import { lib, game, ui, get, ai, _status } from "../noname.js"; game.import("character", function () { return { name: "huicui", connect: true, character: { dc_caoshuang: ["male", "wei", 4, ["dcjianzhuan", "dcfanshi"]], zangba: ["male", "wei", 4, ["rehengjiang"]], dc_simashi: ["male", "wei", 3, ["dcsanshi", "dczhenrao", "dcchenlve"]], dc_wangling: ["male", "wei", 4, ["dcjichou", "dcmouli"], ["clan:太原王氏"]], dc_jiangji: ["male", "wei", 3, ["dcshiju", "dcyingshi"]], gongsunxiu: ["male", "qun", 4, ["dcgangu", "dckuizhen"]], dc_liuli: ["male", "shu", 3, ["dcfuli", "dcdehua"]], yue_daqiao: ["female", "wu", 3, ["dcqiqin", "dczixi"]], dc_kongrong: ["male", "qun", 3, ["dckrmingshi", "lirang"]], dc_sp_menghuo: ["male", "qun", 4, ["dcmanwang"]], dc_lingcao: ["male", "wu", "4/5", ["dcdufeng"]], yue_xiaoqiao: ["female", "wu", 3, ["dcqiqin", "dcweiwan"]], dc_dongzhao: ["male", "wei", 3, ["dcyijia", "dcdingji"]], kuaiqi: ["male", "wei", 3, ["dcliangxiu", "dcxunjie"]], yue_caiyong: ["male", "qun", 3, ["dcjiaowei", "dcfeibai"]], pangshanmin: ["male", "wei", 3, ["dccaisi", "dczhuoli"]], dc_jiachong: ["male", "wei", 3, ["dcbeini", "dcshizong"]], dc_sunchen: ["male", "wu", 4, ["dczigu", "dczuowei"]], dc_zhangmancheng: ["male", "qun", 4, ["dclvecheng", "dczhongji"]], yue_zhoufei: ["female", "wu", 3, ["dclingkong", "dcxianshu"]], dc_wuban: ["male", "shu", 4, ["dcyouzhan"], ["clan:陈留吴氏"]], yue_caiwenji: ["female", "qun", 3, ["dcshuangjia", "dcbeifen"]], liuchongluojun: ["male", "qun", 3, ["dcminze", "dcjini"]], yuechen: ["male", "wei", 4, ["dcporui", "dcgonghu"]], zhangkai: ["male", "qun", 4, ["dcxiangshu"]], gaoxiang: ["male", "shu", 4, ["dcchiying"]], yuanyin: ["male", "qun", 3, ["dcmoshou", "dcyunjiu"]], dongwan: ["female", "qun", 3, ["dcshengdu", "dcjieling"]], zhangchu: ["female", "qun", 3, ["dcjizhong", "dcrihui", "dcguangshi"]], peiyuanshao: ["male", "qun", 4, ["dcmoyu"]], mengjie: ["male", "qun", 3, ["dcyinlu", "dcyouqi"]], dc_huojun: ["male", "shu", 4, ["dcgue", "dcsigong"]], dc_sunhanhua: ["female", "wu", 3, ["dchuiling", "dcchongxu"]], dc_sunziliufang: ["male", "wei", 3, ["dcqinshen", "dcweidang"]], yuantanyuanxiyuanshang: ["male", "qun", 4, ["dcneifa"]], qiaorui: ["male", "qun", 4, ["dcaishou", "dcsaowei"]], xianglang: ["male", "shu", 3, ["dckanji", "dcqianzheng"]], qinlang: ["male", "wei", 4, ["dchaochong", "dcjinjin"]], furongfuqian: ["male", "shu", "4/6", ["dcxuewei", "dcyuguan"]], zhenghun: ["male", "wei", 3, ["dcqiangzhi", "dcpitian"]], dc_zhaotongzhaoguang: ["male", "shu", 4, ["yizan_use", "dcqingren", "dclongyuan"]], dc_huanghao: ["male", "shu", 3, ["dcqinqing", "huisheng", "dccunwei"]], liupi: ["male", "qun", 4, ["dcjuying"]], dc_sp_jiaxu: ["male", "wei", 3, ["zhenlue", "dcjianshu", "dcyongdi"]], leibo: ["male", "qun", 4, ["dcsilve", "dcshuaijie"]], gongsundu: ["male", "qun", 4, ["dczhenze", "dcanliao"]], panghui: ["male", "wei", 5, ["dcyiyong"]], dc_yuejiu: ["male", "qun", 4, ["dccuijin"]], chenjiao: ["male", "wei", 3, ["dcxieshou", "dcqingyan", "dcqizi"]], wanglie: ["male", "qun", 3, ["dcchongwang", "dchuagui"]], chengui: ["male", "qun", 3, ["dcyingtu", "dccongshi"]], dc_huangquan: ["male", "shu", 3, ["dcquanjian", "dctujue"]], yinfuren: ["female", "wei", 3, ["dcyingyu", "dcyongbi"]], dc_lvkuanglvxiang: ["male", "wei", 4, ["dcshuhe", "dcliehou"]], guanhai: ["male", "qun", 4, ["suoliang", "qinbao"]], huzhao: ["male", "qun", 3, ["midu", "xianwang"]], dc_liuba: ["male", "shu", 3, ["dczhubi", "dcliuzhuan"]], zhangxun: ["male", "qun", 4, ["suizheng"]], zongyu: ["male", "shu", 3, ["zyqiao", "chengshang"]], dc_jiling: ["male", "qun", 4, ["dcshuangren"]], dc_yanghu: ["male", "wei", 3, ["dcdeshao", "dcmingfa"]], caimaozhangyun: ["male", "wei", 4, ["lianzhou", "jinglan"]], tenggongzhu: ["female", "wu", 3, ["xingchong", "liunian"]], dc_huangchengyan: ["male", "qun", 3, ["dcjiezhen", "dczecai", "dcyinshi"]], dc_gaolan: ["male", "qun", 4, ["xizhen"]], guanning: ["male", "qun", "3/7", ["dunshi"]], dc_jiben: ["male", "qun", 3, ["xunli", "zhishi", "lieyi"]], mamidi: ["male", "qun", "4/6", ["bingjie", "zhengding"]], re_dengzhi: ["male", "shu", 3, ["jianliang", "weimeng"]], fengxi: ["male", "wu", 3, ["yusui", "boyan"]], re_miheng: ["male", "qun", 3, ["rekuangcai", "reshejian"]], re_chendeng: ["male", "qun", 3, ["refuyuan", "reyingshui", "rewangzu"]], wanniangongzhu: ["female", "qun", 3, ["zhenge", "xinghan"]], re_xunchen: ["male", "qun", 3, ["refenglve", "anyong"], ["clan:颍川荀氏"]], re_kanze: ["male", "wu", 3, ["xiashu", "rekuanshi"]], lvlingqi: ["female", "qun", 4, ["guowu", "zhuangrong"]], zhanghu: ["male", "wei", 4, ["cuijian", "zhtongyuan"]], luyusheng: ["female", "wu", 3, ["zhente", "zhiwei"]], huaxin: ["male", "wei", 3, ["spwanggui", "xibing"]], mengyou: ["male", "qun", 5, ["manyi", "dcmanzhi"]], liuyong: ["male", "shu", 3, ["zhuning", "fengxiang"]], dc_sunru: ["female", "wu", 3, ["xiecui", "youxu"]], xiahoulingnv: ["female", "wei", 4, ["fuping", "weilie"]], zhangyao: ["female", "wu", 3, ["yuanyu", "xiyan"]], tengyin: ["male", "wu", 3, ["chenjian", "xixiu"]], zhangxuan: ["female", "wu", 4, ["tongli", "shezang"]], wangtao: ["female", "shu", 3, ["huguan", "yaopei"]], wangyue: ["female", "shu", 3, ["huguan", "mingluan"]], zhaoyan: ["female", "wu", 3, ["jinhui", "qingman"]], heyan: ["male", "wei", 3, ["yachai", "qingtan"]], re_sunluyu: ["female", "wu", 3, ["remeibu", "remumu"]], re_dongbai: ["female", "qun", 3, ["relianzhu", "rexiahui"]], zhoushan: ["male", "wu", 4, ["dcmiyun", "dcdanying"]], dc_caiyang: ["male", "wei", 4, ["dcxunji", "dcjiaofeng"]], xiahoujie: ["male", "wei", 5, ["liedan", "zhuangdan"]], caoxing: ["male", "qun", 4, ["cxliushi", "zhanwan"]], re_chunyuqiong: ["male", "qun", 4, ["recangchu", "reliangying", "reshishou"]], xingdaorong: ["male", "qun", "4/6", ["xuxie"]], re_panfeng: ["male", "qun", 4, ["xinkuangfu"]], jiangfei: ["male", "shu", 3, ["dcshengxi", "dcshoucheng"]], }, characterSort: { huicui: { sp_baigei: [ "re_panfeng", "xingdaorong", "caoxing", "re_chunyuqiong", "xiahoujie", "dc_caiyang", "zhoushan", ], sp_caizijiaren: [ "dc_kongrong", "re_dongbai", "re_sunluyu", "heyan", "zhaoyan", "wangtao", "wangyue", "zhangxuan", "tengyin", "zhangyao", "xiahoulingnv", "dc_sunru", "pangshanmin", "kuaiqi", ], sp_zhilan: [ "dc_liuli", "liuyong", "wanniangongzhu", "zhanghu", "lvlingqi", "tenggongzhu", "panghui", "dc_zhaotongzhaoguang", "yuantanyuanxiyuanshang", "yuechen", "dc_lingcao", ], sp_guixin: [ "zangba", "re_kanze", "re_chendeng", "caimaozhangyun", "dc_lvkuanglvxiang", "dc_gaolan", "yinfuren", "chengui", "chenjiao", "dc_sp_jiaxu", "qinlang", "dc_dongzhao", ], sp_daihan: [ "mamidi", "dc_jiling", "zhangxun", "dc_yuejiu", "leibo", "qiaorui", "dongwan", "yuanyin", ], sp_jianghu: ["guanning", "huzhao", "dc_huangchengyan", "mengjie", "wanglie"], sp_zongheng: [ "huaxin", "luyusheng", "re_xunchen", "re_miheng", "fengxi", "re_dengzhi", "dc_yanghu", "zongyu", ], sp_taiping: ["guanhai", "liupi", "peiyuanshao", "zhangchu", "zhangkai", "dc_zhangmancheng"], sp_yanhan: [ "dc_liuba", "dc_huangquan", "furongfuqian", "xianglang", "dc_huojun", "gaoxiang", "dc_wuban", "jiangfei", ], sp_jishi: ["dc_jiben", "zhenghun", "dc_sunhanhua", "liuchongluojun"], sp_raoting: ["dc_huanghao", "dc_sunziliufang", "dc_sunchen", "dc_jiachong"], sp_yijun: ["gongsundu", "mengyou", "dc_sp_menghuo", "gongsunxiu"], sp_zhengyin: ["yue_caiwenji", "yue_zhoufei", "yue_caiyong", "yue_xiaoqiao", "yue_daqiao"], sp_zhonghu: ["dc_jiangji", "dc_wangling", "dc_simashi", "dc_caoshuang"], }, }, /** @type { importCharacterConfig['skill'] } */ skill: { //新杀曹爽 dcjianzhuan: { audio: 2, trigger: { player: "useCard" }, filter(event, player) { const evtx = event.getParent("phaseUse"); return ( player.isPhaseUsing() && player.getHistory("useSkill", (evt) => { return evt.skill == "dcjianzhuan" && evt.event.getParent("phaseUse") == evtx; }).length < 4 - player.getStorage("dcjianzhuan").length ); }, forced: true, derivation: "dcjianzhuan_faq", async content(event, trigger, player) { const evtx = event.getParent("phaseUse"), num = player.getHistory("useSkill", (evt) => { return evt.skill == "dcjianzhuan" && evt.event.getParent("phaseUse") == evtx; }).length, info = get.info("dcjianzhuan").choices; let choices = [], choiceList = [], map = {}; for (const i in info) { map[info[i].intro] = i; if ( player.getStorage("dcjianzhuan").includes(i) || player.getStorage("dcjianzhuan_used").includes(i) ) continue; choices.push(info[i].intro); choiceList.push(info[i].introx(num)); } const { result: { control }, } = await player .chooseControl(choices) .set("choiceList", choiceList) .set("ai", () => { const player = get.event("player"), num = get.event("num"), info = get.info("dcjianzhuan").choices; let choices = get.event("controls").slice(), map = get.event("map"); return choices.sort( (a, b) => info[map[b]].ai_effect(player, num) - info[map[a]].ai_effect(player, num) )[0]; }) .set("num", num) .set("map", map) .set("prompt", "渐专:请选择一项执行"); if (control) { if (!player.storage.dcjianzhuan_used) { player.when("phaseUseAfter").then(() => delete player.storage.dcjianzhuan_used); } player.markAuto("dcjianzhuan_used", [map[control]]); await info[map[control]].content(player, num); } }, choices: { discard_target: { intro: "拆牌", introx: (num) => "令一名角色弃置" + num + "张牌", weight: 1, ai_effect(player, num) { return game.hasPlayer((target) => { return get.effect(target, { name: "guohe_copy2" }, player, player) > 0; }) ? 2 + num : 0; }, async content(player, num = 1) { const { result: { bool, targets }, } = await player .chooseTarget("令一名角色弃置" + num + "张牌", true) .set("ai", (target) => { return ( get.effect( target, { name: "guohe_copy2" }, get.event("player"), get.event("player") ) * Math.sqrt( Math.min( get.event("num"), target.countDiscardableCards(target, "he") ) ) ); }) .set("num", num); if (bool) { const target = targets[0]; player.line(target); await target.chooseToDiscard(num, "he", true); } }, }, draw_self: { intro: "摸牌", introx: (num) => "摸" + num + "张牌", weight: 1, ai_effect(player, num) { return 3; }, async content(player, num = 1) { await player.draw(num); }, }, recast_self: { intro: "重铸", introx: (num) => "重铸" + num + "张牌", weight: 1, ai_effect(player, num) { return 1; }, async content(player, num = 1) { if (!player.hasCard(lib.filter.cardRecastable, "he")) return; const { result: { bool, cards }, } = await player .chooseCard("重铸" + num + "张牌", "he", num, lib.filter.cardRecastable, true) .set("ai", lib.skill.zhiheng.check); if (bool) await player.recast(cards); }, }, discard_self: { intro: "弃牌", introx: (num) => "弃置" + num + "张牌", weight: "90%", ai_effect(player, num) { let cards = player.getCards("hs"); cards.sort((a, b) => get.value(b) - get.value(a)); cards = cards.slice(0, -Math.min(num, cards.length)); return cards.some((card) => player.hasValueTarget(card, true, true)) ? 4 : -4; }, async content(player, num = 1) { await player.chooseToDiscard(num, "he", true); }, }, }, group: "dcjianzhuan_remove", subSkill: { remove: { audio: "dcjianzhuan", trigger: { player: "phaseUseEnd" }, filter(event, player) { if (player.getStorage("dcjianzhuan").length >= 4) return false; return ( player.getStorage("dcjianzhuan_used").length >= 4 - player.getStorage("dcjianzhuan").length ); }, forced: true, async content(event, trigger, player) { const info = get.info("dcjianzhuan").choices; let map = {}; let unfixedWeightTotal = 0, remainedWeight = 100; let entries = []; for (const i in info) { const infox = info[i]; map[infox.intro] = i; if (player.getStorage("dcjianzhuan").includes(i)) continue; let weight = (infox.weight || 1).toString(); if (weight.endsWith("%")) { weight = Math.min(remainedWeight, parseInt(weight.slice(0, -1))); entries.push([infox.intro, weight]); remainedWeight -= weight; } else { weight = parseInt(weight); unfixedWeightTotal += weight; entries.push([infox.intro, -weight]); } } entries = entries.map((entry) => { let weight = entry[1]; if (weight < 0) weight = (-remainedWeight / unfixedWeightTotal) * weight; return [entry[0], weight]; }); let rand = Math.random() * 100; let removeChoice = entries.find((entry) => { rand -= entry[1]; return rand < 0; })[0]; if (get.isLuckyStar(player) && Object.keys(entries).includes("弃牌")) removeChoice = "弃牌"; player.markAuto("dcjianzhuan", [map[removeChoice]]); player.popup(removeChoice); game.log(player, "移去了", "#g" + removeChoice, "项"); }, }, }, mark: true, intro: { markcount(storage) { return 4 - (storage || []).length; }, content(storage) { if (!(storage || []).length) return "暂未移去任何项"; const info = get.info("dcjianzhuan").choices; let str = ""; for (const i of storage) { str += info[i].intro; str += "、"; } str = str.slice(0, -1); return "已移去" + str + "项"; }, }, }, dcfanshi: { unique: true, audio: 2, trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return 4 - player.getStorage("dcjianzhuan").length < 2; }, forced: true, juexingji: true, skillAnimation: true, animationColor: "thunder", async content(event, trigger, player) { player.awakenSkill("dcfanshi"); const info = get.info("dcjianzhuan").choices; let choices = []; for (const i in info) { if (!player.getStorage("dcjianzhuan").includes(i)) choices.push(i); } if (choices.length) { for (const choice of choices) { for (let i = 1; i <= 3; i++) { await info[choice].content(player, 1); } } } await player.gainMaxHp(2); await player.recover(2); await player.changeSkills(["dcfudou"], ["dcjianzhuan"]); }, derivation: "dcfudou", ai: { combo: "dcjianzhuan" }, }, dcfudou: { audio: 2, trigger: { player: "useCardToPlayered" }, filter(event, player) { if (event.targets.length != 1 || event.target == player) return false; const color = get.color(event.card); if (!["black", "red"].includes(color)) return false; const damage = event.target.getAllHistory( "sourceDamage", (evt) => evt.player == player ).length; return Math.min(1, damage) == (color == "black"); }, check(event, player) { const color = get.color(event.card); if (color == "red") return get.attitude(player, event.target) > 0; if ( player.getHp() + player.countCards("hs", (card) => player.canSaveCard(card, player)) <= 1 ) return false; return ( get.effect(player, { name: "losehp" }, player, player) >= get.effect(event.target, { name: "losehp" }, player, player) ); }, prompt2(event, player) { return ( "与" + get.translation(event.target) + "各" + (get.color(event.card) == "black" ? "失去1点体力" : "摸一张牌") ); }, logTarget: "target", async content(event, trigger, player) { const color = get.color(trigger.card), target = trigger.target; if (color == "red") { await player.draw("nodelay"); await target.draw(); } else { await player.loseHp(); await target.loseHp(); } }, }, //司马师 dcsanshi: { audio: 2, trigger: { global: "roundStart" }, forced: true, filter(event, player) { return game.roundNumber === 1; }, group: ["dcsanshi_gain", "dcsanshi_directHit"], async content(event, trigger, player) { const recordedNumbers = []; let num = get.rand(0, ui.cardPile.childNodes.length - 1); for (let i = 0; i < ui.cardPile.childNodes.length; i++) { let j = i + num; if (j >= ui.cardPile.childNodes.length) j -= ui.cardPile.childNodes.length; const card = ui.cardPile.childNodes[j], number = get.number(card, false); if (!recordedNumbers.includes(number)) { recordedNumbers.add(number); card.storage.dcsanshi = true; num = get.rand(0, ui.cardPile.childNodes.length - 1); } } player.addSkill("dcsanshi_mark"); }, subSkill: { gain: { audio: "dcsanshi", trigger: { global: "phaseEnd" }, filter(event, player) { return game.hasGlobalHistory("cardMove", (evt) => { if (evt.name == "lose") { if (evt.position !== ui.discardPile) return false; } else if (evt.name !== "cardsDiscard") return false; if (lib.skill.dcsanshi_gain.notUseOrRespond(evt, player)) { return evt.cards.some((card) => { return card.storage.dcsanshi && get.position(card) === "d"; }); } return false; }); }, forced: true, notUseOrRespond(event, player) { if (event.name !== "cardsDiscard") return true; const evtx = event.getParent(); if (evtx.name !== "orderingDiscard") return true; const evt2 = evtx.relatedEvent || evtx.getParent(); return !["useCard", "respond"].includes(evt2.name) || evt2.player !== player; }, async content(event, trigger, player) { const cards = []; game.checkGlobalHistory("cardMove", (evt) => { if (evt.name == "lose") { if (evt.position !== ui.discardPile) return false; } else if (evt.name !== "cardsDiscard") return false; if (lib.skill.dcsanshi_gain.notUseOrRespond(evt, player)) { cards.addArray( evt.cards.filter((card) => { return card.storage.dcsanshi && get.position(card) === "d"; }) ); } }); if (cards.length) player.gain(cards, "gain2"); }, }, directHit: { audio: "dcsanshi", trigger: { player: "useCard" }, forced: true, filter(event, player) { return ( event.cards && event.cards.some((card) => { return card.storage.dcsanshi; }) ); }, async content(event, trigger, player) { trigger.directHit.addArray(game.filterPlayer()); game.log(trigger.card, "不可被响应"); }, }, mark: { trigger: { player: "gainEnd", global: "loseAsyncEnd", }, forced: true, popup: false, silent: true, lastDo: true, filter(event, player) { if ( !["dcsanshi", "dcchenlve"].every((skill) => player.hasSkill(skill, null, false, false) ) ) return false; const cards = event.getg(player); if (!cards.length) return false; return cards.some((card) => card.storage.dcsanshi); }, async content(event, trigger, player) { var cards = trigger.getg(player); if (cards.length) { cards = cards.filter((card) => card.storage.dcsanshi); player.addGaintag(cards, "dcsanshi_tag"); } }, }, }, ai: { threaten: 3, }, }, dczhenrao: { audio: 2, trigger: { global: "useCardToPlayered" }, filter(event, player) { if ( (() => { if (event.player === player) { if (!event.isFirstTarget) return false; return event.targets.some((target) => target !== player); } return event.target === player; })() ) { return event.targets.concat(event.player).some((target) => { return ( target.countCards("h") > player.countCards("h") && !player.getStorage("dczhenrao").includes(target) ); }); } return false; }, direct: true, async content(event, trigger, player) { const result = await player .chooseTarget( get.prompt("dczhenrao"), "对一名可选角色造成1点伤害", (card, player, target) => { return ( get.event("targets").includes(target) && !player.getStorage("dczhenrao").includes(target) ); } ) .set( "targets", trigger.targets .concat(trigger.player) .filter((target) => target.countCards("h") > player.countCards("h")) ) .set("ai", (target) => { const player = get.player(); return get.damageEffect(target, player, player); }) .forResult(); if (!result.bool) return; const target = result.targets[0]; player.logSkill("dczhenrao", target); await target.damage(); await game.asyncDelayx(); if (!player.storage.dczhenrao) { player.when({ global: "phaseAfter" }).then(() => player.unmarkSkill("dczhenrao")); } player.markAuto("dczhenrao", target); }, intro: { content: "已以此法对$造成过伤害", onunmark: true, }, ai: { expose: 0.2, threaten: 3, }, }, dcchenlve: { audio: 2, enable: "phaseUse", limited: true, skillAnimation: true, animationColor: "thunder", filterCard: () => false, selectCard: [-2, -1], async content(event, trigger, player) { player.awakenSkill("dcchenlve"); const cards = ["cardPile", "discardPile"] .map((pos) => Array.from(ui[pos].childNodes)) .flat(); const sishiList = []; const isSishi = (card) => card.storage.dcsanshi; const lose_list = [], players = game.filterPlayer(); players.forEach((current) => { const pos = "ej" + (current === player ? "h" : ""); const sishis = current.getCards(pos, isSishi); if (sishis.length > 0) { current.$throw(sishis); lose_list.push([current, sishis]); sishiList.addArray(sishis); } }); if (lose_list.length) { await game.loseAsync({ lose_list }).setContent("chooseToCompareLose"); } sishiList.addArray(cards.filter(isSishi)); if (lose_list.length) await game.asyncDelayx(); player.gain(sishiList, "gain2"); player .when("phaseEnd") .filter((evt) => evt === event.getParent("phase")) .vars({ sishiList, }) .then(() => { const lose_list = [], players = game.filterPlayer(); players.forEach((current) => { const cards = current .getCards("hej") .filter((card) => sishiList.includes(card)); if (cards.length > 0) { current.$throw(cards); lose_list.push([current, cards]); } }); if (lose_list.length) { game.loseAsync({ lose_list }).setContent("chooseToCompareLose"); } }) .then(() => { game.cardsGotoSpecial(sishiList); game.log(sishiList, "被移出了游戏"); }); player .when("die") .vars({ sishiList, }) .assign({ forceDie: true, }) .then(() => { game.cardsDiscard(sishiList); game.log(sishiList, "被置入了弃牌堆"); }); }, ai: { order: 0.5, result: { player(player) { if (player.getHp(true) > 1 && player.countCards("he") > 1) return 0; if ( !player.isDamaged() && (player.countCards("h") > 1 || player.countCards("e") > 0) ) return 0; return 13; }, }, combo: "dcsanshi", }, }, //王凌 dcjichou: { audio: 2, trigger: { player: "phaseUseEnd" }, filter(event, player) { const evts = player.getHistory("useCard", (evt) => evt.getParent("phaseUse") === event); const names = evts.map((evt) => evt.card.name).unique(); return ( evts.length > 0 && evts.length === names.length && evts.some((evt) => evt.cards.some((card) => get.position(card) === "d")) ); }, async content(event, trigger, player) { const cards = []; player.checkHistory("useCard", (evt) => { if (evt.getParent("phaseUse") !== trigger) return; cards.addArray(evt.cards.filterInD("d")); }); const num = Math.min(cards.length, game.countPlayer()); if (_status.connectMode) game.broadcastAll(() => { _status.noclearcountdown = true; }); const [bool, links] = await player .chooseButton([ `集筹:将${ num < cards.length ? "至多" + get.cnNumber(num) + "张牌" : "任意张牌" }交给等量角色`, cards, ]) .set("selectButton", [1, num]) .set("population", [ game.countPlayer((current) => get.attitude(player, current) > 0), game.countPlayer((current) => get.attitude(player, current) < 0), ]) .set("ai", (button) => { const card = button.link, population = get.event("population"); if (ui.selected.buttons.length > population[0] + population[1]) return 0; if (ui.selected.buttons.length > get.event("population")[0]) return 2 - get.value(card); return 2 + get.value(card); }) .forResult("bool", "links"); if (bool) { const [bool, targets] = await player .chooseTarget( `集筹:请选择${get.cnNumber(links.length)}名角色`, `操作提示:请按照顺序选择要交给牌的目标,令这些角色按顺序获得这些牌:${get.translation( links )}`, true, links.length ) .set( "values", links.map((i) => get.value(i)) ) .set("ai", (target) => { const att = get.attitude(get.player(), target); const chosenNum = ui.selected.targets.length, values = get.event("values"); if (values[chosenNum] > 0) return att; return 0.01 - att; }) .forResult("bool", "targets"); if (_status.connectMode) { game.broadcastAll(() => { delete _status.noclearcountdown; game.stopCountChoose(); }); } if (bool) { const gain_list = [], givenCards = []; targets.forEach((target, i) => { player.line(target, "green"); gain_list.push([target, links[i]]); givenCards.push(links[i]); game.log(player, "将", links[i], "交给了", target); }); event.getParent().set("givenCards", givenCards); await game .loseAsync({ gain_list, player: player, cards: givenCards, giver: player, animate: "gain2", }) .setContent("gaincardMultiple"); const toDraw = player.getAllHistory("useSkill", (evt) => { const evtx = evt.event; return evt.skill === "dcjichou" && evtx.givenCards && evtx.givenCards.length; })[0].event.givenCards.length; await game.asyncDelayx(); await player.draw(toDraw); } } if (_status.connectMode) { game.broadcastAll(() => { delete _status.noclearcountdown; game.stopCountChoose(); }); } }, }, dcmouli: { audio: 2, trigger: { player: "phaseEnd" }, filter(event, player) { const names = []; player.checkAllHistory("useSkill", (evt) => { if (evt.skill !== "dcjichou") return; const evtx = evt.event; if (evtx.givenCards) names.addArray(evtx.givenCards.map((card) => get.name(card, false))); }); return names.length >= 5; }, forced: true, juexingji: true, skillAnimation: true, animationColor: "water", derivation: ["dczifu"], async content(event, trigger, player) { player.awakenSkill("dcmouli"); await player.gainMaxHp(); await player.recover(); await player.addSkills("dczifu"); }, ai: { combo: "dcjichou", }, }, dczifu: { audio: 2, trigger: { player: "phaseUseBegin" }, forced: true, async content(event, trigger, player) { const maxLimit = Math.min(5, player.maxHp); let count = player.countCards("h"); if (count < maxLimit) { await player.draw(maxLimit - count); } if (!player.hasHistory("gain", (evt) => evt.getParent(2) === event)) return; count = player.countCards("h"); const toKeepCount = player .getCards("h") .map((card) => get.name(card)) .unique(); if (count > toKeepCount) { const [bool, cards] = await player .chooseCard( "自缚:选择要保留的手牌", "选择不同牌名的手牌各一张,然后弃置其余手牌", toKeepCount ) .set("filterCard", (card) => { if (!ui.selected.cards.length) return true; const name = get.name(card, player); if (ui.selected.cards.some((card) => get.name(card, player) === name)) return false; return true; }) .set("complexCard", true) .set("ai", get.value) .forResult("bool", "cards"); if (!bool) return; const toDiscard = player.getCards("h").removeArray(cards); if (toDiscard.length) player.discard(toDiscard); } }, ai: { halfneg: true, }, }, //蒋济 dcshiju: { audio: 2, global: "dcshiju_global", subSkill: { global: { audio: "dcshiju", forceaudio: true, enable: "phaseUse", usable: 1, filter(event, player) { return game.hasPlayer((current) => { if (current == player || !current.hasSkill("dcshiju")) return false; return player.countCards("he"); }); }, filterTarget(card, player, target) { return target != player && target.hasSkill("dcshiju"); }, selectTarget() { const num = game.countPlayer((current) => { return current.hasSkill("dcshiju"); }); return num > 1 ? 1 : -1; }, filterCard: true, position: "he", check(card) { const player = get.player(); if (get.type(card) === "equip") { const subtype = get.subtype(card); let valueFix = 0; if ( game.hasPlayer((current) => { if (current == player || !current.hasSkill("dcshiju")) return false; if (current.hasUseTarget(card) && !player.countEmptySlot(subtype)) return true; }) ) valueFix += 5; if (player.countCards("he", { subtype }) > 1) { return valueFix + 12 - get.equipValue(card); } return valueFix + 6 - get.value(card); } return 4 - get.value(card); }, prompt() { const list = game.filterPlayer((current) => { return current.hasSkill("dcshiju"); }); return `将一张牌交给${get.translation(list)}${ list.length > 1 ? "中的一人" : "" },若此牌为装备牌,其可以使用之,且你本回合的攻击范围+X(X为其装备区的牌数)。若其以此法替换了装备,你与其各摸两张牌。`; }, discard: false, lose: false, prepare(cards, player, targets) { player.$give(cards, targets[0], false); }, async content(event, trigger, player) { const card = event.cards[0], target = event.target; await player.give(card, target); if (!target.getCards("h").includes(card) || get.type(card) !== "equip") return; const bool = await target.chooseUseTarget(card).forResultBool(); if (!bool) return; const count = target.countCards("e"); if (count > 0) { player.addTempSkill("dcshiju_range"); player.addMark("dcshiju_range", count, false); if ( target.hasHistory("lose", (evt) => { return ( evt.getParent().name === "equip" && evt.getParent(5) === event && evt.es && evt.es.length > 0 ); }) ) { for (const current of [player, target]) await current.draw(2); } } }, ai: { order: 10, result: { target(player, target) { const card = ui.selected.cards[0]; if (!card) return; if (target.hasSkillTag("nogain") && get.type(card) != "equip") return 0; if (card.name == "du" && target.hasSkillTag("nodu")) return 0; if (get.value(card) < 0) return -5; const nh = target.countCards("h"); return Math.max(1, 5 - nh); }, }, }, }, range: { charlotte: true, onremove: true, mod: { attackRange: function (player, num) { return num + player.countMark("dcshiju_range"); }, }, intro: { content: "本回合攻击范围+#" }, }, }, }, dcyingshi: { audio: 2, trigger: { player: "useCardToPlayered" }, filter(event, player) { if (!event.isFirstTarget) return false; if (get.type(event.card) !== "trick") return false; return true; }, direct: true, async content(event, trigger, player) { const result = await player .chooseTarget() .set("prompt", get.prompt("dcyingshi")) .set( "prompt2", `令其中一名角色选择本回合未被选择过的一项:⒈令你于此牌结算结束后视为对其使用一张${get.translation( trigger.card.name )};⒉弃置${get.cnNumber(player.countCards("e"))}张牌,此牌对其无效。` ) .set("filterTarget", (card, player, target) => { return get.event("targets").includes(target); }) .set("targets", trigger.targets) .set( "toFriends", (() => { const isPositive = trigger.targets.some((current) => { return get.effect(current, trigger.card, trigger.player, player) > 0; }), isNegative = trigger.targets.some((current) => { return get.effect(current, trigger.card, trigger.player, player) < -5; }); if ( (player.hasSkill("dcyingshi_choice1") || player.countCards("e") < 2) && isNegative ) return true; if ( !player.hasSkill("dcyingshi_choice1") && ((get.tag(trigger.card, "norepeat") && isNegative) || isPositive) ) return true; return false; })() ) .set("ai", (target) => { const player = get.player(), count = player.countCards("e"), att = get.attitude(player, target); if (att > 0 && get.event("toFriends")) { if (target.countCards("he", (card) => get.value(card) < 5) < count) return 0; return att; } if (player.hasSkill("dcyingshi_choice1") && !count) return 0; return -get.attitude(player, target); }) .forResult(); if (!result.bool) return; const target = result.targets[0]; player.logSkill("dcyingshi", target); let bool; if (!player.hasSkill(`dcyingshi_choice2`)) { const count = player.countCards("e"), forced = player.hasSkill("dcyingshi_choice1"); if (count > 0) { const prompt = `###${get.translation(player)}对你发动了【应时】###${ forced ? "请" : "是否" }弃置${get.cnNumber(count)}张牌,令${get.translation(trigger.card)}对你无效${ forced ? "。" : "?或点击“取消”,令其与此牌结算后视为对你使用一张同名牌。" }`; bool = await target .chooseToDiscard(prompt, count, forced, "he") .set("ai", (card) => { if (get.event("goon")) return 5.5 - get.value(card); return 0; }) .set( "goon", !get.tag(trigger.card, "norepeat") && get.effect(target, trigger.card, trigger.player, target) < -5 ) .forResultBool(); } else bool = false; } else bool = player.hasSkill("dcyingshi_choice1"); if (bool) { trigger.excluded.add(target); } else { player .when({ global: "useCardAfter" }) .filter((evt) => evt === trigger.getParent()) .vars({ targetx: target, cardx: { name: trigger.card.name, nature: trigger.card.nature, isCard: true, storage: { dcyingshi: true }, }, }) .then(() => { const next = player.useCard(get.copy(cardx), targetx, false); if (trigger.addedTarget) next.addedTarget = trigger.addedTarget; if (trigger.addedTargets && trigger.addedTargets.length) next.addedTargets = trigger.addedTargets.slice(0); }); } player.addTempSkill(`dcyingshi_choice${bool + 1}`); }, subSkill: { choice1: { charlotte: true }, choice2: { charlotte: true }, }, }, //公孙修 dcgangu: { audio: 2, trigger: { global: "loseHpAfter" }, filter(event, player) { return event.player !== player; }, usable: 1, forced: true, async content(event, trigger, player) { await player.draw(2); await player.loseHp(); }, }, dckuizhen: { audio: 2, enable: "phaseUse", filter(event, player) { return game.hasPlayer((current) => { return lib.skill.dckuizhen.filterTarget(null, player, current); }); }, filterTarget(card, player, target) { return target.countCards("h") > player.countCards("h") || target.getHp() > player.getHp(); }, usable: 1, forced: true, async content(event, trigger, player) { const { target } = event, juedou = new lib.element.VCard({ name: "juedou" }); if (target.canUse(juedou, player, false)) { await target.useCard(juedou, player, "noai"); } if ( player.hasHistory("damage", (evt) => { return evt.getParent(3) === event; }) ) { await player.viewHandcards(target); const shas = target .getGainableCards(player, "h") .filter((card) => get.name(card) === "sha"); if (shas.length) { player.addTempSkill("dckuizhen_effect"); await player.gain(shas, "give", target).gaintag.add("dckuizhen"); } } else { await target.loseHp(); } }, ai: { result: { target(player, target) { const [juedouEff, loseEff] = [ get.effect(player, { name: "juedou" }, target, player), get.effect(target, { name: "losehp" }, target, player), ]; if (juedouEff > 0) return (loseEff * get.attitude(player, target)) / 10; return 0; }, }, }, subSkill: { effect: { trigger: { player: "useCard1" }, forced: true, popup: false, firstDo: true, charlotte: true, filter: function (event, player) { if (event.addCount === false) return false; return player.hasHistory("lose", (evt) => { if (evt.getParent() != event) return false; for (const i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("dckuizhen")) return true; } return false; }); }, async content(event, trigger, player) { trigger.addCount = false; var stat = player.getStat().card, name = trigger.card.name; if (typeof stat[name] == "number") stat[name]--; }, mod: { cardUsable(card) { if (!card.cards) return; if (card.cards.some((card) => card.hasGaintag("dckuizhen"))) return Infinity; }, }, }, }, }, //刘理 dcfuli: { audio: 2, enable: "phaseUse", filter(event, player) { return player.countDiscardableCards(player, "h"); }, usable: 1, async content(event, trigger, player) { await player.showHandcards(get.translation(player) + "发动了【抚黎】"); const getNum = (type) => { let num = ["basic", "trick", "equip"].indexOf(type); if (num === -1) num = 3; return num; }; const types = player .getDiscardableCards(player, "h") .reduce((list, card) => { return list.add(get.type2(card)); }, []) .sort((a, b) => getNum(a) - getNum(b)); if (types.length) { const { result: { control }, } = await player .chooseControl(types) .set("ai", () => { const player = get.event("player"), types = get.event("controls").slice(); const getNum = (type) => { const cards = player .getDiscardableCards(player, "h") .filter((card) => get.type2(card) == type); const countCards = (target, player, cards) => { return target.countCards("h") - (target == player ? cards.length : 0); }; const max = game .findPlayer((target) => { return !game.hasPlayer((target2) => { return ( countCards(target2, player, cards) > countCards(target, player, cards) ); }); }) .countCards("h"); return ( Math.min( max, cards.reduce((sum, card) => sum + get.cardNameLength(card), 0) ) / cards.length ); }; return types.sort((a, b) => { return getNum(b) - getNum(a); })[0]; }) .set("prompt", "弃置一种类别的所有手牌,然后摸这些牌的名字字数之和的牌"); if (control) { const cards = player .getDiscardableCards(player, "h") .filter((card) => get.type2(card) == control); await player.discard(cards); const max = game.findPlayer((target) => target.isMaxHandcard()).countCards("h"); const num = Math.min( max, cards.reduce((sum, card) => sum + get.cardNameLength(card), 0) ); if (num) await player.draw(num); if (cards.some((card) => card.name != "shandian" && get.tag(card, "damage"))) { const { result: { bool, targets }, } = await player .chooseTarget("抚黎:是否令一名角色的攻击范围-1直到你的下个回合开始?") .set("ai", (target) => { const player = get.event("player"), num = target.getAttackRange(); return ( -get.sgn(get.attitude(player, target)) * (target.getAttackRange() + (num <= 0 ? -num + 0.5 : num)) ); }); if (bool) { const target = targets[0]; player.line(target); target.addSkill("dcfuli_range"); target.addMark("dcfuli_range", 1, false); player .when(["phaseBegin", "dieBegin"]) .then(() => { target.removeMark("dcfuli_range", 1, false); if (!target.hasMark("dcfuli_range")) target.removeSkill("dcfuli_range"); }) .vars({ target: target }); } } } } }, ai: { order: 1, result: { player(player) { const types = player.getDiscardableCards(player, "h").reduce((list, card) => { return list.add(get.type2(card)); }, []); if ( !types.some((type) => { const cards = player .getDiscardableCards(player, "h") .filter((card) => get.type2(card) == type); const countCards = (target, player, cards) => { return target.countCards("h") - (target == player ? cards.length : 0); }; return !game .filterPlayer((target) => { return !game.hasPlayer((target2) => { return ( countCards(target2, player, cards) > countCards(target, player, cards) ); }); }) .includes(player); }) ) return 0; return 1; }, }, }, subSkill: { range: { charlotte: true, onremove: true, mod: { attackRange(player, num) { return num - player.countMark("dcfuli_range"); }, }, marktext: " - ", intro: { content: "攻击范围-#" }, }, }, }, dcdehua: { audio: 2, trigger: { global: "roundStart" }, forced: true, async content(event, trigger, player) { const list = lib.inpile.filter((name) => { if (get.type(name) === "delay") return false; const card = new lib.element.VCard({ name: name }); return get.tag(card, "damage") && player.hasUseTarget(card); }); if (list.length) { const { result: { bool, links }, } = await player .chooseButton( [ '###德化###
