" + (num - 1) + ")") .set("ai", () => _status.event.choice) .set( "choice", (function () { var att = get.attitude(player, target); var damageNum = trigger.getParent().baseDamage; var map = trigger.getParent().customArgs, id = target.playerid; if (map[id]) { if (typeof map[id].baseDamage == "number") damageNum = map[id].baseDamage; if (typeof map[id].extraDamage == "number") damageNum += map[id].extraDamage; } if ( target.hasSkillTag("filterDamage", null, { player: trigger.player, card: trigger.card, }) ) damageNum = 1; var yimie = function () { if (damageNum == 1) return false; var hit = true; if (get.type(trigger.card) == "trick" && trigger.player.countCards("hs", { name: "wuxie" })) hit = false; if ( trigger.card.name == "huogong" && trigger.player.countCards("h", function (card) { var list = []; for (var i of player.getCards("h")) list.push(get.suit(i)); return !list.includes(get.suit(card)); }) ) hit = false; var key; switch (trigger.card.name) { case "sha": case "wanjian": key = ["shan"]; break; case "juedou": case "nanman": case "jiedao": key = ["sha"]; break; default: key = []; break; } key.push("caochuan"); var bool1 = get.recoverEffect(target, player, player) > 0 ? 1 : -1; var bool2 = (att > 0 && !hit) || (target.countCards("hs", { name: key }) && !trigger.getParent().directHit.includes(target)) ? 1 : -1; if (att <= 0 && target.hp - damageNum > 0) return false; return (bool1 = bool2 && att != 0); }; if (yimie()) return "加伤"; if (list.includes("拆牌") && get.effect(target, { name: "guohe_copy2" }, player, player) > 0 && target.hp - damageNum < player.hp) return "拆牌"; return "摸牌"; })() ) .set("choiceList", choiceList); } else { player.storage.counttrigger.twgongge--; event.finish(); } "step 2"; game.log(player, "选择了", "#y" + result.control); switch (result.control) { case "摸牌": player.draw(num); player.addTempSkill("twgongge_buff1"); var evt = { card: trigger.card, target: target, }; player.storage.twgongge_buff1 = evt; break; case "拆牌": player.discardPlayerCard(num, target, "he", true); player.addTempSkill("twgongge_buff2"); var evt = { card: trigger.card, target: target, num: num - 1, }; player.storage.twgongge_buff2 = evt; break; case "加伤": player.addTempSkill("twgongge_buff3"); var evt = { card: trigger.card, target: target, num: num - 1, }; player.storage.twgongge_buff3 = evt; break; } }, subSkill: { //摸牌后续 buff1: { charlotte: true, onremove: true, trigger: { global: ["useCard", "respond"] }, filter: function (event, player) { if (player.skipList.includes("phaseDraw")) return false; if (!Array.isArray(event.respondTo) || player != event.respondTo[0]) return false; var evt = player.storage.twgongge_buff1; if (evt.target == event.player && evt.card == event.respondTo[1]) return true; return false; }, direct: true, popup: false, content: function () { player.skip("phaseDraw"); game.log(player, "跳过了下个", "#g摸牌阶段"); player.addTempSkill("twgongge_buff1_mark", "phaseDrawSkipped"); }, }, //拆牌后续 buff2: { charlotte: true, onremove: true, trigger: { player: "useCardAfter" }, filter: function (event, player) { if (!player.countCards("he")) return false; var evt = player.storage.twgongge_buff2; if (evt.card == event.card && evt.target.isIn() && evt.target.hp >= player.hp) return true; return false; }, direct: true, popup: false, content: function () { "step 0"; var evt = player.storage.twgongge_buff2; var target = evt.target, num = evt.num; event.target = target; if (player.countCards("he") <= num) event._result = { bool: true, cards: player.getCards("he") }; else player.chooseCard("he", num, "攻阁:交给" + get.translation(target) + get.cnNumber(num) + "张牌", true); "step 1"; if (result.bool) player.give(result.cards, target); }, }, //加伤后续 buff3: { charlotte: true, onremove: true, trigger: { source: "damageBegin1", player: "useCardAfter" }, filter: function (event, player) { if (!event.card) return false; var evt = player.storage.twgongge_buff3; if (evt.card == event.card && evt.target.isIn() && (event.name == "useCard" || event.player == evt.target)) return true; return false; }, direct: true, popup: false, content: function () { var evt = player.storage.twgongge_buff3; if (trigger.name == "damage") trigger.num += evt.num; else if (evt.target.isIn()) evt.target.recover(evt.num); }, }, buff1_mark: { mark: true, intro: { content: "跳过下一个摸牌阶段", }, }, }, }, //魏续 twsuizheng: { audio: 3, trigger: { global: "phaseBefore", player: "enterGame" }, filter: function (event, player) { return game.hasPlayer(current => current != player) && (event.name != "phase" || game.phaseNumber == 0); }, forced: true, content: function () { "step 0"; player.chooseTarget("请选择【随征】的目标", lib.translate.twsuizheng_info, lib.filter.notMe, true).set("ai", function (target) { var player = _status.event.player; return Math.max(1 + get.attitude(player, target) * get.threaten(target), Math.random()); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.line(target); game.log(player, "选择了", target, "作为", "“随征”角色"); player.markAuto("twsuizheng", [target]); player.addSkill("twsuizheng_draw"); player.addSkill("twsuizheng_xianfu"); } }, ai: { expose: 0.3 }, intro: { content: "已选择$为“随征”角色" }, subSkill: { draw: { charlotte: true, audio: "twsuizheng", trigger: { global: "damageSource" }, filter: function (event, player) { return player.getStorage("twsuizheng").includes(event.source); }, forced: true, logTarget: "source", content: function () { player.draw(); }, }, xianfu: { audio: "twsuizheng", trigger: { global: "damageEnd" }, filter: function (event, player) { return player.getStorage("twsuizheng").includes(event.player) && event.player.isIn(); }, forced: true, charlotte: true, logTarget: "player", content: function () { "step 0"; player .chooseToDiscard(2, "随征:弃置两张基本牌", "若你弃牌,你令" + get.translation(trigger.player) + "回复1点体力;或点击“取消”失去1点体力,令" + get.translation(trigger.player) + "获得一张【杀】或【决斗】", { type: "basic" }) .set("ai", function (card) { if (_status.event.refuse) return -1; return 6 - get.value(card); }) .set("refuse", get.attitude(player, trigger.player) <= 0 || get.effect(player, { name: "losehp" }) >= 0); "step 1"; if (result.bool) trigger.player.recover(); else { player.loseHp(); var card = get.cardPile(function (card) { return card.name == "sha" || card.name == "juedou"; }); if (card) trigger.player.gain(card, "gain2"); } }, }, }, }, twtuidao: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { var targets = player.getStorage("twsuizheng"); if (!targets.length) return false; return targets.some(target => target.hp <= 2 || !target.isIn()); }, check: function (event, player) { var targets = player.getStorage("twsuizheng"); var val = 0; for (var target of targets) { if (target.hp <= 2 && target.isIn()) val -= get.attitude(player, target); else if (!target.isIn()) val += 6; } return val > 0; }, limited: true, skillAnimation: true, animationColor: "thunder", content: function () { "step 0"; player.awakenSkill("twtuidao"); var list1 = ["equip3", "equip4"].map(i => get.translation(i)), list2 = ["basic", "trick", "equip"].map(i => get.translation(i)); var targets = player.getStorage("twsuizheng"), str = get.translation(targets); if (targets.length) str = "与" + str; player .chooseButton(2, true, ["颓盗:废除你" + str + "的一个坐骑栏废除并选择一个类别", "坐骑栏", [list1, "tdnodes"], "类别", [list2, "tdnodes"]]) .set("filterButton", function (button) { var list = _status.event.list, link = button.link; if (ui.selected.buttons.length) { if (list.includes(ui.selected.buttons[0].link) && list.includes(link)) return false; if (!list.includes(ui.selected.buttons[0].link) && !list.includes(link)) return false; } return true; }) .set("ai", function (button) { var player = _status.event.player; var list = _status.event.list, link = button.link; if (list.includes(link)) { if (player.hasDisabledSlot(4)) return "攻击马"; if (player.hasDisabledSlot(3)) return "防御马"; return "攻击马"; } if (!list.includes(link)) { var player = _status.event.player; var targets = player.getStorage("twsuizheng"); for (var target of targets) { if (target.isIn()) { var listx = [0, 0, 0], list2 = ["basic", "trick", "equip"].map(i => get.translation(i)); for (var i of target.getCards("he")) listx[list2.indexOf(get.translation(get.type2(i)))]++; return list2[listx.indexOf(Math.max.apply(Math, listx))]; } } return 1 + Math.random(); } }) .set("list", list1); "step 1"; if (result.links[0].indexOf("马") == -1) result.links.reverse(); var subtype = result.links[0] == "防御马" ? "equip3" : "equip4", type = { 基本: "basic", 锦囊: "trick", 装备: "equip" }[result.links[1]]; player.disableEquip(subtype); var targets = player.getStorage("twsuizheng"); for (var target of targets) { if (target && target.isIn()) { target.disableEquip(subtype); var cards = target.getCards("he", card => get.type2(card) == type); player.gain(cards, target, "give"); event.gainners = cards; } else { var cards = []; for (var i = 1; i <= 2; i++) { var card = get.cardPile2(function (card) { return !cards.includes(card) && get.type2(card) == type; }); if (card) cards.push(card); else break; } player.gain(cards, "gain2"); event.gainners = cards; } } "step 2"; player .chooseTarget("请重新选择【随征】目标", true, function (card, player, target) { return !player.getStorage("twsuizheng").includes(target); }) .set("ai", function (target) { var player = _status.event.player; return Math.max(1 + get.attitude(player, target) * get.threaten(target), Math.random()); }); "step 3"; if (result.bool) { var target = result.targets[0]; player.line(target); game.log(player, "选择了", target, "作为", "“随征”角色"); delete player.storage.twsuizheng; player.markAuto("twsuizheng", [target]); } }, ai: { combo: "twsuizheng" }, }, //曹休 twqianju: { audio: 2, trigger: { source: "damageSource" }, filter: function (event, player) { return get.distance(player, event.player) <= 1 && player.countCards("e") < 5; }, forced: true, usable: 1, content: function () { var card = get.cardPile(function (card) { return get.type(card) == "equip" && player.canEquip(card); }); if (card) { player.$gain2(card); game.delayx(); player.equip(card); } }, mod: { globalFrom: function (from, to, distance) { return distance - from.countCards("e"); }, }, }, twqingxi: { audio: "xinqingxi", trigger: { player: "useCardToPlayered" }, filter: function (event, player) { return event.card.name == "sha" && player.getHistory("useCard", evt => evt.card.name == "sha").indexOf(event.getParent()) == 0; }, check: function (event, player) { return true; }, logTarget: "target", content: function () { "step 0"; var target = trigger.target; event.target = target; if (!target.countCards("e")) event._result = { index: 0 }; else target .chooseControl() .set("ai", function () { if (_status.event.goon || player.hp > 2) return 0; return 1; }) .set("choiceList", ["令" + get.translation(player) + "摸" + get.cnNumber(Math.max(1, player.countCards("e"))) + "张牌,且此【杀】不可被响应", "弃置装备区中的所有牌并弃置" + get.translation(player) + "装备区等量的牌,此【杀】造成的伤害+1"]) .set("goon", get.attitude(target, player) > 0); "step 1"; if (result.index == 0) { player.draw(Math.max(1, player.countCards("e"))); trigger.getParent().directHit.add(target); game.log(trigger.card, "不可被", target, "响应"); event.finish(); } else { var num = target.countCards("e"); target.discard(target.getCards("e")); target.discardPlayerCard(player, "e", num, true); } "step 2"; var map = trigger.customArgs; var id = target.playerid; if (!map[id]) map[id] = {}; if (!map[id].extraDamage) map[id].extraDamage = 0; map[id].extraDamage++; game.log(trigger.card, "对", target, "造成的伤害+1"); game.delayx(); }, }, //孙翊 twzaoli: { audio: "zaoli", trigger: { player: "phaseUseBegin" }, init: function (player) { if (player.isPhaseUsing()) { var hs = player.getCards("h"); player.getHistory("gain", function (evt) { hs.removeArray(evt.cards); }); if (hs.length) player.addGaintag(hs, "twzaoli"); } }, filter: function (event, player) { return player.countCards("he"); }, forced: true, group: "twzaoli_mark", content: function () { "step 0"; if (player.countCards("h", card => get.type(card) != "equip")) { player .chooseCard("h", [1, Infinity], true, "躁厉:请选择至少一张非装备手牌,你弃置这些牌和所有装备牌", (card, player) => { return get.type(card) != "equip" && lib.filter.cardDiscardable(card, player, "twzaoli"); }) .set("ai", function (card) { if (!card.hasGaintag("twzaoli_temp")) return 5 - get.value(card); return 1; }); } "step 1"; var cards = player.getCards("he", { type: "equip" }); var subtype = []; event.subtype = subtype.addArray(cards.map(card => get.subtype(card))); cards.addArray(result.cards || []); if (cards.length) player.discard(cards); event.cards = cards; "step 2"; player.draw(cards.length); "step 3"; var num = 0; if (event.subtype.length) { for (var i of event.subtype) { var card = get.cardPile2(function (card) { return get.type(card) == "equip" && get.subtype(card) == i; }); if (card) { num++; player.$gain2(card); game.delayx(); player.equip(card); } } } if (num <= 2) event.finish(); "step 4"; player.loseHp(); }, onremove: function (player) { player.removeGaintag("twzaoli"); }, mod: { cardEnabled2: function (card, player) { if (player.isPhaseUsing() && get.itemtype(card) == "card" && card.hasGaintag("twzaoli")) return false; }, }, subSkill: { mark: { trigger: { player: ["phaseUseBegin", "phaseUseAfter", "phaseAfter"] }, filter: function (event, player) { return player.countCards("h"); }, direct: true, firstDo: true, content: function () { if (event.triggername == "phaseUseBegin") { var hs = player.getCards("h"); player.getHistory("gain", function (evt) { hs.removeArray(evt.cards); }); if (hs.length) player.addGaintag(hs, "twzaoli"); } else { player.removeGaintag("twzaoli"); } }, }, }, }, //邓芝 twjimeng: { audio: "jimeng", enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer(function (current) { return current.countGainableCards(player, "he") > 0; }); }, filterTarget: function (card, player, target) { return target != player && target.countGainableCards(player, "hej") > 0; }, content: function () { "step 0"; player.gainPlayerCard(target, "hej", true); "step 1"; var hs = player.getCards("he"); if (hs.length) { if (hs.length == 1) event._result = { bool: true, cards: hs }; else player.chooseCard(true, "交给" + get.translation(target) + "一张牌", "he", true); } else event.finish(); "step 2"; player.give(result.cards, target); "step 3"; if (target.hp >= player.hp) player.draw(); }, ai: { order: 8, result: { player: function (player, target) { if (target.hp >= player.hp) return 1; return 0; }, target: function (player, target) { return get.effect(target, { name: "shunshou" }, player, target) / 10; }, }, }, }, //杨仪 twgongsun: { audio: "gongsun", trigger: { player: "phaseUseBegin" }, forced: true, direct: true, filter: function (event, player) { return game.hasPlayer(current => player.inRange(current)); }, content: function () { "step 0"; player .chooseTarget("共损:请选择一名攻击范围内的角色", lib.translate.twgongsun_info, true, function (card, player, target) { return player != target && player.inRange(target); }) .set("ai", function (target) { return -get.attitude(_status.event.player, target) * (1 + target.countCards("h")); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twgongsun", target); player.addTempSkill("twgongsun_shadow", { player: ["phaseBegin", "die"] }); player .chooseControl(lib.suit) .set("prompt", "共损:请选择一个花色") .set("ai", function (button) { return lib.suit.randomGet(); }); } else event.finish(); "step 2"; var suit = result.control; player.popup(suit + 2, "soil"); game.log(player, "选择了", suit + 2); player.storage.twgongsun_shadow.push([target, suit]); player.markSkill("twgongsun_shadow"); }, }, twgongsun_shadow: { global: "twgongsun_shadow2", init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = []; }, marktext: "损", onremove: true, intro: { content: function (shadow) { var str = ""; for (var i = 0; i < shadow.length; i++) { if (i > 0) str += "
    "; str += get.translation(shadow[i][0]); str += ":"; str += get.translation(shadow[i][1]); } return str; }, }, mod: { cardEnabled: function (card, player) { var list = player.storage.twgongsun_shadow; for (var i = 0; i < list.length; i++) { if (list[i][1] == card.suit) return false; } }, cardRespondable: function (card, player) { var list = player.storage.twgongsun_shadow; for (var i = 0; i < list.length; i++) { if (list[i][1] == card.suit) return false; } }, cardSavable: function (card, player) { var list = player.storage.twgongsun_shadow; for (var i = 0; i < list.length; i++) { if (list[i][1] == card.suit) return false; } }, cardDiscardable: function (card, player) { var list = player.storage.twgongsun_shadow; for (var i = 0; i < list.length; i++) { if (list[i][1] == card.suit) return false; } }, }, }, twgongsun_shadow2: { mod: { cardEnabled: function (card, player) { if ( game.hasPlayer(function (current) { var list = current.storage.twgongsun_shadow; if (!list) return false; for (var i = 0; i < list.length; i++) { if (list[i][0] == player && list[i][1] == card.suit) return true; } return false; }) ) return false; }, cardSavable: function (card, player) { if ( game.hasPlayer(function (current) { var list = current.storage.twgongsun_shadow; if (!list) return false; for (var i = 0; i < list.length; i++) { if (list[i][0] == player && list[i][1] == card.suit) return true; } return false; }) ) return false; }, cardRespondable: function (card, player) { if ( game.hasPlayer(function (current) { var list = current.storage.twgongsun_shadow; if (!list) return false; for (var i = 0; i < list.length; i++) { if (list[i][0] == player && list[i][1] == card.suit) return true; } return false; }) ) return false; }, cardDiscardable: function (card, player) { if ( game.hasPlayer(function (current) { var list = current.storage.twgongsun_shadow; if (!list) return false; for (var i = 0; i < list.length; i++) { if (list[i][0] == player && list[i][1] == card.suit) return true; } return false; }) ) return false; }, }, }, //濮阳兴 twzhengjian: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, locked: false, filter: function (event, player) { if (event.name == "phase" && game.phaseNumber != 0) return false; return !player.hasSkill("twzhengjian_eff0") && !player.hasSkill("twzhengjian_eff1"); }, content: function () { "step 0"; player .chooseControl() .set("prompt", "征建:请选择一种效果") .set("choiceList", ["令“出牌阶段内未使用过非基本牌”的其他角色受到惩罚", "令“出牌阶段内未得到过牌”的其他角色受到惩罚"]) .set("ai", () => (Math.random() <= 0.5 ? 0 : 1)); "step 1"; player.addSkill("twzhengjian_eff" + result.index); game.log(player, "获得了", "#g【征建】", "的", "#y效果" + get.cnNumber(result.index + 1, true)); game.delayx(); }, onremove: true, subSkill: { eff0: { audio: "twzhengjian", trigger: { global: "phaseUseEnd" }, forced: true, charlotte: true, marktext: "建", mark: true, filter: function (event, player) { if (event.player == player || event._twzhengjian || !event.player.isIn()) return false; if ( event.player.hasHistory("useCard", function (evt) { return evt.getParent("phaseUse") == event && get.type(evt.card) != "basic"; }) ) return false; return player.storage.twzhengjian || event.player.countCards("he") > 0; }, logTarget: "player", content: function () { "step 0"; trigger._twzhengjian = true; var target = trigger.player; event.target = target; if (player.storage.twzhengjian) { player .chooseBool("征建:是否对" + get.translation(target) + "造成1点伤害?") .set("ai", () => _status.event.goon) .set("goon", get.damageEffect(target, player, _status.event.player) > 0); } else { target.chooseCard("he", true, "交给" + get.translation(player) + "一张牌"); } "step 1"; if (result.bool) { if (result.cards && result.cards.length) { target.give(result.cards, player).type = "twzhengjian"; } else target.damage(); } player.chooseBool("是否变更【征建】的效果?").set("ai", () => Math.random() > 0.5); "step 2"; if (result.bool) { player.removeSkill("twzhengjian_eff0"); player.addSkill("twzhengjian_eff1"); game.log(player, "将", "#g【征建】", "的效果变更为", "#y效果二"); } }, intro: { content: function (storage, player) { if (player.storage.twzhengjian) return "其他角色的出牌阶段结束时,若其本阶段内未使用过非基本牌,则你可对其造成1点伤害,然后你可失去此效果并获得〖征建〗的效果二。"; return "其他角色的出牌阶段结束时,若其本阶段内未使用过非基本牌,则其须交给你一张牌,然后你可失去此效果并获得〖征建〗的效果二。"; }, }, }, eff1: { audio: "twzhengjian", trigger: { global: "phaseUseEnd" }, forced: true, charlotte: true, marktext: "征", mark: true, filter: function (event, player) { if (event.player == player || event._twzhengjian || !event.player.isIn()) return false; if ( event.player.hasHistory("gain", function (evt) { return evt.getParent("phaseUse") == event; }) ) return false; return player.storage.twzhengjian || event.player.countCards("he") > 0; }, logTarget: "player", content: function () { "step 0"; trigger._twzhengjian = true; var target = trigger.player; event.target = target; if (player.storage.twzhengjian) { player .chooseBool("征建:是否对" + get.translation(target) + "造成1点伤害?") .set("ai", () => _status.event.goon) .set("goon", get.damageEffect(target, player, _status.event.player) > 0); } else { target.chooseCard("he", true, "交给" + get.translation(player) + "一张牌"); } "step 1"; if (result.bool) { if (result.cards && result.cards.length) { target.give(result.cards, player).type = "twzhengjian"; } else target.damage(); } player.chooseBool("是否变更【征建】的效果?").set("ai", () => Math.random() > 0.5); "step 2"; if (result.bool) { player.removeSkill("twzhengjian_eff1"); player.addSkill("twzhengjian_eff0"); game.log(player, "将", "#g【征建】", "的效果变更为", "#y效果一"); } }, intro: { content: function (storage, player) { if (player.storage.twzhengjian) return "其他角色的出牌阶段结束时,若其本阶段内未得到过牌,则你可对其造成1点伤害,然后你可失去此效果并获得〖征建〗的效果一。"; return "其他角色的出牌阶段结束时,若其本阶段内未得到过牌,则其须交给你一张牌,然后你可失去此效果并获得〖征建〗的效果一。"; }, }, }, }, }, twzhongchi: { audio: 2, trigger: { player: "gainAfter", global: "loseAsyncAfter", }, forced: true, skillAnimation: true, animationColor: "wood", filter: function (event, player) { if (player.storage.twzhengjian || !player.hasSkill("twzhengjian", null, null, false) || !event.getg(player).length) return false; var num1 = game.countPlayer2(); var list = []; player.getAllHistory("gain", function (evt) { if (evt.type == "twzhengjian") list.add(evt.source); }); return list.length >= Math.ceil(num1 / 2); }, content: function () { "step 0"; player.awakenSkill("twzhongchi"); "step 1"; player.recover(2); player.addSkill("twzhongchi_effect"); player.storage.twzhengjian = true; "step 2"; game.delayx(); }, subSkill: { effect: { mark: true, marktext: "斥", intro: { content: "受到渠道为【杀】的伤害+1" }, trigger: { player: "damageBegin1" }, forced: true, filter: function (event, player) { return event.card && event.card.name == "sha"; }, content: function () { trigger.num++; }, }, }, ai: { combo: "twzhengjian", }, }, //田豫 twzhenxi: { audio: 2, trigger: { player: "useCardToPlayered" }, direct: true, filter: function (event, player) { var target = event.target; return ( event.card.name == "sha" && (target.countCards("h") > 0 || target.hasCard(function (card) { return game.hasPlayer(function (current) { return current != target && current.canEquip(card); }); }, "e") || target.hasCard(function (card) { return game.hasPlayer(function (current) { return current != target && current.canAddJudge(card); }); }, "j")) ); }, usable: 1, content: function () { "step 0"; var target = trigger.target; event.target = target; var str = get.translation(target); var list = ["弃置" + str + "的" + get.cnNumber(get.distance(player, target)) + "张手牌", "将" + str + "装备区或判定区内的一张牌移动到另一名角色的对应区域内"]; var choices = []; if (target.countCards("h") > 0) choices.push("选项一"); else list[0] = '' + list[0] + ""; if ( target.hasCard(function (card) { return game.hasPlayer(function (current) { return current != target && current.canEquip(card); }); }, "e") || target.hasCard(function (card) { return game.hasPlayer(function (current) { return current != target && current.canAddJudge(card); }); }, "j") ) choices.push("选项二"); else list[1] = '' + list[1] + ""; if (choices.length == 2 && (target.hp > player.hp || target.isMaxHp())) choices.push("全部执行"); choices.push("cancel2"); player .chooseControl(choices) .set("choiceList", list) .set("prompt", get.prompt("twzhenxi", target)) .set("ai", function () { var player = _status.event.player, target = _status.event.getTrigger().target; var eff1 = 0, eff2 = 0; var choices = _status.event.controls.slice(0); if (choices.includes("选项一")) { eff1 = -get.distance(player, target) * get.attitude(player, target); } if (choices.includes("选项二")) { var equip = 0, judge = 0, att = get.attitude(player, target); var es = target.getCards("e"), js = target.getCards("j"); for (var i of es) { var val = get.value(i); if (att > 0) { if ( val <= Math.min(0, equip) && game.hasPlayer(function (current) { return current != target && current.canEquip(i) && get.effect(current, i, player, player) > 0; }) ) equip = val; } else { if ( val > Math.max(0, equip) && game.hasPlayer(function (current) { return current != target && current.canEquip(i) && get.effect(current, i, player, player) > 0; }) ) equip = val; } } for (var i of js) { var card = { name: i.viewAs || i.name }; var effect = get.effect(target, card, player, player); if (effect < 0) { game.countPlayer(function (current) { if (current != target && current.canAddJudge(i)) { var eff = get.effect(current, card, player, player); judge = Math.max(eff, judge); } }); } } eff2 = Math.max(-equip * att, judge); } if (eff1 > 0) { if (eff2 > 0) { if (choices.includes("全部执行")) return "全部执行"; else if (eff2 >= eff1) return "选项二"; } return "选项一"; } else if (eff2 > 0) return "选项二"; return "cancel2"; }); "step 1"; if (result.control == "cancel2") { event.finish(); return; } player.logSkill("twzhenxi", target); event.control = result.control; if (event.control != "选项二") player.discardPlayerCard(target, true, "h", get.distance(player, target)); if (event.control == "选项一") event.finish(); "step 2"; if ( event.control != "选项一" && (target.hasCard(function (card) { return game.hasPlayer(function (current) { return current != target && current.canEquip(card); }); }, "e") || target.hasCard(function (card) { return game.hasPlayer(function (current) { return current != target && current.canAddJudge(card); }); }, "j")) ) { player .chooseTarget(true, "将" + get.translation(target) + "区域内的一张牌移动给另一名角色", function (card, player, target) { var source = _status.event.preTarget; if (source == target) return false; return ( source.hasCard(function (card) { return target.canEquip(card); }, "e") || source.hasCard(function (card) { return target.canAddJudge(card); }, "j") ); }) .set("preTarget", target) .set("ai", function (target) { var player = _status.event.player, source = _status.event.preTarget; var att = get.attitude(player, source); var es = source.getCards("e", function (card) { return target.canEquip(card); }), js = source.getCards("j", function (card) { return target.canAddJudge(card); }); var eff = 0; for (var i of es) { var val = get.value(i, source); if (att > 0 ? val <= 0 : val > 0) { eff = Math.max(eff, get.effect(target, i, player, player)); } } for (var i of js) { var card = { name: i.viewAs || i.name }; if (get.effect(source, card, player, player) < 0) { eff = Math.max(eff, get.effect(target, card, player, player)); } } return eff; }); } else event.finish(); "step 3"; if (result.bool) { var target2 = result.targets[0]; event.target2 = target2; player .choosePlayerCard( "ej", true, function (button) { var player = _status.event.player; var targets0 = _status.event.targets0; var targets1 = _status.event.targets1; if (get.attitude(player, targets0) > 0 && get.attitude(player, targets1) < 0) { if (get.position(button.link) == "j") return 12; if (get.value(button.link, targets0) < 0 && get.effect(targets1, button.link, player, targets1) > 0) return 10; return 0; } else { if (get.position(button.link) == "j") return -10; return get.value(button.link) * get.effect(targets1, button.link, player, targets1); } }, target ) .set("targets0", target) .set("targets1", target2) .set("filterButton", function (button) { var targets1 = _status.event.targets1; if (get.position(button.link) == "j") { return targets1.canAddJudge(button.link); } else { return targets1.canEquip(button.link); } }) .set("ai", function (button) { var player = _status.event.player, target = _status.event.targets1, source = _status.event.targets0; var att = get.attitude(player, source); var card = button.link; if (get.position(card) == "e") { var val = get.value(card); if (att > 0 ? val > 0 : val <= 0) return 0; return get.effect(target, card, player, player); } var cardx = { name: card.viewAs || card.name }; if (get.effect(source, cardx, player, player) >= 0) return 0; return get.effect(target, cardx, player, player); }); } else { event.finish(); } "step 4"; if (result.bool && result.links.length) { var link = result.links[0]; if (get.position(link) == "e") { event.target2.equip(link); } else if (link.viewAs) { event.target2.addJudge({ name: link.viewAs }, [link]); } else { event.target2.addJudge(link); } target.$give(link, event.target2, false); game.log(target, "的", link, "被移动给了", event.target2); game.delay(); } }, ai: { unequip_ai: true, skillTagFilter: function (player, tag, arg) { if (!arg || !arg.name || arg.name != "sha") return false; if (player.storage.counttrigger && player.storage.counttrigger.twzhenxi) return false; if (!arg.target) return false; var card = arg.target.getEquip(2); return ( card && get.value(card) > 0 && game.hasPlayer(function (current) { return current != arg.target && current.canEquip(card) && get.effect(current, card, player, player) > 0; }) ); }, }, }, twyangshi: { audio: 2, trigger: { player: "damageEnd" }, forced: true, content: function () { if ( game.hasPlayer(function (current) { return current != player && !player.inRange(current); }) ) { player.addSkill("twyangshi_distance"); player.addMark("twyangshi_distance", 1, false); } else { var card = get.cardPile2(function (card) { return card.name == "sha"; }); if (card) player.gain(card, "gain2"); else game.log("但是牌堆里已经没有杀了!"); } }, subSkill: { distance: { charlotte: true, onremove: true, mod: { attackRange: function (player, num) { return num + player.countMark("twyangshi_distance"); }, }, intro: { content: "攻击范围+#", }, }, }, }, //全琮 zhenshan: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], filter: function (event, player) { if (event.type == "wuxie" || player.hasSkill("zhenshan_used")) return false; var nh = player.countCards("h"); if ( !game.hasPlayer(function (current) { return current != player && current.countCards("h") < nh; }) ) { return false; } for (var i of lib.inpile) { if (get.type(i) != "basic") continue; var card = { name: i, isCard: true }; if (event.filterCard(card, player, event)) return true; if (i == "sha") { for (var j of lib.inpile_nature) { card.nature = j; if (event.filterCard(card, player, event)) return true; } } } return false; }, chooseButton: { dialog: function (event, player) { var list = []; for (var i of lib.inpile) { if (get.type(i) != "basic") continue; var card = { name: i, isCard: true }; if (event.filterCard(card, player, event)) list.push(["基本", "", i]); if (i == "sha") { for (var j of lib.inpile_nature) { card.nature = j; if (event.filterCard(card, player, event)) list.push(["基本", "", i, j]); } } } return ui.create.dialog("振赡", [list, "vcard"], "hidden"); }, check: function (button) { var player = _status.event.player; var card = { name: button.link[2], nature: button.link[3] }; if (card.name == "jiu") return 0; if ( game.hasPlayer(function (current) { return get.effect(current, card, player, player) > 0; }) ) { if (card.name == "sha") { var eff = player.getUseValue(card); if (eff > 0) return 2.9 + eff / 10; return 0; } else if (card.name == "tao" || card.name == "shan") { return 4; } } return 0; }, backup: function (links, player) { return { filterCard: function () { return false; }, viewAs: { name: links[0][2], nature: links[0][3], isCard: true, }, selectCard: -1, precontent: function () { "step 0"; player .chooseTarget( "选择一名手牌数小于你的角色交换手牌", function (card, player, target) { return target != player && target.countCards("h") < player.countCards("h"); }, true ) .set("ai", function (target) { return get.attitude(player, target) * Math.sqrt(target.countCards("h") + 1); }); "step 1"; if (result.bool) { player.logSkill("zhenshan", result.targets); player.addTempSkill("zhenshan_used"); player.swapHandcards(result.targets[0]); delete event.result.skill; } else event.finish(); "step 2"; game.delayx(); }, }; }, prompt: function (links, player) { return "选择" + get.translation(links[0][3] || "") + "【" + get.translation(links[0][2]) + "】的目标"; }, }, subSkill: { used: { charlotte: true }, }, ai: { order: function () { var player = _status.event.player; var event = _status.event; var nh = player.countCards("h"); if ( game.hasPlayer(function (current) { return get.attitude(player, current) > 0 && current.countCards("h") < nh; }) ) { if (event.type == "dying") { if (event.filterCard({ name: "tao" }, player, event)) { return 0.5; } } else { if (event.filterCard({ name: "tao" }, player, event) || event.filterCard({ name: "shan" }, player, event)) { return 4; } if (event.filterCard({ name: "sha" }, player, event)) { return 2.9; } } } return 0; }, save: true, respondSha: true, respondShan: true, skillTagFilter: function (player, tag, arg) { if (player.hasSkill("zhenshan_used")) return false; var nh = player.countCards("h"); return game.hasPlayer(function (current) { return current != player && current.countCards("h") < nh; }); }, result: { player: function (player) { if (_status.event.type == "dying") { return get.attitude(player, _status.event.dying); } else { return 1; } }, }, }, }, //吴景 twfenghan: { audio: 2, trigger: { player: "useCardToPlayered" }, direct: true, usable: 1, filter: function (event, player) { return event.isFirstTarget && event.targets.length > 0 && (event.card.name == "sha" || (get.type(event.card, false) == "trick" && get.tag(event.card, "damage") > 0)); }, content: function () { "step 0"; var num = trigger.targets.length; player.chooseTarget([1, num], get.prompt("twfenghan"), "令至多" + get.cnNumber(num) + "名角色各摸一张牌").set("ai", function (target) { return Math.sqrt(5 - Math.min(4, target.countCards("h"))) * get.attitude(_status.event.player, target) * (target.hasSkillTag("nogain") ? 0.1 : 1); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); player.logSkill("twfenghan", targets); if (targets.length > 1) game.asyncDraw(targets); else { targets[0].draw(); event.finish(); } } else { player.storage.counttrigger.twfenghan--; event.finish(); } "step 2"; game.delayx(); }, }, twcongji: { audio: 2, trigger: { player: "loseAfter", global: "loseAsyncAfter", }, direct: true, filter: function (event, player) { if (player == _status.currentPhase || event.type != "discard" || event.getlx === false || !game.hasPlayer(current => current != player)) return false; var evt = event.getl(player); for (var i of evt.cards2) { if (get.color(i, player) == "red" && get.position(i, true) == "d") return true; } return false; }, content: function () { "step 0"; var cards = [], cards2 = trigger.getl(player).cards2; for (var i of cards2) { if (get.color(i, player) == "red" && get.position(i, true) == "d") cards.push(i); } player .chooseButton(["从击:选择任意张牌交给其他角色", cards], [1, cards.length]) .set( "goon", game.hasPlayer(function (current) { return current != player && get.attitude(player, current) > 0; }) ) .set("ai", function (button) { if (_status.event.goon) return get.value(button.link); return button.link.name == "du" ? 