视为使用一张仍可以使用的伤害类卡牌
', [list, "vcard"], ], true ) .set("ai", (button) => { const name = button.link[2], player = get.player(); let value = player.getUseValue({ name, isCard: true }, null, true); if ( player.countCards( "h", (card) => get.name(card) === name && player.hasUseTarget(card) ) ) value /= 3; if (name === "sha") value /= 2; if (player.getStorage("dcdehua").includes("sha")) value = Math.max(0.1, value); return value; }); if (bool) { const name = links[0][2], card = new lib.element.VCard({ name: name }); await player.chooseUseTarget(card, true); player.markAuto("dcdehua", [name]); } } if ( !lib.inpile.some((name) => { if (get.type(name) === "delay") return false; const card = new lib.element.VCard({ name: name }); return get.tag(card, "damage") && !player.getStorage("dcdehua").includes(name); }) ) player.removeSkills("dcdehua"); }, mod: { maxHandcard(player, num) { return num + player.getStorage("dcdehua").length; }, cardEnabled(card, player) { if ( player.getStorage("dcdehua").includes(card.name) && (get.position(card) == "h" || (card.cards && card.cards.some((i) => get.position(i) == "h"))) ) return false; }, cardSavable(card, player) { if ( player.getStorage("dcdehua").includes(card.name) && (get.position(card) == "h" || (card.cards && card.cards.some((i) => get.position(i) == "h"))) ) return false; }, aiValue(player, card) { if (player.getStorage("dcdehua").includes(get.name(card))) return 0; }, aiUseful() { return lib.skill.dcdehua.mod.aiValue.apply(this, arguments); }, }, intro: { content(storage) { return ( "
  • 手牌上限+" + storage.length + "
  • 不能从手牌中使用" + get.translation(storage) ); }, }, }, //蒋琬费祎 dcshengxi: { inherit: "reshengxi", trigger: { player: "phaseDiscardEnd" }, }, dcshoucheng: { audio: "shoucheng", global: "dcshoucheng_ai", trigger: { global: [ "equipAfter", "addJudgeAfter", "loseAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, filter(event, player) { const target = _status.currentPhase; return game.hasPlayer((current) => { if (target && current == target) return false; let evt = event.getl(current); return evt && evt.hs && evt.hs.length && current.countCards("h") == 0; }); }, async cost(event, trigger, player) { const targetx = _status.currentPhase; const targets = game .filterPlayer((current) => { if (targetx && current == targetx || !current.isIn()) return false; let evt = trigger.getl(current); return evt && evt.hs && evt.hs.length && current.countCards("h") == 0; }) .sortBySeat(targetx || player); event.result = await player .chooseTarget("是否对" + (targets.length > 1 ? "其中一名角色" : get.translation(targets[0])) + "发动【守成】?", "令其摸两张牌", (card, player, target) => { return get.event("targets").includes(target); } ) .set("targets", targets) .set("ai", target => get.attitude(get.event("player"), target)) .forResult(); }, usable: 1, async content(event, trigger, player) { const target = event.targets[0]; if (get.mode() != "identity" || player.identity != "nei") player.addExpose(0.2); target.draw(2); }, subSkill: { ai: { ai: { noh: true, skillTagFilter(player, tag, arg) { if (player === _status.currentPhase || player.countCards("h") != 1) return false; return game.hasPlayer((current) => { return ( current.hasSkill("dcshoucheng") && get.attitude(current, player) > 0 ); }); }, }, }, }, }, //乐大乔 dczixi: { init() { game.addGlobalSkill("dczixi_judge"); game.broadcastAll(() => lib.skill.dczixi.video()); }, video() { const list = lib.skill.dczixi.zixiList; for (const name of list) { const namex = "dczixi_" + name; if (!lib.card[namex]) { lib.card[namex] = { type: "special_delay", fullskin: true, noEffect: true, wuxieable: false, }; lib.card[namex].cardimage = name; lib.translate[namex] = lib.translate[name] + "·姊希"; lib.translate[namex + "_info"] = "由【姊希】技能创造的无效果【" + lib.translate[name] + "】"; } } }, audio: 2, trigger: { player: ["phaseUseBegin", "phaseUseEnd"] }, filter(event, player) { return ( player.countCards("h", (card) => { return ( card.hasGaintag("dcqiqin_tag") && lib.skill.dczixi.zixiList.some((name) => { return game.hasPlayer((target) => target.canAddJudge(get.autoViewAs({ name: "dczixi_" + name }, [card])) ); }) ); }) > 0 ); }, zixiList: ["lebu", "bingliang", "shandian"], direct: true, async content(event, trigger, player) { game.addVideo("skill", player, ["dczixi", []]); const names = lib.skill.dczixi.zixiList.filter((name) => { return player.countCards("h", (card) => { return ( card.hasGaintag("dcqiqin_tag") && game.hasPlayer((target) => target.canAddJudge(get.autoViewAs({ name: "dczixi_" + name }, [card])) ) ); }); }); let map = {}; for (const name of names) { map[get.translation(name)] = name; } const { result: { bool, links }, } = await player .chooseButton(2, [ "###" + get.prompt("dczixi") + '###
    将一张“琴”以你选择的牌名置于一名角色的判定区
    ', player.getCards("h"), [Object.keys(map), "tdnodes"], ]) .set("filterButton", (button) => { const type = typeof button.link, card = button.link; if (ui.selected.buttons.length && type == typeof ui.selected.buttons[0].link) return false; if (type == "string") return true; return ( card.hasGaintag("dcqiqin_tag") && lib.skill.dczixi.zixiList.some((name) => { return game.hasPlayer((target) => target.canAddJudge(get.autoViewAs({ name: "dczixi_" + name }, [card])) ); }) ); }) .set("ai", (button) => { const player = get.event("player"), list = Object.keys(get.event("map")); if (typeof button.link == "string") { const card = player .getCards("h", (card) => { if (get.value(card) >= 7) return false; return ( card.hasGaintag("dcqiqin_tag") && game.hasPlayer((target) => target.canAddJudge( get.autoViewAs({ name: "dczixi_" + name }, [card]) ) ) ); }) .sort((a, b) => get.value(a) - get.value(b))[0]; if ( game.hasPlayer((current) => { return ( get.attitude(player, current) < 0 && lib.skill.dczixi.zixiList.some((name) => current.canAddJudge( get.autoViewAs({ name: "dczixi_" + name }, [card]) ) ) ); }) ) return list.indexOf(button.link) + 1; return 1 / (list.indexOf(button.link) + 1); } return 7 - get.value(button.link); }) .set("map", map); if (bool) { const name = links.find((i) => typeof i == "string"), card = links.find((j) => j != name), cardname = map[name]; const { result: { bool, targets }, } = await player .chooseTarget( "请选择【" + name + "(" + get.translation(card) + ")】置入的目标", (cardx, player, target) => { return target.canAddJudge( get.autoViewAs({ name: "dczixi_" + get.event("cardname") }, [ get.event("card"), ]) ); }, true ) .set("ai", (target) => { const player = get.event("player"), card = get.event("card"); if ( game.hasPlayer((current) => { return ( get.attitude(player, current) < 0 && current.canAddJudge( get.autoViewAs({ name: "dczixi_" + get.event("cardname") }, [ card, ]) ) ); }) ) return -target.countCards("j") - 1; return target.countCards("j") + 1; }) .set("card", card) .set("cardname", cardname); if (bool) { const target = targets[0]; player.logSkill("dczixi", target); player.$give(card, target, false); await game.asyncDelay(0.5); target.addJudge({ name: "dczixi_" + cardname }, [card]); } } }, group: "dczixi_effect", subSkill: { judge: { mod: { targetEnabled(card, player, target) { const list = lib.skill.dczixi.zixiList; const name = typeof card == "string" ? card : card.viewAs ? card.viewAs : card.name; if (name.indexOf("dczixi_") == 0) { const namex = name.slice("dczixi_".length); if (list.includes(namex) && target.hasJudge(namex)) return false; } else if (list.includes(name) && target.hasJudge("dczixi_" + name)) return false; }, }, ai: { threaten(player, target) { if (!player.hasSkill("dczixi") || ![1, 2, 3].includes(target.countCards("j"))) return; return 3 + target.countCards("j"); }, }, }, effect: { audio: "dczixi", trigger: { player: "useCardToTargeted" }, filter(event, player) { return ( event.isFirstTarget && event.targets.length == 1 && [1, 2, 3].includes(event.target.countCards("j")) && (get.type(event.card) == "basic" || get.type(event.card) == "trick") ); }, prompt2(event, player) { const target = event.target, str = get.translation(target); return [ "令" + get.translation(event.card) + "对" + str + "额外结算一次", "摸两张牌", "弃置" + str + "判定区里的所有牌,对其造成3点伤害", ][target.countCards("j") - 1]; }, check(event, player) { const target = event.target, num = target.countCards("j"); if (num == 2) return true; if (num == 1) return get.effect(target, event.card, player, player) > 0; return ( get.attitude(player, target) < 0 && get.damageEffect(target, player, player) > 0 ); }, logTarget: "target", async content(event, trigger, player) { const target = trigger.target, num = target.countCards("j"); switch (num) { case 1: trigger.getParent().effectCount++; game.log(trigger.card, "额外结算一次"); break; case 2: player.draw(2); break; case 3: target.discard(target.getCards("j")).discarder = player; target.damage(3); break; } }, }, }, }, //孔融 dckrmingshi: { audio: "mingshi", trigger: { player: "damageBegin4" }, filter(event, player) { return event.source && event.source.countCards("h") > player.countCards("h"); }, forced: true, logTarget: "source", async content(event, trigger, player) { const target = trigger.source; const { result: { bool }, } = await target .chooseToDiscard( "名士:弃置一张手牌,或防止对" + get.translation(player) + "造成的伤害" ) .set("ai", (card) => { if (get.event("goon")) return 0; return 6 - get.value(card); }) .set("goon", get.damageEffect(player, target, target) <= 0); if (!bool) trigger.cancel(); }, ai: { effect: { target_use(card, player, target, current) { if (get.tag(card, "damage") && target != player) { if (_status.event.name == "dckrmingshi") return; if (get.attitude(player, target) > 0 && current < 0) return "zerotarget"; var bs = player.getCards("h"); bs.remove(card); if (card.cards) bs.removeArray(card.cards); else bs.removeArray(ui.selected.cards); if (bs.length > target.countCards("h")) { if (bs.some((bsi) => get.value(bsi) < 7)) return [1, 0, 1, -0.5]; return [1, 0, 0.3, 0]; } return [1, 0, 1, -0.5]; } }, }, }, }, //新服SP孟获 dcmanwang: { audio: "spmanwang", inherit: "spmanwang", check: function (card) { var player = _status.event.player; var max = Math.min(player.isDamaged() ? 3 : 2, 4 - player.countMark("dcmanwang")); if (!max && !player.hasSkill("dcpanqin")) return 0; if (max == 0 && ui.selected.length > 0) return 0; return 7 - ui.selected.cards.length - get.value(card); }, content: function () { var num = Math.min(cards.length, 4 - player.countMark("dcmanwang")); if (num >= 1) player.addSkills("dcpanqin"); if (num >= 2) player.draw(); if (num >= 3) player.recover(); if (num >= 4) { player.draw(2); player.removeSkills("dcpanqin"); } }, ai: { order: 2, result: { player: function (player, target) { if (player.getUseValue({ name: "nanman" }) <= 0) return 0; if (player.getStat("skill").spmanwang && player.hasSkill("dcpanqin")) return 0; return 1; }, }, }, derivation: "dcpanqin", }, dcpanqin: { audio: "sppanqin", inherit: "sppanqin", content: function () { var cards = []; player.getHistory("lose", function (evt) { if (evt.type != "discard" || evt.getParent(trigger.name) != trigger) return false; for (var i of evt.cards2) { if (get.position(i, true) == "d") { cards.add(i); } } }); player.chooseUseTarget(true, { name: "nanman" }, cards); player.addTempSkill("dcpanqin_eff"); }, subSkill: { eff: { charlotte: true, trigger: { player: "useCard" }, filter: function (event, player) { return ( event.card.name == "nanman" && event.getParent(2).name == "dcpanqin" && player.countMark("dcmanwang") < 4 && player.hasSkill("dcmanwang", null, null, false) && event.cards.length <= event.targets.length ); }, forced: true, popup: false, content: function () { "step 0"; player.addMark("dcmanwang", 1, false); switch (player.countMark("dcmanwang")) { case 1: player.draw(2); player.removeSkills("dcpanqin"); break; case 2: player.recover(); break; case 3: player.draw(); break; case 4: player.addSkills("dcpanqin"); break; } "step 1"; player.gainMaxHp(); player.recover(); }, }, }, }, //凌操 dcdufeng: { audio: 2, trigger: { player: "phaseUseBegin" }, forced: true, async content(event, trigger, player) { const list = []; for (let i = 1; i < 6; i++) { if (player.isDisabled(i)) continue; list.push("equip" + i); } list.push("cancel2"); const next = player.chooseControl(list); next.set("prompt", "独锋:请废除一个装备栏,或点击“取消”失去1点体力"); next.set("ai", () => { const list = get.event().list.slice(), player = get.player(); if (player.hp <= 2 && list.length > 1) list.remove("cancel2"); const listx = list.filter((subtype) => !player.getEquips(subtype).length); if (listx.length) return listx.randomGet(); return list.randomGet(); }); next.set("list", list); const { result } = await next; if (result.control == "cancel2") await player.loseHp(); else await player.disableEquip(result.control); if (!player.isIn()) return; const num = Math.min(player.countDisabled() + player.getDamagedHp(), player.maxHp); await player.draw(num); player.addTempSkill("dcdufeng_effect"); player.addMark("dcdufeng_effect", num, false); }, subSkill: { effect: { charlotte: true, onremove: true, intro: { content: "本回合攻击范围与使用【杀】的次数上限均为#", }, mod: { attackRangeBase(player, num) { return player.countMark("dcdufeng_effect"); }, cardUsable(card, player, num) { if (card.name == "sha") return player.countMark("dcdufeng_effect"); }, }, }, }, }, //小乔 dcqiqin: { audio: 2, audioname: ["yue_daqiao"], trigger: { global: "phaseBefore", player: "enterGame", }, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, forced: true, content: function () { let cards = player.getCards("h"); player.addGaintag(cards, "dcqiqin_tag"); player.markAuto("dcqiqin", cards); }, group: "dcqiqin_restore", subSkill: { tag: {}, restore: { audio: "dcqiqin", audioname: ["yue_daqiao"], trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { const targets = game.players.slice().concat(game.dead); return targets.some( (target) => target.getStorage("dcqiqin").filterInD("d").length ); }, forced: true, content: function () { const targets = game.players.slice().concat(game.dead); const cards = targets.reduce( (list, target) => list.addArray(target.getStorage("dcqiqin").filterInD("d")), [] ); player.gain(cards, "gain2").gaintag.add("dcqiqin_tag"); }, }, }, mod: { ignoredHandcard: function (card, player) { if (card.hasGaintag("dcqiqin_tag")) return true; }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("dcqiqin_tag")) return false; }, }, }, dcweiwan: { audio: 2, enable: "phaseUse", filter: (event, player) => { return ( player.countCards(lib.skill.dcweiwan.position, (card) => { return lib.skill.dcweiwan.filterCard(card, player); }) && game.hasPlayer((target) => { return lib.skill.dcweiwan.filterTarget(null, player, target); }) ); }, filterCard: (card, player) => { return card.hasGaintag("dcqiqin_tag") && lib.filter.cardDiscardable(card, player); }, filterTarget: (card, player, target) => { return target != player && target.countCards("he"); }, position: "h", check: (card) => { const player = _status.event.player; const target = game.players.reduce( (result, current) => { if (current === player) return result; const effect = Math.abs(lib.skill.dcweiwan.ai.result.target(player, current)); return effect > result[1] ? [current, effect] : result; }, [null, 0] )[0]; return target ? lib.skill.dcweiwan.getWeiWanEffect(player, card, target) : 0; }, usable: 1, content: function* (event, map) { let player = map.player, target = event.target; let suit = get.suit(event.cards[0], player); let cards = target.getCards( "hej", (card) => get.suit(card, target) != suit && lib.filter.canBeGained(card, player, target) ); if (!cards.length) { player.chat("无牌可得!!"); return; } let suits = lib.suit.slice(); suits.reverse(); suits.add("none"); suits.forEach((suit2) => { let cards2 = cards.filter((card) => get.suit(card, target) == suit2); if (cards2.length) { cards2.randomRemove(); cards.removeArray(cards2); } }); if (!cards.length) { player.chat("无牌可得!!"); return; } player.gain(cards, target, "give"); switch (cards.length) { case 1: target.loseHp(); break; case 2: player.addTempSkill("tanbei_effect3"); target.addTempSkill("tanbei_effect1"); break; case 3: player.addTempSkill("tanbei_effect3"); target.addTempSkill("tanbei_effect2"); break; } }, ai: { order: 9, result: { target: (player, target) => { const att = get.sgn(get.attitude(player, target)) - 1; const cards = player.getCards(lib.skill.dcweiwan.position, (card) => lib.skill.dcweiwan.filterCard(card, player) ); return ( att * cards.reduce((result, card) => { const effect = lib.skill.dcweiwan.getWeiWanEffect(player, card, target); return effect > result ? effect : result; }, 0) ); }, }, combo: "dcqiqin", }, getWeiWanEffect: (player, cardx, target) => { const suit = get.suit(cardx, player); const cards = target.getCards( "hej", (card) => get.suit(card, target) !== suit && lib.filter.canBeGained(card, player, target) ); const num = lib.suits.filter((suit) => cards.some((card) => get.suit(card, target) === suit) ).length; switch (num) { case 1: return ( num + Math.max(0, get.sgn(get.effect(target, { name: "losehp" }, player, player))) ); case 2: return ( num + player.countCards( "he", (card) => player.canUse(card, target, false) && get.effect(target, card, player, player) > 0 ) ); case 3: return Math.ceil(num / 2); default: return num; } }, }, //董昭 dcyijia: { audio: 2, trigger: { global: "damageEnd" }, filter: function (event, player) { if (!event.player.isIn()) return false; if (get.distance(player, event.player) > 1) return false; return player.canMoveCard( null, true, game.filterPlayer((i) => i != event.player), event.player, "canReplace" ); }, check: function (event, player) { return player.canMoveCard( true, true, game.filterPlayer((i) => i != event.player), event.player, "canReplace" ); }, prompt2: function (event, player) { return `将场上一张装备牌移动至${get.translation( event.player )}的装备区内(替换原装备)。然后若其因此脱离了一名角色的攻击范围,你摸一张牌。`; }, logTarget: "player", line: false, content: function* (event, map) { const player = map.player, trigger = map.trigger, target = trigger.player; const inRangeList = game.filterPlayer((current) => current.inRange(target)); yield player.moveCard( true, game.filterPlayer((i) => i != target), target, "canReplace" ); const leaveSomeone = inRangeList.some((current) => !current.inRange(target)); if (leaveSomeone) player.draw(); }, ai: { maixie: true, expose: 0.2, threaten: 3.3, }, }, dcdingji: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function* (event, map) { const player = map.player; let result; result = yield player.chooseTarget(get.prompt2("dcdingji")).set("ai", (target) => { let att = get.attitude(get.player(), target) / 2; const delta = 5 - target.countCards("h"); let fix = 1; const hs = target.getCards("h"); outer: for (let i = 0; i < hs.length - 1; i++) { const name1 = get.name(hs[i]); for (let j = i + 1; j < hs.length; j++) { const name2 = get.name(hs[j]); if (name1 == name2) { fix = 0.5; break outer; } } } if (delta > 0) { if (target.hasSkillTag("nogain")) att /= 3; return Math.sqrt(delta) * att * fix; } if (delta > -2 && att > 0) return fix == 0.5 ? 0.1 : -1; return (-Math.sqrt(-delta) * att) / 2; }); if (!result.bool) return event.finish(); const target = result.targets[0]; player.logSkill("dcdingji", target); if (target != player) player.addExpose(0.3); const delta = 5 - target.countCards("h"); if (delta != 0) { yield target[delta > 0 ? "draw" : "chooseToDiscard"](Math.abs(delta), true); } target.showHandcards(); const hs = target.getCards("h"); let hasSame = false; outer: for (let i = 0; i < hs.length - 1; i++) { const name1 = get.name(hs[i]); for (let j = i + 1; j < hs.length; j++) { const name2 = get.name(hs[j]); if (name1 == name2) { hasSame = true; break outer; } } } game.delayex(); if (hasSame) return event.finish(); const list = get.inpileVCardList((info) => { if (!["basic", "trick"].includes(info[0])) return false; if ( !target.hasUseTarget( new lib.element.VCard({ name: info[2], nature: info[3], isCard: true }) ) ) return false; return hs.some((card) => { return get.name(card) == info[2] && get.is.sameNature([card, info[3]], true); }); }); if (!list.length) return event.finish(); result = yield target .chooseButton(["是否视为使用其中一张牌?", [list, "vcard"]]) .set("ai", (button) => { return get.player().getUseValue({ name: button.link[2] }); }); if (result.bool) { target.chooseUseTarget( new lib.element.VCard({ name: result.links[0][2], nature: result.links[0][3], isCard: true, }), true, false ); } }, }, //蒯祺 dcliangxiu: { audio: 2, enable: "phaseUse", filter: function (event, player) { return player.hasCard((card) => { const type = get.type2(card, player); return player.hasCard((cardx) => { if (card == cardx) return false; return get.type2(cardx, player) != type; }, "he"); }, "he"); }, filterCard: function (card, player) { if (!ui.selected.cards.length) return true; return get.type2(ui.selected.cards[0], player) != get.type2(card, player); }, selectCard: 2, check: function (card) { const player = get.player(); const bannedTypes = []; bannedTypes.addArray(player.getStorage("dcliangxiu")); if (!ui.selected.cards.length) { let val = get.value(card); if (val > 5.5) return 0; if (bannedTypes.includes(get.type2(card, player))) return 7.5 - val; return 5.5 - val; } bannedTypes.addArray(ui.selected.cards.map((card) => get.type2(card, player))); bannedTypes.add(get.type2(card, player)); const filter = (card) => !bannedTypes.includes(get.type2(card, player)); if (!get.cardPile(filter)) return 0; return 6 - get.value(card); }, position: "he", complexCard: true, onremove: true, content: function* (event, map) { const player = map.player; const cards = []; const bannedTypes = []; bannedTypes.addArray(event.cards.map((card) => get.type2(card, player))); bannedTypes.addArray(player.getStorage("dcliangxiu")); const filter = (card) => !bannedTypes.includes(get.type2(card, player)); const piles = ["cardPile", "discardPile"]; for (const pile of piles) { for (let i = 0; i < ui[pile].childNodes.length; i++) { const card = ui[pile].childNodes[i]; if (filter(card)) { cards.add(card); if (cards.length >= 2) break; } } if (cards.length >= 2) break; } let result; if (!cards.length) { player.chat("没牌了…"); game.log("但是哪里都找不到没有符合条件的牌!"); event.finish(); return; } else if (cards.length == 1) result = { bool: true, links: cards }; else result = yield player .chooseButton(["良秀:获得一张牌", cards], true) .set("ai", get.buttonValue); if (result.bool) { const toGain = result.links; player.markAuto("dcliangxiu", get.type2(toGain[0], false)); player.when({ global: "phaseChange" }).then(() => { player.unmarkSkill("dcliangxiu"); }); player.gain(toGain, "gain2"); } }, intro: { content: "已因此技能获得过$牌", onunmark: true, }, ai: { order: 2, result: { player: 1 }, }, }, dcxunjie: { audio: 2, trigger: { global: "phaseEnd" }, filter: function (event, player) { if (["handcard", "hp"].every((i) => player.isTempBanned(`dcxunjie_${i}`))) return false; return player.hasHistory("gain", (evt) => { return !evt.getParent("phaseDraw", true); }); }, direct: true, content: function* (event, map) { const player = map.player; const choices = []; const choiceList = [ "令一名角色将手牌数摸或弃置至与其体力值相同", "令一名角色将体力回复或失去至与其手牌数相同", ]; if (!player.isTempBanned("dcxunjie_handcard")) choices.push("选项一"); else choiceList[0] = '' + choiceList[0] + "(已被选择过)"; if (!player.isTempBanned("dcxunjie_hp")) choices.push("选项二"); else choiceList[1] = '' + choiceList[1] + "(已被选择过)"; let result; if (_status.connectMode) game.broadcastAll(() => { _status.noclearcountdown = true; }); if (choices.length == 1) result = { control: choices[0] }; else result = yield player .chooseControl(choices, "cancel2") .set("choiceList", choiceList) .set("prompt", get.prompt("dcxunjie")) .set("ai", () => { return get.event("choice"); }) .set( "choice", (() => { const getValue = (index, target) => { let att = get.attitude(player, target); att = Math.sign(att) * Math.sqrt(Math.abs(att)); let delt = target.getHp(true) - target.countCards("h"); if (index == 1 && delt < 0) delt = 0; return (1 - 3 * index) * att * delt; }; const list = game .filterPlayer() .map((current) => { const val0 = getValue(0, current), val1 = getValue(1, current); return [val0, val1, Math.max(val0, val1)]; }) .sort((a, b) => { return b[2] - a[2]; }); const toChoose = list[0]; if (toChoose[2] <= 0) return "cancel2"; return toChoose[0] > toChoose[1] ? 0 : 1; })() ); if (result.control == "cancel2") { if (_status.connectMode) { game.broadcastAll(() => { delete _status.noclearcountdown; game.stopCountChoose(); }); } return event.finish(); } let prompt = ""; const choice = result.control, index = choice == "选项一" ? 0 : 1; if (choices.length == 1) { prompt = `###${get.prompt("dcxunjie")}###
    ${ choiceList[index] }
    `; } else prompt = `###殉节:请选择一名角色###
    ${choiceList[ index ].replace("一名", "该")}
    `; result = yield player .chooseTarget(prompt) .set("ai", (target) => { const player = get.player(), index = get.event("index"); let att = get.attitude(player, target); att = Math.sign(att) * Math.sqrt(Math.abs(att)); let delt = target.getHp(true) - target.countCards("h"); if (index == 1 && delt < 0) delt = 0; return (1 - 2 * index) * att * delt; }) .set("index", index); if (_status.connectMode) { game.broadcastAll(() => { delete _status.noclearcountdown; game.stopCountChoose(); }); } if (!result.bool) return event.finish(); const target = result.targets[0]; player.logSkill("dcxunjie", target); player.tempBanSkill(`dcxunjie_${index == 0 ? "handcard" : "hp"}`, "roundStart", false); const delt = (target.getHp(true) - target.countCards("h")) * (1 - 2 * index); if (delt == 0) event.finish(); else if (index == 0) target[delt > 0 ? "draw" : "chooseToDiscard"](Math.abs(delt), true); else target[delt > 0 ? "recover" : "loseHp"](Math.abs(delt)); }, }, //乐蔡邕 dcjiaowei: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, group: "dcjiaowei_prevent", content: function* (event, map) { const player = map.player; var cards = player.getCards("h"); player.addGaintag(cards, "dcjiaowei_tag"); }, mod: { ignoredHandcard: function (card, player) { if (card.hasGaintag("dcjiaowei_tag")) return true; }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("dcjiaowei_tag")) return false; }, }, subSkill: { prevent: { audio: "dcjiaowei", trigger: { player: "damageBegin4", }, forced: true, filter: function (event, player) { if (!event.source || !event.source.isIn()) return false; return ( event.source.countCards("h") <= player.countCards("h", (card) => card.hasGaintag("dcjiaowei_tag")) ); }, content: function* (event, map) { map.trigger.cancel(); }, ai: { effect: { target: function (card, player, target) { if (get.tag(card, "damage")) { const num = target.countCards("h", (card) => card.hasGaintag("dcjiaowei_tag") ); let cards = []; if (card.cards) cards.addArray(card.cards); if (ui.selected.cards) cards.addArray(ui.selected.cards); cards = cards.filter((card) => { if (get.itemtype(card) != "card") return false; return get.owner(card) == player && get.position(card) == "e"; }); if (player.countCards("h") - cards.length <= num) return "zeroplayertarget"; } }, }, }, }, }, }, dcfeibai: { audio: 2, trigger: { player: "useCardAfter" }, usable: 1, locked: false, filter: function (event, player) { return player.getHistory("useCard").indexOf(event) > 0; }, prompt2: function (event, player) { const history = player.getHistory("useCard"); const ind = history.indexOf(event) - 1, evt = history[ind]; const len = get.cardNameLength(event.card) + get.cardNameLength(evt.card); return `随机获得一张字数为${len}的牌`; }, check: function (event, player) { const history = player.getHistory("useCard"); const ind = history.indexOf(event) - 1, evt = history[ind]; const len = get.cardNameLength(event.card) + get.cardNameLength(evt.card); return ( player.countCards("h", (card) => card.hasGaintag("dcjiaowei_tag")) <= len || get.cardPile((card) => { return get.cardNameLength(card, false) == len; }) ); }, content: function* (event, map) { const player = map.player, trigger = map.trigger; const history = player.getHistory("useCard"); const ind = history.indexOf(trigger) - 1, evt = history[ind]; const len = get.cardNameLength(trigger.card) + get.cardNameLength(evt.card); const card = get.cardPile((card) => { return get.cardNameLength(card, false) == len; }); if (card) { yield player.gain(card, "gain2"); } else { let str = `没有${len}字的牌…`; if (len == 5 && Math.random() <= 0.2) str = "五字不行哇"; player.chat(str); game.log(`但是找不到字数为${len}的牌!`); } if (player.countCards("h", (card) => card.hasGaintag("dcjiaowei_tag")) <= len) { player.storage.counttrigger.dcfeibai--; game.log(player, "重置了", "#【飞白】"); } }, mod: { aiOrder: function (player, card, num) { const evt = player.getLastUsed(); if (!evt) return; const len = get.cardNameLength(card) + get.cardNameLength(evt.card); const cardx = get.cardPile((card) => { return get.cardNameLength(card, false) == len; }); if (cardx) return num + 8 + (len == 2 || len == 4 ? 2 : 0); }, }, }, //庞山民 dccaisi: { audio: 2, trigger: { player: "useCardAfter" }, filter: function (event, player) { return get.type(event.card) == "basic" && _status.currentPhase; }, prompt2: function (event, player) { const num = player.countMark("dccaisi_more") + 1; return `从${player == _status.currentPhase ? "牌堆" : "弃牌"}堆中随机获得${get.cnNumber( num )}张非基本牌`; }, content: function* (event, map) { const player = map.player, trigger = map.trigger; const position = player == _status.currentPhase ? "cardPile" : "discardPile"; let cards = [], num = player.countMark("dccaisi_more") + 1; while (num > 0) { num--; let card = get[position]( (card) => get.type(card) != "basic" && !cards.includes(card) ); if (card) cards.add(card); else break; } if (cards.length) yield player.gain(cards, "gain2"); else { player.chat("没有非基本牌…"); game.log(`但是${position == "discardPile" ? "弃" : ""}牌堆里没有非基本牌!`); } const sum = player.getHistory("useSkill", (evt) => evt.skill == "dccaisi").length; if (sum < player.maxHp) { player.addTempSkill("dccaisi_more"); player.addMark("dccaisi_more", 1, false); } else player.tempBanSkill("dccaisi"); }, subSkill: { more: { charlotte: true, onremove: true } }, }, dczhuoli: { audio: 2, trigger: { global: "phaseEnd" }, forced: true, filter: function (event, player) { return ( player.getHistory("useCard").length > player.getHp() || player.getHistory("gain").reduce((sum, evt) => sum + evt.cards.length, 0) > player.getHp() ); }, content: function* (event, map) { const player = map.player; if (player.maxHp < game.countPlayer2()) { yield player.gainMaxHp(); } yield player.recover(); }, }, //魏贾充 dcbeini: { audio: 2, enable: "phaseUse", usable: 1, filterCard: function (card, player) { const delt = player.countCards("h") - player.maxHp; return delt > 0; }, selectCard: function () { const player = get.player(); const delt = player.countCards("h") - player.maxHp; return delt > 0 ? delt : -1; }, promptfunc: () => { const player = get.player(); const delt = player.countCards("h") - player.maxHp; let str = ""; if (delt > 0) str += `弃置${get.cnNumber(delt)}张牌`; else if (delt == 0) str += `点击“确定”`; else str += `摸${get.cnNumber(-delt)}张牌`; return `${str},然后选择两名角色,前者视为对后者使用一张【杀】,且这两者的非锁定技失效。`; }, content: function* (event, map) { var player = map.player; if (player.countCards("h") < player.maxHp) yield player.drawTo(player.maxHp); if (game.countPlayer() < 2) { event.finish(); return; } var result = yield player .chooseTarget( "悖逆:请选择两名角色", "前者视为对后者使用一张【杀】,且这两名角色的非锁定技失效直到回合结束。", true, 2, (card, player, target) => { var sha = new lib.element.VCard({ name: "sha", isCard: true }); if (ui.selected.targets.length) { var targetx = ui.selected.targets[0]; return targetx.canUse(sha, target, false); } return lib.filter.cardEnabled(sha, target); } ) .set("targetprompt", ["打人", "被打"]) .set("multitarget", true) .set("ai", (target) => { var aiTargets = get.event("aiTargets"); if (aiTargets) { return aiTargets[ui.selected.targets.length] == target ? 10 : 0; } return 0; }) .set( "aiTargets", (() => { var targets = [], eff = 0; var sha = new lib.element.VCard({ name: "sha", isCard: true }); for (var user of game.filterPlayer()) { for (var target of game.filterPlayer()) { if (user == target) continue; var targetsx = [user, target]; targetsx.forEach((i) => i.addSkill("dcbeini_fengyin2")); var effx = get.effect(target, sha, user, player); targetsx.forEach((i) => i.removeSkill("dcbeini_fengyin2")); if (user == player) effx += 1; if (get.attitude(player, user) > 0) effx -= 0.1; if (effx > eff) { eff = effx; targets = targetsx; } } } if (targets.length) return targets; return null; })() ); if (result.bool) { var user = result.targets[0], target = result.targets[1]; result.targets.forEach((i) => i.addTempSkill("dcbeini_fengyin")); var sha = new lib.element.VCard({ name: "sha", isCard: true }); if (user.canUse(sha, target, false)) user.useCard(sha, target, false, "noai"); } }, ai: { order: 0.1, result: { player: function (player) { if (player.countCards("h") - player.maxHp >= 3) return 1; return game.hasPlayer((current) => get.attitude(player, current) <= 0) ? 1 : 0; }, }, }, subSkill: { fengyin: { inherit: "fengyin", }, fengyin2: { inherit: "fengyin", }, }, }, dcshizong: { audio: 2, enable: "chooseToUse", hiddenCard: function (player, name) { if (get.type(name) != "basic") return false; return player.countCards("he") >= player.countMark("dcshizong") + 1; }, filter: function (event, player) { if (event.type == "wuxie" || event.dcshizong) return false; if (player.countCards("he") < player.countMark("dcshizong") + 1) return false; for (const name of lib.inpile) { if (get.type(name) != "basic") continue; const card = { name: name, isCard: true }; if (event.filterCard(card, player, event)) return true; if (name == "sha") { for (const nature of lib.inpile_nature) { card.nature = nature; if (event.filterCard(card, player, event)) return true; } } } return false; }, chooseButton: { dialog: function (event, player) { const vcards = get.inpileVCardList((info) => { if (info[0] != "basic") return; const card = { name: info[2], nature: info[3], isCard: true }; return event.filterCard(card, player, event); }); return ui.create.dialog("恃纵", [vcards, "vcard"], "hidden"); }, check: function (button) { if (get.event().getParent().type != "phase") return 1; const player = get.player(); const card = { name: button.link[2], nature: button.link[3] }; if ( game.hasPlayer((current) => { return ( player.canUse(card, current) && get.effect(current, card, player, player) > 0 ); }) ) { switch (button.link[2]) { case "tao": return 5; case "jiu": return 3.01; case "sha": if (button.link[3] == "fire") return 2.95; else if (button.link[3] == "thunder") return 2.92; else return 2.9; } } return 0; }, backup: function (links, player) { return { filterCard: true, filterTarget: lib.filter.notMe, selectTarget: 1, selectCard: () => get.player().countMark("dcshizong") + 1, viewAs: { name: links[0][2], nature: links[0][3], suit: "none", number: null, isCard: true, }, position: "he", popname: true, ignoreMod: true, ai1: function (card) { return 1 / (1.1 + Math.max(-1, get.value(card))); }, ai2: function (target) { return get.attitude(get.player(), target); }, precontent: function* (event, map) { var player = map.player, target = event.result.targets[0]; player.logSkill("dcshizong", target); if (!player.countMark("dcshizong")) player .when({ global: "phaseAfter" }) .then(() => delete player.storage.dcshizong); player.addMark("dcshizong", 1, false); yield player.give(event.result.cards.slice(), target); var viewAs = new lib.element.VCard({ name: event.result.card.name, nature: event.result.card.nature, isCard: true, }); var result = yield target .chooseCard( "恃纵:是否将一张牌置于牌堆底?", `若如此做,${get.translation(player)}视为使用一张${get.translation( viewAs.nature )}【${get.translation(viewAs.name)}】`, "he" ) .set("ai", (card) => { if (get.event("goon")) return 7 - get.value(card); return 0; }) .set( "goon", get.attitude(target, player) * (player.getUseValue(viewAs) || 1) >= 1 ); var card = event.result.cards[0]; if (result.bool) { var card = result.cards[0]; game.delayex(); var next = target.loseToDiscardpile(card, ui.cardPile); next.log = false; if (get.position(card) == "e") { game.log(target, "将", card, "置于了牌堆底"); } else { next.blank = true; game.log(target, "将一张牌置于了牌堆底"); } result = yield next; game.broadcastAll((viewAs) => { lib.skill.dcshizong_backup2.viewAs = viewAs; }, lib.skill.dcshizong_backup.viewAs); var evt = event.getParent(); evt.set("_backupevent", "dcshizong_backup2"); evt.set( "openskilldialog", `请选择${get.translation(viewAs.nature)}${get.translation( viewAs.name )}的目标` ); evt.backup("dcshizong_backup2"); evt.set("norestore", true); evt.set("custom", { add: {}, replace: { window: function () {} }, }); evt.goto(0); if (target != _status.currentPhase) player.tempBanSkill("dcshizong"); } else { target.chat("不放!"); game.log(target, "选择不将牌置于牌堆底"); var evt = event.getParent(); evt.set("dcshizong", true); evt.goto(0); } game.delayx(); }, ai: { order: 10, }, }; }, prompt: function (links, player) { return `###恃纵:选择要交出的牌和目标角色###将${get.cnNumber( player.countMark("dcshizong") + 1 )}张牌交给一名其他角色,其可以选择将一张牌置于牌堆底,视为你使用一张${get.translation( links[0][3] || "" )}${get.translation(links[0][2])}。`; }, }, ai: { order: function () { const player = get.player(), event = get.event(); if ( event.filterCard({ name: "jiu" }, player, event) && get.effect(player, { name: "jiu" }) > 0 ) { return get.order({ name: "jiu" }) + 0.1; } return get.order({ name: "sha" }) + 0.1; }, respondSha: true, fireAttack: true, respondShan: true, skillTagFilter: function (player, tag, arg) { if (tag == "fireAttack") return true; if (player.countCards("he") < player.countMark("dcshizong") + 1) return false; if (tag == "respondSha" && arg != "use") return false; }, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, subSkill: { backup: {}, backup2: { filterCard: () => false, selectCard: -1, precontent: function () { delete event.result.skill; }, }, }, }, //张曼成 dclvecheng: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: lib.filter.notMe, content: function () { player.addTempSkill("dclvecheng_xiongluan"); player.markAuto("dclvecheng_xiongluan", [target]); var cards = player.getCards("h", "sha"); if (cards.length) player.addGaintag(cards, "dclvecheng_xiongluan"); }, ai: { threaten: 3.1, order: 3.5, expose: 0.2, result: { target: function (player, target) { if (player.getStorage("dclvecheng_xiongluan").includes(target)) return 0; if ( target.hasSkillTag( "freeShan", false, { player: player, }, true ) ) return -0.6; var hs = player.countCards("h", (card) => { if (!player.canUse(card, target)) return false; return ( get.name(card) == "sha" && get.effect(target, card, player, player) > 0 ); }); var ts = target.hp; if (hs >= ts && ts > 1) return -2; return -1; }, }, }, subSkill: { xiongluan: { trigger: { player: "phaseEnd" }, charlotte: true, forced: true, popup: false, onremove: function (player, skill) { player.removeGaintag("dclvecheng_xiongluan"); delete player.storage[skill]; }, filter: function (event, player) { return player.getStorage("dclvecheng_xiongluan").some((i) => i.isIn()); }, content: function () { "step 0"; event.targets = player.getStorage("dclvecheng_xiongluan").slice(); event.targets.sortBySeat(); "step 1"; if (!event.targets.length) { event.finish(); return; } var target = event.targets.shift(); event.target = target; target.showHandcards(); var cards = target.getCards("h", "sha"); if (!cards.length) event.redo(); else event.forced = false; "step 2"; var forced = event.forced; var prompt2 = forced ? "掠城:选择对" + get.translation(player) + "使用的【杀】" : "掠城:是否依次对" + get.translation(player) + "使用所有的【杀】?"; target .chooseToUse( forced, function (card, player, event) { if (get.itemtype(card) != "card" || get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, prompt2 ) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if ( target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex) ) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", player); "step 3"; if (result.bool) { if (target.countCards("h", "sha")) { event.forced = true; event.goto(2); return; } } event.forced = false; event.goto(1); }, intro: { content: "对$使用“掠城”【杀】无任何次数限制", }, mod: { cardUsableTarget: function (card, player, target) { if (!card.cards || card.cards.length != 1) return; if ( card.name == "sha" && card.cards[0].hasGaintag("dclvecheng_xiongluan") && player.getStorage("dclvecheng_xiongluan").includes(target) ) return true; }, }, }, }, }, dczhongji: { audio: 2, trigger: { player: "useCard" }, filter: function (event, player) { if (player.countCards("h") >= player.maxHp) return false; var suit = get.suit(event.card); return !lib.suit.includes(suit) || !player.countCards("h", { suit: suit }); }, check: function (event, player) { var num = Math.min(20, player.maxHp - player.countCards("h")); if (num <= 0) return false; var numx = player.getHistory("useSkill", (evt) => { return evt.skill == "dczhongji"; }).length + 1; if (numx > num) return false; if (_status.currentPhase != player) return true; if ( player.hasCard((card) => { var suit = get.suit(card); return ( player.hasValueTarget(card) && !player.hasCard((cardx) => { return cardx != card && get.suit(cardx) == suit; }) ); }) ) return false; return true; }, prompt2: function (event, player) { var num = Math.min(20, player.maxHp - player.countCards("h")); var str = num > 0 ? "摸" + get.cnNumber(num) + "张牌,然后" : ""; return ( str + "弃置" + get.cnNumber( 1 + player.getHistory("useSkill", (evt) => { return evt.skill == "dczhongji"; }).length ) + "张牌" ); }, content: function () { "step 0"; var num = Math.min(20, player.maxHp - player.countCards("h")); if (num > 0) player.draw(num); "step 1"; var num = player.getHistory("useSkill", (evt) => { return evt.skill == "dczhongji"; }).length; player .chooseToDiscard("螽集:请弃置" + get.cnNumber(num) + "张牌", "he", true, num) .set("ai", get.unuseful); }, ai: { threaten: 3.2, }, }, //乐周妃 dclingkong: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { "step 0"; var cards = player.getCards("h"); player.addGaintag(cards, "dclingkong_tag"); }, mod: { ignoredHandcard: function (card, player) { if (card.hasGaintag("dclingkong_tag")) { return true; } }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("dclingkong_tag")) { return false; } }, }, group: "dclingkong_marker", subSkill: { marker: { audio: "dclingkong", trigger: { player: ["gainAfter", "loseAsyncAfter"] }, forced: true, filter: (event, player) => { if (event.getParent("phaseDraw", true)) return false; const evt = player.getHistory("gain", (i) => !i.getParent("phaseDraw", true))[0]; if (!evt) return false; if (event.name == "gain") { if (evt != event || event.getlx === false) return false; } else if (evt.getParent() != event) return false; const hs = player.getCards("h"); if (!hs.length) return false; const cards = event.getg(player); return cards.some((card) => hs.includes(card)); }, content: function () { var hs = player.getCards("h"), cards = trigger.getg(player); cards = cards.filter((card) => hs.includes(card)); player.addGaintag(cards, "dclingkong_tag"); game.delayx(); }, }, }, }, dcxianshu: { audio: 2, enable: "phaseUse", filter: (event, player) => { return ( game.hasPlayer((current) => current != player) && player.hasCard((card) => card.hasGaintag("dclingkong_tag"), "h") ); }, filterCard: (card) => card.hasGaintag("dclingkong_tag"), filterTarget: lib.filter.notMe, discard: false, lose: false, delay: false, position: "h", check: (card) => { const player = _status.event.player, event = _status.event, color = get.color(card); if (color == "red") { return (event.getTempCache("dcxianshu", "red") || event.putTempCache( "dcxianshu", "red", game .hasPlayer((current) => { return ( current != player && current.hp <= player.hp && current.isDamaged() && get.recoverEffect(current, player, player) > 0 ); }) .toString() )) == "true" ? 7 - get.value(card) : 0; } else if (color == "black") { return (event.getTempCache("dcxianshu", "black") || event.putTempCache( "dcxianshu", "black", game .hasPlayer((current) => { return ( current != player && current.hp >= player.hp && get.effect(current, { name: "losehp" }, player, player) > 0 ); }) .toString() )) == "true" ? 7 - get.value(card) : 0; } return 6 - get.value(card); }, content: function () { "step 0"; player.give(cards, target, true); event.color = get.color(cards[0], player); "step 1"; if (target.isIn()) { var num = Math.min(Math.abs(target.getHp() - player.getHp()), 5); if (num > 0) player.draw(num); } "step 2"; if (event.color == "red") { if (target.getHp() <= player.getHp() && target.isDamaged()) target.recover(); } else if (event.color == "black") { if (target.getHp() >= player.getHp()) target.loseHp(); } }, ai: { combo: "dclingkong", order: 10, result: { player: function (player, target) { if (!ui.selected.cards.length) return 0; let num = target.getHp() - player.getHp(); const card = ui.selected.cards[0], color = get.color(card); if (color == "red" && target.getHp() <= player.getHp() && target.isDamaged()) num++; else if (color == "black" && target.getHp() >= player.getHp()) num--; return Math.min(Math.abs(num), 5) * 1.1; }, target: function (player, target) { if (!ui.selected.cards.length) return 0; const card = ui.selected.cards[0], color = get.color(card), val = get.value(card, target); if (color == "red" && target.getHp() <= player.getHp() && target.isDamaged()) return get.recoverEffect(target, player, target) + val / 1.4; else if (color == "black" && target.getHp() >= player.getHp()) return get.effect(target, { name: "losehp" }, player, target) + val / 1.4; return val / 1.4; }, }, }, }, //吴班 dcyouzhan: { audio: 2, trigger: { global: [ "loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, forced: true, direct: true, filter: function (event, player) { if (player != _status.currentPhase) return false; return game.hasPlayer((current) => { if (current == player) return false; var evt = event.getl(current); return evt && evt.cards2.length; }); }, content: function () { "step 0"; var targets = game.filterPlayer((current) => { if (current == player) return false; var evt = trigger.getl(current); return evt && evt.cards2.length; }); event.targets = targets; player.logSkill("dcyouzhan", targets); "step 1"; event.target = targets.shift(); event.num = trigger.getl(event.target).cards2.length; "step 2"; player.draw().gaintag = ["dcyouzhan"]; player.addTempSkill("dcyouzhan_limit"); target.addTempSkill("dcyouzhan_effect"); target.addMark("dcyouzhan_effect", 1, false); target.addTempSkill("dcyouzhan_draw"); if (--event.num) event.redo(); "step 3"; if (targets.length) { event.goto(1); } }, ai: { damageBonus: true, skillTagFilter: function (player, tag, arg) { if (!arg || !arg.target || !arg.target.hasSkill("dcyouzhan_effect")) return false; }, }, subSkill: { effect: { audio: "dcyouzhan", trigger: { player: "damageBegin3", }, filter: function (event, player) { return player.hasMark("dcyouzhan_effect"); }, forced: true, charlotte: true, onremove: true, content: function () { "step 0"; trigger.num += player.countMark("dcyouzhan_effect"); player.removeSkill("dcyouzhan_effect"); }, mark: true, intro: { content: "本回合下一次受到的伤害+#", }, ai: { effect: { target: function (card, player, target) { if (get.tag(card, "damage")) return 1 + 0.5 * target.countMark("dcyouzhan_effect"); }, }, }, }, draw: { trigger: { global: "phaseJieshuBegin", }, forced: true, charlotte: true, filter: function (event, player) { return !player.getHistory("damage").length; }, content: function () { player.draw(Math.min(3, player.getHistory("lose").length)); }, }, limit: { charlotte: true, onremove: function (player) { player.removeGaintag("dcyouzhan"); }, mod: { ignoredHandcard: function (card, player) { if (card.hasGaintag("dcyouzhan")) return true; }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("dcyouzhan")) return false; }, }, }, }, }, //乐蔡文姬 dcshuangjia: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { "step 0"; var cards = player.getCards("h"); player.addGaintag(cards, "dcshuangjia_tag"); }, mod: { ignoredHandcard: function (card, player) { if (card.hasGaintag("dcshuangjia_tag")) { return true; } }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("dcshuangjia_tag")) { return false; } }, globalTo: function (from, to, distance) { return ( distance + Math.min( 5, to.countCards("h", (card) => card.hasGaintag("dcshuangjia_tag")) ) ); }, }, }, dcbeifen: { audio: 2, trigger: { player: ["loseAfter"], global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, filter: function (event, player) { var evt = event.getl(player); if (!evt || !evt.hs || !evt.hs.length) return false; if (event.name == "lose") { for (var i in event.gaintag_map) { if (event.gaintag_map[i].includes("dcshuangjia_tag")) return true; } return false; } return player.hasHistory("lose", (evt) => { if (event != evt.getParent()) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("dcshuangjia_tag")) return true; } return false; }); }, forced: true, content: function () { var suits = lib.suit.slice(); player.countCards("h", (card) => { if (!card.hasGaintag("dcshuangjia_tag")) return false; suits.remove(get.suit(card)); }); var cards = []; while (suits.length) { var suit = suits.shift(); var card = get.cardPile((cardx) => { return get.suit(cardx, false) == suit; }); if (card) cards.push(card); } if (cards.length) { player.gain(cards, "gain2"); } }, mod: { cardUsable: function (card, player) { var len = player.countCards("h"); var cnt = player.countCards("h", (card) => card.hasGaintag("dcshuangjia_tag")); if (2 * cnt < len) return Infinity; }, targetInRange: function (card, player) { var len = player.countCards("h"); var cnt = player.countCards("h", (card) => card.hasGaintag("dcshuangjia_tag")); if (2 * cnt < len) return true; }, aiOrder: function (player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("dcshuangjia_tag")) { var suits = lib.suit.slice(); player.countCards("h", (cardx) => { if (!cardx.hasGaintag("dcshuangjia_tag")) return false; if (card == cardx) return false; suits.remove(get.suit(cardx)); }); if (suits.length) return num + suits.length * 2.5; } }, }, }, //孟优 dcmanzhi: { audio: 2, trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] }, filter: function (event, player) { if (event.name == "phaseJieshu") { var del = 0; game.getGlobalHistory("changeHp", (evt) => { if (evt.player != player) return; for (var phase of lib.phaseName) { var evtx = evt.getParent(phase); if (evtx && evtx.name == phase) { del += evt.num; break; } } }); if (del != 0) return false; } return game.hasPlayer((current) => { if (current == player) return false; return ( (!player.hasSkill("dcmanzhi_1") && current.countCards("he")) || (!player.hasSkill("dcmanzhi_2") && current.countCards("hej")) ); }); }, direct: true, content: function () { "step 0"; if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); player .chooseTarget(get.prompt2("dcmanzhi"), (card, player, target) => { if (player == target) return false; return ( (!player.hasSkill("dcmanzhi_1") && target.countCards("he")) || (!player.hasSkill("dcmanzhi_2") && target.countCards("hej")) ); }) .set("ai", (target) => { return 1 - get.attitude(get.player(), target); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; var choices = []; var choiceList = [ "令其交给你两张牌,然后其视为使用一张无距离限制的【杀】", "你获得其区域内的至多两张牌,然后交给其等量的牌并摸一张牌", ]; var chosen = [player.hasSkill("dcmanzhi_1"), player.hasSkill("dcmanzhi_2")]; if (target.countCards("he") && (!chosen[0] || trigger.name == "phaseZhunbei")) choices.push("选项一"); else choiceList[0] = '' + choiceList[0] + (chosen[0] ? "(已被选择过)" : "") + ""; if (target.countCards("hej") && (!chosen[1] || trigger.name == "phaseZhunbei")) choices.push("选项二"); else choiceList[1] = '' + choiceList[1] + (chosen[1] ? "(已被选择过)" : "") + ""; if (trigger.name == "phaseJieshu") choices.push("cancel2"); player .chooseControl(choices) .set("choiceList", choiceList) .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { if ( target.getUseValue({ name: "sha" }, false) > 5 && !player.hasShan() && trigger.name == "phaseZhunbei" ) return 1; return 0; })() ) .set("prompt", "蛮智:请选择一项"); } else { if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } event.finish(); } "step 2"; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } if (result.control == "cancel2") { event.finish(); return; } player.logSkill("dcmanzhi", target); if (result.control == "选项一") { player.addTempSkill("dcmanzhi_1"); target.chooseCard( Math.min(2, target.countCards("he")), "he", "蛮智:请交给" + get.translation(player) + "两张牌", true ); } else { player.addTempSkill("dcmanzhi_2"); player.gainPlayerCard(target, "hej", [1, 2], true); event.goto(5); } "step 3"; if (result.bool) { target.give(result.cards, player); } else event.finish(); "step 4"; target.chooseUseTarget("sha", true, "nodistance"); event.finish(); "step 5"; if (result.bool && target.isIn()) { var num = result.cards.length, hs = player.getCards("he"); if (!hs.length) event.finish(); else if (hs.length < num) event._result = { bool: true, cards: hs }; else player.chooseCard( "he", true, num, "交给" + get.translation(target) + get.cnNumber(num) + "张牌" ); } else event.finish(); "step 6"; if (result.bool) { player.give(result.cards, target); player.draw(); } }, subSkill: { 1: { charlotte: true }, 2: { charlotte: true }, }, }, //孙綝 dczigu: { audio: 2, enable: "phaseUse", usable: 1, filterCard: true, position: "he", selectCard: 1, check: function (card) { var player = _status.event.player; if (!player.hasSkill("dczuowei")) return 6 - get.value(card); if ( player.countCards("h") == player.countCards("e") + 1 && !player.hasCard((card) => player.hasValueTarget(card), "h") ) { if (get.position(card) == "e") return 0; return 8 - get.value(card); } return 6 - get.value(card); }, content: function () { "step 0"; var targets = game.filterPlayer((current) => { return current.countGainableCards(player, "e"); }); if (targets.length == 0) event._result = { bool: false }; else if (targets.length == 1) event._result = { bool: true, targets: targets }; else player .chooseTarget( "自固:获得一名角色装备区里的一张牌", true, (card, player, target) => { return target.countGainableCards(player, "e"); } ) .set("ai", (target) => { if (target == _status.event.player) return 10; if (get.attitude(_status.event.player, target) < 0) { if ( target.hasCard((card) => { return get.value(card, player) >= 6; }) ) return 12; return 8; } return 0; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.gainPlayerCard("e", target, true); } "step 2"; if ( !result.bool || target == player || !result.cards || !result.cards.some((i) => get.owner(i) == player) ) player.draw(); }, ai: { order: function (item, player) { if (!player.hasSkill("dczuowei")) return 9; if ( player.countCards("h") == player.countCards("e") + 1 && !player.hasCard((card) => player.hasValueTarget(card), "h") ) return 9; return 1; }, result: { player: 1, }, }, }, dczuowei: { audio: 2, trigger: { player: "useCard" }, filter: function (event, player) { if (_status.currentPhase != player) return false; if (!player.hasSkill("dczuowei_ban")) return true; return Math.sign(player.countCards("h") - Math.max(1, player.countCards("e"))) >= 0; }, direct: true, locked: false, content: function () { "step 0"; var hs = player.countCards("h"); var es = Math.max(1, player.countCards("e")); var sign = Math.sign(hs - es); event.sign = sign; if (sign > 0) player .chooseBool( get.prompt("dczuowei"), "令" + get.translation(trigger.card) + "不可被响应" ) .set("ai", () => 1); else if (sign == 0) player .chooseTarget( get.prompt("dczuowei"), "对一名其他角色造成1点伤害", lib.filter.notMe ) .set("ai", (target) => { return get.damageEffect(target, _status.event.player, _status.event.player); }); else player .chooseBool(get.prompt("dczuowei"), "摸两张牌,然后本回合你不能再触发该分支") .set("ai", () => 1); "step 1"; if (!result.bool) event.finish(); else if (event.sign <= 0 && !event.isMine() && !event.isOnline()) game.delayx(); "step 2"; var sign = event.sign; if (sign > 0) { player.logSkill("dczuowei"); trigger.directHit.addArray(game.players); event.finish(); } else if (sign == 0) { var target = result.targets[0]; player.logSkill("dczuowei", target); target.damage(); } else { player.logSkill("dczuowei"); player.draw(2); player.addTempSkill("dczuowei_ban"); } }, subSkill: { ban: { charlotte: true }, }, mod: { aiValue: function (player, card, num) { if (_status.currentPhase != player) return; const event = get.event(); if (!player.isPhaseUsing()) return; if (event.type != "phase") return; const cardsh = [], cardse = []; for (const cardx of ui.selected.cards) { const pos = get.position(cardx); if (pos == "h") cardsh.add(cardx); else if (pos == "e") cardse.add(cardx); } const hs = player.countCards("h") - cardsh.length, es = Math.max(1, player.countCards("e") - cardse.length); const delt = hs - es; if (delt <= 0) return; if (get.position(card) == "h" && delt == 1) return num / 1.25; }, aiUseful: function () { return lib.skill.dczuowei.mod.aiValue.apply(this, arguments); }, aiOrder: function (player, card, num) { if (player.hasSkill("dczuowei_ban") || _status.currentPhase != player) return; const cardsh = [], cardse = []; const pos = get.position(card); if (pos == "h") cardsh.add(card); else if (pos == "e") cardse.add(card); if (get.tag(card, "draw") || get.tag(card, "gain")) { const hs = player.countCards("h") - cardsh.length, es = Math.max( 1, player.countCards("e") - cardse.length + (get.type(card) == "equip") ); if ((player.hasSkill("dczuowei_ban") && hs < es) || hs == es) return num + 10; return num / 5; } }, }, ai: { threaten: 3, reverseEquip: true, effect: { player_use: function (card, player, target, current) { if (_status.currentPhase != player) return; if (get.type(card) == "equip" && get.cardtag(card, "gifts")) return; if (player.countCards("h") > Math.max(1, player.countCards("e"))) return [1, 3]; }, }, }, }, //刘宠骆俊 dcminze: { audio: 2, enable: "phaseUse", filterTarget: function (card, player, target) { if (player.getStorage("dcminze_targeted").includes(target)) return false; return target.countCards("h") < player.countCards("h"); }, filterCard: function (card, player) { if (!ui.selected.cards.length) return true; return get.name(ui.selected.cards[0]) != get.name(card); }, selectCard: [1, 2], complexCard: true, position: "he", discard: false, lose: false, delay: false, group: "dcminze_draw", content: function () { player.give(cards, target); player.addTempSkill("dcminze_targeted", "phaseUseAfter"); player.markAuto("dcminze_targeted", [target]); player.addTempSkill("dcminze_given"); player.markAuto( "dcminze_given", cards.map((i) => get.name(i, player)) ); }, ai: { order: 6.5, expose: 0.2, }, subSkill: { targeted: { onremove: true, charlotte: true }, given: { charlotte: true, onremove: true, intro: { content: "本回合以此法交出的牌名:$", }, }, draw: { trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return player.getStorage("dcminze_given").length; }, forced: true, locked: false, content: function () { var num = Math.min(5, player.getStorage("dcminze_given").length) - player.countCards("h"); if (num > 0) player.draw(num); }, }, }, }, dcjini: { audio: 2, trigger: { player: "damageEnd" }, direct: true, filter: function (event, player) { return player.maxHp - player.countMark("dcjini_counted") > 0; }, content: function () { "step 0"; player .chooseCard( get.prompt2("dcjini"), [1, player.maxHp - player.countMark("dcjini_counted")], lib.filter.cardRecastable ) .set("ai", (card) => { return 6 - get.value(card); }); "step 1"; if (result.bool) { var cards = result.cards; player.logSkill("dcjini"); player.addTempSkill("dcjini_counted"); player.addMark("dcjini_counted", cards.length, false); event.recast = player.recast(cards); } else event.finish(); "step 2"; if ( trigger.source && trigger.source.isIn() && player.hasHistory( "gain", (evt) => evt.getParent(2) == event.recast && evt.cards.some((value) => get.name(value) == "sha") ) ) { player .chooseToUse(function (card) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "击逆:是否对" + get.translation(trigger.source) + "使用一张不可被响应的杀?") .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", trigger.source) .set("oncard", () => { _status.event.directHit.addArray(game.players); }); } }, subSkill: { counted: { onremove: true, charlotte: true, }, }, }, //乐綝 dcporui: { audio: 2, trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { if (player == event.player) return false; if ( player.countMark("dcporui_round") >= (player.hasMark("dcgonghu_basic") ? 2 : 1) || player.countCards("h") == 0 ) return false; return ( game.hasPlayer((current) => { if (current == player || current == event.player) return false; return current.hasHistory("lose", function (evt) { return evt.cards2.length > 0; }); }) && player.countCards("he") > 0 ); }, direct: true, content: function () { "step 0"; var map = {}; game.countPlayer(function (current) { if (current == player || current == trigger.player) return false; if ( current.hasHistory("lose", function (evt) { return evt.cards2.length > 0; }) ) map[current.playerid] = Math.min( 5, current.getHistory("lose").reduce(function (num, evt) { return num + evt.cards2.length; }, 0) ) + 1; }); player .chooseCardTarget({ prompt: get.prompt("dcporui"), prompt2: get.skillInfoTranslation("dcporui", player), filterCard: function (card, player) { return lib.filter.cardDiscardable(card, player, "dcporui"); }, position: "he", filterTarget: function (card, player, target) { return Object.keys(_status.event.map).includes(target.playerid); }, ai1: function (card) { return 7 - get.value(card); }, ai2: function (target) { return ( get.effect( target, { name: "sha" }, _status.event.player, _status.event.player ) * _status.event.map[target.playerid] ); }, }) .set("map", map); "step 1"; if (result.bool) { var target = result.targets[0], cards = result.cards; event.target = target; player.logSkill("dcporui", target); player.discard(cards); event.num2 = Math.min( 5, target.getHistory("lose").reduce(function (num, evt) { return num + evt.cards2.length; }, 0) ); event.num = event.num2 + 1; player.addTempSkill("dcporui_round", "roundStart"); player.addMark("dcporui_round", 1, false); } else event.finish(); "step 2"; var card = { name: "sha", isCard: true, storage: { dcporui: true } }; if (player.canUse(card, target, false) && target.isIn()) { player.useCard(card, target); event.num--; } else event.goto(4); "step 3"; if (event.num > 0) event.goto(2); "step 4"; if (!player.hasMark("dcgonghu_damage") && target.isIn()) { var cards = player.getCards("h"); if (cards.length == 0) event._result = { bool: false }; else if (cards.length <= event.num2) event._result = { bool: true, cards: cards }; else player.chooseCard( "破锐:交给" + get.translation(target) + get.cnNumber(event.num2) + "张手牌", true, event.num2 ); } else event.finish(); "step 5"; if (result.bool) { player.give(result.cards, target); } event.finish(); "step 6"; if (player.hasMark("dcgonghu_basic")) { if ( !target.hasHistory("damage", (evt) => { return ( evt.card && evt.card.storage && evt.card.storage.dcporui && evt.getParent("dcporui") == event ); }) ) { player.recover(); } } }, subSkill: { round: { charlotte: true, onremove: true }, }, ai: { expose: 0.4, threaten: 3.8, }, }, dcgonghu: { audio: 2, trigger: { player: ["loseAfter", "damageEnd"], source: "damageSource", global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, forced: true, filter: function (event, player) { if (event.name == "damage") { if (player.hasMark("dcgonghu_damage")) return false; var num = 0; player.getHistory("damage", (evt) => (num += evt.num)); player.getHistory("sourceDamage", (evt) => (num += evt.num)); return num > 1; } if (!