1 : 0; }); "step 1"; if (result.bool) { event.cards = result.links; player.chooseTarget("选择一名角色获得以下牌:", get.translation(cards), true, lib.filter.notMe).set("ai", function (target) { var player = _status.event.player, cards = _status.event.getParent().cards; if (cards[0].name == "du") return -get.attitude(player, target); var att = get.attitude(player, target); if (att <= 0) return 0; if (target.hasSkillTag("nogain")) att /= 10; if (target.hasJudge("lebu")) att /= 4; return get.value(cards, target) * att; }); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; player.logSkill("twcongji", target); target.gain(cards, "gain2"); } }, }, //王粲 twdianyi: { audio: 2, trigger: { player: "phaseEnd" }, forced: true, filter: function (event, player) { if (!player.getHistory("sourceDamage").length) return player.countCards("h") != 4; return player.countCards("h") > 0; }, content: function () { var num = player.countCards("h"); if (player.getHistory("sourceDamage").length) player.chooseToDiscard("h", true, num); else if (num > 4) player.chooseToDiscard("h", true, num - 4); else player.drawTo(4); }, }, twyingji: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], hiddenCard: function (player, name) { return player != _status.currentPhase && lib.inpile.includes(name) && player.countCards("h") == 0; }, filter: function (event, player) { if (player == _status.currentPhase || player.countCards("h") > 0) return false; for (var i of lib.inpile) { if (i == "wuxie") continue; var type = get.type(i); if ((type == "basic" || type == "trick") && event.filterCard({ name: i, isCard: true }, player, event)) return true; if (i == "sha") { for (var j of lib.inpile_nature) { if (event.filterCard({ name: i, nature: j, isCard: true }, player, event)) return true; } } } return false; }, chooseButton: { dialog: function (event, player) { var list = []; for (var i of lib.inpile) { if (i == "wuxie") continue; var type = get.type(i); if (type == "basic" || type == "trick") { var card = { name: i, isCard: true }; if (event.filterCard(card, player, event)) list.push([type, "", i]); if (i == "sha") { for (var j of lib.inpile_nature) { card.nature = j; if (event.filterCard(card, player, event)) list.push(["基本", "", "sha", j]); } } } } return ui.create.dialog("应机", [list, "vcard"]); }, check: function (button) { var player = _status.event.player; var card = { name: button.link[2], nature: button.link[3] }; var val = _status.event.getParent().type == "phase" ? player.getUseValue(card) : 1; return val; }, backup: function (links, player) { return { viewAs: { name: links[0][2], nature: links[0][3], isCard: true, }, filterCard: () => false, selectCard: -1, precontent: function () { player.logSkill("twyingji"); player.draw("nodelay"); delete event.result.skill; }, }; }, prompt: function (links) { return "将一张手牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用"; }, }, ai: { fireAttack: true, respondShan: true, respondSha: true, skillTagFilter: function (player) { if (player == _status.currentPhase || player.countCards("h") > 0) return false; }, order: 10, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying) > 0; return 1; }, }, }, group: ["twyingji_wuxie"], }, twyingji_wuxie: { enable: "chooseToUse", viewAs: { name: "wuxie", isCard: true, }, viewAsFilter: function (player) { return player != _status.currentPhase && player.countCards("h") == 0; }, filterCard: () => false, prompt: "视为使用【无懈可击】并摸一张牌", selectCard: [0, 1], check: () => 1, precontent: function () { player.logSkill("twyingji"); player.draw("nodelay"); delete event.result.skill; }, ai: { order: 4, }, }, twshanghe: { trigger: { player: "dying" }, limited: true, audio: 2, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && current.countCards("he") > 0; }); }, prompt: "是否发动【觞贺】?", skillAnimation: true, animationColor: "soil", logTarget: (event, player) => game.filterPlayer(current => current != player), content: function () { "step 0"; player.awakenSkill("twshanghe"); event.targets = game.filterPlayer(current => current != player); event.num = 0; event.jiu = false; "step 1"; event.current = targets[num]; if (!event.current.countCards("he")) event.goto(3); else event.current.chooseCard("交给" + get.translation(player) + "一张牌", "he", true).set("ai", function (card) { var evt = _status.event.getParent(); return 100 - get.value(card); }); "step 2"; if (result.bool && result.cards && result.cards.length) { event.current.give(result.cards, player); if (!event.jiu && get.name(result.cards[0], player) == "jiu") event.jiu = true; } "step 3"; event.num++; if (event.num < targets.length) event.goto(1); else if (!event.jiu && player.hp < 1) player.recover(1 - player.hp); }, }, //王昶 twkaiji: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function () { "step 0"; var num = 1 + player.getStorage("twkaiji").length; player.chooseTarget([1, num], get.prompt("twkaiji"), "令至多" + get.cnNumber(num) + "名角色各摸一张牌").set("ai", function (target) { return Math.sqrt(5 - Math.min(4, target.countCards("h"))) * get.attitude(_status.event.player, target) * (target.hasSkillTag("nogain") ? 0.1 : 1); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); event.targets = targets; player.logSkill("twkaiji", targets); if (targets.length == 1) targets[0].draw(); else game.asyncDraw(targets); } else event.finish(); "step 2"; if (targets.length > 1) game.delayx(); if ( game.hasPlayer(function (current) { return ( targets.includes(current) && current.hasHistory("gain", function (evt) { return evt.getParent(2) == event && get.type(evt.cards[0], current) != "basic"; }) ); }) ) player.draw(); }, group: "twkaiji_count", subSkill: { count: { trigger: { global: "dying" }, forced: true, firstDo: true, silent: true, popup: false, charlotte: true, filter: function (event, player) { return !player.getStorage("twkaiji").includes(event.player); }, content: function () { player.markAuto("twkaiji", [trigger.player]); }, }, }, }, twshepan: { audio: 2, trigger: { target: "useCardToTargeted" }, usable: 1, direct: true, filter: function (event, player) { return player != event.player; }, content: function () { "step 0"; var target = trigger.player; event.target = target; var choiceList = ["摸一张牌", "将" + get.translation(target) + "区域内的一张牌置于牌堆顶"]; var choices = ["选项一"]; if (target.countCards("hej") > 0) choices.push("选项二"); else choiceList[1] = '' + choiceList[1] + ""; choices.push("cancel2"); player .chooseControl(choices) .set("choiceList", choiceList) .set( "choice", (function () { if (choices.length > 2 && get.effect(target, { name: "guohe_copy" }, player, player) > 0) return 1; return 0; })() ); "step 1"; if (result.control != "cancel2") { player.logSkill("twshepan", target); if (result.index == 1) player.choosePlayerCard(target, "hej", true); else { player.draw(); event.goto(3); } } else { player.storage.counttrigger.twshepan--; event.finish(); } "step 2"; var card = result.cards[0]; target.$throw(get.position(card) == "h" ? 1 : card, 1000); target.lose(card, ui.cardPile, "insert"); "step 3"; game.delayx(); if (target.isIn() && player.countCards("h") == target.countCards("h")) { player.storage.counttrigger.twshepan--; player.chooseBool("是否令" + get.translation(trigger.card) + "对自己无效?").set("ai", function () { var evt = _status.event.getTrigger(); return get.effect(evt.target, evt.card, evt.player, evt.target) < 0; }); } else event.finish(); "step 4"; if (result.bool) trigger.excluded.add(player); }, }, //曹肇 twfuzuan: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer(function (current) { return ( current.getSkills(null, false, false).filter(function (i) { return get.is.zhuanhuanji(i, current); }).length > 0 ); }); }, filterTarget: function (card, player, target) { return ( target.getSkills(null, false, false).filter(function (i) { return get.is.zhuanhuanji(i, target); }).length > 0 ); }, content: function () { "step 0"; var list = target.getSkills(null, false, false).filter(function (i) { return get.is.zhuanhuanji(i, target); }); if (list.length == 1) { event._result = { control: list[0] }; } else player .chooseControl(list) .set("prompt", "选择变更" + get.translation(target) + "一个技能的状态") .set("choice", list.includes("twfeifu") ? "twfeifu" : 0) .set("ai", () => _status.event.choice); "step 1"; var skill = result.control; target.changeZhuanhuanji(skill); target.popup(skill, "wood"); game.log(target, "的", "#g【" + get.translation(skill) + "】", "发生了状态变更"); game.delayx(); }, ai: { order: 8, result: { target: function (player, target) { if (!target.hasSkill("twfeifu")) return 0; return target.storage.twfeifu ? -1 : 1; }, }, }, group: "twfuzuan_damage", subSkill: { damage: { audio: "twfuzuan", trigger: { player: "damageEnd", source: "damageSource", }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return ( current.getSkills(null, false, false).filter(function (i) { return get.is.zhuanhuanji(i, current); }).length > 0 ); }); }, content: function () { "step 0"; player.chooseTarget(lib.skill.twfuzuan.filterTarget, get.prompt("twfuzuan"), "变更一名角色的一个转换技的状态").set("ai", function (target) { var player = _status.event.player; return get.effect(target, "twfuzuan", player, player); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("twfuzuan", target); var next = game.createEvent("twfuzuan"); next.player = player; next.target = target; next.setContent(lib.skill.twfuzuan.content); } }, }, }, }, twchongqi: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, logTarget: () => game.filterPlayer().sortBySeat(), content: function () { "step 0"; game.filterPlayer() .sortBySeat() .forEach(function (current) { current.addSkills("twfeifu"); }); //game.log(player,'令所有其他角色获得了技能','#g【非服】') game.delayx(); "step 1"; player.chooseTarget("是否减1点体力上限,并令一名其他角色获得技能【复纂】?", lib.filter.notMe).set("ai", function (target) { var player = _status.event.player; if (player.hasUnknown() && !target.isZhu) return 0; if (player.getEnemies().includes(target)) return 0; return get.attitude(player, target); }); "step 2"; if (result.bool) { player.loseMaxHp(); var target = result.targets[0]; player.line(target, "fire"); target.addSkills("twfuzuan"); game.delayx(); } }, derivation: "twfeifu", }, twfeifu: { audio: 2, trigger: { player: "useCardToPlayered", target: "useCardToTargeted", }, zhuanhuanji: true, forced: true, mark: true, marktext: "☯", intro: { content: function (storage, player) { return (storage ? "当你使用【杀】指定唯一目标后" : "当你成为【杀】的唯一目标后") + "目标角色须交给使用者一张牌。若此牌为装备牌,则使用者可使用此牌。"; }, }, filter: function (event, player, name) { return event.card.name == "sha" && event.targets.length == 1 && event.player.isIn() && event.target.countCards("he") > 0 && (name == "useCardToPlayered") == Boolean(player.storage.twfeifu); }, logTarget: function (event, player) { return player.storage.twfeifu ? event.target : event.player; }, content: function () { "step 0"; player.changeZhuanhuanji("twfeifu"); trigger.target.chooseCard("he", true, "非服:交给" + get.translation(trigger.player) + "一张牌", "若选择装备牌,则其可以使用此牌"); "step 1"; if (result.bool) { var card = result.cards[0]; event.card = card; trigger.target.give(card, trigger.player); } else event.finish(); "step 2"; var target = trigger.player; if (target.getCards("h").includes(card) && get.type(card, target) == "equip" && target.hasUseTarget(card)) target.chooseUseTarget(card, "nopopup"); }, }, //Powered by @污言噫对 twjingce: { marktext: "策", intro: { name: "策", content: "mark", }, audio: 2, trigger: { player: "useCardAfter" }, filter: function (event, player) { var evt = event.getParent("phaseUse"); if (!evt || evt.player != player) return false; var history = player.getHistory("useCard", function (evtx) { return evtx.getParent("phaseUse") == evt; }); return history && history.indexOf(event) == player.hp - 1; }, frequent: true, content: function () { "step 0"; player.draw(2); "step 1"; if ( player.getHistory("sourceDamage").length || player.getHistory("gain", function (evt) { return evt.getParent("phaseUse") == trigger.getParent("phaseUse") && evt.getParent().name == "draw"; }).length > 1 ) player.addMark("twjingce", 1); }, }, yuzhang: { audio: 2, trigger: { player: "damageEnd", }, filter: function (event, player) { return event.source && player.hasMark("twjingce"); }, direct: true, content: function () { "step 0"; var choiceList = ["令" + get.translation(trigger.source) + "本回合不能再使用或打出牌"]; if (trigger.source.countCards("he")) choiceList.push("令" + get.translation(trigger.source) + "弃置两张牌"); player .chooseControl("cancel2") .set("prompt2", get.prompt2("yuzhang")) .set("choiceList", choiceList) .set("ai", function () { var player = _status.event.player, source = _status.event.source; if (get.attitude(player, source) >= 0) return "cancel2"; if (source.hasSkillTag("noh") || source.hasSkillTag("noe") || source.countCards("h") >= 4) return 0; if (source.hp > 1 && source.countCards("he") > 1) return 1; return [0, 1].randomGet(); }) .set("source", trigger.source); "step 1"; if (result.control != "cancel2") { player.logSkill("yuzhang", trigger.source); player.removeMark("twjingce", 1); if (result.index == 0) trigger.source.addTempSkill("yuzhang_dontuse"); else trigger.source.chooseToDiscard("he", 2, true); } }, group: "yuzhang_skip", subSkill: { skip: { audio: "yuzhang", trigger: { player: ["phaseZhunbeiBefore", "phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore", "phaseDiscardBefore", "phaseJieshuBefore"], }, filter: function (event, player) { return player.hasMark("twjingce"); }, prompt2: function (event, player) { var str = "弃置一枚“策”并跳过"; var list = lib.skill.yuzhang.subSkill.skip.trigger.player.slice(); list = list.map(i => i.slice(0, -6)); str += ["准备", "判定", "摸牌", "出牌", "弃牌", "结束"][list.indexOf(event.name)]; str += "阶段"; return str; }, check: function (event, player) { if (event.name == "phaseDiscard") return player.needsToDiscard(); if (event.name == "phaseJudge") return player.countCards("j"); return false; }, content: function () { player.removeMark("twjingce", 1); trigger.cancel(); }, }, dontuse: { charlotte: true, mark: true, mod: { cardEnabled2: function (card) { return false; }, }, intro: { content: "不能使用或打出牌", }, }, }, ai: { combo: "twjingce", }, }, twlihuo: { trigger: { player: "useCard1" }, filter: function (event, player) { if (event.card.name == "sha" && !game.hasNature(event.card)) return true; return false; }, audio: "lihuo", prompt2: function (event) { return "将" + get.translation(event.card) + "改为火属性"; }, audioname: ["re_chengpu"], check: function (event, player) { return game.hasPlayer(function (current) { return !event.targets.includes(current) && player.canUse(event.card, current) && get.effect(current, { name: "sha", nature: "fire", cards: event.cards.slice(0) }, player, player) > 0; }); }, content: function () { game.setNature(trigger.card, "fire"); trigger.card.twlihuo_buffed = true; }, group: ["twlihuo2", "twlihuo3"], ai: { fireAttack: true, }, }, twlihuo2: { trigger: { player: "useCard2" }, filter: function (event, player) { if (event.card.name != "sha" || !game.hasNature(event.card, "fire")) return false; return game.hasPlayer(function (current) { return !event.targets.includes(current) && player.canUse(event.card, current); }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("twlihuo"), "为" + get.translation(trigger.card) + "增加一个目标", function (card, player, target) { return !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target); }) .set("sourcex", trigger.targets) .set("card", trigger.card) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, _status.event.card, player, player); }); "step 1"; if (result.bool) { if (!event.isMine() && !_status.connectMode) game.delayx(); event.target = result.targets[0]; } else { event.finish(); } "step 2"; player.logSkill("twlihuo", event.target); trigger.targets.push(event.target); }, }, twlihuo3: { trigger: { player: "useCardAfter" }, filter: function (event, player) { return (event.card.twlihuo_buffed = true && player.getHistory("sourceDamage", function (evt) { return evt.card == event.card && evt._dyinged; }).length > 0); }, forced: true, audio: "lihuo", audioname: ["re_chengpu"], content: function () { player.loseHp(); }, }, twchunlao: { audio: "chunlao", trigger: { player: "phaseZhunbeiBegin" }, direct: true, filter: function (event, player) { return ( game.hasPlayer(function (current) { return current.countCards("hej") > 0; }) && !game.hasPlayer(function (current) { return current.getExpansions("twchunlao").length > 0; }) ); }, content: function () { "step 0"; player .chooseTarget(get.prompt("twchunlao"), "将一名角色区域内的一张牌作为“醇”置于其武将牌上", function (card, player, target) { return target.countCards("hej") > 0; }) .set("ai", function (target) { return get.attitude(_status.event.player, target) * (player == target ? 1 : 2); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twchunlao", target); player.choosePlayerCard(target, "hej", true); } else event.finish(); "step 2"; if (result.bool) { target.addToExpansion(result.cards, target, "give").gaintag.add("twchunlao"); } }, intro: { content: "expansion", markcount: "expansion", }, group: ["twchunlao_sha", "twchunlao_dying"], subSkill: { sha: { trigger: { global: "useCard" }, direct: true, filter: function (event, player) { return event.card.name == "sha" && event.player.countCards("he") > 0 && event.player.getExpansions("twchunlao").length > 0; }, content: function () { "step 0"; event.target = trigger.player; event.target .chooseCard("he", "醇醪:是否交给" + get.translation(player) + "一张牌,令" + get.translation(trigger.card) + "的伤害值基数+1?") .set("ai", function (card) { if (!_status.event.goon) return 3.5 - get.value(card); return 7 - get.value(card); }) .set( "goon", (function () { if (get.attitude(target, player) < 0) return false; var d1 = true; if (trigger.player.hasSkill("jueqing") || trigger.player.hasSkill("gangzhi")) d1 = false; for (var target of trigger.targets) { if ( !target.mayHaveShan( player, "use", target.getCards("h", i => { return i.hasGaintag("sha_notshan"); }) ) || trigger.player.hasSkillTag( "directHit_ai", true, { target: target, card: trigger.card, }, true ) ) { if (!target.hasSkill("gangzhi")) d1 = false; if ( !target.hasSkillTag("filterDamage", null, { player: trigger.player, card: trigger.card, }) && get.attitude(player, target) < 0 ) return true; } } return d1; })() ); if (!event.target.isUnderControl(true) && !event.target.isOnline()) game.delayx(); "step 1"; if (result.bool) { target.logSkill("twchunlao", player); if (!target.hasSkill("twchunlao")) game.trySkillAudio("twchunlao", player); if (player != target) target.give(result.cards, player, "giveAuto"); trigger.baseDamage++; } }, }, dying: { audio: "chunlao", trigger: { global: "dying" }, logTarget: "player", filter: function (event, player) { return event.player.getExpansions("twchunlao").length > 0; }, prompt2: (event, player) => "移去" + get.translation(event.player) + "武将牌上的“醇”并摸一张牌,然后令其回复1点体力", check: function (event, player) { return get.attitude(player, event.player) > 0; }, content: function () { var target = trigger.player, cards = target.getExpansions("twchunlao"); if (cards.length) target.loseToDiscardpile(cards); player.draw(); target.recover(); }, }, }, }, //张曼成 twfengji: { audio: 2, mahouSkill: true, trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return !player.getExpansions("twfengji").length && !player.hasSkill("twfengji_mahou") && player.countCards("he"); }, direct: true, content: function () { "step 0"; player.chooseCard("he", get.prompt2("twfengji")).set("ai", function (card) { var name = card.name, num = 0; for (var i = 0; i < ui.cardPile.childNodes.length; i++) { if (ui.cardPile.childNodes[i].name == name) num++; } if (num < 2) return false; return 8 - get.value(card); }); "step 1"; if (result.bool) { player.logSkill("twfengji"); player.addToExpansion(result.cards, player, "giveAuto").gaintag.add("twfengji"); player .chooseControl("1回合", "2回合", "3回合") .set("prompt", "请选择施法时长") .set("ai", function () { var player = _status.event.player; var safe = Math.min(player.getHandcardLimit(), player.countCards("h", "shan")); if (safe < Math.min(3, game.countPlayer())) { var next = player.next; while (next != player && get.attitude(next, player) > 0) { safe++; next = next.next; } } return Math.max(2, Math.min(safe, 3, game.countPlayer())) - 1; }); } else event.finish(); "step 2"; player.storage.twfengji_mahou = [result.index + 1, result.index + 1]; player.addTempSkill("twfengji_mahou", { player: "die" }); }, marktext: "示", onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, intro: { content: "expansion", markcount: "expansion", }, subSkill: { mahou: { trigger: { global: "phaseEnd" }, forced: true, popup: false, charlotte: true, content: function () { var list = player.storage.twfengji_mahou; list[1]--; if (list[1] == 0) { game.log(player, "的“蜂集”魔法生效"); player.logSkill("twfengji"); var cards = player.getExpansions("twfengji"); if (cards.length) { var cards2 = [], num = list[0]; for (var card of cards) { for (var i = 0; i < num; i++) { var card2 = get.cardPile2(function (cardx) { return cardx.name == card.name && !cards2.includes(cardx); }); if (card2) cards2.push(card2); else break; } } game.delayx(); if (cards2.length) player.gain(cards2, "gain2"); player.loseToDiscardpile(cards); } player.removeSkill("twfengji_mahou"); } else { game.log(player, "的“蜂集”魔法剩余", "#g" + list[1] + "回合"); player.markSkill("twfengji_mahou"); } }, ai: { threaten: 2.5 }, mark: true, onremove: true, //该图标为灵魂宝石 marktext: "♗", intro: { name: "施法:蜂集", markcount: function (storage) { if (storage) return storage[1]; return 0; }, content: function (storage) { if (storage) { return "经过" + storage[1] + "个“回合结束时”后,若有“示”,则从牌堆中获得" + storage[0] + "张和“示”名称相同的牌"; } return "未指定施法效果"; }, }, }, }, }, twyiju: { audio: 2, locked: false, mod: { attackRangeBase: function (player, num) { if (player.getExpansions("twfengji").length) return player.hp; }, cardUsable: function (card, player, num) { if (card.name == "sha" && player.getExpansions("twfengji").length) return num - 1 + player.hp; }, }, trigger: { player: "damageBegin3" }, filter: function (event, player) { return player.getExpansions("twfengji").length > 0; }, forced: true, content: function () { trigger.num++; var cards = player.getExpansions("twfengji"); if (cards.length) player.loseToDiscardpile(cards); }, ai: { halfneg: true, combo: "twfengji", }, }, twbudao: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, derivation: ["twzhouhu", "twharvestinori", "twzuhuo", "twzhouzu", "twhuangjin", "twguimen", "twdidao"], limited: true, skillAnimation: true, animationColor: "metal", check: function (event, player) { return !player.hasUnknown() || !player.hasFriend(); }, skillValue: { twzhouhu: target => (Math.random() < 0.6 ? 