_status.currentPhase || _status.currentPhase == player) return false; if (player.hasMark("dcgonghu_basic")) return false; if (_status.currentPhase && _status.currentPhase == player) return false; var evt = event.getl(player); if (!evt || !evt.cards2 || !evt.cards2.some((i) => get.type2(i, player) == "basic")) return false; var num = 0; player.getHistory("lose", function (evtx) { if (num < 2) { if (evtx && evtx.cards2) num += evtx.cards2.filter((i) => get.type2(i, player) == "basic").length; } }); return num >= 2; }, group: ["dcgonghu_basic", "dcgonghu_trick"], content: function () { player.addMark("dcgonghu_" + (trigger.name == "damage" ? "damage" : "basic"), 1, false); game.log(player, "修改了技能", "#g【破锐】"); }, ai: { combo: "dcporui", }, subSkill: { trick: { audio: "dcgonghu", trigger: { player: "useCard2" }, direct: true, locked: true, filter: function (event, player) { if (!player.hasMark("dcgonghu_basic") || !player.hasMark("dcgonghu_damage")) return false; var card = event.card; if (get.color(card, false) != "red" || get.type(card, null, true) != "trick") return false; var info = get.info(card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return ( !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current) ); }) ) { return true; } } return false; }, content: function () { "step 0"; var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标"; player .chooseTarget(get.prompt("dcgonghu_trick"), function (card, player, target) { var player = _status.event.player; return ( !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target) ); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }) .set("card", trigger.card) .set("targets", trigger.targets); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets) { player.logSkill("dcgonghu_trick", event.targets); trigger.targets.addArray(event.targets); } }, }, basic: { audio: "dcgonghu", trigger: { player: "useCard" }, forced: true, filter: function (event, player) { if (!player.hasMark("dcgonghu_basic") || !player.hasMark("dcgonghu_damage")) return false; var card = event.card; return get.color(card, false) == "red" && get.type(card, null, false) == "basic"; }, content: function () { trigger.directHit.addArray(game.filterPlayer()); game.log(trigger.card, "不可被响应"); }, }, }, }, //张闿 dcxiangshu: { audio: 2, trigger: { global: "phaseUseBegin" }, direct: true, filter: function (event, player) { return event.player != player && event.player.countCards("h") >= event.player.hp; }, content: function () { "step 0"; var list = [0, 1, 2, 3, 4, 5, "cancel2"]; player .chooseControl(list) .set("prompt", get.prompt2("dcxiangshu")) .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { if (get.attitude(player, trigger.player) > 0) return "cancel2"; var cards = trigger.player.getCards("h"); var num = 0; for (var card of cards) { if (!trigger.player.hasValueTarget(card)) { num++; if (num >= 5) break; } } if (cards.length >= 3 && Math.random() < 0.5) num = Math.max(0, num - 1); return num; })() ); "step 1"; if (result.control != "cancel2") { player.logSkill("dcxiangshu", trigger.player); var num = result.index; player.storage.dcxiangshu_lottery = num; player.addTempSkill("dcxiangshu_lottery", "phaseUseAfter"); } else event.finish(); "step 2"; player .chooseToDiscard("相鼠:是否弃置一张牌不公布此数字?") .set("ai", (card) => 2 - get.value(card)); "step 3"; if (!result.bool) { var num = player.storage.dcxiangshu_lottery; player.markSkill("dcxiangshu_lottery"); player.popup(num); game.log(player, "选择了数字", "#g" + num); } }, subSkill: { lottery: { audio: "dcxiangshu", trigger: { global: "phaseUseEnd" }, charlotte: true, forced: true, onremove: true, logTarget: "player", filter: function (event, player) { return ( typeof player.storage.dcxiangshu_lottery == "number" && Math.abs(event.player.countCards("h") - player.storage.dcxiangshu_lottery) <= 1 ); }, content: function () { var delt = Math.abs( trigger.player.countCards("h") - player.storage.dcxiangshu_lottery ); if (delt <= 1 && trigger.player.countGainableCards("he", player) > 0) { player.gainPlayerCard(trigger.player, "he", true); } if (delt == 0) { trigger.player.damage(player); } }, intro: { content: "猜测的数字为#" }, }, }, }, //裴元绍 dcmoyu: { audio: 2, init() { game.addGlobalSkill("dcmoyu_ai"); }, onremove() { if (!game.hasPlayer(i => i.hasSkill("dcmoyu"), true)) game.removeGlobalSkill("dcmoyu_ai"); }, enable: "phaseUse", filter(event, player) { return game.hasPlayer((current) => lib.skill.dcmoyu.filterTarget(null, player, current)); }, filterTarget(card, player, target) { return player != target && !player.getStorage("dcmoyu_clear").includes(target) && target.countGainableCards(player, "hej"); }, async content(event, trigger, player) { const target = event.target; player.addTempSkill("dcmoyu_clear"); player.markAuto("dcmoyu_clear", [target]); await player.gainPlayerCard(target, "hej", true, 1 + player.hasSkill("dcmoyu_add")); player.removeSkill("dcmoyu_add"); const num = player.getStorage("dcmoyu_clear").length; const result = await target .chooseToUse( function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "是否对" + get.translation(player) + "使用一张无距离限制的【杀】?" ) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", player) .set("num", num) .set("oncard", card => { _status.event.baseDamage = _status.event.getParent().num; }) .forResult(); if (result.bool) { if ( player.hasHistory("damage", evt => { return evt.card && evt.card.name == "sha" && evt.getParent(4) == event; }) ) { player.tempBanSkill("dcmoyu"); } else { player.addTempSkill("dcmoyu_add", "phaseChange"); } } }, subSkill: { clear: { charlotte: true, onremove: true, }, ban: { charlotte: true, mark: true, marktext: "欲", intro: { content: "偷马贼被反打了!" }, }, add: { charlotte: true, mark: true, marktext: "欲", intro: { content: "欲望加速,下次抢两张!" }, }, ai: { trigger: { player: "dieAfter" }, filter: () => { return !game.hasPlayer((i) => i.hasSkill("dcmoyu"), true); }, silent: true, forceDie: true, content: () => { game.removeGlobalSkill("dcmoyu_ai"); }, ai: { effect: { target: function (card, player, target, current) { if (get.type(card) == "delay" && current < 0) { var currentx = _status.currentPhase; if (!currentx || !currentx.isIn()) return; var list = game.filterPlayer((current) => { if (current == target) return true; if (!current.hasSkill("dcmoyu")) return false; if (current.hasJudge("lebu")) return false; return get.attitude(current, target) > 0; }); list.sortBySeat(currentx); if (list.indexOf(target) != 0) return "zerotarget"; } }, }, }, }, }, ai: { order: 9, threaten: 2.4, result: { target: function (player, target) { var num = get.sgn(get.attitude(player, target)); var eff = get.effect(target, { name: "shunshou" }, player, player) * num; if (eff * num > 0) return eff / 10; if ( player.hasShan() && !target.hasSkillTag( "directHit_ai", true, { target: player, card: { name: "sha" }, }, true ) ) return eff; if ( target.hasSha() && player.hp + player.countCards("hs", function (card) { var mod2 = game.checkMod( card, player, "unchanged", "cardEnabled2", player ); if (mod2 != "unchanged") return mod2; var mod = game.checkMod( card, player, player, "unchanged", "cardSavable", player ); if (mod != "unchanged") return mod; var savable = get.info(card).savable; if (typeof savable == "function") savable = savable(card, player, player); return savable; }) <= 1 ) return 0; return eff; }, }, }, }, oldmoyu: { audio: "dcmoyu", init: () => { game.addGlobalSkill("oldmoyu_ai"); }, onremove: () => { if (!game.hasPlayer((i) => i.hasSkill("oldmoyu"), true)) game.removeGlobalSkill("oldmoyu_ai"); }, enable: "phaseUse", filter: function (event, player) { return ( !player.hasSkill("oldmoyu_ban") && game.hasPlayer((current) => lib.skill.oldmoyu.filterTarget(null, player, current)) ); }, filterTarget: function (card, player, target) { return ( player != target && !player.getStorage("oldmoyu_clear").includes(target) && target.countGainableCards(player, "hej") ); }, content: function () { "step 0"; player.addTempSkill("oldmoyu_clear"); player.markAuto("oldmoyu_clear", [target]); player.gainPlayerCard(target, "hej", true); "step 1"; var num = player.getStorage("oldmoyu_clear").length; target .chooseToUse(function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "是否对" + get.translation(player) + "使用一张无距离限制的【杀】(伤害基数为" + num + ")?") .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if ( target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex) ) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", player) .set("num", num) .set("oncard", (card) => { _status.event.baseDamage = _status.event.getParent().num; }); "step 2"; if (result.bool) { if ( player.hasHistory("damage", (evt) => { return evt.card && evt.card.name == "sha" && evt.getParent(4) == event; }) ) player.addTempSkill("oldmoyu_ban"); } }, subSkill: { clear: { charlotte: true, onremove: true, }, ban: { charlotte: true, mark: true, marktext: "欲", intro: { content: "偷马贼被反打了!" }, }, ai: { trigger: { player: "dieAfter" }, filter: () => { return !game.hasPlayer((i) => i.hasSkill("oldmoyu"), true); }, silent: true, forceDie: true, content: () => { game.removeGlobalSkill("oldmoyu_ai"); }, ai: { effect: { target: function (card, player, target, current) { if (get.type(card) == "delay" && current < 0) { var currentx = _status.currentPhase; if (!currentx || !currentx.isIn()) return; var list = game.filterPlayer((current) => { if (current == target) return true; if (!current.hasSkill("oldmoyu")) return false; if (current.hasJudge("lebu")) return false; return get.attitude(current, target) > 0; }); list.sortBySeat(currentx); if (list.indexOf(target) != 0) return "zerotarget"; } }, }, }, }, }, ai: { order: 9, threaten: 2.4, result: { target: function (player, target) { var num = get.sgn(get.attitude(player, target)); var eff = get.effect(target, { name: "shunshou" }, player, player) * num; if (eff * num > 0) return eff / 10; if ( player.hasShan() && !target.hasSkillTag( "directHit_ai", true, { target: player, card: { name: "sha" }, }, true ) ) return eff; if ( target.hasSha() && player.hp + player.countCards("hs", function (card) { var mod2 = game.checkMod( card, player, "unchanged", "cardEnabled2", player ); if (mod2 != "unchanged") return mod2; var mod = game.checkMod( card, player, player, "unchanged", "cardSavable", player ); if (mod != "unchanged") return mod; var savable = get.info(card).savable; if (typeof savable == "function") savable = savable(card, player, player); return savable; }) <= player.getStorage("oldmoyu_clear").length + 1 ) return 0; return eff; }, }, }, }, //张楚 dcjizhong: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: lib.filter.notMe, selectTarget: 1, content: function () { "step 0"; target.draw(2); "step 1"; var marked = target.hasMark("dcjizhong"); var cards = target.getCards("h"); if (marked) { if (cards.length <= 3) event._result = { bool: true, cards: cards }; else target.chooseCard(`集众:交给${get.translation(player)}三张手牌`, 3, true); } else { target .chooseCard( `集众:交给${get.translation(player)}三张手牌,或点击“取消”获得“信众”标记`, 3 ) .set("ai", (card) => { if (get.event("goon")) return 20 - get.value(card); return 1 - get.value(card); }) .set("goon", get.attitude(target, player) > 0); } "step 2"; if (!result.bool) { target.addMark("dcjizhong", 1); } else { target.give(result.cards, player); } }, marktext: "信", intro: { name: "信众", name2: "信众", markcount: () => 0, content: "已成为信徒", }, ai: { order: 9.5, result: { target: function (player, target) { var num = target.countCards("h"); if (num <= 1) return -num; if (get.attitude(player, target) > 0) return 1; return -1 / (num / 2 + 1); }, }, }, }, dcrihui: { audio: 2, trigger: { player: "useCardAfter" }, usable: 1, filter: function (event, player) { if (!event.targets || event.targets.length != 1 || event.targets[0] == player) return false; var card = event.card; var target = event.targets[0]; var marked = target.hasMark("dcjizhong"); return ( (get.type(card) == "trick" || (get.color(card) == "black" && get.type(card) == "basic")) && (marked || (!marked && game.hasPlayer((current) => current.hasMark("dcjizhong")))) ); }, logTarget: (event) => event.targets[0], prompt2(event, player) { const target = event.targets[0]; if (target.hasMark("dcjizhong")) return "获得该角色区域内的一张牌"; else { const card = { name: event.card.name, nature: event.card.nature, isCard: true }; return "令所有有“信众”的角色依次视为对其使用一张" + get.translation(card); } }, check(event, player) { const target = event.targets[0]; if (target.hasMark("dcjizhong")) { return get.effect(target, { name: "shunshou_copy" }, event, player) > 0; } else { const card = { name: event.card.name, nature: event.card.nature, isCard: true }; let eff = 0; game.countPlayer((current) => { if (!current.hasMark("dcjizhong") || !current.canUse(card, player, false)) return; eff += get.effect(target, card, current, player); }); return eff > 0; } }, async content(event, trigger, player) { const target = trigger.targets[0]; if (target.hasMark("dcjizhong")) { await player.gainPlayerCard(target, "hej", true); } else { const card = { name: trigger.card.name, nature: trigger.card.nature, isCard: true }; const targets = game .filterPlayer((current) => current.hasMark("dcjizhong")) .sortBySeat(_status.currentPhase); for (const current of targets) { if (target.isIn() && current.isIn() && current.canUse(card, target, false)) { await current.useCard(card, target, false); } } } }, ai: { combo: "dcjizhong", }, }, dcguangshi: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return !game.hasPlayer((current) => current != player && !current.hasMark("dcjizhong")); }, forced: true, content: function () { player.draw(2); player.loseHp(); }, ai: { combo: "dcjizhong", }, }, //董绾 dcshengdu: { audio: 2, trigger: { player: "phaseBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt2("dcshengdu"), lib.filter.notMe).set("ai", (target) => { var player = _status.event.player; var att = get.attitude(player, target); var eff = get.effect( target, { name: "sha", storage: { dcjieling: true }, }, player, player ); var value = att / 5; if (value < 0) value = -value / 1.3; value = Math.max(value - eff / 20, 0.01); return value; }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("dcshengdu", target); target.addMark("dcshengdu", 1); } }, intro: { content: "mark" }, group: "dcshengdu_effect", subSkill: { effect: { audio: "dcshengdu", trigger: { global: "gainAfter" }, filter: function (event, player) { return ( event.getParent(2).name == "phaseDraw" && event.player.hasMark("dcshengdu") ); }, forced: true, logTarget: "player", content: function () { var num = trigger.player.countMark("dcshengdu"); player.draw(num * trigger.cards.length); trigger.player.removeMark("dcshengdu", num); }, }, }, }, dcjieling: { audio: 2, enable: "phaseUse", position: "hs", viewAs: { name: "sha", storage: { dcjieling: true }, }, filterCard: function (card, player) { if (player.getStorage("dcjieling_count").includes(get.suit(card))) return false; if (ui.selected.cards.length) { return get.suit(card) != get.suit(ui.selected.cards[0]); } return true; }, selectCard: 2, complexCard: true, check: function (card) { return 6 - get.value(card); }, precontent: function () { player.addTempSkill("dcjieling_after"); event.getParent().addCount = false; player.addTempSkill("dcjieling_count", "phaseUseAfter"); player.markAuto( "dcjieling_count", event.result.cards.reduce((list, card) => list.add(get.suit(card, player)), []) ); }, ai: { order: function (item, player) { return get.order({ name: "sha" }) + 0.1; }, }, locked: false, mod: { targetInRange: function (card) { if (card.storage && card.storage.dcjieling) return true; }, cardUsable: function (card, player, num) { if (card.storage && card.storage.dcjieling) return Infinity; }, }, subSkill: { after: { charlotte: true, audio: "dcjieling", trigger: { global: "useCardAfter" }, filter: function (event, player) { return ( event.card.name == "sha" && event.card.storage && event.card.storage.dcjieling ); }, direct: true, content: function () { "step 0"; var damaged = game.hasPlayer2((current) => { return current.hasHistory("damage", (evt) => evt.card == trigger.card); }); var targets = trigger.targets.filter((i) => i.isIn()); player.logSkill("dcjieling_after", targets); if (damaged) { for (var target of targets) { target.loseHp(); } } else { for (var target of targets) { target.addMark("dcshengdu", 1); } } }, }, count: { intro: { content: function (s, p) { let str = "此阶段已转化过的卡牌花色:"; for (let i = 0; i < s.length; i++) { str += get.translation(s[i]); } return str; }, }, charlotte: true, onremove: true, }, }, }, //袁胤 dcmoshou: { audio: 2, trigger: { target: "useCardToTargeted" }, init: function (player, skill) { if (typeof player.storage[skill] != "number") player.storage[skill] = 0; }, filter: function (event, player) { return get.color(event.card) == "black" && event.player != player; }, frequent: true, prompt2: function (event, player) { var num = (player.getAllHistory("useSkill", (evt) => evt.skill == "dcmoshou").length % 3) + 1; return "摸" + get.cnNumber(num) + "张牌"; }, content: function () { var num = player.getAllHistory("useSkill", (evt) => evt.skill == "dcmoshou").length; player.storage.dcmoshou = num; player.syncStorage("dcmoshou"); player.markSkill("dcmoshou"); num = ((num - 1) % 3) + 1; player.draw(num); }, mark: true, marktext: "守", intro: { markcount: function (storage, player) { if (typeof storage != "number") return 1; return (storage % 3) + 1; }, content: "本局游戏已发动过$次技能", }, }, dcyunjiu: { audio: 2, trigger: { global: "dieAfter" }, direct: true, content: function () { "step 0"; var evt = trigger.player.getHistory("lose", (evtx) => { return evtx.getParent(2) == trigger; })[0]; if (!evt) event.finish(); else { var cards = []; //冷知识,角色死亡后只有手牌区和装备区的牌是被系统弃置的,其余牌的处理方式均为置入弃牌堆 cards.addArray(evt.hs).addArray(evt.es); event.cards = cards.filterInD("d"); var num = cards.length; if (num) { event.videoId = lib.status.videoId++; var func = function (cards, id) { var num = cards.length; var dialog = ui.create.dialog( get.prompt("dcyunjiu"), '
    弃置' + get.cnNumber(num) + "张牌,令一名其他角色获得以下这些牌
    ", cards ); dialog.videoId = id; return dialog; }; if (player.isOnline2()) { player.send(func, cards, event.videoId); } event.dialog = func(cards, event.videoId); if (player != game.me || _status.auto) { event.dialog.style.display = "none"; } player.chooseCardTarget({ prompt: false, filterTarget: lib.filter.notMe, filterCard: lib.filter.cardDiscardable, selectCard: num, position: "he", goon: (function () { if (!game.hasPlayer((current) => get.attitude(player, current)) > 0) return false; var value = 0; for (var card of cards) { value += get.value(card, player, "raw") - 1.2; } return value > 0; })(), ai1: function (card) { if (_status.event.goon) { if ( ui.selected.cards.length == _status.event.selectCard[1] - 1 && ui.selected.cards.length > 0 ) return 7 - get.value(card); return 5.5 - get.value(card); } return 0; }, ai2: function (target) { return ( get.attitude(_status.event.player, target) / Math.sqrt(target.countCards("h") + 1) ); }, }); } else event.finish(); } "step 1"; if (player.isOnline2()) { player.send("closeDialog", event.videoId); } event.dialog.close(); if (result.bool) { var cardsx = result.cards, target = result.targets[0]; player.logSkill("dcyunjiu", target); player.discard(cardsx); target.gain(cards.filterInD("d"), "gain2").giver = player; } else event.finish(); "step 2"; player.gainMaxHp(); player.recover(); }, }, //高翔 dcchiying: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target.hp <= player.hp; }, content: function () { "step 0"; var targets = game .filterPlayer((current) => target.inRange(current) && current != player) .sortBySeat(player); event.targets = targets; if (!targets.length) event.finish(); "step 1"; var current = targets.shift(); if (current.countCards("he")) current.chooseToDiscard("驰应:请弃置一张牌", "he", true); if (targets.length) event.redo(); "step 2"; if (target != player) { var cards = []; game.getGlobalHistory("cardMove", (evt) => { if (evt.getParent(3) == event) { cards.addArray(evt.cards.filter((card) => get.type(card) == "basic")); } }); cards = cards.filterInD("d"); if (cards.length) target.gain(cards, "gain2"); } }, ai: { order: 6, result: { target: function (player, target) { var targets = game.filterPlayer( (current) => target.inRange(current) && current != player ); var eff = 0; for (var targetx of targets) { var effx = get.effect(targetx, { name: "guohe_copy2" }, player, target); if (get.attitude(player, targetx) < 0) effx /= 2; eff += effx; } return ( (target == player ? 0.5 : 1) * eff * (get.attitude(player, target) <= 0 ? 0.75 : 1) ); }, }, }, }, //霍峻 dcgue: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], hiddenCard: function (player, name) { if (player.hasSkill("dcgue_blocker", null, null, false)) return false; return name == "sha" || name == "shan"; }, filter: function (event, player) { if (event.dcgue || event.type == "wuxie" || player == _status.currentPhase) return false; if (player.hasSkill("dcgue_blocker", null, null, false)) return false; for (var name of ["sha", "shan"]) { if (event.filterCard({ name: name, isCard: true }, player, event)) return true; } return false; }, chooseButton: { dialog: function (event, player) { var vcards = []; for (var name of ["sha", "shan"]) { var card = { name: name, isCard: true }; if (event.filterCard(card, player, event)) vcards.push(["基本", "", name]); } return ui.create.dialog("孤扼", [vcards, "vcard"], "hidden"); }, check: function (button) { if (_status.event.player.countCards("h", { name: ["sha", "shan"] }) > 1) return 0; return 1; }, backup: function (links, player) { return { filterCard: () => false, selectCard: -1, viewAs: { name: links[0][2], isCard: true, }, popname: true, precontent: function () { "step 0"; player.logSkill("dcgue"); player.addTempSkill("dcgue_blocker"); if (player.countCards("h")) player.showHandcards(); delete event.result.skill; "step 1"; if (player.countCards("h", { name: ["sha", "shan"] }) > 1) { var evt = event.getParent(); evt.set("dcgue", true); evt.goto(0); delete evt.openskilldialog; return; } game.delayx(); }, }; }, prompt: function (links, player) { return ( (player.countCards ? "展示所有手牌" : "") + (player.countCards("h", { name: ["sha", "shan"] }) <= 1 ? ",然后视为使用【" + get.translation(links[0][2]) + "】" : "") ); }, }, subSkill: { blocker: { charlotte: true } }, ai: { order: 1, respondSha: true, respondShan: true, skillTagFilter: function (player) { if (player.hasSkill("dcgue_blocker", null, null, false)) return false; }, result: { player: function (player) { if (player.countCards("h", { name: ["sha", "shan"] }) > 1) return 0; return 1; }, }, }, }, dcsigong: { audio: 2, trigger: { global: "phaseEnd" }, filter: function (event, player) { if (player.hasSkill("dcsigong_round")) return false; if (event.player == player || !event.player.isIn()) return false; if (!player.canUse("sha", event.player, false)) return false; var respondEvts = []; game.countPlayer2((current) => respondEvts .addArray(current.getHistory("useCard")) .addArray(current.getHistory("respond")) ); respondEvts = respondEvts.filter((i) => i.respondTo).map((evt) => evt.respondTo); return event.player.hasHistory("useCard", (evt) => { return respondEvts.some((list) => list[1] == evt.card); }); }, direct: true, content: function () { "step 0"; var num = 1 - player.countCards("h"); event.num = num; var prompt2 = ""; if (num >= 0) { var next = player.chooseBool().set("ai", () => _status.event.goon); prompt2 += (num > 0 ? "摸一张牌," : "") + "视为对" + get.translation(trigger.player) + "使用一张【杀】(伤害基数+1)"; } else { var next = player .chooseToDiscard(-num) .set("ai", (card) => { if (_status.event.goon) return 5.2 - get.value(card); return 0; }) .set("logSkill", ["dcsigong", trigger.player]); prompt2 += "将手牌数弃置至1,视为对" + get.translation(trigger.player) + "使用一张【杀】(伤害基数+1)"; } next.set("prompt", get.prompt("dcsigong", trigger.player)); next.set("prompt2", prompt2); next.set("goon", get.effect(trigger.player, { name: "sha" }, player, player) > 0); "step 1"; if (result.bool) { if (num >= 0) player.logSkill("dcsigong", trigger.player); if (num > 0) player.draw(num, "nodelay"); event.num = Math.max(1, Math.abs(num)); } else event.finish(); "step 2"; if (player.canUse("sha", trigger.player, false)) { player.addTempSkill("dcsigong_check"); player .useCard({ name: "sha", isCard: true }, trigger.player, false) .set("shanReq", num) .set("oncard", (card) => { var evt = _status.event; evt.baseDamage++; for (var target of game.filterPlayer(null, null, true)) { var id = target.playerid; var map = evt.customArgs; if (!map[id]) map[id] = {}; map[id].shanRequired = evt.shanReq; } }); } }, subSkill: { round: { charlotte: true }, check: { charlotte: true, forced: true, popup: false, trigger: { source: "damageSource" }, filter: function (event, player) { return ( event.card && event.card.name == "sha" && event.getParent(3).name == "dcsigong" ); }, content: function () { player.addTempSkill("dcsigong_round", "roundStart"); }, }, }, }, //孙寒华 dchuiling: { audio: 2, trigger: { player: "useCard" }, forced: true, direct: true, filter: function () { return ui.discardPile.childNodes.length > 0; }, onremove: true, mark: true, marktext: "灵", intro: { name2: "灵", mark: function (dialog, storage, player) { dialog.addText("共有" + (storage || 0) + "个标记"); dialog.addText("注:图标的颜色代表弃牌堆中较多的颜色"); }, }, global: "dchuiling_hint", content: function () { "step 0"; var mark = false; var red = 0, black = 0; for (var i = 0; i < ui.discardPile.childNodes.length; i++) { var color = get.color(ui.discardPile.childNodes[i]); if (color == "red") red++; if (color == "black") black++; } if (red == black) event.finish(); else if (red > black) { player.logSkill("dchuiling"); player.recover(); event.finish(); if (get.color(trigger.card) == "black") mark = true; event.logged = true; } else { if (!event.isMine() && !event.isOnline()) game.delayx(); player .chooseTarget( get.prompt("dchuiling"), "弃置一名角色的一张牌", (card, player, target) => { return target.countDiscardableCards(player, "he") > 0; } ) .set("ai", (target) => { return get.effect(target, { name: "guohe_copy2" }, _status.event.player); }); if (get.color(trigger.card) == "red") mark = true; } if (mark) { if (!event.logged) player.logSkill("dchuiling"); player.addMark("dchuiling", 1); event.logged = true; } "step 1"; if (result.bool) { var target = result.targets[0]; if (!event.logged) player.logSkill("dchuiling", target); else player.line(target); player.discardPlayerCard(target, "he", true); } }, subSkill: { hint: { trigger: { global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter", "equipAfter"], }, forced: true, popup: false, lastDo: true, forceDie: true, forceOut: true, filter: function (event, player) { if (event._dchuiling_checked) return false; event._dchuiling_checked = true; var cards = event.getd(); if (!cards.filterInD("d").length) return false; return true; }, markColor: [ ["rgba(241, 42, 42, 0.75)", "black"], ["", ""], ["rgba(18, 4, 4, 0.75)", "rgb(200, 200, 200)"], ], content: function () { "step 0"; var red = 0, black = 0; for (var i = 0; i < ui.discardPile.childNodes.length; i++) { var color = get.color(ui.discardPile.childNodes[i]); if (color == "red") red++; if (color == "black") black++; } if (trigger.name.indexOf("lose") == 0) { var cards = trigger.getd().filterInD("d"); for (var i = 0; i < cards.length; i++) { var color = get.color(cards[i]); if (color == "red") red++; if (color == "black") black++; } } game.broadcastAll(function (ind) { var bgColor = lib.skill.dchuiling_hint.markColor[ind][0], text = ''; for (var player of game.players) { if (player.marks.dchuiling) { player.marks.dchuiling.firstChild.style.backgroundColor = bgColor; player.marks.dchuiling.firstChild.innerHTML = text; } } }, Math.sign(black - red) + 1); }, }, }, mod: { aiOrder: function (player, card, num) { if (get.itemtype(card) != "card") return; var len = ui.discardPile.childNodes.length; if (!len) { var type = get.type(card); if (type == "basic" || type == "trick") { if (player.getDamagedHp() > 0) { return num + (get.color(card) == "red" ? 15 : 10); } return num + 10; } return; } if (len > 40) return; var red = 0, black = 0; for (var i = 0; i < ui.discardPile.childNodes.length; i++) { var color = get.color(ui.discardPile.childNodes[i]); if (color == "red") red++; if (color == "black") black++; } if (red == black) { var type = get.type(card); if (type == "basic" || type == "trick") { if (player.getDamagedHp() > 0) { return num + (get.color(card) == "red" ? 15 : 10); } return num + 10; } return; } else { var color = get.color(card); if ((color == "red" && red < black) || (color == "black" && red > black)) return num + 10; } }, }, }, dcchongxu: { audio: 2, enable: "phaseUse", limited: true, skillAnimation: true, animationColor: "wood", derivation: ["dctaji", "dcqinghuang"], filterCard: () => false, selectCard: [0, 1], prompt: function () { return ( "限定技。你可以失去〖汇灵〗,增加" + Math.min(game.countPlayer(), _status.event.player.countMark("dchuiling")) + "点体力上限,然后获得〖踏寂〗和〖清荒〗。" ); }, filter: function (event, player) { return player.countMark("dchuiling") >= 4; }, content: function () { "step 0"; player.awakenSkill("dcchongxu"); player.removeSkills("dchuiling"); player.gainMaxHp(Math.min(game.countPlayer(), player.countMark("dchuiling"))); "step 1"; player.addSkills(["dctaji", "dcqinghuang"]); }, ai: { combo: "dchuiling", order: function (itemp, player) { if ( player.hasCard((card) => { return get.type(card) != "equip" && player.getUseValue(card) > 1; }, "h") ) return 12; return 0.1; }, result: { player: function (player) { var count = player.countMark("dchuiling"); if (count >= game.countPlayer() - 1) return 1; return count >= 6 || player.hp <= 2 ? 1 : 0; }, }, }, }, dctaji: { audio: 2, trigger: { player: "loseAfter", global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, forced: true, locked: false, filter: function (event, player) { var evt = event.getl(player); return evt && evt.hs && evt.hs.length; }, content: function () { "step 0"; var evt = trigger.getParent(); var effects = [ [ "useCard", function () { "step 0"; var targets = game.filterPlayer((current) => { return current.countDiscardableCards(player, "he") && current != player; }); if (!targets.length) event.finish(); else player .chooseTarget( "踏寂:弃置其他角色一张牌", true, (card, player, target) => { return _status.event.targets.includes(target); } ) .set("targets", targets) .set("ai", (target) => { return get.effect( target, { name: "guohe_copy2" }, _status.event.player ); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.line(target); player.discardPlayerCard(target, "he", true); } }, ], [ "respond", function () { player.draw(); }, ], [ "discard", function () { player.recover(); }, ], [ "other", function () { player.addSkill("dctaji_damage"); player.addMark("dctaji_damage", 1, false); game.log(player, "下一次对其他角色造成的伤害", "#g+1"); }, ], ]; var name = evt.name; if (trigger.name == "loseAsync") name = evt.type; var list = ["useCard", "respond", "discard", "other"]; if (!list.includes(name)) name = "other"; for (var i = 0; i < 1 + player.countMark("dcqinghuang_add"); i++) { if (!list.length) break; if (!list.includes(name)) name = list.randomRemove(1)[0]; if (name == "useCard") list.remove("useCard"); for (var effect of effects) { if (effect[0] == name) { list.remove(name); var next = game.createEvent("dctaji_" + name); next.player = player; next.setContent(effect[1]); break; } } } }, subSkill: { damage: { trigger: { source: "damageBegin1" }, forced: true, charlotte: true, onremove: true, filter: function (event, player) { return event.player != player; }, content: function () { trigger.num += player.countMark("dctaji_damage"); player.removeSkill("dctaji_damage"); }, intro: { content: "下次对其他角色造成伤害时,此伤害+#", }, }, }, }, dcqinghuang: { audio: 2, trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return player.maxHp > 1; }, check: function (event, player) { var num1 = player.countCards("h"); var num2 = player.countCards("h", (card) => player.hasValueTarget(card)); var num3 = player.getHandcardLimit(); if (player.isDamaged()) { return num2 > 1 || num1 - num2 - num3 > 0; } else { return ( num2 > 2 + Math.max(0, 3 - player.hp) || (player.hp > 2 && num1 - num2 - num3 > 2) ); } }, content: function () { player.loseMaxHp(); player.addTempSkill("dcqinghuang_add"); player.addMark("dcqinghuang_add", 1, false); }, ai: { combo: "dctaji", }, subSkill: { add: { charlotte: true, onremove: true, }, }, }, //孟节 dcyinlu: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, locked: false, derivation: ["dcyinlu_lequan", "dcyinlu_huoxi", "dcyinlu_zhangqi", "dcyinlu_yunxiang"], global: ["dcyinlu_lequan", "dcyinlu_huoxi", "dcyinlu_zhangqi", "dcyinlu_yunxiang"], group: "dcyinlu_move", filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, hasMark: function (target) { return lib.skill.dcyinlu.derivation.some((i) => target.hasMark(i)); }, content: function () { "step 0"; event.marks = lib.skill.dcyinlu.derivation.slice(0, 3); if (game.countPlayer() <= 2) event.goto(3); "step 1"; player .chooseTarget("引路:令三名角色分别获得〖引路〗标记", true, 3) .set("targetprompt", () => { return get.translation( lib.skill.dcyinlu.derivation[ui.selected.targets.length - 1] ); }) .set("complexSelect", true) .set("ai", (target) => { var player = _status.event.player; if (ui.selected.targets.length == 2) return get.effect(target, { name: "losehp" }, player, player); return get.attitude(player, target); }); "step 2"; if (result.bool) { var targets = result.targets; player.line(targets); for (var i = 0; i < targets.length; i++) { targets[i].addMark(event.marks[i]); } } event.goto(5); "step 3"; player.logSkill("dcyinlu", game.players); var list = []; for (var mark of event.marks) { list.push([ mark, '", ]); } var target = game.filterPlayer((i) => i != player)[0]; if (!game.hasPlayer((current) => current != player)) target = player; event.target = target; player .chooseButton([ "引路:令" + get.translation(target) + "获得2枚〖引路〗标记", [list, "textbutton"], ]) .set("ai", (button) => { var mark = button.link; if (mark == "dcyinlu_lequan") return 9; if (mark == "dcyinlu_zhangqi") return 10; return 8; }) .set("forced", true) .set("selectButton", 2) .set("forcebutton", true); "step 4"; if (result.bool) { var marks = result.links; for (var mark of marks) target.addMark(mark, 1); event.marks.removeArray(marks); for (var mark of event.marks) player.addMark(mark, 1); } "step 5"; player.addMark("dcyinlu_yunxiang", 1); player.addMark("dcyinlu_xiang", 1); game.log(player, "获得了1点芸香值"); }, subSkill: { move: { audio: "dcyinlu", trigger: { player: "phaseZhunbeiBegin", global: "die", }, direct: true, filter: function (event, player) { if (event.name == "die") { return lib.skill.dcyinlu.hasMark(event.player); } return game.hasPlayer((current) => { return lib.skill.dcyinlu.hasMark(current); }); }, content: function () { "step 0"; if (trigger.name == "die") { var marks = lib.skill.dcyinlu.derivation.filter((mark) => trigger.player.hasMark(mark) ); event.marks = marks; event.goto(3); } else { if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); player .chooseTarget( get.prompt("dcyinlu_move"), "移动一名角色的〖引路〗标记", 2, (card, player, target) => { if (ui.selected.targets.length == 0) return lib.skill.dcyinlu.hasMark(target); return true; } ) .set("ai", (target) => { var player = _status.event.player; if (ui.selected.targets.length == 0) { var owned = lib.skill.dcyinlu.derivation.filter((i) => target.hasMark(i) ); var att = get.attitude(player, target); if (att > 0) { if (owned.includes("dcyinlu_zhangqi")) return target.hasCard({ suit: "spade" }, "he") ? 5 : 10; if ( owned.includes("dcyinlu_lequan") && target.isHealthy() && game.hasPlayer((current) => { return ( current != target && get.recoverEffect(current, player, player) > 0 ); }) ) return 2; return 0; } if (att < 0) { if (owned.some((i) => i != "dcyinlu_zhangqi")) return 8; return 0; } if ( owned.includes("dcyinlu_zhangqi") && game.hasPlayer((current) => { return ( current != target && get.effect( current, { name: "losehp" }, player, player ) > 0 ); }) ) return 3; return 1; } else { var targetx = ui.selected.targets[0]; var att = get.attitude(player, targetx), att2 = get.attitude(player, target); var owned = lib.skill.dcyinlu.derivation.filter((i) => targetx.hasMark(i) ); if (att > 0) { if (owned.includes("dcyinlu_zhangqi")) return -att2; if (owned.includes("dcyinlu_lequan")) return get.recoverEffect(target, player, player); } else if (att < 0) { if (owned.some((i) => i != "dcyinlu_zhangqi")) return att2; } else { if (owned.includes("dcyinlu_zhangqi")) return get.effect( target, { name: "losehp" }, player, player ); return att2; } } return Math.random(); }) .set("complexTarget", true); } "step 1"; if (result.bool) { var marks = lib.skill.dcyinlu.derivation; var targets = result.targets, owned = marks.filter((mark) => targets[0].hasMark(mark)); event.targets = targets; if (owned.length == 1) event._result = { bool: true, control: owned[0] }; else { player .chooseControl(owned) .set( "prompt", "引路:选择要移动" + get.translation(targets[0]) + "的标记" ) .set( "choiceList", owned.map((mark) => { return ( '