0.1 : 1), twzuhuo: (target, player) => (get.damageEffect(target, player, player) > 0 ? 0.1 : 1), twharvestinori: target => 0.9 + Math.random() / 5, twhuangjin: target => Math.random() / 5, twguimen: target => Math.sqrt(Math.min(3, target.countCards("he", { suit: "spade" }))) * 0.09, twzhouzu: target => { var rand = Math.random(); if (rand < 0.8) return 1 - Math.sqrt(0.8 - rand); return 1; }, twdidao: (target, player) => { if ( [target, player].some(current => current.getSkills().some(skill => { var info = get.info(skill); if (!info || !info.ai || !info.ai.rejudge) return false; return true; }) ) ) { return 0.05; } return 0.85 + Math.random() / 5; }, }, content: function () { "step 0"; player.awakenSkill("twbudao"); player.loseMaxHp(); player.recover(); var skills = lib.skill.twbudao.derivation, map = lib.skill.twbudao.skillValue; skills = skills.randomGets(3); var target = game.filterPlayer().sort((a, b) => get.attitude(player, b) - get.attitude(player, a))[0]; if (player.identity == "nei" || get.attitude(player, target) < 6) target = player; player .chooseControl(skills) .set( "choiceList", skills.map(function (i) { return '
    【' + get.translation(lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)) + "】
    " + get.skillInfoTranslation(i, player) + "
    "; }) ) .set("displayIndex", false) .set("prompt", "布道:选择获得一个技能") .set("ai", () => { return _status.event.choice; }) .set("choice", skills.sort((a, b) => (map[b](target, player) || 0.5) - (map[a](target, player) || 0.5))[0]); "step 1"; var skill = result.control; player.addSkills(skill); event.twbudao_skill = skill; player.chooseTarget(lib.filter.notMe, "是否令一名其他角色也获得【" + get.translation(skill) + "】?").set("ai", function (target) { var player = _status.event.player; if (player.identity == "nei") return 0; return get.attitude(player, target); }); "step 2"; if (result.bool) { var target = result.targets[0]; event.target = target; player.line(target, "green"); target.addSkills(event.twbudao_skill); var cards = target.getCards("he"); if (!cards.length) event.finish(); else if (cards.length == 1) event._result = { bool: true, cards: cards }; else target.chooseCard("he", true, "交给" + get.translation(player) + "一张牌作为学费"); } else event.finish(); "step 3"; if (result.bool) target.give(result.cards, player); }, }, twzhouhu: { audio: 2, mahouSkill: true, enable: "phaseUse", usable: 1, filter: function (event, player) { return !player.hasSkill("twzhouhu_mahou") && player.countCards("h", lib.skill.twzhouhu.filterCard) > 0; }, filterCard: { color: "red" }, check: function (card) { if (_status.event.player.isHealthy()) return 0; return 7 - get.value(card); }, content: function () { "step 0"; player .chooseControl("1回合", "2回合", "3回合") .set("prompt", "请选择施法时长") .set("ai", function () { var player = _status.event.player; var safe = 1; if (safe < Math.min(3, game.countPlayer(), player.getDamagedHp())) { var next = player.next; while (next != player && get.attitude(next, player) > 0) { safe++; next = next.next; } } return Math.max(1, Math.min(safe, 3, game.countPlayer(), player.getDamagedHp())) - 1; }); "step 1"; player.storage.twzhouhu_mahou = [result.index + 1, result.index + 1]; player.addTempSkill("twzhouhu_mahou", { player: "die" }); }, ai: { order: 2, result: { player: 1, }, }, subSkill: { mahou: { trigger: { global: "phaseEnd" }, forced: true, popup: false, charlotte: true, content: function () { var list = player.storage.twzhouhu_mahou; list[1]--; if (list[1] == 0) { game.log(player, "的“咒护”魔法生效"); player.logSkill("twzhouhu"); var num = list[0]; player.recover(num); player.removeSkill("twzhouhu_mahou"); } else { game.log(player, "的“咒护”魔法剩余", "#g" + list[1] + "回合"); player.markSkill("twzhouhu_mahou"); } }, mark: true, onremove: true, marktext: "♗", intro: { name: "施法:咒护", markcount: function (storage) { if (storage) return storage[1]; return 0; }, content: function (storage) { if (storage) { return "经过" + storage[1] + "个“回合结束时”后,回复" + storage[0] + "点体力"; } return "未指定施法效果"; }, }, }, }, }, twharvestinori: { audio: 2, mahouSkill: true, enable: "phaseUse", usable: 1, filter: function (event, player) { return !player.hasSkill("twharvestinori_mahou") && player.countCards("h", lib.skill.twharvestinori.filterCard) > 0; }, filterCard: { color: "black" }, check: function (card) { return 8 - get.value(card); }, content: function () { "step 0"; player .chooseControl("1回合", "2回合", "3回合") .set("prompt", "请选择施法时长") .set("ai", function () { var player = _status.event.player; var safe = player.hp; if (safe < Math.min(3, game.countPlayer())) { var next = player.next; while (next != player && get.attitude(next, player) > 0) { safe++; next = next.next; } } return Math.max(1, Math.min(safe, 3, game.countPlayer())) - 1; }); "step 1"; player.storage.twharvestinori_mahou = [result.index + 1, result.index + 1]; player.addTempSkill("twharvestinori_mahou", { player: "die" }); }, ai: { order: 8, result: { player: 1, }, }, subSkill: { mahou: { trigger: { global: "phaseEnd" }, forced: true, popup: false, charlotte: true, content: function () { var list = player.storage.twharvestinori_mahou; list[1]--; if (list[1] == 0) { game.log(player, "的“丰祈”魔法生效"); player.logSkill("twharvestinori"); var num = list[0] * 2; player.draw(num); player.removeSkill("twharvestinori_mahou"); } else { game.log(player, "的“丰祈”魔法剩余", "#g" + list[1] + "回合"); player.markSkill("twharvestinori_mahou"); } }, mark: true, onremove: true, marktext: "♗", intro: { name: "施法:丰祈", markcount: function (storage) { if (storage) return storage[1]; return 0; }, content: function (storage) { if (storage) { return "经过" + storage[1] + "个“回合结束时”后,摸" + storage[0] * 2 + "张牌"; } return "未指定施法效果"; }, }, }, }, }, twzuhuo: { audio: 2, mahouSkill: true, enable: "phaseUse", usable: 1, filter: function (event, player) { return !player.hasSkill("twzuhuo_mahou") && player.countCards("he", lib.skill.twzuhuo.filterCard) > 0; }, filterCard: function (card) { return get.type(card) != "basic"; }, position: "he", check: function (card) { return 7 - get.value(card); }, content: function () { "step 0"; player .chooseControl("1回合", "2回合", "3回合") .set("prompt", "请选择施法时长") .set("ai", function () { var player = _status.event.player; var safe = Math.min(player.getHandcardLimit(), player.countCards("h", "shan")); if (safe < Math.min(3, game.countPlayer())) { var next = player.next; while (next != player && get.attitude(next, player) > 0) { safe++; next = next.next; } } return Math.max(2, Math.min(safe, 3, game.countPlayer())) - 1; }); "step 1"; player.storage.twzuhuo_mahou = [result.index + 1, result.index + 1]; player.addTempSkill("twzuhuo_mahou", { player: "die" }); }, ai: { order: 2, result: { player: 1, }, }, subSkill: { mahou: { trigger: { global: "phaseEnd" }, forced: true, popup: false, charlotte: true, content: function () { var list = player.storage.twzuhuo_mahou; list[1]--; if (list[1] == 0) { game.log(player, "的“阻祸”魔法生效"); player.logSkill("twzuhuo"); var num = list[0]; player.addSkill("twzuhuo_effect"); player.addMark("twzuhuo_effect", num, false); player.removeSkill("twzuhuo_mahou"); } else { game.log(player, "的“阻祸”魔法剩余", "#g" + list[1] + "回合"); player.markSkill("twzuhuo_mahou"); } }, mark: true, onremove: true, marktext: "♗", intro: { name: "施法:阻祸", markcount: function (storage) { if (storage) return storage[1]; return 0; }, content: function (storage) { if (storage) { return "经过" + storage[1] + "个“回合结束时”后,获得" + storage[0] + "层“防止一次伤害”的效果"; } return "未指定施法效果"; }, }, }, effect: { charlotte: true, onremove: true, trigger: { player: "damageBegin2" }, forced: true, filter: function (event, player) { return player.hasMark("twzuhuo_effect"); }, content: function () { trigger.cancel(); player.removeMark("twzuhuo_effect", 1, false); if (!player.countMark("twzuhuo_effect")) player.removeSkill("twzuhuo_effect"); }, marktext: "阻︎", intro: { onremove: true, content: "防止接下来的#次伤害", }, }, }, }, twzhouzu: { audio: 2, enable: "phaseUse", usable: 1, mahouSkill: true, filter: function (event, player) { return !player.hasSkill("twzhouzu_mahou"); }, filterTarget: function (card, player, target) { return player != target; }, line: false, delay: false, content: function () { "step 0"; player .chooseControl("1回合", "2回合", "3回合") .set("prompt", "请选择施法时长") .set("ai", function () { var player = _status.event.player; var safe = 1; if (safe < Math.min(3, game.countPlayer())) { var next = player.next; while (next != player && get.attitude(next, player) > 0) { safe++; next = next.next; } } return Math.max(2, Math.min(safe, 3, game.countPlayer())) - 1; }); "step 1"; player.storage.twzhouzu_mahou = [result.index + 1, result.index + 1, target]; player.addTempSkill("twzhouzu_mahou", { player: "die" }); }, subSkill: { mahou: { trigger: { global: "phaseEnd", }, forced: true, popup: false, charlotte: true, content: function () { var list = player.storage.twzhouzu_mahou; list[1]--; if (list[1] == 0) { game.log(player, "的“咒诅”魔法生效"); var num = list[0], target = list[2]; player.logSkill("twzhouzu", target); target.chooseToDiscard(get.translation(player) + "对你的“咒诅”魔法生效,请弃置" + get.cnNumber(list[0]) + "张牌", list[0], true); target.damage("thunder"); player.removeSkill("twzhouzu_mahou"); } else { game.log(player, "的“咒阻”魔法剩余", "#g" + list[1] + "回合"); player.markSkill("twzhouzu_mahou"); } }, mark: true, onremove: true, marktext: "♗", intro: { name: "施法:咒诅", markcount: function (storage) { if (storage) return storage[1]; return 0; }, content: function (storage) { if (storage) { return "经过" + storage[1] + "个“回合结束时”后,你令" + get.translation(storage[2]) + "弃置" + get.cnNumber(storage[0]) + "张牌,然后你对其造成1点雷电伤害"; } return "未指定施法效果"; }, }, }, }, ai: { order: 1, result: { target: -5, }, }, }, twhuangjin: { audio: 2, trigger: { target: "useCardToTarget" }, forced: true, logTarget: "player", filter: function (event, player) { return event.card.name == "sha" && typeof get.number(event.card) == "number"; }, content: function () { "step 0"; player.judge(function (result) { var evt = _status.event.getTrigger(); if (Math.abs(get.number(result) - get.number(evt.card)) <= 1) return 2; return -1; }).judge2 = function (result) { return result.bool; }; "step 1"; if (result.bool) { trigger.getParent().excluded.add(player); } }, ai: { effect: { target_use(card, player, target, current, isLink) { if (card.name == "sha" && !isLink) return 0.8; }, }, }, }, twguimen: { audio: 2, trigger: { player: "loseAfter", global: "loseAsyncAfter", }, direct: true, filter: function (event, player) { if (event.type != "discard") return false; var evt = event.getl(player); for (var card of evt.cards2) { if (get.suit(card, player) == "spade") return true; } return false; }, forced: true, content: function () { "step 0"; var cards = []; var evt = trigger.getl(player); for (var card of evt.cards2) { if (get.suit(card, player) == "spade") cards.push(card); } if (!cards.length) event.finish(); else event.cards = cards; "step 1"; if (event.cards.length == 1) { event._result = { bool: true, links: event.cards }; } else { player.chooseButton(["鬼门:选择一张♠牌,为其进行判定", event.cards], true); } "step 2"; if (result.bool && result.links) { event.judgingSpade = result.links[0]; event.cards.remove(event.judgingSpade); game.log(player, "选择", "#y" + get.translation(event.judgingSpade), "进行判定"); player.judge(function (result) { var card = _status.event.getParent().judgingSpade; if (Math.abs(get.number(result) - get.number(card)) <= 1) return 4; return -1; }).judge2 = function (result) { return result.bool; }; } else event.finish(); "step 3"; if (result.bool && game.hasPlayer(current => current != player)) { player.chooseTarget("选择一名其他角色,对其造成2点雷电伤害", lib.filter.notMe, true).set("ai", target => get.damageEffect(target, player, player, "thunder")); } "step 4"; if (result.bool) { player.line(result.targets[0], "thunder"); result.targets[0].damage(2, "thunder"); } if (event.cards.length) event.goto(1); }, }, twdidao: { audio: 2, trigger: { global: "judge" }, filter: function (event, player) { return player.countCards("hes"); }, direct: true, content: function () { "step 0"; player .chooseCard(get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("twdidao"), "hes", function (card) { var player = _status.event.player; 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; }) .set("ai", function (card) { 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); if (attitude == 0 || result == 0) { if (trigger.player != player) return 0; var checkx = get.color(card, player) == get.color(judging); if (checkx > 0) return checkx; return 0; } return result * (attitude > 0 ? 1 : -1); }) .set("judging", trigger.player.judging[0]); "step 1"; if (result.bool) { player.respond(result.cards, "highlight", "twdidao", "noOrdering"); } else { event.finish(); } "step 2"; if (result.bool) { player.$gain2(trigger.player.judging[0]); player.gain(trigger.player.judging[0]); var card = result.cards[0]; if (get.color(card, player) == get.color(trigger.player.judging[0])) player.draw("nodelay"); trigger.player.judging[0] = result.cards[0]; trigger.orderingCards.addArray(result.cards); game.log(trigger.player, "的判定牌改为", result.cards[0]); } "step 3"; game.delay(2); }, ai: { rejudge: true, tag: { rejudge: 1, }, }, }, //群曹操 twlingfa: { audio: 2, trigger: { global: "roundStart" }, direct: true, content: function () { "step 0"; if (game.roundNumber < 3 || !player.hasSkill("twlingfa")) { var str; switch (game.roundNumber) { case 1: str = "获得如下效果直到本轮结束:其他角色使用【杀】时,若其有牌,则其需弃置一张牌,否则受到你造成的1点伤害。"; break; case 2: str = "获得如下效果直到本轮结束:其他角色使用【桃】结算结束后,若其有牌,则其需交给你一张牌,否则受到你造成的1点伤害。"; break; default: str = "失去【令法】并获得【治暗】"; break; } player.chooseBool(get.prompt("twlingfa"), str); } else event._result = { bool: true }; "step 1"; if (result.bool) { switch (game.roundNumber) { case 1: player.logSkill("twlingfa", game.filterPlayer(current => current != player).sortBySeat()); player.addTempSkill("twlingfa_sha", "roundStart"); break; case 2: player.logSkill("twlingfa", game.filterPlayer(current => current != player).sortBySeat()); player.addTempSkill("twlingfa_tao", "roundStart"); break; default: player.logSkill("twlingfa"); player.addSkills(["twzhian"], ["twlingfa"]); break; } } }, subSkill: { sha: { audio: "twlingfa", trigger: { global: "useCard" }, charlotte: true, forced: true, filter: function (event, player) { return player != event.player && event.card.name == "sha" && event.player.countCards("he") > 0; }, logTarget: "player", content: function () { "step 0"; game.delayx(); trigger.player .chooseToDiscard("he", "令法:弃置一张牌,或受到来自" + get.translation(player) + "的1点伤害") .set("goon", get.damageEffect(trigger.player, player, trigger.player) < 0) .set("ai", function (card) { if (!_status.event.goon) return 0; return 8 - get.value(card); }); "step 1"; if (!result.bool) { trigger.player.damage(); } }, mark: true, marktext: '', intro: { content: "其他角色使用【杀】时,若其有牌,则其需弃置一张牌,否则受到你造成的1点伤害。", }, }, tao: { audio: "twlingfa", trigger: { global: "useCard" }, charlotte: true, forced: true, filter: function (event, player) { return player != event.player && event.card.name == "tao" && event.player.countCards("he") > 0; }, logTarget: "player", content: function () { "step 0"; game.delayx(); trigger.player .chooseCard("he", "令法:交给" + get.translation(player) + "一张牌,否则受到来自其的1点伤害") .set("goon", get.damageEffect(trigger.player, player, trigger.player) < 0) .set("ai", function (card) { if (!_status.event.goon) return 0; return 8 - get.value(card); }); "step 1"; if (!result.bool) { trigger.player.damage(); } else trigger.player.give(result.cards, player); }, mark: true, marktext: '', intro: { content: "其他角色使用【桃】结算结束后,若其有牌,则其需交给你一张牌,否则受到你造成的1点伤害。", }, }, }, derivation: "twzhian", }, twzhian: { audio: 2, init: function (player) { game.addGlobalSkill("twzhian_ai"); }, onremove: function (player) { if (!game.hasPlayer(current => current.hasSkill("twzhian"), true)) game.removeGlobalSkill("twzhian_ai"); }, usable: 1, trigger: { global: "useCardAfter" }, direct: true, filter: function (event, player) { var type = get.type(event.card); if (type != "delay" && type != "equip") return false; if (event.cards.length != 1) return false; var position = get.position(event.cards[0]); if (position == "e" || position == "j") return true; return event.player.isIn(); }, content: function () { "step 0"; var str = get.translation(trigger.cards[0]), owner = get.owner(trigger.cards[0]); var choiceList = ["弃置" + (owner ? get.translation(owner) + "区域内的" : "") + str, "弃置一张手牌并获得" + str, "对" + get.translation(trigger.player) + "造成1点伤害"]; var choices = []; if (owner && lib.filter.canBeDiscarded(card, player, owner)) choices.push("选项一"); else choiceList[0] = '' + choiceList[0] + ""; if ( owner && player.hasCard(function (card) { return lib.filter.cardDiscardable(card, player, "twzhian"); }, "h") && lib.filter.canBeGained(card, player, owner) ) choices.push("选项二"); else choiceList[1] = '' + choiceList[1] + ""; if (trigger.player.isIn()) choices.push("选项三"); else choiceList[2] = '' + choiceList[2] + ""; player .chooseControl(choices, "cancel2") .set("choiceList", choiceList) .set("prompt", get.prompt("twzhian")) .set("ai", function () { var player = _status.event.player, choices = _status.event.controls.slice(0); var card = _status.event.getTrigger().cards[0], owner = get.owner(card); var getEffect = function (choice) { if (choice == "cancel2") return 0.1; if (choice == "选项三") { return get.damageEffect(_status.event.getTrigger().player, player, player); } var result; if (get.position(card) == "j") { result = -get.effect( player, { name: card.viewAs || card.name, cards: [card], }, player, player ) * get.sgn(get.attitude(player, owner)); } else result = -(get.value(card, owner) - 0.01) * get.sgn(get.attitude(player, owner)); if (choice == "选项一") return result; if ( player.hasCard(function (cardx) { return lib.filter.cardDiscardable(cardx, player, "twzhian") && get.value(cardx, player) < get.value(card, player); }, "h") ) return result * 1.2; return 0; }; choices.sort(function (a, b) { return getEffect(b) - getEffect(a); }); return choices[0]; }); "step 1"; if (result.control != "cancel2") { var card = trigger.cards[0], owner = get.owner(card); switch (result.control) { case "选项一": player.logSkill("twzhian", owner); owner.discard(card, "notBySelf"); event.finish(); break; case "选项二": player.chooseToDiscard("h", true).logSkill = ["twzhian", owner]; event.target = owner; break; case "选项三": player.logSkill("twzhian", trigger.player); trigger.player.damage(); event.finish(); break; } } else player.storage.counttrigger.twzhian--; "step 2"; if (result.bool && target.getCards("ej").includes(trigger.cards[0])) player.gain(trigger.cards, target, "give", "bySelf"); }, subSkill: { ai: { trigger: { player: "dieAfter" }, filter: function (event, player) { return !game.hasPlayer(current => current.hasSkill("twzhian"), true); }, silent: true, forceDie: true, content: function () { game.removeGlobalSkill("twzhian_ai"); }, ai: { effect: { player_use(card, player, target) { if (get.type(card) !== "delay" && get.type(card) !== "equip") return 1; let za = game.findPlayer(cur => cur.hasSkill("twzhian") && (!cur.storage.counttrigger || !cur.storage.counttrigger.twzhian) && get.attitude(player, cur) <= 0); if (za) return [0.5, -0.8]; }, }, }, }, }, }, twyujue: { audio: 2, global: "twyujue_give", trigger: { player: "gainAfter", global: "loseAsyncAfter", }, direct: true, filter: function (event, player) { if (player == _status.currentPhase) return false; var cards = event.getg(player); if (!cards.length) return false; return game.hasPlayer(function (current) { if (current == player) return false; var evt = event.getl(current); if (!evt || !evt.cards2 || !evt.cards2.filter(card => cards.includes(card)).length) return false; return !current.hasSkill("twyujue_effect0") || !current.hasSkill("twyujue_effect1"); }); }, content: function () { "step 0"; var cards = trigger.getg(player); var list = game .filterPlayer(function (current) { if (current == player) return false; var evt = trigger.getl(current); if (!evt || !evt.cards2 || !evt.cards2.filter(card => cards.includes(card)).length) return false; return !current.hasSkill("twyujue_effect0") || !current.hasSkill("twyujue_effect1"); }) .sortBySeat(); event.targets = list; "step 1"; var target = event.targets.shift(); if (target.isIn()) { event.target = target; var num = 2; if (target.hasSkill("twyujue_effect0")) num--; if (target.hasSkill("twyujue_effect1")) num--; var cards = trigger.getg(player); num = Math.min(num, trigger.getl(target).cards2.filter(i => cards.includes(i)).length); if (num > 0) event.count = num; else if (targets.length > 0) event.redo(); else event.finish(); } else if (targets.length > 0) event.redo(); else event.finish(); "step 2"; event.count--; player.chooseBool(get.prompt("twyujue", target), "可令其选择本回合内未选择过的一项:⒈弃置攻击范围内一名角色的一张牌。⒉下一次使用牌时,从牌堆中获得一张同类别的牌。").set("ai", function () { var evt = _status.event.getParent(); return get.attitude(evt.player, evt.target) > 0; }); "step 3"; if (result.bool) { player.logSkill("twyujue", target); var list = [0, 1]; if (target.hasSkill("twyujue_effect0")) list.remove(0); if (target.hasSkill("twyujue_effect1")) list.remove(1); if (!list.length) event.goto(6); else if (list.length == 1) event._result = { index: list[0] }; else target .chooseControl() .set("choiceList", ["弃置攻击范围内一名角色的一张牌", "下一次使用牌时,从牌堆中获得一张同类别的牌"]) .set("ai", function () { var player = _status.event.player; if ( game.hasPlayer(function (current) { return player.inRange(current) && current.countDiscardableCards(player, "he") > 0 && get.effect(current, { name: "guohe_copy2" }, player, player) > 0; }) ) return 0; return 1; }); } else event.goto(6); "step 4"; target.addTempSkill("twyujue_effect" + result.index); if (result.index == 0) { if ( game.hasPlayer(function (current) { return target.inRange(current) && current.countDiscardableCards(target, "he") > 0; }) ) { target .chooseTarget("弃置攻击范围内一名角色的一张牌", true, function (card, player, target) { return player.inRange(target) && target.countDiscardableCards(player, "he") > 0; }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "guohe_copy2" }, player, player); }); } else event.goto(6); } else event.goto(6); "step 5"; if (result.bool) { var target2 = result.targets[0]; target.line(target2, "green"); target.discardPlayerCard(target2, "he", true); } "step 6"; game.delayx(); if (event.count > 0) event.goto(2); else if (targets.length) event.goto(1); }, subSkill: { clear: { onremove: true, }, effect0: { charlotte: true }, effect1: { charlotte: true, trigger: { player: "useCard" }, usable: 1, forced: true, popup: false, content: function () { player.unmarkSkill("twyujue_effect1"); var type2 = get.type2(trigger.card, false); var card = get.cardPile2(function (card) { return get.type2(card, false) == type2; }); if (card) trigger.player.gain(card, "gain2"); }, mark: true, marktext: "爵", intro: { content: "使用下一张牌时,从牌堆中获得一张类型相同的牌" }, }, }, }, twyujue_give: { audio: 2, enable: "phaseUse", filter: function (event, player) { if (!player.countCards("he")) return false; var targets = game.filterPlayer(function (current) { return current != player && current.hasSkill("twyujue"); }); if (!targets.length) return false; for (var target of targets) { var num = 2; if (player.group == "qun" && target.hasZhuSkill("twfengqi", player)) num = 4; if (target.countMark("twyujue_clear") < num) return true; } return false; }, selectCard: function () { var player = _status.event.player; var targets = game.filterPlayer(function (current) { return current != player && current.hasSkill("twyujue"); }); return [ 1, Math.max.apply( Math, targets.map(function (target) { var num = 2; if (player.group == "qun" && target.hasZhuSkill("twfengqi", player)) num = 4; return num - target.countMark("twyujue_clear"); }) ), ]; }, filterCard: true, filterTarget: function (card, player, target) { if (!target.hasSkill("twyujue")) return false; var num = 2; if (player.group == "qun" && target.hasZhuSkill("twfengqi", player)) num = 4; return num - target.countMark("twyujue_clear") >= Math.max(1, ui.selected.cards.length); }, selectTarget: function () { var player = _status.event.player; var targets = game.filterPlayer(function (current) { return current != player && current.hasSkill("twyujue"); }); return targets.length > 1 ? 1 : -1; }, complexSelect: true, prompt: function () { var player = _status.event.player; var targets = game.filterPlayer(function (current) { return current != player && current.hasSkill("twyujue"); }); return "将任意张牌交给" + get.translation(targets) + (targets.length > 1 ? "中的一人" : ""); }, position: "he", discard: false, lose: false, delay: false, check: function (card) { if (ui.selected.cards.length) return 0; var player = _status.event.player; if ( game.hasPlayer(function (current) { return lib.skill.twyujue_give.filterTarget(null, player, current) && get.attitude(player, current) > 0; }) ) { var val = get.value(card); if (val <= 0 && get.position(card) == "e") return 100 - val; if ( !player.hasSkill("twyujue_effect1") && player.hasCard(function (cardx) { return cardx != card && player.getUseValue(cardx, null, true) > 0; }, "hs") ) return 6 - get.value(card); if ( !player.hasSkill("twyujue_effect0") && game.hasPlayer(function (current) { return player.inRange(current) && current.countDiscardableCards(player, "he") > 0 && get.effect(current, { name: "guohe_copy2" }, player, player) > 0; }) ) return 5.5 - get.value(card); } return 0; }, content: function () { game.trySkillAudio("twyujue", target); player.give(cards, target); target.addTempSkill("twyujue_clear"); target.addMark("twyujue_clear", cards.length, false); }, ai: { order: 10, result: { target: 1 }, }, }, twgezhi: { audio: 2, trigger: { player: "useCard" }, direct: true, filter: function (event, player) { if (!player.countCards("h")) return false; var evt = event.getParent("phaseUse"); if (!evt || evt.player != player) return false; var type = get.type2(event.card, false); return !player.hasHistory( "useCard", function (evtx) { return evtx != event && get.type2(evtx.card, false) == type && evtx.getParent("phaseUse") == evt; }, event ); }, content: function () { "step 0"; if (!event.isMine() && !event.isOnline()) game.delayx(); player.chooseCard("是否发动【革制】重铸一张牌?", lib.filter.cardRecastable).set("ai", function (card) { return 5.5 - get.value(card); }); "step 1"; if (result.bool) { player.logSkill("twgezhi"); player.recast(result.cards); } }, group: "twgezhi_buff", subSkill: { buff: { audio: "twgezhi", trigger: { player: "phaseUseEnd" }, direct: true, filter: function (event, player) { return ( player.getHistory("lose", function (evt) { return evt.getParent(3).name == "twgezhi" && evt.getParent("phaseUse") == event; }).length > 1 ); }, content: function () { "step 0"; player .chooseTarget(get.prompt("twgezhi"), "你可以令一名角色选择获得一个其未获得过的效果:⒈攻击范围+2;⒉手牌上限+2;⒊加1点体力上限。", function (card, player, target) { return !target.hasSkill("twgezhi_选项一") || !target.hasSkill("twgezhi_选项二") || !target.hasSkill("twgezhi_选项三"); }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("twgezhi", target); var list = []; for (var i = 1; i <= 3; i++) { var str = "选项" + get.cnNumber(i, true); if (!target.hasSkill("twgezhi_" + str)) list.push(str); } if (list.length == 1) event._result = { control: list[0] }; else target .chooseControl(list) .set("choiceList", ["令自己的攻击范围+2", "令自己的手牌上限+2", "令自己的体力上限+1"]) .set("ai", function () { var player = _status.event.player, controls = _status.event.controls; if ( controls.includes("选项一") && game.hasPlayer(function (current) { return (get.realAttitude || get.attitude)(player, current) < 0 && get.distance(player, current, "attack") > 1; }) ) return "选项一"; if (controls.includes("选项二") && player.needsToDiscard()) return "选项二"; if (controls.includes("选项三")) return "选项三"; return controls.randomGet(); }); } else { event._triggered = null; event.finish(); } "step 2"; target.addSkill("twgezhi_" + result.control); if (result.control == "选项三") target.gainMaxHp(); "step 3"; game.delayx(); }, }, 选项一: { charlotte: true, mod: { attackFrom: function (from, to, distance) { return distance - 2; }, }, mark: true, marktext: " +2 ", intro: { content: "攻击范围+2" }, }, 选项二: { charlotte: true, mod: { maxHandcard: function (player, num) { return num + 2; }, }, mark: true, marktext: " +2 ", intro: { content: "手牌上限+2" }, }, 选项三: { charlotte: true, mark: true, marktext: " +1 ", intro: { content: "体力上限+1" }, }, }, }, twfengqi: { audio: 2, zhuSkill: true, trigger: { player: "twgezhi_buffAfter" }, direct: true, filter: function (event, player) { if (!event.target || !event.target.isIn() || !player.hasZhuSkill("twfengqi", event.target)) return false; var target = event.target; return target.getStockSkills(true, true).some(skill => { if (target.hasSkill(skill)) return false; var info = get.info(skill); return info && info.zhuSkill; }); }, skillAnimation: true, animationColor: "thunder", content: function () { "step 0"; event.target = trigger.target; event.target.chooseBool(get.prompt("twfengqi"), "获得武将牌上的所有主公技"); "step 1"; if (result.bool) { target.logSkill("twfengqi", player); var skills = target.getStockSkills(true, true).filter(skill => { if (target.hasSkill(skill)) return false; var info = get.info(skill); return info && info.zhuSkill; }); target.addSkills(skills); //for(var i of skills) target.addSkillLog(i); } }, ai: { combo: "twyujue", }, }, twsidai: { audio: 2, enable: "phaseUse", usable: 1, locked: false, limited: true, skillAnimation: true, animationColor: "fire", filter: function (event, player) { var cards = player.getCards("h", { type: "basic" }); if (!cards.length) return false; for (var i of cards) { if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) return false; } return event.filterCard(get.autoViewAs({ name: "sha", storage: { twsidai: true } }, cards), player, event); }, viewAs: { name: "sha", storage: { twsidai: true } }, filterCard: { type: "basic" }, selectCard: -1, check: () => 1, onuse: function (result, player) { player.awakenSkill("twsidai"); player.addTempSkill("twsidai_effect"); }, ai: { order: 2.9, result: { target: function (player, target) { if (get.attitude(player, target) >= 0) return -20; var cards = ui.selected.cards.slice(0); var names = []; for (var i of cards) names.add(i.name); if (names.length < player.hp) return 0; if (player.hasUnknown() && (player.identity != "fan" || !target.isZhu)) return 0; return lib.card.sha.ai.result.target.apply(this, arguments); }, }, }, mod: { cardUsable: function (card) { if (card.storage && card.storage.twsidai) return Infinity; }, targetInRange: function (card) { if (card.storage && card.storage.twsidai) return true; }, }, subSkill: { effect: { charlotte: true, trigger: { source: "damageBegin1" }, filter: function (event, player) { if (!event.card || !event.card.storage || !event.card.storage.twsidai || event.getParent().type != "card") return false; for (var i of event.cards) { if (i.name == "jiu") return true; } return false; }, forced: true, popup: false, content: function () { trigger.num *= 2; game.log(trigger.card, "的伤害值", "#y×2"); }, group: ["twsidai_tao", "twsidai_shan"], }, tao: { trigger: { source: "damageSource" }, filter: function (event, player) { if (!event.card || !event.card.storage || !event.card.storage.twsidai || !event.player.isIn()) return false; for (var i of event.cards) { if (i.name == "tao") return true; } return false; }, forced: true, popup: false, content: function () { trigger.player.loseMaxHp(); }, }, shan: { trigger: { player: "useCardToPlayered" }, filter: function (event, player) { if (!event.card || !event.card.storage || !event.card.storage.twsidai || !event.target.isIn()) return false; for (var i of event.cards) { if (i.name == "shan") return true; } return false; }, forced: true, popup: false, content: function () { "step 0"; trigger.target.chooseToDiscard("h", { type: "basic" }, "弃置一张基本牌,否则不能响应" + get.translation(trigger.card)).set("ai", function (card) { var player = _status.event.player; if ( player.hasCard("hs", function (cardx) { return cardx != card && get.name(cardx, player) == "shan"; }) ) return 12 - get.value(card); return 0; }); "step 1"; if (!result.bool) trigger.directHit.add(trigger.target); }, }, }, }, twjieyu: { audio: 2, trigger: { player: ["phaseJieshuBegin", "damageEnd"] }, round: 1, filter: function (event, player) { if (event.name != "phaseJieshu") { var history = player.getHistory("damage"); for (var i of history) { if (i == event) break; return false; } var all = player.actionHistory; for (var i = all.length - 2; i >= 0; i--) { if (all[i].damage.length) return false; if (all[i].isRound) break; } } return ( player.countCards("h") > 0 && !player.hasCard(function (card) { return !lib.filter.cardDiscardable(card, player, "twjieyu"); }, "h") ); }, check: function (event, player) { var cards = [], names = []; for (var i = 0; i < ui.discardPile.childNodes.length; i++) { var card = ui.discardPile.childNodes[i]; if (get.type(card, false) == "basic" && !names.includes(card.name)) { cards.push(card); names.push(card.name); } } if (!names.includes("shan") || !names.includes("tao")) return false; if (player.countCards("h", "shan") < 2 && player.countCards("h", "tao") < 1) return true; return false; }, content: function () { "step 0"; player.discard(player.getCards("h")); "step 1"; var cards = [], names = []; for (var i = 0; i < ui.discardPile.childNodes.length; i++) { var card = ui.discardPile.childNodes[i]; if (get.type(card, false) == "basic" && !names.includes(card.name)) { cards.push(card); names.push(card.name); } } if (cards.length) player.gain(cards, "gain2"); }, }, twhanyu: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { var cards = [], types = ["basic", "trick", "equip"]; for (var i of types) { var card = get.cardPile2(function (card) { return get.type2(card, false) == i; }); if (card) cards.push(card); } if (cards.length) player.gain(cards, "gain2"); }, }, twhengjiang: { audio: "hengjiang", trigger: { player: "useCardToPlayer" }, filter: function (event, player) { return ( !player.hasSkill("twhengjiang2") && event.targets.length == 1 && ["basic", "trick"].includes(get.type(event.card, false)) && player.isPhaseUsing() && game.hasPlayer(function (current) { return player.inRange(current) && lib.filter.targetEnabled2(event.card, player, current); }) ); }, prompt: "是否发动【横江】?", prompt2: function (event, player) { return "将" + get.translation(event.card) + "的目标改为" + get.translation(lib.skill.twhengjiang.logTarget(event, player)); }, logTarget: function (event, player) { return game .filterPlayer(function (current) { return player.inRange(current) && lib.filter.targetEnabled2(event.card, player, current); }) .sortBySeat(); }, check: function (event, player) { var effect1 = get.effect(event.target, event.card, player, player); var effect2 = 0, targets = lib.skill.twhengjiang.logTarget(event, player); for (var i of targets) effect2 += get.effect(i, event.card, player, player); return effect2 > effect1; }, content: function () { var targets = lib.skill.twhengjiang.logTarget(trigger, player); trigger.targets.length = 0; trigger.targets.addArray(targets); trigger.getParent().triggeredTargets1.length = 0; trigger.getParent().twhengjiang_buffed = true; player.addTempSkill("twhengjiang2", "phaseUseAfter"); }, }, twhengjiang2: { charlotte: true, trigger: { player: "useCardAfter" }, forced: true, popup: false, filter: function (event, player) { return ( event.twhengjiang_buffed && game.hasPlayer2(function (current) { return ( current != player && (current.hasHistory("useCard", function (evt) { return evt.respondTo && evt.respondTo[1] == event.card; }) || current.hasHistory("respond", function (evt) { return evt.respondTo && evt.respondTo[1] == event.card; })) ); }) ); }, content: function () { player.draw( game.countPlayer2(function (current) { return ( current != player && (current.hasHistory("useCard", function (evt) { return evt.respondTo && evt.respondTo[1] == trigger.card; }) || current.hasHistory("respond", function (evt) { return evt.respondTo && evt.respondTo[1] == trigger.card; })) ); }) ); }, }, twyuanhu: { audio: "yuanhu", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.hasCard({ type: "equip" }, "eh"); }, filterCard: { type: "equip" }, filterTarget: function (card, player, target) { var card = ui.selected.cards[0]; return target.canEquip(card); }, discard: false, lose: false, prepare: "give", position: "he", check: function (card) { if (get.position(card) == "h") return 9 - get.value(card); return 7 - get.value(card); }, content: function () { "step 0"; target.equip(cards[0]); "step 1"; event.goto(3); switch (get.subtype(cards[0])) { case "equip1": if ( game.hasPlayer(function (current) { return current != target && get.distance(target, current) == 1 && current.countCards("hej") > 0; }) ) { player .chooseTarget(true, "弃置一名距离" + get.translation(target) + "为1的角色区域内的一张牌", function (card, player, target) { var current = _status.event.current; return current != target && get.distance(current, target) == 1 && current.countCards("hej") > 0; }) .set("current", target) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "guohe_copy" }, player, player); }); event.goto(2); } break; case "equip2": target.draw(); break; case "equip3": case "equip4": case "equip5": case "equip6": target.recover(); break; } "step 2"; var target = result.targets[0]; player.line(target); player.discardPlayerCard(target, true, "hej"); "step 3"; if (target.hp <= player.hp || target.countCards("h") <= player.countCards("h")) { player.draw(); player.addTempSkill("twyuanhu_end"); } }, ai: { order: 10, result: { player: function (player, target) { if (get.attitude(player, target) == 0) return 0; if (!ui.selected.cards.length) return; var eff = get.effect(target, ui.selected.cards[0], player, player), sub = get.subtype(ui.selected.cards[0], false); if (target == player) eff += 4; else { var hp = player.hp, hs = player.countCards("h", card => card != ui.selected.cards[0]); var tp = target.hp, ts = target.countCards("h"); if (sub == "equip2") ts++; if (tp < target.maxHp && (sub == "equip3" || sub == "equip4" || sub == "equip5" || sub == "equip6")) tp++; if (tp <= hp || ts <= hs) eff += 2; } if (sub == "equip1") { var list = game .filterPlayer(function (current) { return current != target && get.distance(target, current) == 1 && current.countCards("hej") < 0; }) .map(function (i) { return get.effect(i, { name: "guohe_copy" }, player, player); }) .sort((a, b) => b - a); if (list.length) eff += list[0]; } return eff; }, target: function (player, target) { if (!ui.selected.cards.length) return 0; var sub = get.subtype(ui.selected.cards[0], false); var eff = get.effect(target, ui.selected.cards[0], player, target); if (sub == "equip2") eff += get.effect(target, { name: "draw" }, target, target); if (target.isDamaged() && (sub == "equip3" || sub == "equip4" || sub == "equip5" || sub == "equip6")) eff += get.recoverEffect(target, player, player); return eff; }, }, }, subSkill: { end: { trigger: { player: "phaseJieshuBegin" }, direct: true, charlotte: true, filter: function (event, player) { return player.hasSkill("twyuanhu") && player.hasCard({ type: "equip" }, "eh"); }, content: function () { "step 0"; player.chooseCardTarget({ prompt: get.prompt("twyuanhu"), prompt2: "将一张装备牌置入一名角色的装备区内。若此牌为:武器牌,你弃置与其距离为1的另一名角色区域的一张牌;防具牌,其摸一张牌;坐骑牌或宝物牌,其回复1点体力。然后若其体力值或手牌数不大于你,则你摸一张牌。", filterCard: lib.skill.twyuanhu.filterCard, filterTarget: lib.skill.twyuanhu.filterTarget, position: "he", ai1: lib.skill.twyuanhu.check, ai2: function (target) { var player = _status.event.player; return get.effect(target, "twyuanhu", player, player); }, }); "step 1"; if (result.bool) { result.skill = "twyuanhu"; player.useResult(result, event); } }, }, }, }, twjuezhu: { audio: 2, limited: true, trigger: { player: "phaseZhunbeiBegin" }, direct: true, filter: function (event, player) { return player.hasEnabledSlot(3) || player.hasEnabledSlot(4); }, skillAnimation: true, animationColor: "water", content: function () { "step 0"; player .chooseTarget(get.prompt2("twjuezhu"), [1, 2], function (card, player, target) { return !ui.selected.targets.length && !target.hasSkill("feiying"); }) .set("multitarget", true) .set("promptbar", "none") .set("ai", function (target) { if (player.hasUnknown()) return false; return get.attitude(player, target); }); "step 1"; if (result.bool) { event.target = result.targets[0]; var list = []; if (player.hasEnabledSlot(3)) list.push("equip3"); if (player.hasEnabledSlot(4)) list.push("equip4"); if (list.length == 1) event._result = { control: list[0] }; else player.chooseControl(list).set("prompt", "选择废除一个坐骑栏"); } else event.finish(); "step 2"; player.logSkill("twjuezhu", target); player.awakenSkill("twjuezhu"); player.disableEquip(result.control); target.disableJudge(); player.markAuto("twjuezhu_restore", [[target, result.control]]); player.addSkill("twjuezhu_restore"); target.addSkills("feiying"); }, subSkill: { restore: { trigger: { global: "die" }, forced: true, charlotte: true, filter: function (event, player) { for (var i of player.getStorage("twjuezhu_restore")) { if (i[0] == event.player && player.hasDisabledSlot(i[1])) return true; } return false; }, content: function () { var list = []; for (var i of player.getStorage("twjuezhu_restore")) { if (i[0] == trigger.player && player.hasDisabledSlot(i[1])) list.push(i[1]); } player.enableEquip(list); }, }, }, derivation: "feiying", }, twfengpo: { audio: "fengpo", trigger: { player: "useCardToPlayered" }, logTarget: "target", filter: function (event, player) { return (event.card.name == "sha" || event.card.name == "juedou") && event.targets.length == 1 && event.target.countCards("h") > 0; }, onremove: true, content: function () { "step 0"; event.target = trigger.target; player.viewHandcards(trigger.target); "step 1"; var num = target.countCards("h", player.storage.twfengpo ? { color: "red" } : { suit: "diamond" }); if (!num) { event.finish(); return; } event.num = num; player.chooseControl().set("choiceList", ["摸" + num + "张牌", "令" + get.translation(trigger.card) + "的伤害值基数+" + num]); "step 2"; if (result.index == 0) player.draw(num); else trigger.getParent().baseDamage += num; }, group: "twfengpo_kill", subSkill: { kill: { audio: "fengpo", trigger: { source: "die" }, forced: true, filter: (event, player) => !player.storage.twfengpo, skillAnimation: true, animationColor: "fire", content: function () { player.storage.twfengpo = true; player.popup("凤魄"); game.log(player, "恢复了技能", "#g【凤魄】"); }, }, }, }, twmouzhu: { audio: "mouzhu", enable: "phaseUse", usable: 1, filterTarget: lib.filter.notMe, contentBefore: function () { var target = targets[0], evt = event.getParent(); evt._target = target; var list = game.filterPlayer(function (current) { return current != player && current != target && current.hp <= player.hp; }); if (!list.length) { player.loseHp(); evt.finish(); } else { evt.targets = list.sortBySeat(); player.line(list); } }, content: function () { "step 0"; target .chooseCard("he", "是否交给" + get.translation(player) + "一张牌?") .set("ai", function (card) { if (_status.event.goon) return 7 - get.value(card); return 0; }) .set("goon", get.attitude(target, player) > 0); "step 1"; if (result.bool) { target.give(result.cards, player); } else { game.log(target, "拒绝给牌"); } }, contentAfter: function () { "step 0"; var num = 0, par = event.getParent(); player.getHistory("gain", function (evt) { if (evt.getParent(2) == par) num += evt.cards.length; }); if (!num) { player.loseHp(); for (var i of targets) i.loseHp(); event.finish(); } else { var target = event.getParent()._target; event.target = target; event.num = num; var bool1 = player.canUse("sha", target, false), bool2 = player.canUse("juedou", target, false); if (bool1 && bool2) target .chooseControl("sha", "juedou") .set("prompt", "谋诛:视为被" + get.translation(player) + "使用一张…") .set("prompt2", "(伤害值基数:" + num + ")") .set("ai", function () { var target = _status.event.player, player = _status.event.getParent().player; if (target.hasShan() || get.effect(target, { name: "sha" }, player, target) > 0) return "sha"; if (get.effect(target, { name: "juedou" }, player, target) > 0) return "juedou"; return "sha"; }); else if (bool1) event._result = { control: "sha" }; else if (bool2) event._result = { control: "juedou" }; else event.finish(); } "step 1"; if (result.control && lib.card[result.control]) player.useCard( { name: result.control, isCard: true, }, false, target ).baseDamage = num; }, ai: { order: 9, result: { target: function (player, target) { if (get.attitude(player, target) >= 0) return 0; var list = game.filterPlayer(function (current) { return current != player && current != target && current.hp <= player.hp; }); if (!list.length) return 0; return ( -Math.min(-get.effect(target, { name: "sha" }, player, target), -get.effect(target, { name: "juedou" }, player, target)) * list.reduce(function (num, current) { return num + (2 + get.sgn(get.attitude(current, player))); }, 0) ); }, }, }, }, twyanhuo: { audio: "yanhuo", trigger: { player: "die" }, direct: true, forceDie: true, skillAnimation: true, animationColor: "thunder", filter: function (event, player) { return ( player.countCards("he") > 0 && game.hasPlayer(function (current) { return current != player && current.countCards("h") > 0; }) ); }, content: function () { "step 0"; var num = player.countCards("he"), str = get.cnNumber(num); event.num1 = num; event.num2 = 1; var list = ["令一名其他角色弃置" + str + "张牌"]; if (num > 1) { list.push("令至多" + str + "名其他角色各弃置一张牌"); } player.chooseControl("cancel2").set("choiceList", list).set("prompt", get.prompt("twyanhuo")).set("forceDie", true); "step 1"; if (result.control != "cancel2") { if (result.index == 0) { event.num2 = event.num1; event.num1 = 1; } player .chooseTarget([1, event.num1], true, "请选择【延祸】的目标", function (card, player, target) { return target != player && target.countCards("he") > 0; }) .set("forceDie", true) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }); } else event.finish(); "step 2"; if (result.bool) { var targets = result.targets.sortBySeat(); player.logSkill("twyanhuo", targets); for (var i of targets) i.chooseToDiscard(true, "he", event.num2); } }, }, twshenxing: { mod: { globalFrom: function (player, target, distance) { var es = player.getCards("e", function (card) { return !ui.selected.cards.includes(card); }); for (var i of es) { var type = get.subtype(i); if (type == "equip3" || type == "equip4" || type == "equip6") return distance; } return distance - 1; }, maxHandcard: function (player, distance) { var es = player.getCards("e", function (card) { return !ui.selected.cards.includes(card); }); for (var i of es) { var type = get.subtype(i); if (type == "equip3" || type == "equip4" || type == "equip6") return distance; } return distance + 1; }, }, }, twdaoji: { audio: "daoji", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.hasCard(lib.skill.twdaoji.filterCard, "he"); }, filterCard: function (card) { return get.type(card) != "basic"; }, position: "he", filterTarget: function (card, player, target) { return target != player && player.inRange(target) && target.hasCard(card => lib.filter.canBeGained(card, target, player), "he"); }, check: function (card) { return 8 - get.value(card); }, content: function () { "step 0"; player.gainPlayerCard(target, "he", true); "step 1"; if (result.bool && result.cards && result.cards.length == 1) { var card = result.cards[0]; if (player.getCards("h").includes(card)) { var type = get.type(card); if (type == "basic") player.draw(); else if (type == "equip") { if (player.hasUseTarget(card)) player.chooseUseTarget(card, "nopopup", true); target.damage("nocard"); } } } }, ai: { order: 6, result: { target: function (player, target) { var eff = get.effect(target, { name: "shunshou_copy2" }, player, target); if (target.countCards("e") > 0) eff += get.damageEffect(target, player, target); return eff; }, }, }, }, xinzhenjun: { audio: 2, trigger: { player: "phaseUseBegin", }, direct: true, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; player.chooseCardTarget({ filterCard: true, filterTarget: lib.filter.notMe, position: "he", prompt: get.prompt2("xinzhenjun"), ai1: function (card) { var player = _status.event.player; if (card.name == "sha" && get.color(card) == "red") { for (var i = 0; i < game.players.length; i++) { var current = game.players[i]; if (current != player && get.attitude(player, current) > 0 && current.hasValueTarget(card)) return 7; } return 0; } return 7 - get.value(card); }, ai2: function (target) { var player = _status.event.player; var card = ui.selected.cards[0]; var att = get.attitude(player, target); if (get.value(card) < 0) return -att * 2; if (target.countCards("h", { name: "sha", color: "red" }) || target.hasSkill("wusheng") || target.hasSkill("new_rewusheng") || target.hasSkill("wushen") || (card.name == "sha" && get.color(card) == "red" && target.hasValueTarget(card))) return att * 2; var eff = 0; game.countPlayer(function (current) { if (target != current && get.distance(target, current, "attack") > 1) return; var eff2 = get.damageEffect(current, player, player); if (eff2 > eff) eff = eff2; }); if (att > 0 && eff > 0) eff += 2 * att; return eff; }, }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("xinzhenjun", target); player.give(result.cards, target); } else event.finish(); "step 2"; target.chooseToUse({ filterCard: function (card) { return get.name(card) == "sha" && get.color(card) != "black" && lib.filter.cardEnabled.apply(this, arguments); }, prompt: "请使用一张不为黑色的【杀】,否则" + get.translation(player) + "可以对你或你攻击范围内的一名其他角色造成1点伤害", }); "step 3"; if (result.bool) { var num = 1; game.countPlayer2(function (current) { current.getHistory("damage", function (evt) { if (evt.getParent(evt.notLink() ? 4 : 8) == event) num += evt.num; }); }); player.draw(num); event.finish(); } else { player .chooseTarget("是否对" + get.translation(target) + "或其攻击范围内的一名角色造成1点伤害?", function (card, player, target) { return target == _status.event.targetx || _status.event.targetx.inRange(target); }) .set("targetx", event.target).ai = function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }; } "step 4"; if (result.bool) { player.line(result.targets); result.targets[0].damage("nocard"); } }, }, twmoukui: { audio: "moukui", trigger: { player: "useCardToPlayered" }, direct: true, preHidden: true, filter: function (event, player) { return event.card && event.card.name == "sha"; }, content: function () { "step 0"; var list = ["选项一"]; if (trigger.target.countDiscardableCards(player, "he") > 0) list.push("选项二"); list.push("背水!"); list.push("cancel2"); player .chooseControl(list) .set("choiceList", ["摸一张牌", "弃置" + get.translation(trigger.target) + "的一张牌", "背水!依次执行以上两项。