    【' + get.translation(mark) + "】
    " + lib.translate[mark + "_info"] + "
    " ); }) ) .set("displayIndex", false) .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { var att = get.attitude(player, targets[0]), att2 = get.attitude(player, targets[1]); if (att > 0) { if (owned.includes("dcyinlu_zhangqi") && att2 < 0) return "dcyinlu_zhangqi"; if (owned.includes("dcyinlu_lequan") && att2 > 0) return "dcyinlu_lequan"; } else if (att < 0) { var marksx = owned.filter((i) => i != "dcyinlu_zhangqi"); if (marksx.length && att2 > 0) return marksx[0]; return owned[0]; } else { if (owned.includes("dcyinlu_zhangqi")) return "dcyinlu_zhangqi"; } if (owned.length > 1) owned.remove("dcyinlu_zhangqi"); return owned[0]; })() ); } } else { if (_status.connectMode) game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); event.finish(); } "step 2"; if (_status.connectMode) game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); var mark = result.control, count = targets[0].countMark(mark); player.logSkill("dcyinlu_move", targets, false); player.line2(targets, mark == "dcyinlu_zhangqi" ? "fire" : "green"); targets[0].removeMark(mark, count); targets[1].addMark(mark, count); event.finish(); "step 3"; player .chooseTarget("引路:是否转移“" + get.translation(event.marks[0]) + "”标记?") .set("ai", (target) => { var player = _status.event.player, mark = _status.event.mark; if (mark == "dcyinlu_zhangqi") return get.effect(target, { name: "losehp" }, player, player) + 0.1; if (mark == "dcyinlu_lequan") return ( get.recoverEffect(target, player, player) + get.attitude(player, target) / 5 ); return get.attitude(player, target); }) .set("mark", event.marks[0]); "step 4"; if (result.bool) { var target = result.targets[0]; player.logSkill("dcyinlu_move", target); var count = trigger.player.countMark(event.marks[0]); trigger.player.removeMark(event.marks[0], count, false); target.addMark(event.marks[0], count); } "step 5"; event.marks.shift(); if (event.marks.length) event.goto(3); }, }, lequan: { trigger: { player: "phaseJieshuBegin" }, direct: true, charlotte: true, filter: function (event, player) { return ( player.hasMark("dcyinlu_lequan") && game.hasPlayer((current) => current.hasSkill("dcyinlu")) ); }, marktext: "乐", intro: { name: "乐泉", name2: "乐泉", markcount: () => 0, content: "结束阶段,你可以弃置一张♦牌并回复1点体力。", }, content: function () { "step 0"; player .chooseToDiscard( "乐泉:是否弃置一张♦牌并回复1点体力?", { suit: "diamond" }, "he" ) .set("ai", (card) => { if (_status.event.goon) return 7 - get.value(card); return 0; }) .set("logSkill", "dcyinlu_lequan") .set("goon", get.recoverEffect(player, player)); "step 1"; if (result.bool) { player.recover(); } }, }, huoxi: { trigger: { player: "phaseJieshuBegin" }, direct: true, charlotte: true, filter: function (event, player) { return ( player.hasMark("dcyinlu_huoxi") && game.hasPlayer((current) => current.hasSkill("dcyinlu")) ); }, marktext: "藿", intro: { name: "藿溪", name2: "藿溪", markcount: () => 0, content: "结束阶段,你可以弃置一张♥牌并摸两张牌。", }, content: function () { "step 0"; player .chooseToDiscard("藿溪:是否弃置一张♥牌并摸两张牌?", { suit: "heart" }, "he") .set("ai", (card) => { return 6 - get.value(card); }) .set("logSkill", "dcyinlu_huoxi"); "step 1"; if (result.bool) { player.draw(2); } }, }, zhangqi: { trigger: { player: "phaseJieshuBegin" }, forced: true, direct: true, charlotte: true, filter: function (event, player) { return ( player.hasMark("dcyinlu_zhangqi") && game.hasPlayer((current) => current.hasSkill("dcyinlu")) ); }, marktext: "瘴", intro: { name: "瘴气", name2: "瘴气", markcount: () => 0, content: "锁定技。结束阶段,你须弃置一张♠牌,否则失去1点体力。", }, content: function () { "step 0"; player .chooseToDiscard("瘴气:弃置一张♠牌,或失去1点体力", { suit: "spade" }, "he") .set("ai", (card) => { if (_status.event.goon) return 7 - get.value(card); return 0; }) .set("logSkill", "dcyinlu_zhangqi") .set("goon", get.effect(player, { name: "losehp" }, player) < 0); "step 1"; if (!result.bool) { player.logSkill("dcyinlu_zhangqi"); player.loseHp(); } }, }, yunxiang: { trigger: { player: ["phaseJieshuBegin", "damageBegin4"] }, direct: true, charlotte: true, filter: function (event, player) { if (!game.hasPlayer((current) => current.hasSkill("dcyinlu"))) return false; if (event.name == "phaseJieshu") return player.hasMark("dcyinlu_yunxiang"); return player.hasMark("dcyinlu_yunxiang") && player.hasMark("dcyinlu_xiang"); }, onremove: function (player) { delete player.storage.dcyinlu_xiang; }, marktext: "芸", intro: { name: "芸香", name2: "芸香", markcount: function (storage, player) { return player.countMark("dcyinlu_xiang"); }, content: function (storage, player) { return ( "①结束阶段,你可以弃置一张♣牌,获得1点“芸香”值。②当你受到伤害时,你可以扣减所有“芸香”值,减少等量的伤害。
  • 当前芸香值:" + player.countMark("dcyinlu_xiang") ); }, }, content: function () { "step 0"; if (trigger.name == "phaseJieshu") { player .chooseToDiscard( "芸香:是否弃置一张♣牌,获得1枚“香”?", { suit: "club" }, "he" ) .set("ai", (card) => { return ( 6 - get.value(card) + 2.5 * _status.event.player.countMark("dcyinlu_xiang") ); }) .set("logSkill", "dcyinlu_yunxiang"); } else { player .chooseBool( "芸香:是否移去所有“香”,令此伤害-" + player.countMark("dcyinlu_xiang") + "?" ) .set("ai", () => { return _status.event.bool; }) .set("bool", get.damageEffect(player, trigger.source, player) < 0); } "step 1"; if (result.bool) { if (trigger.name == "phaseJieshu") { player.addMark("dcyinlu_xiang", 1, false); game.log(player, "获得了1点芸香值"); } else { player.logSkill("dcyinlu_yunxiang"); var num = player.countMark("dcyinlu_xiang"); player.removeMark("dcyinlu_xiang", num, false); game.log(player, "扣减了", num, "点芸香值"); trigger.num = Math.max(0, trigger.num - num); } } }, }, }, }, dcyouqi: { audio: 2, trigger: { global: "loseAfter" }, filter: function (event, player) { if (event.getParent(3).name.indexOf("dcyinlu_") != 0 || player == event.player) return false; return true; }, derivation: "dcyouqi_faq", direct: true, forced: true, content: function () { if ( Math.random() < 1.25 - 0.25 * get.distance(player, trigger.player) || get.isLuckyStar(player) ) { player.logSkill("dcyouqi"); player.gain(trigger.cards.filterInD("d"), "gain2"); } }, ai: { combo: "dcyinlu", }, }, //孙资刘放 dcqinshen: { audio: 2, trigger: { player: "phaseDiscardEnd" }, frequent: true, prompt2: function () { return "摸" + get.cnNumber(lib.skill.dcqinshen.getNum()) + "张牌"; }, getNum: function () { var list = lib.suit.slice(); game.getGlobalHistory("cardMove", function (evt) { if (evt.name != "lose" && evt.name != "cardsDiscard") return false; if (evt.name == "lose" && evt.position != ui.discardPile) return false; for (var card of evt.cards) list.remove(get.suit(card, false)); }); return list.length; }, filter: function (event, player) { return lib.skill.dcqinshen.getNum() > 0; }, content: function () { player.draw(lib.skill.dcqinshen.getNum()); }, }, dcweidang: { audio: 2, trigger: { global: "phaseJieshuBegin" }, /** * @deprecated */ getLength: (card) => get.cardNameLength(card), direct: true, filter: function (event, player) { var num = lib.skill.dcqinshen.getNum(); return ( event.player != player && (_status.connectMode ? player.countCards("he") : player.hasCard((card) => get.cardNameLength(card) == num, "he")) ); }, content: function () { "step 0"; var num = lib.skill.dcqinshen.getNum(); event.num = num; player .chooseCard( get.prompt("dcweidang"), "将一张字数为" + num + "的牌置于牌堆底,然后获得一张字数为" + num + "的牌。若你能使用此牌,你使用之。", "he", (card, player, target) => { return get.cardNameLength(card) == _status.event.num; } ) .set("num", num) .set("ai", (card) => { return 5 - get.value(card); }); "step 1"; if (result.bool) { player.logSkill("dcweidang"), player.lose(result.cards[0], ui.cardPile); game.broadcastAll(function (player) { var cardx = ui.create.card(); cardx.classList.add("infohidden"); cardx.classList.add("infoflip"); player.$throw(cardx, 1000, "nobroadcast"); }, player); game.delayx(); } else event.finish(); "step 2"; var card = get.cardPile((cardx) => get.cardNameLength(cardx) == num); if (card) { player.gain(card, "gain2"); if (player.hasUseTarget(card)) { player.chooseUseTarget(card, true); } } }, }, //三袁 dcneifa: { audio: 2, trigger: { player: "phaseUseBegin" }, content: function () { "step 0"; player.draw(3); player.chooseToDiscard(true, "he").set("ai", function (cardx) { var player = _status.event.player; var num = 0; var hs = player.getCards("h"); var muniu = player.getEquip("muniu"); if (muniu && muniu.cards) hs = hs.concat(muniu.cards); if (get.type(cardx) == "basic") { var shas = hs.filter(function (card) { return ( card != cardx && get.name(card, player) == "sha" && player.hasValueTarget(card, false) ); }); var numx = player.countCards("h", function (card) { return get.type2(card, player) == "trick"; }); num += Math.min(numx, Math.max(0, shas.length - player.getCardUsable("sha"))) * 0.65; num += Math.min( player.getCardUsable("sha") + numx, shas.filter(function (card) { return ( game.countPlayer(function (current) { return ( player.canUse(card, current) && get.effect(current, card, player, player) > 0 ); }) > 1 ); }).length ) * 1.1; var taos = Math.min( player.maxHp - player.hp, hs.filter(function (card) { return cardx != card && get.name(card, player) == "tao"; }).length ); num += taos * player.getDamagedHp() * 1.2; } else if (get.type2(cardx) == "trick") { var numx = Math.sqrt( Math.min( 5, player.countCards("h", function (card) { return get.type(card, player) == "basic"; }) ) ); num += hs.filter(function (card) { return ( card != cardx && get.type2(card) == "trick" && player.hasValueTarget(card) ); }).length * 0.65; } else num = 4; return num * 1.5 - get.value(cardx); }); "step 1"; if ( result.bool && result.cards && result.cards.length && get.type(result.cards[0]) != "equip" ) { var name = get.type(result.cards[0]) == "basic" ? "dcneifa_basic" : "dcneifa_trick"; player.addTempSkill(name, "phaseUseAfter"); var num = Math.min( 5, player.countCards("h", function (cardx) { var type = get.type(cardx, player); return (name == "dcneifa_basic") != (type == "basic") && type != "equip"; }) ); if (num > 0) player.addMark(name, num, false); else player.storage[name] = 0; } }, ai: { threaten: 2.33, }, }, dcneifa_basic: { mark: true, marktext: "伐", onremove: true, intro: { name: "内伐 - 基本牌", content: "本回合内不能使用锦囊牌,使用【杀】选择目标时可以额外指定一个目标且使用【杀】的目标次数上限+#。", }, mod: { cardEnabled: function (card, player) { if (get.type(card, "trick") == "trick") return false; }, cardSavable: function (card, player) { if (get.type(card, "trick") == "trick") return false; }, cardUsable: function (card, player, num) { if (card.name == "sha") { return num + player.countMark("dcneifa_basic"); } }, }, trigger: { player: "useCard2" }, filter: function (event, player) { if (event.card.name != "sha") return false; return game.hasPlayer(function (current) { return !event.targets.includes(current) && player.canUse(event.card, current, false); }); }, direct: true, content: function () { "step 0"; player .chooseTarget( get.prompt("dcneifa"), "为" + get.translation(trigger.card) + "额外指定一个目标", function (card, player, target) { return ( !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target, false) ); } ) .set("sourcex", trigger.targets) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, _status.event.card, player, player); }) .set("card", trigger.card); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; player.logSkill("dcneifa", event.targets); trigger.targets.addArray(event.targets); }, }, dcneifa_trick: { trigger: { player: "useCard2" }, direct: true, mark: true, marktext: "伐", onremove: true, mod: { cardEnabled: function (card, player) { if (get.type(card) == "basic") return false; }, cardSavable: function (card, player) { if (get.type(card) == "basic") return false; }, }, intro: { name: "内伐 - 锦囊牌", content: "本回合内不能使用基本牌,且使用普通锦囊牌选择目标时可以增加或减少一个目标。", }, filter: function (event, player) { if (get.type(event.card) != "trick") return false; if (event.targets && event.targets.length > 0) return true; var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return ( !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) ); }) ) { return true; } } return false; }, content: function () { "step 0"; var prompt2 = "为" + get.translation(trigger.card) + "增加或减少一个目标"; player .chooseTarget(get.prompt("dcneifa"), 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 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets) { player.logSkill("dcneifa", event.targets); if (trigger.targets.includes(event.targets[0])) trigger.targets.removeArray(event.targets); else trigger.targets.addArray(event.targets); } }, }, //桥蕤 dcaishou: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return player.hasCard((card) => card.hasGaintag("dcaishou_tag"), "h"); }, forced: true, locked: false, group: ["dcaishou_draw", "dcaishou_lose"], subfrequent: ["draw"], content: function () { "step 0"; player.discard(player.getCards("h", (card) => card.hasGaintag("dcaishou_tag"))); "step 1"; var len = 0; player.getHistory("lose", (evt) => { if (evt.getParent(2) == event) len += evt.cards.length; }); if (len > Math.max(0, player.hp) && player.maxHp < 9) { player.gainMaxHp(); } }, subSkill: { draw: { audio: "dcaishou", trigger: { player: "phaseJieshuBegin" }, frequent: function (event, player) { return player.maxHp > 1; }, prompt2: function (event, player) { return "摸" + get.cnNumber(player.maxHp) + "张牌,称为“隘”"; }, check: function (event, player) { return player.maxHp > 1; }, content: function () { player.draw(player.maxHp).gaintag = ["dcaishou_tag"]; }, }, lose: { audio: "dcaishou", trigger: { player: "loseAfter", global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, forced: true, locked: false, filter: function (event, player) { if (player == _status.currentPhase) return false; var evt = event.getl(player); if ( !evt || !evt.hs || !evt.hs.length || player.hasCard((card) => card.hasGaintag("dcaishou_tag"), "h") ) return false; if (event.name == "lose") { for (var i in event.gaintag_map) { if (event.gaintag_map[i].includes("dcaishou_tag")) return true; } return false; } return player.hasHistory("lose", function (evt) { if (event != evt.getParent()) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("dcaishou_tag")) return true; } return false; }); }, content: function () { player.loseMaxHp(); }, }, }, }, dcsaowei: { audio: 2, trigger: { global: "useCardAfter" }, filter: function (event, player) { return ( event.player != player && event.card.name == "sha" && event.targets.length && !event.targets.includes(player) && event.targets.every((current) => player.inRange(current) && current.isIn()) && player.hasCard((card) => card.hasGaintag("dcaishou_tag"), "h") ); }, direct: true, content: function () { "step 0"; player.chooseCardTarget({ position: "hs", prompt: get.prompt("dcsaowei"), prompt2: "将一张“隘”当做【杀】对" + get.translation(trigger.targets) + "使用", targets: trigger.targets, filterCard: function (card, player) { if (get.itemtype(card) == "card" && !card.hasGaintag("dcaishou_tag")) return false; return _status.event.targets.every((current) => player.canUse(get.autoViewAs({ name: "sha" }, [card]), current, false) ); }, filterTarget: function (card, player, target) { if (!_status.event.targets.includes(target)) return false; card = get.autoViewAs({ name: "sha" }, [card]); return lib.filter.filterTarget.apply(this, arguments); }, selectTarget: -1, ai1: function (card) { var player = _status.event.player; if ( player.isHealthy() && player.hasSkill("dcaishou") && player.countCards("h", (card) => card.hasGaintag("dcaishou_tag") == 1) ) return 0; var eff = 0; for (var target of _status.event.targets) { eff += get.effect( target, get.autoViewAs({ name: "sha" }, [card]), player, player ); } if (eff > 0) return 6.5 + eff / 10 - get.value(card); return 0; }, ai2: () => 1, }); "step 1"; if (result.bool) { var cards = result.cards, targets = result.targets; event.cards = cards; var next = player.useCard({ name: "sha" }, cards, targets, false, "dcsaowei"); player .when("useCardAfter") .filter((event) => event == next) .then(() => { if (player.hasHistory("sourceDamage", (evt) => evt.card == trigger.card)) { var cards = trigger.cards.filterInD(); if (cards.length > 0) player.gain(cards, "gain2"); } }); } }, }, //向朗 dckanji: { audio: 2, enable: "phaseUse", usable: 2, filter: function (event, player) { return player.countCards("h"); }, content: function () { "step 0"; player.showHandcards(); "step 1"; var suits = []; player.getCards("h", (card) => suits.add(get.suit(card))); if (suits.length == player.countCards("h")) { player.draw(2); event.suitsLength = suits.length; player.addTempSkill("dckanji_check"); } }, subSkill: { check: { trigger: { player: "gainAfter" }, filter: function (event, player) { if (event.getParent(2).name != "dckanji") return false; var len = event.getParent(2).suitsLength; var suits = []; player.getCards("h", (card) => suits.add(get.suit(card))); return suits.length >= 4 && len < 4; }, charlotte: true, forced: true, popup: false, content: function () { player.skip("phaseDiscard"); game.log(player, "跳过了", "#y弃牌阶段"); }, }, }, ai: { order: 9, result: { player: function (player, target) { var count = player.countCards("h"); if (count > 4) return false; var suits = []; player.getCards("h", (card) => suits.add(get.suit(card))); return suits.length == count ? 1 : 0; }, }, }, }, dcqianzheng: { audio: 2, trigger: { target: "useCardToTargeted" }, usable: 2, filter: function (event, player) { return ( event.player != player && (get.type(event.card) == "trick" || event.card.name == "sha") && player.countCards("he") > 1 ); }, async cost(event, trigger, player) { const str = ",若重铸的牌中没有" + get.translation(get.type2(trigger.card)) + "牌,你于" + get.translation(trigger.cards) + "进入弃牌堆后获得之"; event.result = await player .chooseCard( get.prompt("dcqianzheng"), "重铸两张牌" + (trigger.cards.length ? str : "") + "。", 2, "he", lib.filter.cardRecastable ) .set("ai", (card) => { var val = get.value(card); if (get.type2(card) == _status.event.type) val += 0.5; return 6 - val; }) .set("type", get.type2(trigger.card)) .forResult(); }, async content(event, trigger, player) { if (event.cards.every((card) => get.type2(card) != get.type2(trigger.card))) { trigger.getParent().dcqianzheng = true; player.addTempSkill("dcqianzheng_gain"); } await player.recast(event.cards); }, subSkill: { gain: { trigger: { global: "cardsDiscardAfter" }, filter: function (event, player) { var evt = event.getParent(); if (evt.name != "orderingDiscard") return false; return evt.relatedEvent.dcqianzheng && event.cards.filterInD("d").length; }, charlotte: true, forced: true, popup: false, content: function () { player.gain(trigger.cards.filterInD("d"), "gain2"); }, }, }, }, //秦朗 dchaochong: { audio: 2, trigger: { player: "useCardAfter" }, filter: function (event, player) { return player.getHandcardLimit() != player.countCards("h"); }, direct: true, locked: false, content: function () { "step 0"; var del = player.getHandcardLimit() - player.countCards("h"); event.delta = del; if (del > 0) { player .chooseBool( get.prompt("dchaochong"), "摸" + get.cnNumber(Math.min(5, del)) + "张牌,然后令你的手牌上限-1" ) .set("ai", () => { var player = _status.event.player; if ( player.isPhaseUsing() && player.hasCard( (cardx) => player.hasUseTarget(cardx) && player.hasValueTarget(cardx), "hs" ) ) return false; return true; }); } else if (del < 0) { player .chooseToDiscard( get.prompt("dchaochong"), "弃置" + get.cnNumber(-del) + "张手牌,然后令你的手牌上限+1", -del ) .set("ai", (card) => { var player = _status.event.player; if ( player.isPhaseUsing() && player.hasCard((cardx) => player.hasValueTarget(cardx), "hs") ) return 6 - player.getUseValue(card); return 5 - get.value(card); }) .set("logSkill", "dchaochong"); } "step 1"; if (result.bool) { if (event.delta > 0) { player.logSkill("dchaochong"); player.draw(Math.min(5, event.delta)); lib.skill.dchaochong.change(player, -1); } else if (event.delta < 0) { lib.skill.dchaochong.change(player, 1); } } }, change: function (player, num) { if (typeof player.storage.dchaochong !== "number") player.storage.dchaochong = 0; if (!num) return; player.storage.dchaochong += num; player.markSkill("dchaochong"); game.log(player, "的手牌上限", "#g" + (num > 0 ? "+" : "") + num); }, markimage: "image/card/handcard.png", intro: { content: function (storage, player) { var num = player.storage.dchaochong; return "手牌上限" + (num >= 0 ? "+" : "") + num; }, }, mod: { maxHandcard: function (player, num) { return num + player.countMark("dchaochong"); }, }, ai: { threaten: 2.2 }, }, dcjinjin: { audio: 2, trigger: { source: "damageSource", player: "damageEnd", }, usable: 2, logTarget: "source", check: function (event, player) { if (typeof player.storage.dchaochong != "number" || player.storage.dchaochong == 0) return true; var evt = event.getParent("useCard"); if (evt && evt.player == player && event.source == player) return false; if (player.isPhaseUsing() && player.storage.dchaochong == -1) return true; return Math.abs(player.storage.dchaochong) >= 2; }, prompt2: function (event, player) { var str = ""; if (typeof player.storage.dchaochong == "number" && player.storage.dchaochong != 0) { str += "重置因〖佞宠〗增加或减少的手牌上限,"; } var num = Math.abs(player.countMark("dchaochong")) || 1; if (event.source && event.source.isIn()) { str += "令伤害来源弃置至多" + get.cnNumber(num) + "张牌,然后你摸" + num + "-X张牌(X为其弃置的牌数)"; } else str += "你摸" + get.cnNumber(num) + "张牌"; return str; }, content: function () { "step 0"; var del = Math.abs(player.countMark("dchaochong")) || 1; event.delta = del; player.storage.dchaochong = 0; if (player.hasSkill("dchaochong", null, false, false)) player.markSkill("dchaochong"); game.log(player, "重置了手牌上限"); if (trigger.source && trigger.source.isIn()) { trigger.source .chooseToDiscard( get.translation(player) + "对你发动了【矜谨】", "弃置至多" + get.cnNumber(del) + "张牌,然后" + get.translation(player) + "摸" + del + "-X张牌(X为你弃置的牌数)。", [1, del], "he" ) .set("ai", (card) => { if (_status.event.goon) return 5.5 - get.value(card); return 0; }) .set("goon", get.attitude(trigger.source, player) < 0); } "step 1"; var num = event.delta; if (result.bool) num -= result.cards.length; if (num > 0) player.draw(num); }, ai: { combo: "dchaochong", maixie: true, maixie_hp: true, threaten: 0.85, effect: { target: function (card, player, target) { if (get.tag(card, "damage")) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (!target.hasFriend()) return; var num = 0; if (typeof target.storage.dcninchong == "number") num = Math.abs(target.storage.dcninchong); if (num <= 0) return; return [1, Math.min(1, num / 3)]; } }, }, }, }, //二傅 dcxuewei: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("dcxuewei"), (card, player, target) => { return target.hp <= player.hp; }) .set("ai", (target) => { var player = _status.event.player; return get.effect(target, { name: "tao" }, player, player) + 0.1; }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("dcxuewei", target); player.addTempSkill("dcxuewei_shelter", { player: "phaseBegin" }); player.markAuto("dcxuewei_shelter", [target]); } }, ai: { threaten: 1.1 }, subSkill: { shelter: { audio: "dcxuewei", trigger: { global: "damageBegin4" }, filter: function (event, player) { return player.getStorage("dcxuewei_shelter").includes(event.player); }, charlotte: true, forced: true, onremove: true, logTarget: "player", marktext: "卫", intro: { content: "保护对象:$" }, content: function () { "step 0"; trigger.cancel(); "step 1"; player.loseHp(); if (trigger.player != player) game.asyncDraw([player, trigger.player]); else player.draw("nodelay"); "step 2"; game.delayx(); }, ai: { filterDamage: true, skillTagFilter: function (player, tag, arg) { if (arg && arg.player && arg.player.hasSkillTag("jueqing", false, player)) return false; return true; }, }, }, }, }, dcyuguan: { audio: 2, trigger: { global: "phaseEnd" }, filter: function (event, player) { var num = player.getDamagedHp(); if (num == 0) return false; return !game.hasPlayer((current) => { return current.getDamagedHp() > num; }); }, check: function (event, player) { var num = player.getDamagedHp() - 1; if (num <= 0) return false; return game.hasPlayer((target) => { return get.attitude(player, target) > 0 && target.maxHp - target.countCards("h") > 1; }); }, content: function () { "step 0"; player.loseMaxHp(); "step 1"; var num = player.getDamagedHp(); if (!player.isIn() || !num) event.finish(); else player .chooseTarget( "御关:令至多" + get.cnNumber(num) + "名角色将手牌摸至体力上限", Math.min(game.countPlayer(), [1, num]), true ) .set("ai", (target) => { return ( get.attitude(_status.event.player, target) * Math.max(0.1, target.maxHp - target.countCards("h")) ); }); "step 2"; if (result.bool) { var targets = result.targets.sortBySeat(_status.currentPhase); player.line(targets); for (var target of targets) { target.drawTo(target.maxHp); } } }, }, //郑浑 dcqiangzhi: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { if (target == player) return false; return ( target.countDiscardableCards(player, "he") + player.countDiscardableCards(player, "he") >= 3 ); }, content: function () { "step 0"; var dialog = []; dialog.push("强峙:弃置你与" + get.translation(target) + "的共计三张牌"); if (player.countCards("h")) dialog.addArray(['
    你的手牌
    ', player.getCards("h")]); if (player.countCards("e")) dialog.addArray(['
    你的装备
    ', player.getCards("e")]); if (target.countCards("h")) { dialog.add('
    ' + get.translation(target) + "的手牌
    "); if (player.hasSkillTag("viewHandcard", null, target, true)) dialog.push(target.getCards("h")); else dialog.push([target.getCards("h"), "blank"]); } if (target.countCards("e")) dialog.addArray([ '
    ' + get.translation(target) + "的装备
    ", target.getCards("e"), ]); player .chooseButton(3, true) .set("createDialog", dialog) .set("filterButton", (button) => { if ( !lib.filter.canBeDiscarded( button.link, _status.event.player, get.owner(button.link) ) ) return false; return true; }) .set("filterOk", () => { return ui.selected.buttons.length == 3; }) .set("ai", (button) => { var player = _status.event.player; var target = _status.event.getParent().target; var card = button.link; if (get.owner(card) == player) { if (_status.event.damage) return 15 - get.value(card); if ( player.hp >= 3 || get.damageEffect(player, target, player) >= 0 || (player.hasSkill("dcpitian") && player.getHandcardLimit() - player.countCards("h") >= 1 && player.hp > 1) ) return 0; if (ui.selected.buttons.length == 0) return 10 - get.value(card); return 0; } else { if (_status.event.damage) return 0; return -(get.sgnAttitude(player, target) || 1) * get.value(card); } }) .set( "damage", get.damageEffect(target, player, player) > 10 && player.countCards("he", (card) => { return ( lib.filter.canBeDiscarded(card, player, player) && get.value(card) < 5 ); }) >= 3 ); "step 1"; if (result.bool) { var links = result.links; var list1 = [], list2 = []; event.players = [player, target]; for (var card of links) { if (get.owner(card) == player) list1.push(card); else list2.push(card); } if (list1.length && list2.length) { game.loseAsync({ lose_list: [ [player, list1], [target, list2], ], discarder: player, }).setContent("discardMultiple"); event.finish(); } else if (list2.length) target.discard(list2); else player.discard(list1); if (list2.length >= 3) event.players.reverse(); } else event.finish(); "step 2"; event.players[0].line(event.players[1]); event.players[1].damage(event.players[0]); }, ai: { expose: 0.2, order: 4, result: { target: function (player, target) { return ( (get.effect(target, { name: "guohe_copy2" }, player, target) / 2) * (target.countDiscardableCards(player, "he") >= 2 ? 1.25 : 1) + get.damageEffect(target, player, target) / 3 ); }, }, }, }, dcpitian: { audio: 2, trigger: { player: ["loseAfter", "damageEnd"], global: "loseAsyncAfter", }, forced: true, locked: false, group: "dcpitian_draw", filter: function (event, player) { if (event.name == "damage") return true; return event.type == "discard" && event.getl(player).cards2.length > 0; }, content: function () { player.addMark("dcpitian_handcard", 1, false); player.addSkill("dcpitian_handcard"); game.log(player, "的手牌上限", "#y+1"); }, subSkill: { draw: { audio: "dcpitian", trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return player.countCards("h") < player.getHandcardLimit(); }, prompt2: function (event, player) { return ( "摸" + get.cnNumber( Math.min(5, player.getHandcardLimit() - player.countCards("h")) ) + "张牌,重置因〖辟田〗增加的手牌上限" ); }, check: function (event, player) { return ( player.getHandcardLimit() - player.countCards("h") > Math.min(2, player.hp - 1) ); }, content: function () { "step 0"; var num = Math.min(5, player.getHandcardLimit() - player.countCards("h")); if (num > 0) player.draw(num); "step 1"; player.removeMark( "dcpitian_handcard", player.countMark("dcpitian_handcard"), false ); game.log(player, "重置了", "#g【辟田】", "增加的手牌上限"); }, }, handcard: { markimage: "image/card/handcard.png", intro: { content: function (storage, player) { return "手牌上限+" + storage; }, }, charlotte: true, mod: { maxHandcard: function (player, num) { return num + player.countMark("dcpitian_handcard"); }, }, }, }, ai: { effect: { target: function (card, player, target) { if (get.tag(card, "discard")) return 0.9; if (get.tag(card, "damage")) return 0.95; }, }, }, }, //新服二赵 dcqingren: { audio: 2, trigger: { player: "phaseJieshuBegin" }, frequent: true, filter: function (event, player) { return player.hasHistory("useSkill", (evt) => ["yizan_use", "yizan_use_backup"].includes(evt.sourceSkill || evt.skill) ); }, content: function () { player.draw( player.getHistory("useSkill", (evt) => ["yizan_use", "yizan_use_backup"].includes(evt.sourceSkill || evt.skill) ).length ); }, ai: { combo: "yizan_use", }, }, dclongyuan: { audio: "xinfu_longyuan", forced: true, unique: true, juexingji: true, trigger: { global: "phaseEnd", }, skillAnimation: true, animationColor: "orange", filter: function (event, player) { return player.countMark("yizan_use") >= 3; }, content: function () { player.awakenSkill("dclongyuan"); player.draw(2); player.recover(); player.storage.yizan = true; }, derivation: "yizan_rewrite", ai: { combo: "yizan_use", }, }, //黄皓 dcqinqing: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { var zhu = game.filterPlayer((current) => current.getSeatNum() == 1)[0]; if (!zhu || !zhu.isIn()) return false; return game.hasPlayer((current) => { return current != player && current.inRange(zhu); }); }, content: function () { "step 0"; player .chooseTarget(get.prompt2("dcqinqing"), function (card, player, target) { var zhu = game.filterPlayer((current) => current.getSeatNum() == 1)[0]; return ( target != player && target.inRange(zhu) && target.countDiscardableCards(player, "he") > 0 ); }) .set("ai", function (target) { var zhu = game.filterPlayer((current) => current.getSeatNum() == 1)[0]; var he = target.countCards("he"); if (get.attitude(_status.event.player, target) > 0) { if (target.countCards("h") > zhu.countCards("h") + 1) return 0.1; } else { if (he > zhu.countCards("h") + 1) return 2; if (he > 0) return 1; } return 0; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("dcqinqing", target); if (target.countCards("he")) player.discardPlayerCard(target, "he", true); } else { event.finish(); } "step 2"; var zhu = game.filterPlayer((current) => current.getSeatNum() == 1)[0]; if (zhu && zhu.isIn()) { if (target.countCards("h") > zhu.countCards("h")) player.draw(); } }, }, dccunwei: { audio: 2, trigger: { target: "useCardToTargeted" }, forced: true, filter: function (event, player) { return ( player != event.player && get.type2(event.card) == "trick" && (event.targets.length == 1 || player.countCards("he") > 0) ); }, content: function () { if (trigger.targets.length == 1) player.draw(); else if (player.countCards("he") > 0) player.chooseToDiscard("he", true, "存畏:请弃置一张牌"); }, ai: { halfneg: true }, }, //刘辟 dcjuying: { audio: 2, trigger: { player: "phaseUseEnd" }, filter: function (event, player) { return ( player.getCardUsable("sha", true) > player.getHistory("useCard", (evt) => { return ( evt.getParent("phaseUse") == event && evt.card.name == "sha" && evt.addCount !== false ); }).length ); }, direct: true, content: function () { "step 0"; player .chooseButton([ get.prompt("dcjuying"), [ [ ["sha", "你于下回合使用【杀】的次数上限+1"], ["hand", "本回合手牌上限+2"], ["draw", "摸三张牌"], ], "textbutton", ], ]) .set("ai", function (button) { var player = _status.event.player, choice = button.link; if (choice == "draw") return 10; if (choice == "sha") return 9; var del = 3 - player.hp; if (choice == "hand" && player.needsToDiscard() > 0 && del <= 0) return 8; return 0; }) .set("selectButton", [1, 3]); "step 1"; if (result.bool) { player.logSkill("dcjuying"); var choices = result.links; event.choices = choices; if (choices.includes("sha")) { player.addMark("dcjuying_sha", 1, false); player.addSkill("dcjuying_sha"); } if (choices.includes("hand")) { player.addMark("dcjuying_hand", 1, false); player.addTempSkill("dcjuying_hand"); } if (choices.includes("draw")) { player.draw(3); } } else event.finish(); "step 2"; var num = event.choices.length - Math.max(0, player.hp); if (num > 0) { player.chooseToDiscard(true, "he"); } }, ai: { effect: { player_use: function (card, player, target) { if ( typeof card == "object" && player.isPhaseUsing() && card.name == "sha" && player.getCardUsable("sha") == 1 ) return "zeroplayertarget"; }, target_use: function (card, player, target) { if (card.name == "jiu" && player.getCardUsable("sha") == 2) return [1, 1]; }, }, }, subSkill: { sha: { trigger: { player: "phaseBegin" }, filter: function (event, player) { return player.countMark("dcjuying_sha") > 0; }, silent: true, firstDo: true, charlotte: true, onremove: true, content: function () { player.addMark("dcjuying_effect", player.countMark("dcjuying_sha"), false); player.addTempSkill("dcjuying_effect"); player.removeSkill("dcjuying_sha"); }, intro: { content: "下回合使用【杀】的次数上限+#" }, }, effect: { onremove: true, charlotte: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("dcjuying_effect"); }, }, intro: { content: "本回合使用【杀】的次数上限+#" }, }, hand: { onremove: true, charlotte: true, mod: { maxHandcard: function (player, num) { return num + 2 * player.countMark("dcjuying_hand"); }, }, }, }, }, //新服加强魏贾诩 dcjianshu: { audio: "jianshu", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("h", { color: "black" }) > 0; }, filterTarget: function (card, player, target) { if (target == player) return false; if (ui.selected.targets.length) { return ( ui.selected.targets[0] != target && !ui.selected.targets[0].hasSkillTag("noCompareSource") && target.countCards("h") && !target.hasSkillTag("noCompareTarget") ); } return true; }, targetprompt: ["发起者", "拼点目标"], filterCard: { color: "black" }, discard: false, lose: false, delay: false, check: function (card) { if (_status.event.player.hp == 1) return 8 - get.value(card); return 6 - get.value(card); }, selectTarget: 2, multitarget: true, content: function () { "step 0"; player.give(cards, targets[0], "give"); "step 1"; targets[0].chooseToCompare(targets[1]); "step 2"; player.addTempSkill("dcjianshu_check", "phaseUseAfter"); if (result.bool) { var cards = targets[0].getCards("he", function (card) { return lib.filter.cardDiscardable(card, targets[0], "dcjianshu"); }); if (cards.length > 0) targets[0].discard(cards.randomGet()); targets[1].loseHp(); } else if (result.tie) { targets[0].loseHp(); targets[1].loseHp(); } else { var cards = targets[1].getCards("he", function (card) { return lib.filter.cardDiscardable(card, targets[1], "dcjianshu"); }); if (cards.length > 0) targets[1].discard(cards.randomGet()); targets[0].loseHp(); } }, subSkill: { check: { trigger: { global: "dieAfter" }, charlotte: true, forced: true, popup: false, filter: function (event, player) { return event.getParent(3).name == "dcjianshu"; }, content: function () { delete player.getStat("skill").dcjianshu; }, }, }, ai: { expose: 0.4, order: 4, result: { target: function (player, target) { if (ui.selected.targets.length) return -1; return -0.5; }, }, }, }, dcyongdi: { audio: "yongdi", audioname: ["xinping"], unique: true, limited: true, enable: "phaseUse", filterTarget: function (card, player, target) { return target.hasSex("male"); }, animationColor: "thunder", skillAnimation: "legend", mark: true, intro: { content: "limited", }, content: function () { "step 0"; player.awakenSkill("dcyongdi"); //player.logSkill('dcyongdi',target); if (!game.hasPlayer((current) => current.maxHp < target.maxHp)) { target.gainMaxHp(); } "step 1"; if (target.isMinHp()) { target.recover(); } "step 2"; if (target.isMinHandcard()) { target.draw(Math.min(5, target.maxHp)); } "step 3"; game.delayx(); }, ai: { expose: 0.3, order: 1, result: { target: function (player, target) { var val = 0; var bool1 = !game.hasPlayer((current) => current.maxHp < target.maxHp), bool2 = target.isMinHp(), bool3 = target.isMinHandcard(); if (bool1) val += 6.5; if (bool2) { if (bool1) target.maxHp++; val += Math.max(0, get.recoverEffect(target, player, player)); if (bool1) target.maxHp--; } if (bool3) { var num = Math.max(0, Math.min(5, target.maxHp + (bool1 ? 1 : 0))); val += 5 * num; } return val; }, }, }, }, //雷普 dcsilve: { audio: 2, trigger: { player: "enterGame", global: "phaseBefore", }, forced: true, locked: false, direct: true, onremove: ["dcsilve", "dcsilve_self"], filter: function (event, player) { return ( game.hasPlayer((current) => current != player) && (event.name != "phase" || game.phaseNumber == 0) ); }, content: function () { "step 0"; player .chooseTarget( "私掠:请选择一名其他角色", "选择一名其他角色(暂时仅你可见),称为“私掠”角色,且你获得后续效果", true, (card, player, target) => { return target != player && !player.getStorage("dcsilve").includes(target); } ) .set("ai", (target) => { var att = get.attitude(_status.event.player, target); if (att > 0) return att + 1; if (att == 0) return Math.random(); return att; }) .set("animate", false); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("dcsilve"); player.markAuto("dcsilve", [target]); player.addSkill("dcsilve_rob"); player.addSkill("dcsilve_revenge"); target.addSkill("dcsilve_target"); if (!target.storage.dcsilve_target) target.storage.dcsilve_target = []; target.storage.dcsilve_target.push(player); } }, subSkill: { rob: { audio: "dcsilve", trigger: { global: "damageSource" }, filter: function (event, player) { if (!player.getStorage("dcsilve").includes(event.source)) return false; if (!event.player.isIn() || event.player == player) return false; if (player.getStorage("dcsilve_robbed").includes(event.player)) return false; return event.player.countCards("he") > 0; }, charlotte: true, prompt2: function (event, player) { return "获得" + get.translation(event.player) + "一张牌"; }, logTarget: "player", content: function () { player.addTempSkill("dcsilve_robbed"); player.markAuto("dcsilve_self", [trigger.player]); if (trigger.player.countGainableCards(player, "he") > 0) { player.markAuto("dcsilve_robbed", [trigger.player]); player.gainPlayerCard(trigger.player, "he", true); } if (trigger.source && trigger.source != player) trigger.source.markSkill("dcsilve_target"); }, }, revenge: { audio: "dcsilve", trigger: { global: "damageEnd" }, filter: function (event, player) { if (!player.getStorage("dcsilve").includes(event.player)) return false; if ( !event.player.isIn() || !event.source || !event.source.isIn() || event.source == player ) return false; return true; }, forced: true, locked: false, charlotte: true, direct: true, content: function () { "step 0"; if (trigger.player && trigger.player != player) trigger.player.markSkill("dcsilve_target"); player.markAuto("dcsilve_self", [trigger.player]); player .chooseToUse( "私掠:对" + get.translation(trigger.source) + "使用一张【杀】,或弃置一张手牌", function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); } ) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if ( target != _status.event.source && !ui.selected.targets.includes(_status.event.source) ) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("source", trigger.source) .set("logSkill", "dcsilve_revenge"); "step 1"; if (!result.bool) { if (player.countCards("h") > 0) player.chooseToDiscard("h", true).set("logSkill", "dcsilve_revenge"); } }, }, self: { marktext: "私", intro: { name: "私掠", content: function (storage, player) { if (!storage || !storage.length) return "没有打劫对象"; if (storage[0] == player) return "已绑定" + get.translation(player) + "自己"; return "打劫对象:" + get.translation(storage); }, }, }, target: { marktext: "掠", intro: { name: "私掠", content: function (storage, player) { return "被" + get.translation(storage) + "盯上了!"; }, }, }, robbed: { onremove: true, charlotte: true }, }, }, dcshuaijie: { audio: 2, enable: "phaseUse", limited: true, skillAnimation: true, animationColor: "thunder", filter: function (event, player) { var targets = player.getStorage("dcsilve").filter((i) => i.isIn()); if (!targets.length) return true; return ( targets.filter((target) => { return player.hp > target.hp && player.countCards("e") > target.countCards("e"); }).length == targets.length ); }, content: function () { "step 0"; player.awakenSkill("dcshuaijie"); player.loseMaxHp(); var choices = []; var choiceList = ["获得“私掠”角色至多三张牌", "从牌堆中获得三张类型各不相同的牌"]; var targets = player.getStorage("dcsilve").filter((i) => i.isIn()); event.targets = targets; if (targets.length) choices.push("选项一"); else choiceList[0] = '' + choiceList[0] + ""; choices.push("选项二"); player .chooseControl(choices) .set("prompt", "衰劫:选择一项") .set("choiceList", choiceList) .set("ai", () => _status.event.choice) .set( "choice", (function () { var eff = 0; for (var target of targets) { eff += get.effect(target, { name: "shunshou_copy2" }, player, player) * 2; } eff -= get.effect(player, { name: "dongzhuxianji" }, player, player); return eff > 0 && choices.includes("选项一") ? "选项一" : "选项二"; })() ); "step 1"; if (result.control == "选项一") { if (targets.length) { for (var target of targets) { if (target.countGainableCards(player, "he") > 0) { player.line(target); player.gainPlayerCard(target, "he", true, [1, 3]); } } } } else { var cards = []; for (var i = 0; i < 3; i++) { var card = get.cardPile((cardx) => { return ( cards.filter((cardxx) => get.type2(cardxx) == get.type2(cardx)).length == 0 ); }); if (card) cards.push(card); } if (cards.length) player.gain(cards, "gain2"); } "step 2"; var targets = player.getStorage("dcsilve").filter((i) => i.isIn()); for (var target of targets) { target.unmarkAuto("dcsilve_target", [player]); } delete player.storage.dcsilve; delete player.storage.dcsilve_self; player.markAuto("dcsilve", [player]); player.markAuto("dcsilve_self", [player]); }, ai: { combo: "dcsilve", order: 8, result: { player: function (player) { var targets = player.getStorage("dcsilve").filter((i) => i.isIn()); if (!targets.length) return 1; var att = 0; targets.forEach((i) => (att += get.attitude(player, i))); if (att < 0) return 1; return 0; }, }, }, }, //庞会 dcyiyong: { audio: 2, trigger: { source: "damageBegin1", }, //usable:2, filter: function (event, player) { return player.countDiscardableCards(player, "he") > 0 && player != event.player; }, check: function (event, player) { return ( get.attitude(player, event.player) < 0 && player.countCards( "he", (card) => lib.filter.cardDiscardable(card, player, "dcyiyong") && get.value(card, player) < 7 ) > 0 ); }, logTarget: "player", content: function () { "step 0"; event.list = [player]; event.cards0 = []; event.cards1 = []; if (trigger.player.countDiscardableCards(trigger.player, "he") > 0) { event.list.push(trigger.player); } if (!event.isMine() && !event.isOnline()) game.delayx(); player .chooseCardOL( event.list, "he", true, [1, Infinity], "异勇:弃置任意张牌", (card, player, target) => { return lib.filter.cardDiscardable(card, player, "dcyiyong"); } ) .set("ai", (card) => { var evt = _status.event.getParent(2); var source = evt.player, player = _status.event.player, target = evt.list[1]; if (!target) return get.unuseful(card); if (player == source) { var total = 0, need = 0; target.countCards("he", (card) => { if ( lib.filter.cardDiscardable(card, target, "dcyiyong") && get.value(card) < 5 ) need += get.number(card); }); for (var i of ui.selected.cards) total += get.number(i); if (total >= need + 5) return 0; var val = 6; if ( target.hp <= 2 && !target.hasSkillTag("filterDamage", null, { player: player, card: evt.getTrigger().card, }) ) val += 2 + get.number(card) / 5; if (target.countCards("he", (card) => get.value(card) < 5) >= 3) val -= 3 + get.number(card) / 5; return val - get.value(card); } if ( ui.selected.cards.length > 1 && ui.selected.cards.length + 2 >= source.countCards("he") ) return 0; if ( player.hp <= 2 && !target.hasSkillTag("filterDamage", null, { player: player, card: evt.getTrigger().card, }) ) return 10 - get.value(card); return 5 - get.value(card); }); "step 1"; var lose_list = [], cards = []; for (var i = 0; i < result.length; i++) { var current = event.list[i], cards2 = result[i].cards; cards.push(cards2); event["cards" + i] = cards2; event.cards = cards; lose_list.push([current, cards2]); } game.loseAsync({ lose_list: lose_list }).setContent("discardMultiple"); "step 2"; var getn = function (cards) { return cards.map((i) => get.number(i, false)).reduce((p, c) => p + c, 0); }; var num0 = getn(event.cards0), num1 = getn(event.cards1); if (num0 <= num1) { player.draw(event.cards1.length); } if (num0 >= num1) { trigger.num++; } }, }, //乐就 dccuijin: { audio: 2, trigger: { global: "useCard" }, filter: function (event, player) { return ( (event.card.name == "sha" || event.card.name == "juedou") && (event.player == player || player.inRange(event.player)) && player.countCards("he") > 0 ); }, direct: true, content: function () { "step 0"; if (player != game.me && !player.isOnline()) game.delayx(); var target = trigger.player; event.target = target; player .chooseToDiscard( "he", get.prompt("dccuijin", target), "弃置一张牌并令" + get.translation(trigger.player) + "使用的" + get.translation(trigger.card) + "伤害+1,但若其未造成伤害,则你摸两张牌并对其造成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 = [ "dccuijin", target, ]; "step 1"; if (result.bool) { if (typeof trigger.baseDamage != "number") trigger.baseDamage = 1; trigger.baseDamage++; player.addSkill("dccuijin_damage"); player.markAuto("dccuijin_damage", [trigger.card]); if (!player.storage.dccuijin_map) player.storage.dccuijin_map = { cards: [], targets: [] }; player.storage.dccuijin_map.cards.push(trigger.card); player.storage.dccuijin_map.targets.push(trigger.targets.slice()); } }, subSkill: { damage: { trigger: { global: [ "damage", "damageCancelled", "damageZero", "shaMiss", "useCardToExcluded", "useCardToEnd", "eventNeutralized", "useCardAfter", "shaCancelled", ], }, forced: true, silent: true, firstDo: true, charlotte: true, onremove: true, filter: function (event, player, name) { if (!event.card) return false; var cards = player.getStorage("dccuijin_damage"); if (!cards.includes(event.card)) return false; return true; }, content: function () { "step 0"; var card = trigger.card, idx = player.storage.dccuijin_map.cards.indexOf(card); if (event.triggername == "useCardAfter") { var cards = player.getStorage("dccuijin_damage"); cards = cards.remove(card); if (!cards.length) { player.removeSkill("dccuijin_damage"); delete player.storage.dccuijin_map; } else if (idx !== -1) { player.storage.dccuijin_map.cards.splice(idx, 1); player.storage.dccuijin_map.targets.splice(idx, 1); } event.finish(); } else if (idx !== -1) { var target, source; if (trigger.name.indexOf("damage") == 0) { target = trigger.player; source = trigger.source; } else { target = trigger.target; source = trigger.player; } if ( player.storage.dccuijin_map.targets[idx].includes(target) && !target.hasHistory("damage", (evt) => { return evt.card == card; }) ) { player.logSkill("dccuijin_damage", source); player.storage.dccuijin_map.targets[idx].remove(target); player.draw(2); if (source && source.isIn()) { player.line(trigger.player, "green"); trigger.player.damage(); } } } "step 1"; game.delayx(); }, }, }, }, //陈矫 dcxieshou: { trigger: { global: "damageEnd", }, usable: 1, filter: function (event, player) { return get.distance(player, event.player) <= 2 && event.player.isIn(); }, check: function (event, player) { return get.attitude(player, event.player) > 4; }, locked: false, logTarget: "player", onremove: true, change: function (player, num) { player.addSkill("dcxieshoux"); if (typeof player.storage.dcxieshoux !== "number") player.storage.dcxieshoux = 0; if (!num) return; player.storage.dcxieshoux += num; if (player.storage.dcxieshoux != 0) player.markSkill("dcxieshoux"); else player.unmarkSkill("dcxieshoux"); game.log(player, "的手牌上限", (num > 0 ? "+" : "") + num); }, content: function () { "step 0"; lib.skill.dcxieshou.change(player, -1); "step 1"; var list = [], target = trigger.player; event.target = target; var choiceList = ["回复1点体力", "复原,摸两张牌"]; if (target.getDamagedHp() == 0) choiceList[0] = '' + choiceList[0] + ""; else list.push("选项一"); list.push("选项二"); target .chooseControl(list) .set("choiceList", choiceList) .set("prompt", get.translation(player) + "对你发动了【协守】,请选择一项"); "step 2"; if (result.control == "选项一") { target.recover(); } else { target.link(false); target.draw(2); } }, ai: { expose: 0.3, }, }, dcxieshoux: { markimage: "image/card/handcard.png", intro: { content: function (storage, player) { var num = player.storage.dcxieshoux; return "手牌上限" + (num >= 0 ? "+" : "") + num; }, }, charlotte: true, mod: { maxHandcard: function (player, num) { return num + (player.storage.dcxieshoux || 0); }, }, }, dcqingyan: { trigger: { target: "useCardToTargeted", }, filter: function (event, player) { return event.player != player && get.color(event.card) == "black"; }, usable: 2, async cost(event, trigger, player) { if (player.countCards("h") < player.hp) { event.result = await player .chooseBool( get.prompt("dcqingyan"), "将手牌摸至体力上限(摸" + get.cnNumber(player.maxHp - player.countCards("h")) + "张牌)" ) .set("ai", () => 1) .forResult(); } else { event.result = await player .chooseToDiscard( get.prompt("dcqingyan"), "弃置一张手牌令你的手牌上限+1", "chooseonly" ) .set("ai", (card) => 6 - get.value(card)) .forResult(); } }, async content(event, trigger, player) { if (event.cards && event.cards.length) { await player.discard(event.cards); lib.skill.dcxieshou.change(player, 1); } else { player.drawTo(player.maxHp); } }, }, dcqizi: { mod: { cardSavable: function (card, player, target) { if ( get.distance(player, target) > 2 && card.name == "tao" && target == _status.event.dying ) return false; }, }, ai: { neg: true }, }, //公孙度 dczhenze: { audio: 2, trigger: { player: "phaseDiscardBegin" }, direct: true, content: function () { "step 0"; var getCond = (player) => Math.sign(player.countCards("h") - Math.max(0, player.hp)); var me = getCond(player); var recovers = game.filterPlayer((current) => getCond(current) == me), loses = game.filterPlayer().removeArray(recovers); event.recovers = recovers; event.loses = loses; var list = []; if (loses.length) list.push("选项一"); if (recovers.length) list.push("选项二"); list.push("cancel2"); var sign = [ ["≥", "<"], ["≠", "="], ["≤", ">"], ]; var choiceList = [ "令所有手牌数" + sign[me + 1][0] + "体力值的角色失去1点体力" + (loses.length ? "(" + get.translation(loses) + ")" : ""), "令所有手牌数" + sign[me + 1][1] + "体力值的角色回复1点体力" + (recovers.length ? "(" + get.translation(recovers) + ")" : ""), ]; if (!loses.length) choiceList[0] = '' + choiceList[0] + ""; if (!recovers.length) choiceList[1] = '' + choiceList[1] + ""; player .chooseControl(list) .set("choiceList", choiceList) .set("prompt", get.prompt("dczhenze")) .set("ai", () => _status.event.choice) .set( "choice", (() => { var effect = 0; if (list.length == 2) { if (list.includes("选项一")) { loses.forEach( (i) => (effect += get.effect(i, { name: "losehp" }, player, player)) ); if (effect > 0) return "选项一"; } else { recovers.forEach( (i) => (effect += get.recoverEffect(i, player, player)) ); if (effect > 0) return "选项二"; } } else { loses.forEach( (i) => (effect += get.effect(i, { name: "losehp" }, player, player)) ); recovers.forEach((i) => (effect += get.recoverEffect(i, player, player))); if (effect > 0) return "选项二"; return "选项一"; } })() ); "step 1"; if (result.control == "cancel2") { event.finish(); } else { var lose = result.control == "选项一", targets = event[lose ? "loses" : "recovers"]; player.logSkill("dczhenze", targets); for (var i of targets) { i[lose ? "loseHp" : "recover"](); } } }, }, dcanliao: { audio: 2, enable: "phaseUse", filter: function (event, player) { if ( (player.getStat().skill.dcanliao || 0) >= game.countPlayer((current) => current.group == "qun") ) return false; return true; }, filterTarget: function (card, player, target) { return target.countCards("he"); }, content: function () { "step 0"; player .choosePlayerCard(target, "he", true) .set("filterButton", function (button) { var card = button.link, owner = get.owner(card); return !owner || owner.canRecast(card, _status.event.player); }) .set("ai", function (card) { if (get.attitude(_status.event.player, _status.event.getParent().target) >= 0) return -get.buttonValue(card); return get.buttonValue(card); }); "step 1"; if (result.bool) target.recast(result.links); }, ai: { expose: 0.1, result: { target: function (player, target) { if ( target.hasCard((card) => get.value(card) >= 6, "e") && get.attitude(player, target) < 0 ) return -1; return 1; }, }, }, }, //王烈 dcchongwang: { audio: 2, trigger: { global: "useCard" }, direct: true, filter: function (event, player) { if (player == event.player) return false; var type = get.type(event.card); if (type != "basic" && type != "trick") return false; var history = game.getAllGlobalHistory("useCard"); var index = history.indexOf(event); if (index > 0) return history[index - 1].player == player; return false; }, content: function () { "step 0"; var source = trigger.player; var list = [["exclude", "令" + get.translation(trigger.card) + "无效"]]; var cards = trigger.cards.filterInD(); if (source.isIn() && cards.length > 0) list.push(["gain", "令" + get.translation(source) + "收回" + get.translation(cards)]); player .chooseButton([ get.prompt("dcchongwang", source), [list, "textbutton"], "noforcebutton", ]) .set("ai", function (button) { var player = _status.event.player, choice = button.link; var evt = _status.event.getTrigger(); if (choice == "exclude") { var effect = 0; if (!evt.targets.length && get.info(evt.card, false).notarget) effect -= get.effect(evt.player, evt.card, evt.player, player); for (var i of evt.targets) { effect -= get.effect(i, evt.card, evt.player, player); } return effect; } else { var cards = evt.cards.filterInD(); return get.value(cards, evt.player) * get.attitude(player, evt.player); } }); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); } else event.finish(); "step 2"; if (result.bool) { player.logSkill("dcchongwang", trigger.player); if (result.links[0] == "gain") { player.addTempSkill("dcchongwang_gain"); trigger._dcchongwang = true; } else { trigger.targets.length = 0; trigger.all_excluded = true; game.log(trigger.card, "被无效了"); } } }, ai: { threaten: 3.5, directHit_ai: true, }, subSkill: { gain: { trigger: { global: "useCardAfter" }, charlotte: true, forced: true, popup: false, filter: function (event, player) { return event._dcchongwang; }, content: function () { trigger.player.gain(trigger.cards.filterInD(), "gain2"); }, }, }, }, dchuagui: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && current.countCards("he") > 0; }); }, content: function () { "step 0"; var min = Math.max.apply( Math, game.filterPlayer().map(function (current) { return 1 + current.getFriends().length; }) ); var max = Math.min( min, game.countPlayer(function (current) { return current != player && current.countCards("he") > 0; }) ); player .chooseTarget( get.prompt("dchuagui"), "令至多" + get.cnNumber(max) + "名角色进行囚徒困境选择", [1, max], function (card, player, target) { return target != player && target.countCards("he") > 0; } ) .set("animate", false) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { player.logSkill("dchuagui"); event.players = result.targets.slice(0); event._global_waiting = true; } else event.finish(); "step 2"; var send = function (source) { var next = game.createEvent("dchuagui_choose", false); next.player = game.me; next.source = source; next.setContent(lib.skill.dchuagui.contentx); game.resume(); }; var sendback = function (result, player) { if (!Array.isArray(result)) { result = [ Math.random() < 0.5 ? "仅展示牌" : "交出牌", player.getCards("he").randomGet(), ]; } event.results.push([player, result]); }; event.ai_targets = []; event.results = []; var players = game .filterPlayer(function (current) { return current != player; }) .sortBySeat(); var time = 10000; if (lib.configOL && lib.configOL.choose_timeout) time = parseInt(lib.configOL.choose_timeout) * 1000; for (var i = 0; i < players.length; i++) { players[i].showTimer(time); if (!event.players.includes(players[i])) continue; if (players[i].isOnline()) { event.withol = true; players[i].send(send, player); players[i].wait(sendback); } else if (players[i] == game.me) { event.withme = true; var next = game.createEvent("dchuagui_choose", false); next.player = game.me; next.source = player; next.setContent(lib.skill.dchuagui.contentx); if (_status.connectMode) game.me.wait(sendback); } else { event.ai_targets.push(players[i]); } } if (event.ai_targets.length) { event.ai_targets.randomSort(); setTimeout(function () { event.interval = setInterval( function () { var target = event.ai_targets.shift(); var att = get.attitude(target, player), hs = target.getCards("he"); hs.sort((b, a) => get.value(b, target) - get.value(a, target)); var choice = "仅展示牌", card = hs[0]; if (att < -2 && Math.random() > (get.value(card, target) - 3) / 5) choice = "交出牌"; sendback([choice, card], target); if (!event.ai_targets.length) { clearInterval(event.interval); if (event.withai) game.resume(); } }, _status.connectMove ? 750 : 75 ); }, 500); } "step 3"; if (event.withme) { if (_status.connectMode) game.me.unwait(result, game.me); else { if (!Array.isArray(result)) { result = [ Math.random() < 0.5 ? "仅展示牌" : "交出牌", player.getCards("he").randomGet(), ]; } event.results.push([player, result]); } } "step 4"; if (event.withol && !event.resultOL) { game.pause(); } "step 5"; if (event.ai_targets.length > 0) { event.withai = true; game.pause(); } "step 6"; delete event._global_waiting; for (var i of game.players) i.hideTimer(); event.videoId = lib.status.videoId++; game.broadcastAll( function (name, id, results) { var dialog = ui.create.dialog( name + "发动了技能【化归】", "hidden", "forcebutton" ); dialog.videoId = id; dialog.classList.add("scroll1"); dialog.classList.add("scroll2"); dialog.classList.add("fullwidth"); dialog.classList.add("fullheight"); dialog.buttonss = []; var list = ["仅展示牌的玩家", "交出牌的玩家"]; for (var i = 0; i < list.length; i++) { dialog.add('
    ' + list[i] + "