然后若此【杀】未令其进入濒死状态,则其弃置你的一张牌。"]) .set("prompt", get.prompt("twmoukui", trigger.target)) .setHiddenSkill("twmoukui"); "step 1"; if (result.control != "cancel2") { var target = trigger.target; player.logSkill("twmoukui", target); if (result.control == "选项一" || result.control == "背水!") player.draw(); if (result.control == "选项二" || result.control == "背水!") player.discardPlayerCard(target, true, "he"); if (result.control == "背水!") { player.addTempSkill("twmoukui_effect"); var evt = trigger.getParent(); if (!evt.twmoukui_effect) evt.twmoukui_effect = []; evt.twmoukui_effect.add(target); } } }, subSkill: { effect: { trigger: { player: "useCardAfter" }, charlotte: true, forced: true, filter: function (event, player) { return ( event.twmoukui_effect && event.twmoukui_effect.filter(function (current) { return ( current.isIn() && !current.hasHistory("damage", function (evt) { return evt._dyinged && evt.card == event.card; }) ); }).length > 0 ); }, content: function () { var list = trigger.twmoukui_effect .filter(function (current) { return ( current.isIn() && !current.hasHistory("damage", function (evt) { return evt._dyinged && evt.card == event.card; }) ); }) .sortBySeat(); for (var i of list) { i.discardPlayerCard(player, true, "he").boolline = true; } }, }, }, }, twfuhan: { audio: "fuhan", trigger: { player: "phaseZhunbeiBegin" }, unique: true, limited: true, skillAnimation: true, animationColor: "orange", filter: function (event, player) { return player.countMark("fanghun") > 0; }, prompt: function (event, player) { var num = Math.max(2, player.storage.fanghun); num = Math.min(num, 8); return get.prompt("twfuhan") + "(体力上限:" + num + ")"; }, check: function (event, player) { if (player.storage.fanghun >= Math.min(4, player.maxHp)) return true; if (player.hp <= 2 && player.storage.fanghun >= 3) return true; return false; }, content: function () { "step 0"; var num = Math.max(2, player.storage.fanghun); num = Math.min(num, 8); event.num = num; player.removeMark("fanghun", player.storage.fanghun); player.awakenSkill("twfuhan"); if (_status.characterlist) { list = []; for (var i = 0; i < _status.characterlist.length; i++) { var name = _status.characterlist[i]; if (lib.character[name][1] == "shu") list.push(name); } } else if (_status.connectMode) { list = get.charactersOL(function (i) { return lib.character[i][1] != "shu"; }); } else { list = get.gainableCharacters(function (info) { return info[1] == "shu"; }); } var players = game.players.concat(game.dead); for (var i = 0; i < players.length; i++) { list.remove(players[i].name); list.remove(players[i].name1); list.remove(players[i].name2); } list.remove("zhaoxiang"); player.chooseButton(["扶汉:选择获得一张武将牌上的所有技能", [list.randomGets(5), "character"]], true); "step 1"; if (result.bool) { var name = result.links[0]; player.flashAvatar("twhuashen", name); game.log(player, "获得了", "#y" + get.translation(name), "的所有技能"); player.addSkills(lib.character[name][3]); } "step 2"; var num = event.num - player.maxHp; if (num > 0) player.gainMaxHp(num); else player.loseMaxHp(-num); player.recover(); "step 3"; var card = get.cardPile("meiyingqiang", "field"); if (card) { player.gain(card, "gain2", "log"); } }, ai: { combo: "refanghun", }, }, twqueshi: { trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, locked: false, filter: function (event, player) { return (event.name != "phase" || game.phaseNumber == 0) && player.hasEquipableSlot(1); }, content: function () { if (!lib.inpile.includes("meiyingqiang")) { lib.inpile.push("meiyingqiang"); player.equip(game.createCard("meiyingqiang", "diamond", 12)); } else { var card = get.cardPile(function (card) { return card.name == "meiyingqiang" && !player.getEquips(1).includes(card); }, "field"); if (card) player.equip(card); } }, }, meiyingqiang: { equipSkill: true, trigger: { player: ["loseAfter"], global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter: function (event, player) { if (player == _status.currentPhase) return false; var evt = event.getl(player); if (!evt || !evt.cards2 || !evt.cards2.length) return false; var list = player.getHistory("lose", function (evt) { return evt.cards2 && evt.cards2.length; }); if (event.name == "lose") { if (list.indexOf(event) != 0) return false; } else { if ( !player.hasHistory("lose", function (evt) { return evt.getParent() == event && list.indexOf(evt) == 0; }) ) return false; } return _status.connectMode || !lib.config.skip_shan || player.hasSha(); }, direct: true, content: function () { if (trigger.delay === false) game.delayx(); player .chooseToUse("梅影枪:是否使用一张【杀】?", function (card) { if (get.name(card) != "sha") return false; return lib.filter.cardEnabled.apply(this, arguments); }) .set("addCount", false).logSkill = "meiyingqiang"; }, }, cuijin: { trigger: { global: "useCard" }, direct: true, filter: function (event, player) { return event.card.name == "sha" && (event.player == player || player.inRange(event.player)) && player.countCards("he") > 0; }, checkx(event, player) { let d1 = true, e = false; if (event.player.hasSkill("jueqing") || event.player.hasSkill("gangzhi")) d1 = false; for (let tar of event.targets) { if (event.card.name == "sha") { if ( !tar.mayHaveShan( player, "use", tar.getCards("h", i => { return i.hasGaintag("sha_notshan"); }) ) || event.player.hasSkillTag( "directHit_ai", true, { target: tar, card: event.card, }, true ) ) { if (!tar.hasSkill("gangzhi")) d1 = false; if ( !tar.hasSkillTag("filterDamage", null, { player: event.player, card: event.card, }) ) { let att = get.attitude(_status.event.player, tar); if (att > 0) return false; if (att < 0) e = true; } } } else e = true; } if (e) return true; if (d1) return get.damageEffect(event.player, player, _status.event.player) > 0; return false; }, content: function () { "step 0"; if (player != game.me && !player.isOnline()) game.delayx(); var target = trigger.player; event.target = target; player .chooseToDiscard("he", get.prompt("cuijin", target), "弃置一张牌并令" + get.translation(trigger.player) + "使用的【杀】伤害+1,但若其未造成伤害,则你对其造成1点伤害。") .set("ai", function (card) { if (_status.event.goon) return 7 - get.value(card); return 0; }) .set("goon", lib.skill.cuijin.checkx(trigger, player)).logSkill = ["cuijin", target]; "step 1"; if (result.bool) { if (typeof trigger.baseDamage != "number") trigger.baseDamage = 1; trigger.baseDamage++; player.addTempSkill("cuijin_damage"); player.markAuto("cuijin_damage", [trigger.card]); } }, subSkill: { damage: { trigger: { global: "useCardAfter" }, forced: true, popup: false, charlotte: true, onremove: true, filter: function (event, player) { return player.storage.cuijin_damage.includes(event.card); }, content: function () { player.storage.cuijin_damage.remove(trigger.card); if (!player.storage.cuijin_damage.length) player.removeSkill("cuijin_damage"); if ( trigger.player.isIn() && !game.hasPlayer2(function (current) { return current.hasHistory("damage", function (evt) { return evt.card == trigger.card; }); }) ) { player.line(trigger.player, "green"); trigger.player.damage(); } }, }, }, }, jintao: { mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + 1; }, targetInRange: function (card) { if (card.name == "sha") return true; }, }, audio: 2, trigger: { player: "useCard" }, forced: true, filter: function (event, player) { if (event.card.name != "sha") return false; var evt = event.getParent("phaseUse"); if (!evt || evt.player != player) return false; var index = player .getHistory("useCard", function (evtx) { return evtx.card.name == "sha" && evtx.getParent("phaseUse") == evt; }) .indexOf(event); return index == 0 || index == 1; }, content: function () { var evt = trigger.getParent("phaseUse"); var index = player .getHistory("useCard", function (evtx) { return evtx.card.name == "sha" && evtx.getParent("phaseUse") == evt; }) .indexOf(trigger); if (index == 0) { game.log(trigger.card, "伤害+1"); if (typeof trigger.baseDamage != "number") trigger.baseDamage = 1; trigger.baseDamage++; } else { game.log(trigger.card, "不可被响应"); trigger.directHit.addArray(game.players); } }, }, equan: { audio: 2, trigger: { global: "damageEnd" }, forced: true, filter: function (event, player) { return player == _status.currentPhase && event.player.isIn(); }, logTarget: "player", content: function () { trigger.player.addMark("equan", trigger.num, false); }, group: ["equan_block", "equan_lose"], marktext: "毒", intro: { name: "恶泉(毒)", name2: "毒", }, subSkill: { lose: { audio: "equan", trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function () { return game.hasPlayer(function (current) { return current.hasMark("equan"); }); }, logTarget: function () { return game.filterPlayer(function (current) { return current.hasMark("equan"); }); }, content: function () { game.countPlayer(function (current) { var num = current.countMark("equan"); if (num) { current.removeMark("equan", num); current.loseHp(num); } }); }, }, block: { trigger: { global: "dyingBegin" }, forced: true, logTarget: "player", filter: function (event, player) { var evt = event.getParent(2); return evt.name == "equan_lose" && evt.player == player; }, content: function () { trigger.player.addTempSkill("baiban"); }, }, }, }, manji: { audio: 2, trigger: { global: "loseHpAfter" }, forced: true, filter: function (event, player) { return player != event.player && (player.hp >= event.player.hp || player.isDamaged()); }, logTarget: "player", content: function () { if (player.hp <= trigger.player.hp) player.recover(); if (player.hp >= trigger.player.hp) player.draw(); }, }, beini: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target.hp >= player.hp; }, content: function () { "step 0"; var str = get.translation(target); player .chooseControl() .set("choiceList", ["摸两张牌,然后令" + str + "视为对自己使用【杀】", "令" + str + "摸两张牌,然后视为对其使用【杀】"]) .set("ai", function () { var evt = _status.event.getParent(), player = evt.player, target = evt.target; var card = { name: "sha", isCard: true }, att = get.attitude(player, target) > 0; if (!target.canUse(card, player, false) || get.effect(player, card, target, player) >= 0) return 0; if (att && (!player.canUse(card, target, false) || get.effect(target, card, player, player) >= 0)) return 1; if (target.hasSkill("nogain") && player.canUse(card, target, false) && get.effect(target, card, player, player) > 0) return 1; if (player.hasShan()) return 0; if (att && target.hasShan()) return 1; return 0; }); "step 1"; var list = [player, target]; if (result.index == 1) list.reverse(); event.list = list; list[0].draw(2); "step 2"; var list = event.list; if (list[1].isIn() && list[0].isIn() && list[1].canUse("sha", list[0], false)) list[1].useCard({ name: "sha", isCard: true }, list[0], false, "noai"); }, ai: { order: 5, expose: 0, result: { player: function (player, target) { var card = { name: "sha", isCard: true }, att = get.attitude(player, target) > 0; if (!target.canUse(card, player, false) || get.effect(player, card, target, player) >= 0) return 2; if (att && (!player.canUse(card, target, false) || get.effect(target, card, player, player) >= 0)) return 2; if (target.hasSkill("nogain") && player.canUse(card, target, false)) return get.effect(target, card, player, player); if (player.hasShan()) return 1; if (att && target.hasShan()) return 1; return 0; }, }, }, }, dingfa: { audio: 2, trigger: { player: "phaseDiscardAfter" }, direct: true, filter: function (event, player) { var num = 0; player.getHistory("lose", function (evt) { num += evt.cards2.length; }); return num >= player.hp; }, content: function () { "step 0"; player .chooseTarget(get.prompt("dingfa"), "操作提示:选择自己以回复体力,或选择其他角色以造成伤害", function (card, player, target) { return target == player ? player.isDamaged() : true; }) .set("ai", function (target) { return target != player ? get.damageEffect(target, player, player) : get.recoverEffect(player, player, player); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("dingfa", target); if (target == player) player.recover(); else target.damage(); } }, }, dz_mantianguohai: { mod: { ignoredHandcard: function (card, player) { if (get.name(card) == "dz_mantianguohai") return true; }, cardDiscardable: function (card, player, name) { if (name == "cardsDiscard" && get.name(card) == "dz_mantianguohai") return false; }, }, }, twmiaolve: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, forced: true, locked: false, content: function () { if (!lib.inpile.includes("dz_mantianguohai")) lib.inpile.add("dz_mantianguohai"); if (!_status.dz_mantianguohai_suits) _status.dz_mantianguohai_suits = lib.suit.slice(0); var list = _status.dz_mantianguohai_suits.randomRemove(2).map(function (i) { return game.createCard2("dz_mantianguohai", i, 5); }); if (list.length) player.gain(list, "gain2", "log"); }, group: "twmiaolve_damage", subSkill: { damage: { trigger: { player: "damageEnd" }, direct: true, content: function () { "step 0"; event.count = trigger.num; "step 1"; event.count--; var list = ["dz_mantianguohai"]; list.addArray(get.zhinangs()); player.chooseButton([get.prompt("twmiaolve"), [list, "vcard"]]).set("ai", function (button) { if (button.link[2] == "dz_mantianguohai" && player.countCards("hs", "dz_mantianguohai") < 2) return 10; return get.value({ name: button.link[2] }); }); "step 2"; if (result.bool) { player.logSkill("twmiaolve"); var name = result.links[0][2]; if (name == "dz_mantianguohai") { if (!lib.inpile.includes("dz_mantianguohai")) lib.inpile.add("dz_mantianguohai"); if (!_status.dz_mantianguohai_suits) _status.dz_mantianguohai_suits = lib.suit.slice(0); if (_status.dz_mantianguohai_suits.length) player.gain(game.createCard2("dz_mantianguohai", _status.dz_mantianguohai_suits.randomRemove(), 5), "gain2"); else { var card = get.cardPile(function (card) { return card.name == name; }); if (card) player.gain(card, "gain2"); } player.draw(); } else { var card = get.cardPile(function (card) { return card.name == name; }); if (card) player.gain(card, "gain2"); } if (event.count > 0 && player.hasSkill("twmiaolve")) event.goto(1); } }, }, }, }, twyingjia: { audio: 2, trigger: { global: "phaseEnd" }, direct: true, filter: function (event, player) { if (!player.countCards("he")) return false; var history = player.getHistory("useCard"), map = {}; for (var i of history) { if (get.type2(i.card) == "trick") { if (!map[i.card.name]) map[i.card.name] = true; else return true; } } return false; }, content: function () { "step 0"; player.chooseCardTarget({ prompt: get.prompt("twyingjia"), prompt2: "弃置一张牌并令一名角色进行一个额外回合", filterCard: lib.filter.cardDiscardable, filterTarget: true, ai1: function (card) { return 8 - get.value(card); }, ai2: function (target) { if (target.hasJudge("lebu")) return -1; var player = _status.event.player; if (get.attitude(player, target) > 4) { return get.threaten(target) / Math.sqrt(target.hp + 1) / Math.sqrt(target.countCards("h") + 1); } return -1; }, }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("twyingjia", target); player.discard(result.cards); target.insertPhase(); } }, }, gx_lingbaoxianhu: { trigger: { source: "damageSource", global: "dieAfter", }, forced: true, equipSkill: true, filter: function (event, player) { if (event.name == "damage") return event.num > 1; return true; }, content: function () { player.gainMaxHp(); player.recover(); }, }, gx_taijifuchen: { trigger: { player: "useCardToPlayered" }, forced: true, equipSkill: true, filter: function (event, player) { return event.card && event.card.name == "sha"; }, logTarget: "target", content: function () { "step 0"; var suit = get.suit(trigger.card); var num = trigger.target.countCards("h", "shan"); var next = trigger.target .chooseToDiscard("弃置一张牌,或不能响应" + get.translation(trigger.card), "he") .set("ai", function (card) { var num = _status.event.num; if (num == 0) return 0; if (card.name == "shan") return num > 1 ? 2 : 0; return (get.suit(card) != _status.event.suit ? 9 : 6) - get.value(card); }) .set("num", num); if (lib.suit.includes(suit)) { next.set("prompt2", "若弃置的是" + get.translation(suit) + "牌,则改为" + get.translation(player) + "获得之"); next.set("suit", suit); } "step 1"; if (result.bool) { var card = result.cards[0]; if (get.suit(card, trigger.target) == get.suit(trigger.card, false) && get.position(card) == "d") player.gain(card, "gain2"); } else trigger.directHit.add(trigger.target); }, }, gx_chongyingshenfu: { trigger: { player: "damageEnd" }, forced: true, equipSkill: true, filter: function (event, player) { if (!event.card || !event.card.name || player.getStorage("gx_chongyingshenfu_effect").includes(event.card.name)) return false; if (player.hasSkillTag("unequip2")) return false; if ( event.source.hasSkillTag("unequip", false, { name: event.card.name, target: player, card: event.card, }) ) return false; return true; }, content: function () { player.markAuto("gx_chongyingshenfu_effect", [trigger.card.name]); }, group: "gx_chongyingshenfu_effect", subSkill: { effect: { trigger: { player: "damageBegin4" }, forced: true, equipSkill: true, filter: function (event, player) { if (!event.card || !event.card.name || !player.storage.gx_chongyingshenfu_effect || !player.getStorage("gx_chongyingshenfu_effect").includes(event.card.name)) return false; if (player.hasSkillTag("unequip2")) return false; if ( event.source.hasSkillTag("unequip", false, { name: event.card.name, target: player, card: event.card, }) ) return false; return true; }, content: function () { trigger.num--; }, ai: { effect: { target: function (card, player, target) { if ( typeof card == "object" && target.storage.gx_chongyingshenfu_effect && target.getStorage("gx_chongyingshenfu_effect").includes(card.name) && !target.hasSkillTag("unequip2") && (get.itemtype(player) !== "player" || (!player.hasSkillTag("jueqing", false, target) && !player.hasSkillTag("unequip", false, { name: card.name, target: target, card: card, }))) ) { if ( player && player.hasSkillTag("damageBonus", true, { target: target, card: card, }) ) return 0.5; return "zeroplayertarget"; } }, }, }, onremove: true, intro: { content: "受到$造成的伤害-1", }, }, }, }, twdanfa: { audio: 2, trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] }, filter: function (event, player) { return player.countCards("he") > 0; }, direct: true, content: function () { "step 0"; player.chooseCard("he", get.prompt("twdanfa"), "将一张牌作为“丹”置于武将牌上").set("ai", function (card) { if (player.storage.twdanfa) { var suit = get.suit(card); for (var i of player.storage.twdanfa) { if (get.suit(i, false) == suit) return 4 - get.value(card); } } return 5.5 - get.value(card); }); "step 1"; if (result.bool) { var card = result.cards[0]; player.logSkill("twdanfa"); game.log(player, "将", card, "放在了武将牌上"); player.$give(card, player, false); player.lose(card, ui.special, "toStorage"); player.markAuto("twdanfa", result.cards); } else event.finish(); "step 2"; game.delayx(); }, mark: true, intro: { content: "cards", onunmark: "throw", }, group: "twdanfa_draw", subSkill: { draw: { audio: "twdanfa", trigger: { player: "useCard" }, forced: true, locked: false, filter: function (event, player) { if (!player.storage.twdanfa || !player.storage.twdanfa.length) return false; var suit = get.suit(event.card, false); if (suit == "none" || (player.storage.twdanfa_count && player.storage.twdanfa_count.includes(suit))) return false; for (var i of player.storage.twdanfa) { if (get.suit(i, false) == suit) return true; } return false; }, content: function () { player.draw(); player.addTempSkill("twdanfa_count"); if (!player.storage.twdanfa_count) player.storage.twdanfa_count = []; player.storage.twdanfa_count.push(get.suit(trigger.card, false)); }, }, count: { onremove: true }, }, }, twlingbao: { enable: "phaseUse", usable: 1, filter: function (event, player) { var list = player.getStorage("twdanfa"); if (list.length < 2) return false; var suit = get.suit(list[0], false); for (var i = 1; i < list.length; i++) { if (get.suit(list[i], false) != suit) return true; } return false; }, chooseButton: { dialog: function (event, player) { return ui.create.dialog("灵宝", player.storage.twdanfa); }, filter: function (button, player) { if (!ui.selected.buttons.length) return true; return get.suit(button.link) != get.suit(ui.selected.buttons[0].link); }, select: 2, backup: function (links) { var obj = get.copy(lib.skill["twlingbao_" + get.color(links)]); obj.cards = links; obj.audio = "twlingbao"; obj.filterCard = () => false; obj.selectCard = -1; return obj; }, prompt: function (links) { return lib.skill["twlingbao_" + get.color(links)].prompt; }, check: function (button) { var storage = _status.event.player.storage.twdanfa.slice(0); storage.remove(button.link); if ( storage.filter(function (card) { return card.suit == button.link.suit; }).length ) return 1 + Math.random(); return 0; }, }, subSkill: { red: { filterTarget: function (card, player, target) { return target.isDamaged(); }, delay: false, prompt: "令一名角色回复1点体力", content: function () { "step 0"; var cards = lib.skill.twlingbao_backup.cards; player.$throw(cards, 1000); player.unmarkAuto("twdanfa", cards); game.log(player, "将", cards, "置入了弃牌堆"); game.delayx(); game.cardsDiscard(cards); "step 1"; target.recover(); }, ai: { tag: { recover: 1, }, result: { target: 1.5, }, }, }, black: { filterTarget: function (card, player, target) { return target.countDiscardableCards(player, "hej") > 0; }, delay: false, prompt: "弃置一名角色区域内至多两张区域不同的牌", content: function () { "step 0"; var cards = lib.skill.twlingbao_backup.cards; player.