    "); var buttons = ui.create.div(".buttons", dialog.content); dialog.buttonss.push(buttons); buttons.classList.add("popup"); buttons.classList.add("guanxing"); } dialog.open(); var getx = function () { var item = results.shift(); var card = item[1][1], index = item[1][0] == "仅展示牌" ? 0 : 1; var button = ui.create.button(card, "card", dialog.buttonss[index]); button.querySelector(".info").innerHTML = (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); })(item[0]); if (results.length > 0) setTimeout(getx, 500); }; setTimeout(getx, 500); }, get.translation(player), event.videoId, event.results.slice(0) ); game.delay(0, 2000 + event.results.length * 500); "step 7"; game.broadcastAll("closeDialog", event.videoId); var shown = [], given = []; for (var i of event.results) { (i[1][0] == "仅展示牌" ? shown : given).push(i); } var list = given.length > 0 ? given : shown; var cards = [], targets = []; for (var i of list) { cards.push(i[1][1]); targets.push(i[0]); //i[0].$give(i[1][1],player); } player.line(targets); player.gain(cards, "give"); //step 8 //game.delayx(); }, contentx: function () { "step 0"; event._global_waiting = true; event.result = ["仅展示牌", player.getCards("he").randomGet()]; var str = get.translation(source); player .chooseControl("仅展示牌", "交出牌") .set("choiceList", [ "仅展示一张牌。但如果所有人都选择了仅展示,则" + str + "获得这张牌", "将一张牌交给" + str, ]) .set("_global_waiting", true); "step 1"; event.result[0] = result.control; player.chooseCard("he", true).set("_global_waiting", true); "step 2"; event.result[1] = result.cards[0]; }, }, //陈珪 dcyingtu: { audio: 2, trigger: { global: ["gainAfter", "loseAsyncAfter"], }, usable: 1, getIndex(event, player) { var targets = []; if (lib.skill.dcyingtu.filterx(event, player, player.getNext())) targets.add(player.getNext()); if (lib.skill.dcyingtu.filterx(event, player, player.getPrevious())) targets.add(player.getPrevious()); return targets.sortBySeat(_status.currentPhase); }, filterx: function (event, player, target) { var evt = event.getParent("phaseDraw"); if (evt && target == evt.player) return false; return ( event.getg(target).length > 0 && target.hasCard(function (card) { return lib.filter.canBeGained(card, target, player); }, "he") ); }, logTarget(event, player, triggername, target) { return target; }, check(event, player, triggername, source) { var target = source == player.getNext() ? player.getPrevious() : player.getNext(); return Math.min(0, get.attitude(player, target)) >= get.attitude(player, source); }, prompt2: "获得该角色的一张牌,然后将一张牌交给该角色的对位角色。若你给出的是装备牌,则其使用其得到的牌。", content: function () { "step 0"; var target = event.targets[0]; event.target = target; event.side = target == player.getPrevious() ? "getNext" : "getPrevious"; player.gainPlayerCard(target, true, "he"); "step 1"; var he = player.getCards("he"); if (he.length > 0) { var target = player[event.side](); event.target = target; if (he.length == 1) event._result = { bool: true, cards: he }; else player.chooseCard("he", true, "交给" + get.translation(target) + "一张牌"); } else event.finish(); "step 2"; if (result.bool) { var card = result.cards[0]; event.card = card; player.line(target); player.give(card, target); } else event.finish(); "step 3"; if ( target.getCards("h").includes(card) && get.type(card, null, target) == "equip" && target.canUse(card, target) ) target.chooseUseTarget(card, true, "nopopup"); }, }, dccongshi: { audio: 2, trigger: { global: "useCardAfter" }, forced: true, filter: function (event, player) { return get.type(event.card, null, false) == "equip" && event.player.isMaxEquip(); }, content: function () { player.draw(); }, }, //黄权 dcquanjian: { audio: 2, enable: "phaseUse", usable: 2, filter: function (event, player) { return game.hasPlayer((current) => current != player); }, chooseButton: { dialog: function (event, player) { var dialog = ui.create.dialog("劝谏:令一名其他角色…", "hidden"); dialog.add([ [ ["damage", "对其攻击范围内的一名角色造成1点伤害"], [ "draw", "将其手牌数调整至手牌上限(至多摸至五张),且其本回合内不能使用手牌", ], ], "textbutton", ]); return dialog; }, filter: function (button, player) { return !player.hasSkill("dcquanjian_" + button.link, null, null, false); }, check: () => 1 + Math.random(), backup: function (links) { return get.copy(lib.skill["dcquanjian_" + links[0]]); }, prompt: function (links) { if (links[0] == "damage") return "令一名其他角色对攻击范围内的另一名角色造成1点伤害"; return "令一名其他角色将手牌数调整至手牌上限(至多摸至五张)且本回合内不能使用手牌"; }, }, ai: { order: 2, result: { player: 1 }, }, subSkill: { backup: { audio: "dcquanjian" }, damage: { audio: "dcquanjian", selectTarget: 2, filterTarget: function (card, player, target) { if (!ui.selected.targets.length) return target != player; return ui.selected.targets[0].inRange(target); }, complexTarget: true, complexSelect: true, filterCard: () => false, selectCard: -1, targetprompt: ["造成伤害", "受到伤害"], multitarget: true, content: function () { "step 0"; player.addTempSkill("dcquanjian_damage", "phaseUseAfter"); targets[0] .chooseControl() .set("choiceList", [ "对" + get.translation(targets[1]) + "造成1点伤害", "本回合下次受到的伤害+1", ]) .set("ai", function () { return _status.event.eff >= 0 ? 0 : 1; }) .set("eff", get.damageEffect(targets[1], targets[0], targets[0])); "step 1"; if (result.index == 0) { targets[1].damage(targets[0]); } else { target.addMark("dcquanjian_effect", 1, false); target.addTempSkill("dcquanjian_effect"); } }, ai: { result: { player: function (player, target) { if (ui.selected.targets.length == 0) { if ( !game.hasPlayer( (current) => current.inRangeOf(target) && get.damageEffect(current, target, player) > 0 ) ) return 0; if (get.attitude(player, target) > 0) return 2; return 1; } return get.damageEffect(target, ui.selected.targets[0], player, player); }, }, }, }, draw: { audio: "dcquanjian", filterTarget: function (card, player, target) { if (target == player) return false; var num = target.countCards("h"); if (num > target.getHandcardLimit()) return true; return num < Math.min(5, target.getHandcardLimit()); }, filterCard: () => false, selectCard: -1, content: function () { "step 0"; player.addTempSkill("dcquanjian_draw", "phaseUseAfter"); var num1 = target.countCards("h"), num2 = target.getHandcardLimit(); var num = 0; if (num1 > num2) { event.index = 0; num = num1 - num2; target .chooseControl() .set("choiceList", [ "弃置" + get.cnNumber(num) + "张手牌", "本回合下次受到的伤害+1", ]) .set("ai", function () { var player = _status.event.player; if ( _status.event.number == 1 && player.hasCard(function (card) { return ( lib.filter.cardDiscardable( card, player, "dcquanjian_draw" ) && get.value(card) < 5 ); }, "h") ) return 0; return 1; }) .set("number", num); } else { event.index = 1; num = Math.min(num2, 5) - num1; if (num <= 0) event.finish(); else target .chooseControl() .set("choiceList", [ "摸" + get.cnNumber(num) + "张牌,且本回合内不能使用或打出手牌", "本回合下次受到的伤害+1", ]) .set("ai", function () { return 0; }); } event.num = num; "step 1"; if (result.index == 0) { if (event.index == 0) target.chooseToDiscard("h", true, num); else target.draw(num); } else { target.addMark("dcquanjian_effect", 1, false); target.addTempSkill("dcquanjian_effect"); event.finish(); } "step 2"; target.addTempSkill("dcquanjian_disable"); }, ai: { result: { target: function (player, target) { var num1 = target.countCards("h"), num2 = target.getHandcardLimit(); if (num1 > num2) return -1; return Math.min(5, num2) - num1; }, }, }, }, effect: { charlotte: true, trigger: { player: "damageBegin3" }, forced: true, onremove: true, marktext: "谏", content: function () { trigger.num += player.countMark(event.name); player.removeSkill(event.name); }, intro: { content: "下次受到的伤害+#" }, ai: { threaten: 2.5 }, }, disable: { charlotte: true, mod: { cardEnabled(card, player) { if (card.cards) { const hs = player.getCards("h"); if (card.cards.some((card) => hs.includes(card))) return false; } }, cardSavable(card, player) { if (card.cards) { const hs = player.getCards("h"); if (card.cards.some((card) => hs.includes(card))) return false; } }, }, mark: true, marktext: "禁", intro: { content: "不能使用或打出手牌" }, ai: { threaten: 2.5 }, }, }, }, dctujue: { audio: 2, trigger: { player: "dying" }, direct: true, limited: true, skillAnimation: true, animationColor: "gray", filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; player .chooseTarget(lib.filter.notMe, get.prompt2("dctujue")) .set("ai", function (target) { if (_status.event.skip) return 0; return 200 + get.attitude(_status.event.player, target); }) .set("skip", player.countCards("hs", { name: ["tao", "jiu"] }) + player.hp > 0); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("dctujue", target); player.awakenSkill("dctujue"); var cards = player.getCards("he"); player.give(cards, target); player.recover(cards.length); player.draw(cards.length); } }, }, //尹夫人 dcyingyu: { audio: 2, trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] }, direct: true, filter: function (event, player) { if (event.name == "phaseJieshu" && !player.storage.dcyingyu) return false; return ( game.countPlayer(function (current) { return current.countCards("h") > 0; }) > 1 ); }, content: function () { "step 0"; player .chooseTarget( 2, get.prompt("dcyingyu"), "展示两名角色的各一张手牌。若这两张牌花色不同,则你可以令其中一名角色获得另一名角色的展示牌。", function (card, player, target) { return target.countCards("h") > 0; } ) .set("ai", function (target) { var player = _status.event.player; if (!ui.selected.targets.length) return get.attitude(player, target); return 1 - get.attitude(player, target); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); event.targets = targets; event.cards = []; player.logSkill("dcyingyu", targets); player.choosePlayerCard(targets[0], true, "h"); } else event.finish(); "step 2"; var card = result.cards[0]; player.line(targets[0]); player.showCards( card, get.translation(player) + "对" + get.translation(targets[0]) + "发动了【媵予】" ); event.cards.push(card); player.choosePlayerCard(targets[1], true, "h"); "step 3"; var card = result.cards[0]; player.line(targets[1]); player.showCards( card, get.translation(player) + "对" + get.translation(targets[1]) + "发动了【媵予】" ); event.cards.push(card); if (get.suit(cards[0], targets[0]) == get.suit(cards[1], targets[1])) event.finish(); "step 4"; var str1 = get.translation(targets[0]), str2 = get.translation(targets[1]); player .chooseControl("cancel2") .set("choiceList", [ "令" + str1 + "获得" + str2 + "的" + get.translation(cards[1]), "令" + str2 + "获得" + str1 + "的" + get.translation(cards[0]), ]) .set("goon", get.attitude(player, targets[0]) > 0 ? 0 : 1) .set("ai", () => _status.event.goon); "step 5"; if (result.control != "cancel2") { var i = result.index; targets[1 - i].give(cards[1 - i], targets[i], "give"); } }, onremove: true, }, dcyongbi: { audio: 2, enable: "phaseUse", filter: function (event, player) { return ( player.countCards("h") > 0 && game.hasPlayer((current) => lib.skill.dcyongbi.filterTarget(null, player, current)) ); }, filterTarget: function (card, player, target) { return target != player && target.hasSex("male"); }, selectCard: -1, filterCard: true, position: "h", limited: true, skillAnimation: true, animationColor: "fire", discard: false, lose: false, content: function () { "step 0"; player.awakenSkill("dcyongbi"); if (player.hasSkill("dcyingyu", null, null, false)) player.storage.dcyingyu = true; player.give(cards, target); "step 1"; var list = []; for (var i of cards) { list.add(get.suit(i, player)); if (list.length >= 3) break; } if (list.length >= 2) { player.addMark("dcyongbi_eff1", 2, false); player.addSkill("dcyongbi_eff1"); target.addMark("dcyongbi_eff1", 2, false); target.addSkill("dcyongbi_eff1"); } if (list.length >= 3) { player.addMark("dcyongbi_eff2", 1, false); player.addSkill("dcyongbi_eff2"); target.addMark("dcyongbi_eff2", 1, false); target.addSkill("dcyongbi_eff2"); } }, ai: { order: 1, result: { target: function (player, target) { if (player.hasUnknown()) return 0; var zhu = get.zhu(player); if (zhu && get.attitude(player, zhu) > 0) { if (target == zhu) return 4; } return 1; }, }, }, subSkill: { eff1: { mod: { maxHandcard: (player, num) => num + player.countMark("dcyongbi_eff1"), }, charlotte: true, onremove: true, marktext: "拥", intro: { content: "手牌上限+#" }, }, eff2: { trigger: { player: "damageBegin4" }, forced: true, filter: function (event, player) { return event.num > 1; }, content: function () { trigger.num -= player.countMark("dcyongbi_eff2"); }, charlotte: true, onremove: true, marktext: "嬖", intro: { content: "受到大于1的伤害时,此伤害-#" }, }, }, }, //吕旷吕翔 dcshuhe: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("h") > 0; }, filterCard: true, position: "h", discard: false, lose: false, delay: false, check: function (cardx) { var player = _status.event.player; var num1 = get.number(cardx), players = game.filterPlayer(); var goon = false, effect = 0; for (var current of players) { var cards = current.getCards("ej", function (card) { var num = get.number(card); return num == num1; }); if (cards.length) { goon = true; var att = get.attitude(player, current); for (var card of cards) { if (get.position(card) == "e") { var val = get.value(card, current); if (att <= 0) effect += val; else effect -= val / 2; } else { var eff = get.effect( current, { name: card.viewAs || card.name }, player, player ); effect -= get.sgn(att) * eff; } } } } if (goon) { if (effect > 0) return 6 + effect - get.value(cardx); return 0; } return game.hasPlayer(function (current) { return current != player && get.attitude(player, current) > 0; }) ? 6 - get.value(cardx) : 0; }, content: function () { "step 0"; player.showCards(cards, get.translation(player) + "发动了【数合】"); player.addMark("dcliehou", 1); "step 1"; event.cards2 = []; var num1 = get.number(cards[0], player); var lose_list = [], players = game.filterPlayer(); for (var current of players) { var cards = current.getCards("ej", function (card) { var num = get.number(card); return num == num1; }); if (cards.length > 0) { player.line(current, "thunder"); current.$throw(cards); lose_list.push([current, cards]); event.cards2.addArray(cards); } } if (lose_list.length) { event.lose_list = lose_list; game.loseAsync({ lose_list: lose_list, }).setContent("chooseToCompareLose"); } else { event.goto(3); player .chooseTarget( true, lib.filter.notMe, "将" + get.translation(event.cards[0]) + "交给一名其他角色" ) .set("ai", function (target) { return get.attitude(_status.event.player, target); }); } "step 2"; var cards = event.cards2; if (cards.length > 0) { if (event.lose_list) game.delayx(); player.gain(cards, "gain2"); } event.finish(); "step 3"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); player.give(cards, target); } }, ai: { order: 2, result: { player: 1, }, }, }, dcliehou: { audio: 2, trigger: { player: "phaseDrawBegin2" }, forced: true, filter: function (event, player) { return !event.numFixed; }, content: function () { var num = Math.min(5, 1 + player.countMark("dcliehou")); trigger.num += num; trigger._dcliehou = num; }, group: "dcliehou_discard", subSkill: { discard: { trigger: { player: "phaseDrawEnd" }, forced: true, filter: function (event, player) { return typeof event._dcliehou == "number"; }, content: function () { "step 0"; var num = trigger._dcliehou; player .chooseToDiscard( num, "he", "弃置" + get.cnNumber(num) + "张牌,或失去1点体力" ) .set("ai", function (card) { if (_status.event.goon) return 6 - get.value(card); return 26 - get.value(card); }) .set( "goon", player.hp > Math.max(1, 4 - num) || get.effect(player, { name: "losehp" }, player, player) > 0 ); "step 1"; if (!result.bool) player.loseHp(); }, }, }, marktext: "爵", intro: { name: "列侯(爵)", name2: "爵", content: "〖列侯〗的摸牌数+#", }, }, //管亥 suoliang: { audio: 2, trigger: { source: "damageSource" }, logTarget: "player", usable: 1, filter: function (event, player) { return ( event.player != player && event.player.maxHp > 0 && event.player.countCards("he") > 0 ); }, check: function (event, player) { return get.attitude(player, event.player) <= 0; }, content: function () { "step 0"; var target = trigger.player; event.target = target; player.choosePlayerCard( target, true, "he", [1, target.maxHp], "选择" + get.translation(target) + "的至多" + get.cnNumber(target.maxHp) + "张牌" ); "step 1"; if (result.bool) { player.showCards( result.cards, get.translation(player) + "对" + get.translation(target) + "发动了【索粮】" ); var cards = result.cards.filter(function (card) { var suit = get.suit(card, target); if (suit != "heart" && suit != "club") return false; return lib.filter.canBeGained(card, target, player); }); if (cards.length) player.gain(cards, target, "giveAuto", "bySelf"); else { var cards = result.cards.filter(function (card) { return lib.filter.canBeDiscarded(card, target, player); }); if (cards.length) target.discard(cards, "notBySelf"); } } }, }, qinbao: { audio: 2, trigger: { player: "useCard" }, forced: true, filter: function (event, player) { return ( (event.card.name == "sha" || get.type(event.card, null, false) == "trick") && game.hasPlayer(function (current) { return current != player && current.countCards("h") >= player.countCards("h"); }) ); }, content: function () { var hs = player.countCards("h"); trigger.directHit.addArray( game.filterPlayer(function (current) { return current != player && current.countCards("h") >= hs; }) ); }, ai: { threaten: 1.4, directHit_ai: true, skillTagFilter: function (player, tag, arg) { return ( player.countCards("h", function (card) { return !ui.selected.cards.includes(card); }) <= arg.target.countCards("h") ); }, }, }, //胡昭 midu: { audio: 2, enable: "phaseUse", usable: 1, chooseButton: { dialog: function (event, player) { var dialog = ui.create.dialog("弥笃:选择要废除或恢复的装备栏或判定区", "hidden"); dialog.classList.add("withbg"); dialog.noforcebutton = true; var list1 = [], list2 = []; for (var i = 1; i < 6; i++) { for (var j = 0; j < player.countEnabledSlot(i); j++) { list1.push(i); } if (player.hasDisabledSlot(i)) list2.push(i); } (player.isDisabledJudge() ? list2 : list1).push(-1); var addTable = function (list, bool) { const adds = []; for (var i of list) { adds.push([ [i, bool], i > 0 ? get.translation("equip" + i) + "栏" : "判定区", ]); } dialog.add([adds, "tdnodes"]); }; if (list1.length) { dialog.addText("未废除"); addTable(list1, true); } if (list2.length) { dialog.addText("已废除"); addTable(list2, false); } return dialog; }, filter: function (button, player) { if (!ui.selected.buttons.length) return true; if (!ui.selected.buttons[0].link[1]) return false; return button.link[1]; }, check: function (button) { var player = _status.event.player; if (!button.link[1]) { if (button.link[0] <= 0) return -10; if ( player.hasCard(function (card) { return get.subtype(card) == "equip" + button.link[0]; }, "hs") ) return 15; return 10; } if ( button.link[0] <= 0 || (player.hasEmptySlot(button.link[0]) && !player.hasCard(function (card) { return ( get.subtype(card) == "equip" + button.link[0] && player.canUse(card, player) && get.effect(player, card, player, player) > 0 ); }, "hs")) ) return 5; return 0; }, select: [1, Infinity], backup: function (links, player) { if (!links[0][1]) { return { audio: "midu", selectCard: -1, selectTarget: -1, filterCard: () => false, filterTarget: () => false, equip: links[0][0], content: function () { var pos = lib.skill.midu_backup.equip; if (pos <= 0) player.enableJudge(); else player.enableEquip(pos); player.addTempSkills("rehuomo", { player: "phaseBegin" }); }, }; } else { return { audio: "midu", selectCard: -1, filterCard: () => false, filterTarget: true, equip: links.map((i) => i[0]).sort(), content: function () { var list = lib.skill.midu_backup.equip, num = list.length, bool = false; if (list.includes(-1)) { list.remove(-1); bool = true; } if (list.length > 0) player.disableEquip(list); if (bool) player.disableJudge(); target.draw(num); }, ai: { tag: { draw: 1, }, result: { target: 2, }, }, }; } }, prompt: function (links, player) { if (!links[0][1]) { return "恢复一个装备栏或判定区并获得〖活墨〗"; } var numc = get.cnNumber(links.length); return "废除" + numc + "个区域并令一名角色摸" + numc + "张牌"; }, }, derivation: "rehuomo", ai: { order: 8, result: { player: 1 }, }, subSkill: { backup: {} }, }, xianwang: { mod: { globalTo: function (source, player, distance) { var num = player.countDisabledSlot(); if (num > 0) return distance + (num > 2 ? 2 : 1); }, globalFrom: function (source, player, distance) { var num = source.countDisabledSlot(); if (num > 0) return distance - (num > 2 ? 2 : 1); }, }, }, //刘巴 dczhubi: { audio: 2, trigger: { global: ["loseAfter", "loseAsyncAfter"], }, filter: function (event, player) { if (event.type != "discard" || event.getlx === false) return false; for (var i of event.cards) { if (get.suit(i, event.player) == "diamond") return true; } return false; }, prompt2: "检索一张【无中生有】并置于牌堆顶", content: function () { var card = get.cardPile(function (card) { return card.name == "wuzhong" && get.suit(card) != "diamond"; }); if (card) { game.log(player, "将", card, "置于牌堆顶"); card.fix(); ui.cardPile.insertBefore(card, ui.cardPile.firstChild); game.updateRoundNumber(); game.delayx(); } }, }, dcliuzhuan: { audio: 2, group: ["dcliuzhuan_mark", "dcliuzhuan_gain"], mod: { targetEnabled: function (card) { if (card.cards) { for (var i of card.cards) { if (i.hasGaintag("dcliuzhuan_tag")) return false; } } else if (get.itemtype(card) == "card") { if (card.hasGaintag("dcliuzhuan_tag")) return false; } }, }, subSkill: { gain: { audio: "dcliuzhuan", trigger: { global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter"] }, forced: true, logTarget: () => _status.currentPhase, filter: function (event, player) { var current = _status.currentPhase; if (!current) return false; if (event.name == "cardsDiscard") { var evtx = event.getParent(); if (evtx.name != "orderingDiscard") return false; var evtx2 = evtx.relatedEvent || evtx.getParent(); return current.hasHistory("lose", function (evtx3) { var evtx4 = evtx3.relatedEvent || evtx3.getParent(); if (evtx2 != evtx4) return false; for (var i in evtx3.gaintag_map) { if (evtx3.gaintag_map[i].includes("dcliuzhuan_tag")) return true; } }); //return false; } else if (event.name == "lose") { if (event.player != current || event.position != ui.discardPile) return false; for (var i in event.gaintag_map) { if (event.gaintag_map[i].includes("dcliuzhuan_tag")) return true; } return false; } return current.hasHistory("lose", function (evt) { if (evt.getParent() != event || evt.position != ui.discardPile) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("dcliuzhuan_tag")) return true; } }); }, content: function () { var cards, current = _status.currentPhase; if (trigger.name == "lose") cards = trigger.hs.filter(function (i) { return ( trigger.gaintag_map[i.cardid] && trigger.gaintag_map[i.cardid].includes("dcliuzhuan_tag") && get.position(i, true) == "d" ); }); else if (trigger.name == "cardsDiscard") { var evtx = trigger.getParent(); var evtx2 = evtx.relatedEvent || evtx.getParent(); var bool = false; var history = current.getHistory("lose", function (evtx3) { var evtx4 = evtx3.relatedEvent || evtx3.getParent(); if (evtx2 != evtx4) return false; for (var i in evtx3.gaintag_map) { if (evtx3.gaintag_map[i].includes("dcliuzhuan_tag")) return true; } }); cards = trigger.cards.filter(function (i) { for (var evt of history) { if ( evt.gaintag_map[i.cardid] && evt.gaintag_map[i.cardid].includes("dcliuzhuan_tag") && get.position(i, true) == "d" ) return true; } return false; }); } else { cards = []; current.getHistory("lose", function (evt) { if (evt.getParent() != trigger || evt.position != ui.discardPile) return false; for (var card of evt.hs) { if (get.position(card, true) != "d") continue; var i = card.cardid; if ( evt.gaintag_map[i] && evt.gaintag_map[i].includes("dcliuzhuan_tag") ) cards.push(card); } }); } if (cards && cards.length > 0) player.gain(cards, "gain2"); }, }, mark: { trigger: { global: "gainBegin" }, forced: true, popup: false, silent: true, lastDo: true, filter: function (event, player) { if (player == event.player || event.player != _status.currentPhase) return false; var evt = event.getParent("phaseDraw"); if (evt && evt.name == "phaseDraw") return false; return true; }, content: function () { trigger.gaintag.add("dcliuzhuan_tag"); trigger.player.addTempSkill("dcliuzhuan_tag"); }, }, tag: { charlotte: true, onremove: (player, skill) => player.removeGaintag(skill), }, }, }, //张勋 suizheng: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("suizheng"), "令一名角色下回合内获得〖随征〗效果") .set("", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (target.hasJudge("lebu")) return att / 2; return ( att * get.threaten(target) * Math.sqrt( 2 + player == target ? player.countCards("h", "sha") * 2 : target.countCards("h") ) ); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("suizheng", target); target.addMark("suizheng_effect", 1, false); target.markAuto("suizheng_source", [player]); target.addTempSkill("suizheng_effect", { player: player == target ? "phaseJieshuBefore" : "phaseAfter", }); } }, subSkill: { effect: { audio: "suizheng", charlotte: true, mod: { targetInRange: function (card) { if (card.name == "sha") return true; }, cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("suizheng_effect"); }, }, trigger: { player: "phaseUseEnd" }, forced: true, popup: false, filter: function (event, player) { var list = player.getStorage("suizheng_source"); if (!list.filter((i) => i.isIn().length)) return false; return player.hasHistory("sourceDamage", function (evt) { return evt.player.isIn() && evt.getParent("phaseUse") == event; }); }, content: function () { "step 0"; var targets = player.getStorage("suizheng_source").slice(0).sortBySeat(); event.targets = targets; "step 1"; var target = targets.shift(); event.target = target; var list = []; player.getHistory("sourceDamage", function (evt) { if (evt.player.isIn() && evt.getParent("phaseUse") == trigger) list.add(evt.player); }); if (!list.length) event.finish(); else if (target.isIn()) { list = list.filter(function (i) { return target.canUse("sha", i, false); }); if (list.length > 0) target .chooseTarget( "随征:是否对一名角色使用【杀】?", function (card, player, target) { return _status.event.targets.includes(target); } ) .set("targets", list) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "sha" }, player, player); }); } else event._result = { bool: false }; "step 2"; if (result.bool) { target.useCard( { name: "sha", isCard: true, }, result.targets, false, "suizheng_effect" ); } if (targets.length > 0) event.goto(1); }, onremove: function (player) { delete player.storage.suizheng_effect; delete player.storage.suizheng_source; }, intro: { content: "使用【杀】无距离限制且次数上限+#" }, }, }, }, //纪灵 dcshuangren: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, preHidden: true, filter: function (event, player) { return ( player.countCards("h") > 0 && game.hasPlayer(function (current) { return current != player && player.canCompare(current); }) ); }, content: function () { "step 0"; var goon; if (player.needsToDiscard() > 1) { goon = player.hasCard(function (card) { return card.number > 10 && get.value(card) <= 5; }); } else if (player.hasSha()) { goon = player.hasCard(function (card) { return (card.number >= 9 && get.value(card) <= 5) || get.value(card) <= 3; }); } else { goon = player.hasCard(function (card) { return get.value(card) <= 5; }); } player .chooseTarget(get.prompt2("dcshuangren"), function (card, player, target) { return player.canCompare(target); }) .set("ai", function (target) { var player = _status.event.player; if (_status.event.goon && get.attitude(player, target) < 0) { return get.effect(target, { name: "sha" }, player, player); } return 0; }) .set("goon", goon) .setHiddenSkill(event.name); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("dcshuangren", target); player.chooseToCompare(target); } else { event.finish(); } "step 2"; if (result.bool) { var target = event.target; if ( game.hasPlayer(function (current) { if (target == current || target.group != current.group) return false; return player.canUse("sha", current, false); }) ) { var str = "请选择视为使用【杀】的目标"; var str2 = "操作提示:选择一名角色B,或选择包含A(" + get.translation(target) + ")在内的两名角色A和B(B的势力需为" + get.translation(target.group) + "势力)"; player .chooseTarget([1, 2], str, str2, true, function (card, player, target) { if (!player.canUse("sha", target, false)) return false; var current = _status.event.target; if (target == current) return true; if (target.group != current.group) return false; if (!ui.selected.targets.length) return true; return ui.selected.targets[0] == current; //return current==target; }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "sha" }, player, player); }) .set("target", target) .set("complexTarget", true); } else { player.useCard({ name: "sha", isCard: true }, target, false); event.finish(); } } else { player.addTempSkill("dcshuangren_debuff", "phaseUseAfter"); event.finish(); } "step 3"; if (result.bool && result.targets && result.targets.length) { player.useCard({ name: "sha", isCard: true }, result.targets, false); } }, subSkill: { debuff: { charlotte: true, mod: { cardEnabled: function (card) { if (card.name == "sha") return false; }, }, }, }, }, //羊祜 dcdeshao: { audio: 2, usable: 2, trigger: { target: "useCardToTargeted" }, filter: function (event, player) { return player != event.player && get.color(event.card) == "black"; }, logTarget: "player", check: function (event, player) { var eff = get.effect(player, { name: "draw" }, player, player); if ( player.countCards("h") + 1 <= event.player.countCards("h") && event.player.countCards("he") > 0 ) eff += get.effect(event.player, { name: "guohe_copy2" }, player, player); return eff; }, content: function () { "step 0"; player.draw(); "step 1"; var target = trigger.player; if (player.countCards("h") <= target.countCards("h") && target.countCards("he") > 0) { player.discardPlayerCard(target, true, "he"); player.addExpose(0.2); } }, }, dcmingfa: { audio: 2, trigger: { player: "useCardAfter" }, direct: true, filter: function (event, player) { return ( player.isPhaseUsing() && (event.card.name == "sha" || get.type(event.card) == "trick") && event.cards.filterInD().length > 0 && !player.getExpansions("dcmingfa").length ); }, content: function () { "step 0"; var str, cards = trigger.cards.filterInD(), card = trigger.card; if ( cards.length == 1 && card.name == cards[0].name && (card.nature || false) == (cards[0].nature || false) ) str = get.translation(cards[0]); else str = get.translation(trigger.card) + "(" + get.translation(cards) + ")"; var cardx = { name: trigger.card.name, nature: trigger.card.nature, isCard: true, }; player .chooseTarget( lib.filter.notMe, get.prompt("dcmingfa"), "将" + str + "作为“明伐”牌置于武将牌上,并选择一名其他角色。该角色下回合结束时对其执行〖明伐〗的后续效果。" ) .set("card", cardx) .set( "goon", (function () { var getMax = function (card) { return Math.max.apply( Math, game .filterPlayer(function (current) { return ( current != player && lib.filter.targetEnabled2(card, player, current) ); }) .map(function (i) { return ( get.effect(i, card, player, player) * Math.sqrt( Math.min(i.getHandcardLimit(), 1 + i.countCards("h")) ) ); }) .concat([0]) ); }; var eff1 = getMax(cardx); if ( player.hasCard(function (card) { if ( (card.name != "sha" && get.type(card) != "trick") || !player.hasValueTarget(card, null, true) ) return false; return ( getMax({ name: get.name(card), nature: get.nature(card), isCard: true, }) >= eff1 ); }, "hs") ) return false; return true; })() ) .set("ai", function (target) { if (!_status.event.goon) return 0; var player = _status.event.player, card = _status.event.card; if (!lib.filter.targetEnabled2(card, player, target)) return 0; return ( get.effect(target, card, player, player) * Math.sqrt(Math.min(target.getHandcardLimit(), 1 + target.countCards("h"))) ); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("dcmingfa", target); var card = { name: trigger.card.name, nature: trigger.card.nature, isCard: true, }; player.storage.dcmingfa_info = [card, target]; player.addToExpansion(trigger.cards.filterInD(), "gain2").gaintag.add("dcmingfa"); } }, group: "dcmingfa_use", ai: { expose: 0.2 }, intro: { mark: function (dialog, storage, player) { var cards = player.getExpansions("dcmingfa"); if (!cards.length) return "没有“明伐”牌"; else dialog.add(cards); var info = player.storage.dcmingfa_info; if (info) { dialog.addText( "记录牌:" + get.translation(info[0]) + "