$throw(cards, 1000); player.unmarkAuto("twdanfa", cards); game.log(player, "将", cards, "置入了弃牌堆"); game.delayx(); game.cardsDiscard(cards); "step 1"; var num = 0; if (target.countDiscardableCards(player, "h")) num++; if (target.countDiscardableCards(player, "e")) num++; if (target.countDiscardableCards(player, "j")) num++; if (num) { player.discardPlayerCard(target, [1, Math.max(2, num)], "hej", true).set("filterButton", function (button) { for (var i = 0; i < ui.selected.buttons.length; i++) { if (get.position(button.link) == get.position(ui.selected.buttons[i].link)) return false; } return true; }); } }, ai: { tag: { lose: 1.5, loseCard: 1.5, discard: 1.5, }, result: { target: function (player, target) { if ( get.attitude(player, target) > 0 && target.countCards("e", function (card) { return get.value(card, target) <= 0; }) > 0 && target.countCards("j", function (card) { return get.effect(target, card, target, target) < 0; }) > 8 ) return 3; if ( target.countCards("h") > 0 && target.countCards("e", function (card) { return get.value(card, target) > 0; }) > 0 ) return -2; return 0; }, }, }, }, none: { selectTarget: 2, filterTarget: function (card, player, target) { if (!ui.selected.targets.length) return true; return target.countCards("he") > 0; }, complexSelect: true, targetprompt: ["摸牌", "弃牌"], delay: false, prompt: "令一名角色摸一张牌并令另一名角色弃置一张牌", multitarget: true, multiline: true, content: function () { "step 0"; var cards = lib.skill.twlingbao_backup.cards; player.$throw(cards, 1000); player.unmarkAuto("twdanfa", cards); game.log(player, "将", cards, "置入了弃牌堆"); game.delayx(); game.cardsDiscard(cards); "step 1"; targets[0].draw(); targets[1].chooseToDiscard("he", true); }, ai: { result: { target: function (player, target) { if (!ui.selected.targets.length) return 1; if ( target.countCards("e", function (card) { return get.value(card, target) <= 0; }) > 0 ) return 1; return -1; }, }, }, }, backup: { audio: "twlingbao" }, }, ai: { order: 1, result: { player: 1 }, combo: "twdanfa", }, }, twsidao: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, locked: false, filter: function (event, player) { return (event.name != "phase" || game.phaseNumber == 0) && !player.storage.twsidao; }, content: function () { "step 0"; player.chooseButton(["请选择你的初始法宝", [["gx_lingbaoxianhu", "gx_taijifuchen", "gx_chongyingshenfu"], "vcard"]], true).set("ai", function (button) { return button.link[2] == "gx_chongyingshenfu" ? 2 : 1; }); "step 1"; if (result.bool) { var card = game.createCard2(result.links[0][2], "heart", 1); lib.inpile.add(result.links[0][2]); player.storage.twsidao = card; player.chooseUseTarget(card, "nopopup", true); } }, group: "twsidao_equip", subSkill: { equip: { audio: "twsidao", trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { var card = player.storage.twsidao; return card && card.isInPile() && player.hasUseTarget(card); }, content: function () { player.chooseUseTarget(player.storage.twsidao, "nopopup", true); }, }, }, }, twrangyi: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("h") > 0; }, filterTarget: lib.filter.notMe, delay: 0, content: function () { "step 0"; event.cards = player.getCards("h"); player.give(event.cards, target).gaintag.add("twrangyi"); target.addTempSkill("twrangyi2"); "step 1"; target.chooseToUse({ prompt: "请使用得到的一张牌,或者受到来自" + get.translation(player) + "的1点伤害", filterCard: function (card, player) { if (get.itemtype(card) != "card" || !card.hasGaintag("twrangyi")) return false; return lib.filter.filterCard(card, player, event); }, cards: cards, }); "step 2"; target.removeSkill("twrangyi2"); if (!result.bool) target.damage("nocard"); }, ai: { order: 1, result: { target: function (player, target) { var hs = player.getCards("h"); for (var i = 0; i < hs.length; i++) { var hi = hs[i]; if (hi.name == "tao" || target.hasValueTarget(hi, null, true)) return 1; } return get.damageEffect(target, player, target); }, }, }, }, twrangyi2: { trigger: { player: "useCard" }, forced: true, popup: false, charlotte: true, filter: function (event, player) { var evt = event.getParent(2); return ( evt.name == "twrangyi" && evt.player.isIn() && player.countCards("h", function (card) { return card.hasGaintag("twrangyi"); }) > 0 ); }, content: function () { var cards = player.getCards("h", function (card) { return card.hasGaintag("twrangyi"); }); game.delayx(); player.give(cards, trigger.getParent(2).player); }, onremove: function (player) { player.removeGaintag("twrangyi"); }, }, twbaimei: { audio: 2, trigger: { player: "damageBegin4", }, forced: true, filter: function (event, player) { if (player.countCards("h")) return false; if (event.hasNature()) return true; return get.type(event.card, "trick") == "trick"; }, content: function () { trigger.cancel(); }, ai: { effect: { target: function (card, player, target, current) { if (target.countCards("h")) return; if (get.tag(card, "natureDamage")) return "zeroplayertarget"; if (get.type(card) == "trick" && get.tag(card, "damage")) { return "zeroplayertarget"; } }, }, }, }, twhuzhu: { audio: 2, enable: "phaseUse", usable: 1, filter: function (e, player) { return player.countCards("e") > 0; }, filterTarget: function (card, player, target) { return target != player && target.countCards("h") > 0; }, content: function () { "step 0"; target.chooseCard("交给" + get.translation(player) + "一张手牌", "h", true); "step 1"; target.give(result.cards, player); "step 2"; if (player.countGainableCards(player, "e")) target.gainPlayerCard(player, "e", true); "step 3"; if (target.isDamaged() && target.hp <= player.hp) { player.chooseBool("是否令" + get.translation(target) + "回复1点体力?").set("ai", function () { return get.recoverEffect(target, player, player); }); } "step 4"; if (result.bool) target.recover(); }, ai: { order: 8, result: { target: function (player, target) { var eff = target.isDamaged() && target.hp <= player.hp ? get.recoverEffect(target, player, target) : 0; if (eff <= 0 && !player.countGainableCards(target, "e")) return -1; return eff; }, }, }, }, twliancai: { audio: 2, trigger: { player: ["turnOverEnd", "phaseJieshuBegin"] }, filter: function (card, player, target) { return target == "phaseJieshuBegin" || player.countCards("h") < player.hp; }, filterTarget: function (card, player, target) { return target != player && target.countGainableCards(player, "e") > 0; }, check: function (card, player) { if (card.name == "turnOver") return true; if (player.isTurnedOver()) return true; if (player.hp - player.countCards("h") > 1) return true; return game.hasPlayer(function (current) { return lib.skill.twliancai.filterTarget(null, player, current) && lib.skill.twliancai.filterAI(current); }); }, filterAI: function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (target.isDamaged() && target.countCards("e", "baiyin") && att > 0) return 2 * att; return -att; }, prompt2: function (card, player, target) { return card.name == "phaseJieshu" ? "将武将牌翻面,然后获得一名其他角色装备区内的一张牌" : "将手牌摸至与体力值相同"; }, content: function () { "step 0"; if (event.triggername == "phaseJieshuBegin") player.turnOver(); else { player.draw(player.hp - player.countCards("h")); event.finish(); } "step 1"; player.chooseTarget("获得一名角色装备区内的一张牌", lib.skill.twliancai.filterTarget).ai = lib.skill.twliancai.filterAI; "step 2"; if (result.bool) { player.line(result.targets, "thunder"); player.gainPlayerCard("e", true, result.targets[0]); } }, }, twqijia: { //group:'twqijia_alka', audio: 2, enable: "phaseUse", filter: function (event, player) { return player.countCards("e", function (card) { return !player.getStorage("twqijia_alka").includes(get.subtype(card)); }); }, filterTarget: function (card, player, target) { return target != player && player.canUse({ name: "sha" }, target); }, position: "e", filterCard: function (card, player) { return !player.getStorage("twqijia_alka").includes(get.subtype(card)); }, content: function () { "step 0"; player.addTempSkill("twqijia_alka"); player.storage.twqijia_alka.push(get.subtype(cards[0])); player.useCard({ name: "sha" }, target, false); }, subSkill: { alka: { charlotte: true, onremove: function (player) { delete player.storage.twqijia_alka; delete player.storage.twzhuchen; player.unmarkSkill("twzhuchen"); }, init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = []; if (!player.storage.twzhuchen) player.storage.twzhuchen = []; }, mod: { globalFrom: function (from, to, distance) { if (from.storage.twzhuchen && from.storage.twzhuchen.includes(to)) return -Infinity; }, }, }, }, check: function (card) { return 7 - get.value(card); }, ai: { order: function () { return get.order({ name: "sha" }) - 0.2; }, result: { target: function (player, target) { return get.effect(target, { name: "sha" }, player, player); }, }, }, }, twzhuchen: { enable: "phaseUse", filter: function (event, player) { return player.countCards("h", lib.skill.twzhuchen.filterCard) > 0; }, filterCard: function (card, player) { var name = get.name(card, player); return name == "tao" || name == "jiu"; }, filterTarget: lib.filter.notMe, content: function () { player.addTempSkill("twqijia_alka"); player.storage.twzhuchen.add(target); player.markSkill("twzhuchen"); }, intro: { content: function (content, player) { return "至" + get.translation(content) + "的距离视为1"; }, }, }, twxiaolian: { audio: 2, trigger: { global: "useCardToTarget" }, logTarget: "target", filter: function (event, player) { return event.card && event.card.name == "sha" && event.player != player && event.targets.length == 1 && event.targets[0] != player; }, check: function (event, player) { return get.effect(event.targets[0], event.card, event.player, player) <= get.effect(player, event.card, event.player, player); }, content: function () { trigger.getParent().twxiaolian = trigger.targets[0]; trigger.targets.length = 0; trigger.getParent().triggeredTargets2.length = 0; trigger.targets.push(player); }, group: "twxiaolian_damage", subSkill: { distance: { sub: true, charlotte: true, init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = []; }, mark: true, marktext: "马", intro: { content: "cards", onunmark: "throw", }, mod: { globalTo: function (from, to, distance) { if (from != to && to.storage.twxiaolian_distance) return distance + to.storage.twxiaolian_distance.length; }, }, }, damage: { sub: true, trigger: { player: "damageEnd" }, direct: true, filter: function (event, player) { return event.getParent(2).twxiaolian != undefined; }, content: function () { "step 0"; var target = trigger.getParent(2).twxiaolian; event.target = target; player.chooseCard("是否将一张牌当做【马】置于" + get.translation(target) + "的武将牌旁?", "he").ai = function (card) { if (get.attitude(_status.event.player, _status.event.getParent("twxiaolian_damage").target) > 2) return 7 - get.value(card); return 0; }; "step 1"; if (result.bool) { player.logSkill("twxiaolian", target); player.lose(result.cards, ui.special, "toStorage"); target.addSkill("twxiaolian_distance"); target.storage.twxiaolian_distance.addArray(result.cards); target.markSkill("twxiaolian_distance"); } }, }, }, }, twtijin: { audio: 2, trigger: { global: "useCardToPlayer" }, filter: function (event, player) { return event.card && event.card.name == "sha" && event.player != player && event.target != player && event.targets.length == 1 && event.player.inRange(player); }, logTarget: "target", check: function (event, player) { return get.effect(event.targets[0], event.card, event.player, player) <= get.effect(player, event.card, event.player, player); }, content: function () { "step 0"; trigger.targets.length = 0; trigger.getParent().triggeredTargets1.length = 0; trigger.targets.push(player); var next = game.createEvent("twtijin_discard", null, trigger.getParent(2)); next.player = player; next.target = trigger.player; next.setContent(function () { if (target.isDead() || !target.countCards("he")) return; player.line(target, "green"); player.discardPlayerCard(target, true, "he"); }); }, }, twyanqin: { audio: 2, trigger: { player: "phaseBegin" }, direct: true, content: function () { "step 0"; var list = []; if (player.group != "wei") list.push("wei2"); if (player.group != "shu") list.push("shu2"); list.push("cancel2"); player .chooseControl(list) .set("ai", function () { return list.randomGet(); }) .set("prompt", get.prompt2("twyanqin")); "step 1"; if (result.control != "cancel2") { player.logSkill("twyanqin"); var group = result.control.slice(0, 3); player.changeGroup(group); } }, }, twbaobian: { audio: 2, trigger: { source: "damageBegin2" }, filter: function (event, player) { var card = event.card; if (!card || (card.name != "sha" && card.name != "juedou")) return false; return event.player.group == player.group || event.player.countCards("h") > event.player.hp; }, check: function (event, player) { var att = get.attitude(player, event.player); if (event.player.group == player.group) return att > 0; return att < 0; }, logTarget: "player", content: function () { var target = trigger.player; if (target.group == player.group) { trigger.cancel(); var num = target.maxHp - target.countCards("h"); if (num) target.draw(num); } else { player.discardPlayerCard(target, "h", true, target.countCards("h") - target.hp); } }, }, chijie: { audio: true, trigger: { global: "phaseBefore", player: "enterGame", }, direct: true, filter: function (event, player) { return ( (event.name != "phase" || game.phaseNumber == 0) && game.hasPlayer(function (current) { return current.group != player.group && lib.group.includes(current.group); }) ); }, content: function () { "step 0"; var list = lib.group.filter(function (group) { return ( group != player.group && game.hasPlayer(function (current) { return current.group == group; }) ); }); list.push("cancel2"); player .chooseControl(list) .set("prompt", get.prompt("chijie")) .set("prompt2", "将自己的势力变更为场上存在的一个势力") .set("ai", function () { return list.randomGet(); }); "step 1"; if (result.control != "cancel2") { player.logSkill("chijie"); player.changeGroup(result.control); } }, }, waishi: { audio: 2, enable: "phaseUse", filter: function (event, player) { let used = player.getStat("skill").waishi; if (used && used > player.countMark("waishi_remover")) return false; return player.countCards("he") > 0 && game.hasPlayer(target => target != player && target.countCards("h") > 0); }, filterTarget: function (card, player, target) { return target != player && target.countCards("h") >= ui.selected.cards.length; }, filterCard: true, position: "he", check: function (card) { if ( !game.hasPlayer(function (current) { return current != _status.event.player && current.countCards("h") > ui.selected.cards.length; }) ) return 0; return 6 - get.value(card); }, selectCard: function () { if (!ui.selected.targets.length) return [1, game.countGroup()]; return [1, Math.min(ui.selected.targets[0].countCards("h"), game.countGroup())]; }, discard: false, lose: false, delay: 0, content: function () { "step 0"; player.choosePlayerCard(target, true, "h", cards.length); "step 1"; player.swapHandcards(target, cards, result.cards); game.delayex(); "step 2"; if (target.countCards("h") > player.countCards("h") || player.group == target.group) player.draw(); }, ai: { order: 7, result: { player: function (player, target) { if (player.countCards("h") < target.countCards("h") || player.group == target.group) return 1; return 0.1; }, }, }, subSkill: { remover: { charlotte: true, onremove: function (player) { player.clearMark("waishi_remover", false); }, intro: { content: "〖外使〗的发动次数+#", }, }, }, }, renshe: { audio: 2, trigger: { player: "damageEnd" }, direct: true, content: function () { "step 0"; var choiceList = ["将势力变更为场上现存的一个其他势力", "令〖外使〗的发动次数+1直到下个出牌阶段结束", "与另一名其他角色各摸一张牌"]; var controls = ["选项二"]; if ( game.hasPlayer(current => { return current.group != player.group && lib.group.includes(current.group); }) ) controls.unshift("选项一"); if (game.hasPlayer(current => current != player)) controls.push("选项三"); player .chooseControl(controls, "cancel2") .set("prompt", get.prompt("renshe")) .set("choiceList", choiceList) .set("ai", function () { if ( game.hasPlayer(function (current) { return get.attitude(player, current) > 0 || current.hasSkillTag("nogain"); }) ) return "选项三"; return "选项二"; }); "step 1"; if (result.control == "cancel2") event.finish(); else { player.logSkill("renshe"); switch (result.control) { case "选项一": event.goto(3); break; case "选项二": player.addMark("waishi_remover", 1, false); player.addTempSkill("waishi_remover", { player: "phaseUseAfter" }); event.finish(); break; case "选项三": player.chooseTarget("请选择一名角色,与其各摸一张牌", lib.filter.notMe, true).set("ai", function (target) { if (target.hasSkillTag("nogain")) return 0.1; return get.attitude(_status.event.player, target); }); } } "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); game.asyncDraw([player, target].sortBySeat()); } game.delayex(); event.finish(); "step 3"; var list = lib.group.filter(function (group) { return ( group != player.group && game.hasPlayer(function (current) { return current.group == group; }) ); }); player .chooseControl(list) .set("prompt", get.prompt("chijie")) .set("prompt2", "将自己的势力变更为场上存在的一个势力") .set("ai", function () { return list.randomGet(); }); "step 4"; player.changeGroup(result.control); }, }, //英文版特典武将凯撒 zhengfu: { trigger: { player: "useCardToPlayered", }, check: function (event, player) { return get.attitude(player, event.target) < 0; }, filter: function (event, player) { return event.card.name == "sha"; }, logTarget: "target", line: false, content: function () { "step 0"; player.line(trigger.target, { color: [220, 90, 139] }); player .chooseControl(["basic", "trick", "equip"]) .set("ai", function () { var player = _status.event.target; if (!player.countCards("h", "sha") && player.countCards("h", "shan")) return "trick"; return "basic"; }) .set("prompt", "请选择一种牌的类别") .set("target", trigger.target); "step 1"; trigger.target .chooseCard("he", "交给" + get.translation(player) + "一张" + get.translation(result.control) + "牌,否则此【杀】不可被闪避", function (card) { return get.type2(card) == _status.event.control; }) .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", trigger.target.countCards("h", "shan")) .set("control", result.control); "step 2"; if (result.bool) { var cards = result.cards; trigger.target.give(cards, player); } else { trigger.getParent().directHit.add(trigger.target); game.delay(); } }, }, }; export default skills;