    记录目标:" + get.translation(info[1]) ); } }, content: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); delete player.storage.dcmingfa_info; }, subSkill: { use: { audio: "dcmingfa", trigger: { global: ["phaseEnd", "die"] }, forced: true, filter: function (event, player) { if (!player.storage.dcmingfa_info || !player.getExpansions("dcmingfa").length) return false; return event.player == player.storage.dcmingfa_info[1]; }, content: function () { "step 0"; var target = trigger.player; event.target = target; var card = player.storage.dcmingfa_info[0]; delete player.storage.dcmingfa_info; event.card = card; event.count = Math.max(1, Math.min(5, target.countCards("h"))); if (!event.player.isIn()) event.goto(2); "step 1"; event.count--; if (target.isIn() && lib.filter.targetEnabled2(card, player, target)) { player.useCard(get.copy(card), target); if (event.count > 0) event.redo(); } "step 2"; var cards = player.getExpansions("dcmingfa"); if (cards.length > 0) player.loseToDiscardpile(cards); }, }, }, }, //蔡瑁张允 lianzhou: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { if (!player.isLinked()) return true; return game.hasPlayer(function (current) { return current != player && current.hp == player.hp && !current.isLinked(); }); }, content: function () { "step 0"; if (!player.isLinked()) player.link(); "step 1"; var num = game.countPlayer(function (current) { return current != player && current.hp == player.hp && !current.isLinked(); }); if (num > 0) { player .chooseTarget( [1, num], "选择横置任意名体力值等于你的角色", function (card, player, current) { return ( current != player && current.hp == player.hp && !current.isLinked() ); } ) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "tiesuo" }, player, player); }); } else event.finish(); "step 2"; if (result.bool) { var targets = result.targets.sortBySeat(); player.line(targets, "green"); for (var i of targets) i.link(); } }, ai: { halfneg: true }, }, jinglan: { audio: 2, trigger: { source: "damageSource" }, forced: true, content: function () { var delta = player.countCards("h") - player.hp; if (delta > 0) player.chooseToDiscard("h", 4, true); else if (delta == 0) { player.chooseToDiscard("he", true); player.recover(); } else { player.damage("fire", "nosource"); player.draw(5); } }, ai: { halfneg: true }, }, //滕公主 xingchong: { audio: 2, trigger: { global: "roundStart" }, direct: true, filter: function (event, player) { return player.maxHp > 0; }, content: function () { "step 0"; var list = []; for (var i = 0; i <= Math.min(5, player.maxHp); i++) { list.push(get.cnNumber(i) + "张"); } list.push("cancel2"); player .chooseControl(list) .set("prompt", get.prompt("xingchong")) .set("prompt2", "请首先选择摸牌的张数") .set("ai", function () { var player = _status.event.player, num1 = player.maxHp, num2 = player.countCards("h"); if (num1 <= num2) return 0; return Math.ceil((num1 - num2) / 2); }); "step 1"; if (result.control != "cancel2") { player.logSkill("xingchong"); var num2 = result.index; if (num2 > 0) player.draw(num2); var num = Math.min(5, player.maxHp) - num2; if (num == 0) event.finish(); else event.num = num; } else event.finish(); "step 2"; if (player.countCards("h") > 0) { player .chooseCard( "h", [1, Math.min(player.countCards("h"), event.num)], "请选择要展示的牌" ) .set("ai", () => 1 + Math.random()); } else event.finish(); "step 3"; if (result.bool) { var cards = result.cards; player.showCards(cards, get.translation(player) + "发动了【幸宠】"); player.addGaintag(cards, "xingchong"); player.addTempSkill("xingchong_effect", "roundStart"); } }, subSkill: { effect: { audio: "xingchong", trigger: { player: ["loseAfter"], global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, filter: function (event, player) { var evt = event.getl(player); if (!evt || !evt.cards2 || !evt.cards2.length) return false; if (event.name == "lose") { for (var i in event.gaintag_map) { if (event.gaintag_map[i].includes("xingchong")) return true; } return false; } return player.hasHistory("lose", function (evt) { if (event != evt.getParent()) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("xingchong")) return true; } return false; }); }, forced: true, popup: false, charlotte: true, onremove: function (player) { player.removeGaintag("xingchong"); }, content: function () { "step 0"; if (trigger.delay === false) game.delayx(); "step 1"; player.logSkill("xingchong_effect"); var num = 0; if (trigger.name == "lose") { for (var i in trigger.gaintag_map) { if (trigger.gaintag_map[i].includes("xingchong")) num++; } } else player.getHistory("lose", function (evt) { if (trigger != evt.getParent()) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("xingchong")) num++; } }); player.draw(2 * num); }, }, }, }, liunian: { audio: 2, trigger: { global: "phaseEnd" }, forced: true, filter: function (event, player) { return game.hasGlobalHistory("cardMove", function (evt) { return evt.washCard && (evt.shuffleNumber == 1 || evt.shuffleNumber == 2); }); }, content: function () { "step 0"; if ( game.hasGlobalHistory("cardMove", function (evt) { return evt.washCard && evt.shuffleNumber == 1; }) ) { player.gainMaxHp(); game.delayx(); } "step 1"; if ( game.hasGlobalHistory("cardMove", function (evt) { return evt.washCard && evt.shuffleNumber == 2; }) ) { player.recover(); game.delayx(); } else event.finish(); "step 2"; player.addSkill("liunian_effect"); player.addMark("liunian_effect", 10, false); }, subSkill: { effect: { charlotte: true, mod: { maxHandcard: function (player, num) { return num + player.countMark("liunian_effect"); }, }, marktext: "年", intro: { content: "手牌上限+#", }, }, }, }, //黄承彦 dcjiezhen: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target != player; }, content: function () { var skills = target.getSkills(null, false, false).filter(function (i) { if (i == "bazhen") return; var info = get.info(i); return ( info && !get.is.locked(i) && !info.limited && !info.juexingji && !info.zhuSkill && !info.charlotte ); }); target.addAdditionalSkills("dcjiezhen_blocker", "bazhen"); target.addSkill("dcjiezhen_blocker"); target.markAuto("dcjiezhen_blocker", skills); player.addSkill("dcjiezhen_clear"); player.markAuto("dcjiezhen_clear", [target]); }, ai: { order: 1, result: { target: function (player, target) { var skills = target.getSkills(null, false, false).filter(function (i) { if (i == "bazhen") return; var info = get.info(i); return ( info && !get.is.locked(i) && !info.limited && !info.juexingji && !info.zhuSkill && !info.charlotte ); }); if (!skills.length && target.hasEmptySlot(2)) return 1; return -0.5 * skills.length; }, }, }, subSkill: { blocker: { init: function (player, skill) { player.addSkillBlocker(skill); }, onremove: function (player, skill) { player.removeSkillBlocker(skill); player.removeAdditionalSkill(skill); delete player.storage.dcjiezhen_blocker; }, charlotte: true, locked: true, skillBlocker: function (skill, player) { return ( skill != "bazhen" && skill != "dcjiezhen_blocker" && !lib.skill[skill].charlotte && player.getStorage("dcjiezhen_blocker").includes(skill) ); }, mark: true, marktext: "阵", intro: { markcount: () => 0, content: function (storage, player, skill) { if (storage.length) return "失效技能:" + get.translation(storage); return "无失效技能"; }, }, }, clear: { audio: "dcjiezhen", charlotte: true, trigger: { global: ["judgeAfter", "die"], player: "phaseBegin", }, forced: true, forceDie: true, onremove: true, filter: function (event, player) { if (event.name == "die") { return ( player == event.player || player.getStorage("dcjiezhen_clear").includes(event.player) ); } else if (event.name == "judge") { return ( event.skill == "bagua" && player.getStorage("dcjiezhen_clear").includes(event.player) ); } return player.getStorage("dcjiezhen_clear").length > 0; }, logTarget: function (event, player) { if (event.name != "phase") return event.player; return player.getStorage("dcjiezhen_clear"); }, content: function () { "step 0"; var targets = player.getStorage("dcjiezhen_clear"); if (trigger.name == "die" && player == trigger.player) { for (var target of targets) { target.removeSkill("dcjiezhen_blocker"); } player.removeSkill("dcjiezhen_clear"); event.finish(); return; } if (trigger.name == "phase") event.targets = targets.slice(0).sortBySeat(); else event.targets = [trigger.player]; "step 1"; var target = targets.shift(); var storage = player.getStorage("dcjiezhen_clear"); if (storage.includes(target)) { storage.remove(target); target.removeSkill("dcjiezhen_blocker"); if (target.isIn() && target.countGainableCards(player, "hej") > 0) player.gainPlayerCard(target, "hej", true); } if (targets.length > 0) { event.redo(); } else { player.removeSkill("dcjiezhen_clear"); } }, }, }, derivation: "bazhen", }, dczecai: { audio: 2, trigger: { global: "roundStart" }, limited: true, skillAnimation: true, direct: true, animationColor: "soil", filter: function (event, player) { return game.roundNumber > 1; }, getMax: function () { var getNum = function (current) { var history = current.actionHistory; var num = 0; for (var i = history.length - 2; i >= 0; i--) { for (var j = 0; j < history[i].useCard.length; j++) { if (get.type2(history[i].useCard[j].card, false) == "trick") num++; } if (history[i].isRound) break; } return num; }; var max = 0, current = false, targets = game.filterPlayer(); for (var target of targets) { var num = getNum(target); if (num > max) { max = num; current = target; } else if (num == max) current = false; } return current; }, content: function () { "step 0"; event.target = lib.skill.dczecai.getMax(); var str = "令一名其他角色于本轮内获得〖集智〗"; if (event.target && event.target != player) str += ";若选择的目标为" + get.translation(event.target) + ",则其获得一个额外的回合"; player .chooseTarget(lib.filter.notMe, get.prompt("dczecai"), str) .set("maximum", event.target) .set("ai", function (target) { if (target != _status.event.maximum) return 0; return get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { player.awakenSkill("dczecai"); var target = result.targets[0]; player.logSkill("dczecai", target); target.addAdditionalSkills("dczecai_effect", "rejizhi"); target.addTempSkill("dczecai_effect", "roundStart"); if (target == event.target) { var evt = trigger; target.insertPhase(); if (evt.player != target && !evt._finished) { evt.finish(); evt._triggered = 5; var evtx = evt.player.insertPhase(); delete evtx.skill; } } } }, derivation: "rejizhi", subSkill: { effect: { charlotte: true, mark: true, marktext: "才", intro: { content: "已拥有技能〖集智〗" }, }, }, }, dcyinshi: { audio: 2, trigger: { player: "damageBegin" }, usable: 1, filter: function (event, player) { return !event.card || get.color(event.card) == "none"; }, forced: true, content: function () { trigger.cancel(); }, group: "dcyinshi_gain", subSkill: { gain: { audio: "dcyinshi", trigger: { global: "judgeEnd" }, forced: true, filter: function (event, player) { return ( event.skill == "bagua" && event.result.card && get.position(event.result.card, true) == "o" ); }, content: function () { player.gain(trigger.result.card, "gain2"); }, }, }, }, //高览 xizhen: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return ( current != player && (player.canUse("sha", current, false) || player.canUse("juedou", current, false)) ); }); }, content: function () { "step 0"; player .chooseTarget( get.prompt("xizhen"), "视为对一名角色使用【杀】或【决斗】", function (card, player, target) { return ( target != player && (player.canUse("sha", target, false) || player.canUse("juedou", target, false)) ); } ) .set("ai", function (target) { var player = _status.event.player; var eff1 = 0, eff2 = 0; if (player.canUse("sha", target, false)) eff1 = get.effect(target, { name: "sha" }, player, player); if (player.canUse("juedou", target, false)) eff2 = get.effect(target, { name: "juedou" }, player, player); var effx = Math.max(eff1, eff2); if (effx <= 0) return 0; if (target.isHealthy()) effx *= 3; if (get.attitude(player, target) > 0) effx *= 1.6; return effx; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("xizhen", target); var list = []; if (player.canUse("sha", target, false)) list.push("sha"); if (player.canUse("juedou", target, false)) list.push("juedou"); if (list.length == 1) event._result = { control: list[0] }; else player .chooseControl(list) .set("prompt", "视为对" + get.translation(target) + "使用…") .set("ai", function () { var player = _status.event.player, target = _status.event.getParent().target; var eff1 = get.effect(target, { name: "sha" }, player, player), eff2 = get.effect(target, { name: "juedou" }, player, player); return eff1 > eff2 ? 0 : 1; }); } else event.finish(); "step 2"; player.useCard({ name: result.control, isCard: true }, target, false); "step 3"; if (target.isIn()) { player.storage.xizhen_effect = target; player.addTempSkill("xizhen_effect", "phaseUseAfter"); } }, subSkill: { effect: { audio: "xizhen", charlotte: true, onremove: true, trigger: { global: ["useCard", "respond"] }, logTarget: function (event, player) { return player.storage.xizhen_effect; }, forced: true, filter: function (event, player) { return ( Array.isArray(event.respondTo) && event.respondTo[0] == player && player.storage.xizhen_effect && player.storage.xizhen_effect.isIn() ); }, content: function () { "step 0"; var target = player.storage.xizhen_effect; event.target = target; target.recover(); "step 1"; player.draw(target.isHealthy() ? 2 : 1); }, mark: "character", intro: { content: "已指定$为目标" }, }, }, }, //管宁 dunshi: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], usable: 1, init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = [["sha", "shan", "tao", "jiu"], 0]; }, hiddenCard: function (player, name) { if ( player.storage.dunshi && player.storage.dunshi[0].includes(name) && !player.getStat("skill").dunshi ) return true; return false; }, marktext: "席", mark: true, intro: { markcount: function (storage) { return storage[1]; }, content: function (storage, player) { if (!storage) return; var str = "
  • "; if (!storage[0].length) { str += "已无可用牌"; } else { str += "剩余可用牌:"; str += get.translation(storage[0]); } str += "
  • “席”标记数量:"; str += storage[1]; return str; }, }, filter: function (event, player) { if (event.type == "wuxie") return false; var storage = player.storage.dunshi; if (!storage || !storage[0].length) return false; for (var i of storage[0]) { var card = { name: i, isCard: true }; if (event.filterCard(card, player, event)) return true; } return false; }, chooseButton: { dialog: function (event, player) { var list = []; var storage = player.storage.dunshi; for (var i of storage[0]) list.push(["基本", "", i]); return ui.create.dialog("遁世", [list, "vcard"], "hidden"); }, filter: function (button, player) { var evt = _status.event.getParent(); return evt.filterCard({ name: button.link[2], isCard: true }, player, evt); }, check: function (button) { var card = { name: button.link[2] }, player = _status.event.player; if (_status.event.getParent().type != "phase") return 1; if (card.name == "jiu") return 0; if (card.name == "sha" && player.hasSkill("jiu")) return 0; return player.getUseValue(card, null, true); }, backup: function (links, player) { return { audio: "dunshi", filterCard: function () { return false; }, popname: true, viewAs: { name: links[0][2], isCard: true, }, selectCard: -1, precontent: function () { player.addTempSkill("dunshi_damage"); player.storage.dunshi_damage = event.result.card.name; }, }; }, prompt: function (links, player) { return "选择【" + get.translation(links[0][2]) + "】的目标"; }, }, ai: { respondSha: true, respondShan: true, skillTagFilter: function (player, tag, arg) { var storage = player.storage.dunshi; if (!storage || !storage[0].length) return false; if (player.getStat("skill").dunshi) return false; switch (tag) { case "respondSha": return ( (_status.event.type != "phase" || player == game.me || player.isUnderControl() || player.isOnline()) && storage[0].includes("sha") ); case "respondShan": return storage[0].includes("shan"); case "save": if (arg == player && storage[0].includes("jiu")) return true; return storage[0].includes("tao"); } }, order: 2, result: { player: function (player) { if (_status.event.type == "dying") { return get.attitude(player, _status.event.dying); } return 1; }, }, }, initList: function () { var list, skills = []; var banned = ["xunyi", "mbyilie"]; if (get.mode() == "guozhan") { list = []; for (var i in lib.characterPack.mode_guozhan) list.push(i); } else if (_status.connectMode) list = get.charactersOL(); else { list = []; for (var i in lib.character) { if (lib.filter.characterDisabled2(i) || lib.filter.characterDisabled(i)) continue; list.push(i); } } for (var i of list) { if (i.indexOf("gz_jun") == 0) continue; for (var j of lib.character[i][3]) { var skill = lib.skill[j]; if (!skill || skill.zhuSkill || banned.includes(j)) continue; if (skill.ai && (skill.ai.combo || skill.ai.notemp || skill.ai.neg)) continue; var info = get.translation(j); for (var ix = 0; ix < info.length; ix++) { if (/仁|义|礼|智|信/.test(info[ix]) == true) { skills.add(j); break; } } } } _status.dunshi_list = skills; }, subSkill: { backup: { audio: "dunshi" }, damage: { audio: "dunshi", trigger: { global: "damageBegin2" }, forced: true, charlotte: true, filter: function (event, player) { return event.source == _status.currentPhase; }, onremove: true, logTarget: "source", content: function () { "step 0"; event.cardname = player.storage.dunshi_damage; player.removeSkill("dunshi_damage"); event.target = trigger.source; var card = get.translation(trigger.source), card2 = get.translation(event.cardname), card3 = get.translation(trigger.player); var list = [ "防止即将对" + card3 + "造成的伤害,并令" + card + "获得一个技能名中包含“仁/义/礼/智/信”的技能", "从〖遁世〗中删除【" + card2 + "】并获得一枚“席”", "减1点体力上限,然后摸等同于“席”数的牌", ]; var next = player.chooseButton([ "遁世:请选择两项", [ list.map((item, i) => { return [i, item]; }), "textbutton", ], ]); next.set("forced", true); next.set("selectButton", 2); next.set("ai", function (button) { var player = _status.event.player; switch (button.link) { case 0: if (get.attitude(player, _status.currentPhase) > 0) return 3; return 0; case 1: return 1; case 2: var num = player.storage.dunshi[1]; for (var i of ui.selected.buttons) { if (i.link == 1) num++; } if (num > 0 && player.isDamaged()) return 2; return 0; } }); "step 1"; event.links = result.links.sort(); for (var i of event.links) { game.log( player, "选择了", "#g【遁世】", "的", "#y选项" + get.cnNumber(i + 1, true) ); } if (event.links.includes(0)) { trigger.cancel(); if (!_status.dunshi_list) lib.skill.dunshi.initList(); var list = _status.dunshi_list .filter(function (i) { return !target.hasSkill(i, null, null, false); }) .randomGets(3); if (list.length == 0) event.goto(3); else { event.videoId = lib.status.videoId++; var func = function (skills, id, target) { var dialog = ui.create.dialog("forcebutton"); dialog.videoId = id; dialog.add("令" + get.translation(target) + "获得一个技能"); for (var i = 0; i < skills.length; i++) { dialog.add( '" ); } dialog.addText("
    "); }; if (player.isOnline()) player.send(func, list, event.videoId, target); else if (player == game.me) func(list, event.videoId, target); player.chooseControl(list).set("ai", function () { var controls = _status.event.controls; if (controls.includes("cslilu")) return "cslilu"; return controls[0]; }); } } else event.goto(3); "step 2"; game.broadcastAll("closeDialog", event.videoId); target.addSkills(result.control); "step 3"; var storage = player.storage.dunshi; if (event.links.includes(1)) { storage[0].remove(event.cardname); storage[1]++; player.markSkill("dunshi"); } if (event.links.includes(2)) { player.loseMaxHp(); if (storage[1] > 0) player.draw(storage[1]); } }, }, }, }, //吉本 xunli: { audio: 2, trigger: { global: ["loseAfter", "loseAsyncAfter"], }, forced: true, filter: function (event, player) { if ( event.type != "discard" || event.getlx === false || player.getExpansions("xunli").length >= 9 ) return false; for (var i of event.cards) { if ( get.position(i, true) == "d" && get.color(i, event.cards2 && event.cards2.includes(i) ? event.player : false) == "black" ) return true; } return false; }, content: function () { "step 0"; var num = 9 - player.getExpansions("xunli").length; var cards = []; for (var i of trigger.cards) { if ( get.position(i, true) == "d" && get.color( i, trigger.cards2 && trigger.cards2.includes(i) ? trigger.player : false ) == "black" ) cards.push(i); } if (cards.length <= num) event._result = { bool: true, links: cards, }; else player .chooseButton(true, num, [ "寻疠:将" + get.cnNumber(num) + "张牌置于武将牌上", cards, ]) .set("forceAuto", true) .set("ai", function (button) { return get.value(button.link, _status.event.player); }); "step 1"; if (result.bool) { player.addToExpansion("gain2", result.links).gaintag.add("xunli"); } }, marktext: "疠", intro: { content: "expansion", markcount: "expansion", }, group: "xunli_exchange", subSkill: { exchange: { audio: "xunli", trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return ( player.getExpansions("xunli").length > 0 && player.hasCard((card) => get.color(card, player) == "black", "h") ); }, content: function () { "step 0"; var cards = player.getExpansions("xunli"); if (!cards.length || !player.countCards("h")) { event.finish(); return; } var next = player.chooseToMove("寻疠:是否交换“疠”和手牌?"); next.set("list", [ [get.translation(player) + "(你)的疠", cards], [ "手牌区", player.getCards("h", (card) => get.color(card, player) == "black"), ], ]); next.set("filterMove", function (from, to) { return typeof to != "number"; }); next.set("processAI", function (list) { var player = _status.event.player; var getv = function (card) { if (get.info(card).toself) return 0; return player.getUseValue(card, false); }; var cards = list[0][1].concat(list[1][1]).sort(function (a, b) { return getv(b) - getv(a); }), cards2 = cards.splice(0, player.getExpansions("xunli").length); return [cards2, cards]; }); "step 1"; if (result.bool) { var pushs = result.moved[0], gains = result.moved[1]; pushs.removeArray(player.getExpansions("xunli")); gains.removeArray(player.getCards("h")); if (!pushs.length || pushs.length != gains.length) return; player.logSkill("xunli_exchange"); player.addToExpansion(pushs, player, "giveAuto").gaintag.add("xunli"); game.log(player, "将", pushs, "作为“疠”置于武将牌上"); player.gain(gains, "gain2"); } }, }, }, }, zhishi: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt2("zhishi")).set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (att <= 4) return 0; if (target.hasSkillTag("nogain")) att /= 10; return att; }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("zhishi", target); player.storage.zhishi_mark = target; player.addTempSkill("zhishi_mark", { player: "phaseBegin" }); } }, ai: { combo: "xunli", expose: 0.3 }, subSkill: { mark: { trigger: { global: ["dying", "useCardToTargeted"], }, direct: true, charlotte: true, filter: function (event, player) { if (!player.getExpansions("xunli").length) return false; var target = player.storage.zhishi_mark; if (event.name == "dying") return event.player == target; return event.card.name == "sha" && event.target == target; }, content: function () { "step 0"; var target = player.storage.zhishi_mark; event.target = target; player .chooseButton( [ get.prompt("zhishi", target), '
    弃置任意张“疠”并令其摸等量的牌
    ', player.getExpansions("xunli"), ], [1, Infinity] ) .set("ai", function (button) { var player = _status.event.player, target = player.storage.zhishi_mark; if (target.hp < 1 && target != get.zhu(player)) return 0; if (target.hasSkillTag("nogain")) return 0; return 3 - player.getUseValue(card, false); }); "step 1"; if (result.bool) { player.logSkill("zhishi", target); player.loseToDiscardpile(result.links); target.draw(result.links.length); } }, mark: "character", intro: { content: "决定帮助$,具体帮不帮另说", }, }, }, }, lieyi: { enable: "phaseUse", usable: 1, filter: function (event, player) { return player.getExpansions("xunli").length > 0; }, filterTarget: lib.filter.notMe, content: function () { "step 0"; var cards = player.getExpansions("xunli"); var cards2 = cards.filter(function (card) { return target.isIn() && player.canUse(card, target, false); }); if (cards2.length) { player .chooseButton(["对" + get.translation(target) + "使用一张牌", cards2], true) .set("ai", function (button) { return get.order(button.link); }); } else { event.finish(); if (cards.length) player.loseToDiscardpile(cards); if ( target.isIn() && !target.hasHistory("damage", function (evt) { return evt.getParent("lieyi") == event && evt._dyinged; }) ) player.loseHp(); } "step 1"; player.useCard(result.links[0], target, false); event.goto(0); }, ai: { order: 2, result: { target: function (player, target) { var cards = player.getExpansions("xunli"); var effect = 0, damage = 0; for (var i of cards) { if (player.canUse(i, target, false)) { effect += get.effect(target, i, player, target); damage += get.tag(i, "damage"); } } if (damage >= target.hp) return effect; if (player.hp > 2 && cards.length > 3) return effect / 3; return 0; }, }, combo: "xunli" }, }, //马日磾 bingjie: { trigger: { player: "phaseUseBegin" }, check: function (event, player) { return ( player.maxHp > 3 && player.isDamaged() && player.hasCard(function (card) { return ( game.hasPlayer(function (current) { return ( current != player && get.attitude(player, current) < 0 && player.canUse(card, current, null, true) && get.effect(current, card, player, player) > 0 ); }) && player.hasValueTarget(card) ); }, "hs") ); }, content: function () { "step 0"; player.loseMaxHp(); "step 1"; player.addTempSkill("bingjie_effect"); game.delayx(); }, subSkill: { effect: { audio: "bingjie", trigger: { player: "useCardToPlayered" }, forced: true, charlotte: true, logTarget: "target", filter: function (event, player) { return ( event.target != player && (event.card.name == "sha" || get.type(event.card, false) == "trick") && event.target.countCards("he") > 0 ); }, content: function () { "step 0"; trigger.target.chooseToDiscard("he", true); "step 1"; if ( result.bool && result.cards.length && get.color(result.cards[0], trigger.target) == get.color(trigger.card) ) { game.log(trigger.target, "不能响应", trigger.card); trigger.directHit.push(trigger.target); } }, ai: { effect: { player: function (card, player, target) { if ( player !== target && get.itemtype(target) === "player" && (card.name === "sha" || get.type(card, false) === "trick") && target.countCards("he") && !target.hasSkillTag("noh") ) return [1, 0, 1, -1]; }, }, }, }, }, }, zhengding: { audio: 2, trigger: { player: ["useCard", "respond"] }, forced: true, filter: function (event, player) { if (player == _status.currentPhase) return false; if (!Array.isArray(event.respondTo)) return false; if (player == event.respondTo[0]) return false; var color = get.color(event.card); if (color == "none") return false; return color == get.color(event.respondTo[1]); }, content: function () { player.gainMaxHp(); player.recover(); }, }, //孙茹 xiecui: { audio: 2, trigger: { global: "damageBegin1" }, filter: function (event, player) { var source = event.source; if (!source || source != _status.currentPhase || event.getParent().type != "card") return false; return !source.hasHistory("sourceDamage", function (evt) { return evt.getParent().type == "card"; }); }, logTarget: "source", prompt2: function (event, player) { var str = "令" + get.translation(event.player) + "即将受到的"; str += "" + event.num + "点"; if (event.hasNature("linked")) { str += get.translation(event.nature) + "属性"; } str += "伤害+1"; if (event.source.group == "wu") { var cards = event.cards.filterInD(); if (cards.length) { str += ";然后" + get.translation(event.source) + "获得" + get.translation(cards) + ",且本回合的手牌上限+1"; } } return str; }, check: function (event, player) { var att = get.attitude(player, event.player); if (att < 0) { if (event.source.group != "wu" || !event.cards.filterInD().length) return true; return get.attitude(player, event.source) > 0; } return false; }, content: function () { trigger.num++; var source = trigger.source; if (source.group == "wu") { var cards = trigger.cards.filterInD(); if (cards.length > 0) { source.gain(cards, "gain2"); source.addMark("xiecui_effect", 1, false); source.addTempSkill("xiecui_effect"); } } }, subSkill: { effect: { charlotte: true, mod: { maxHandcard: (player, num) => num + player.countMark("xiecui_effect"), }, marktext: "翠", onremove: true, intro: { content: "手牌上限+#" }, }, }, ai: { threaten: 1.75 }, }, youxu: { audio: 2, trigger: { global: "phaseEnd" }, logTarget: "player", filter: function (event, player) { return event.player.countCards("h") > event.player.hp; }, check: function (event, player) { if (get.attitude(player, event.player) <= 0) return true; else return game.hasPlayer(function (current) { return ( current != event.player && current.isDamaged() && current.isMinHp() && get.attitude(player, current) > 0 && get.recoverEffect(current, player, player) > 0 ); }); }, content: function () { "step 0"; if (player == trigger.player) { player.chooseCard("h", true, "请展示一张手牌"); } else { player.choosePlayerCard(trigger.player, true, "h"); } "step 1"; if (result.bool) { var card = result.cards[0]; event.card = card; var str = get.translation(player); if (player != trigger.player) str += "对" + get.translation(trigger.player); str += "发动了【忧恤】"; player.showCards(card, str); player .chooseTarget( "令一名角色获得" + get.translation(card), "若其体力值为全场最少,则其回复1点体力", function (card, player, target) { return target != _status.event.getTrigger().player; } ) .set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (att < 0) return 0; if ( target.isDamaged() && target.isMinHp && get.recoverEffect(target, player, player) > 0 ) return 4 * att; return att; }); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; event.target = target; player.line(target, "green"); target.gain(card, trigger.player, "give").giver = player; } else event.finish(); "step 3"; if (target.isMinHp()) target.recover(); }, }, //夏侯令女 fuping: { audio: 2, hiddenCard: function (player, name) { var list = player.getStorage("fuping").slice(0); list.removeArray(player.getStorage("fuping_round")); return list.includes(name) && player.hasCard((card) => get.type(card) != "basic", "ehs"); }, enable: "chooseToUse", locked: false, filter: function (event, player) { var list = player.getStorage("fuping").slice(0); list.removeArray(player.getStorage("fuping_round")); if (!list.length) return false; if (!player.hasCard((card) => get.type(card) != "basic", "ehs")) return false; for (var i of list) { var type = get.type2(i, false); if ( (type == "basic" || type == "trick") && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event) ) return true; } return false; }, chooseButton: { dialog: function (event, player) { var list = player.getStorage("fuping").slice(0); list.removeArray(player.getStorage("fuping_round")); var list2 = []; for (var i of list) { var type = get.type2(i, false); if ( (type == "basic" || type == "trick") && event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event) ) list2.push([type, "", i]); } return ui.create.dialog("浮萍", [list2, "vcard"]); }, check: function (button) { if (_status.event.getParent().type != "phase") return 1; return _status.event.player.getUseValue({ name: button.link[2] }, null, true); }, backup: function (links, player) { return { audio: "fuping", filterCard: (card) => get.type(card) != "basic", position: "he", popname: true, viewAs: { name: links[0][2], }, check: function (card) { return 8 - get.value(card); }, precontent: function () { player.addTempSkill("fuping_round"); player.markAuto("fuping_round", [event.result.card.name]); }, }; }, prompt: function (links, player) { return "将一张非基本牌当做【" + get.translation(links[0][2]) + "】使用"; }, }, ai: { order: 8, result: { player: 1 }, respondSha: true, skillTagFilter: function (player) { var list = player.getStorage("fuping").slice(0); list.removeArray(player.getStorage("fuping_round")); return list.includes("sha"); }, }, mod: { targetInRange: function (card, player, target) { if (!player.hasEnabledSlot()) return true; }, }, marktext: "萍", intro: { content: "已记录$" }, group: "fuping_mark", subSkill: { mark: { trigger: { global: "useCardAfter" }, filter: function (event, player) { return ( player != event.player && event.targets.includes(player) && player.hasEnabledSlot() && !player.getStorage("fuping").includes(event.card.name) ); }, logTarget: "player", prompt2: (event) => "废除一个装备栏并记录【" + get.translation(event.card.name) + "】", check: function (event, player) { var list = [ "tao", "juedou", "guohe", "shunshou", "wuzhong", "xietianzi", "yuanjiao", "wanjian", "nanman", "huoshaolianying", "chuqibuyi", "zhujinqiyuan", "lebu", "bingliang", ]; if (!list.includes(event.card.name)) return false; if ( ["nanman", "wanjian"].includes(event.card.name) && !player.hasValueTarget({ name: event.card.name }) ) return false; var list = [3, 5, 4, 1, 2]; for (var i of list) { if (player.hasEnabledSlot(i)) { var card = player.getEquip(i); if (!card || player.hasEmptySlot(i)) return true; if (get.value(card, player) <= 0) return true; } } return false; }, content: function () { player.markAuto("fuping", [trigger.card.name]); game.log(player, "记录了", "#y" + get.translation(trigger.card.name)); player.chooseToDisable().set("ai", function (event, player, list) { var list = [3, 5, 4, 1, 2]; for (var i of list) { if (player.hasEnabledSlot(i)) { var card = player.getEquip(i); if (!card || player.hasEmptySlot(i)) return "equip" + i; if (get.value(card, player) <= 0) return "equip" + i; } } return list.randomGet(); }); }, }, backup: { audio: "fuping" }, round: { charlotte: true, onremove: true }, }, }, weilie: { audio: 2, enable: "phaseUse", filter: function (event, player) { return ( player.countMark("weilie") <= player.getStorage("fuping").length && player.countCards("he") > 0 && game.hasPlayer((current) => current.isDamaged()) ); }, filterCard: true, position: "he", filterTarget: (card, player, target) => target.isDamaged(), check: function (card) { return 8 - get.value(card); }, content: function () { "step 0"; player.addMark("weilie", 1, false); target.recover(); "step 1"; if (target.isDamaged()) target.draw(); }, onremove: true, ai: { order: 1, result: { player: function (player, target) { var eff = get.recoverEffect(target, player, player); if (target.getDamagedHp() > 1) eff += get.effect(target, { name: "draw" }, player, player); return eff; }, }, }, }, //张瑶 //Partly powered by 烟雨墨染 yuanyu: { audio: 2, enable: "phaseUse", usable: 1, content: function () { "step 0"; player.draw(); "step 1"; if (player.countCards("h") > 0 && game.hasPlayer((current) => current != player)) { var suits = lib.suit.slice(0), cards = player.getExpansions("yuanyu"); for (var i of cards) suits.remove(get.suit(i, false)); var str = "选择一张手牌,作为“怨”置于武将牌上;同时选择一名其他角色,令该角色获得〖怨语〗的后续效果。"; if (suits.length) { str += "目前“怨”中未包含的花色:"; for (var i of suits) str += get.translation(i); } player.chooseCardTarget({ filterCard: true, filterTarget: lib.filter.notMe, position: "h", prompt: "怨语:选择置于武将牌上的牌和目标", prompt2: str, suits: suits, forced: true, ai1: function (card) { var val = get.value(card), evt = _status.event; if (evt.suits.includes(get.suit(card, false))) return 8 - get.value(card); return 5 - get.value(card); }, ai2: function (target) { var player = _status.event.player; if ( player.storage.yuanyu_damage && player.storage.yuanyu_damage.includes(target) ) return 0; return -get.attitude(player, target); }, }); } else event.finish(); "step 2"; var target = result.targets[0]; player.addSkill("yuanyu_damage"); player.markAuto("yuanyu_damage", result.targets); player.line(target, "green"); if (!target.storage.yuanyu_mark) { target.storage.yuanyu_mark = player; target.markSkillCharacter("yuanyu_mark", player, "怨语", "已获得〖怨语〗效果"); target.addSkill("yuanyu_mark"); } player.addToExpansion(result.cards, player, "give").gaintag.add("yuanyu"); }, intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); player.removeSkill("yuanyu_damage"); }, ai: { order: 7, result: { player: 1, }, }, subSkill: { mark: { mark: "character", charlotte: true, intro: { content: "已获得〖怨语〗效果", onunmark: true, }, }, damage: { trigger: { global: ["damageSource", "phaseDiscardBegin"] }, forced: true, charlotte: true, onremove: function (player, skill) { if (player.storage[skill]) { for (var i of player.storage[skill]) { if (i.storage.yuanyu_mark == player) i.unmarkSkill("yuanyu_mark"); } } delete player.storage[skill]; }, filter: function (event, player) { if (event.name == "damage") { var source = event.source; return ( source && player.getStorage("yuanyu_damage").includes(source) && source.countCards("h") > 0 ); } else { if (player == event.player) { return player.getStorage("yuanyu_damage").some(function (target) { return target.isIn() && target.countCards("h") > 0; }); } else if (player.getStorage("yuanyu_damage").includes(event.player)) { return event.player.countCards("h") > 0; } return false; } }, content: function () { "step 0"; if (trigger.name == "phaseDiscard") { if (trigger.player == player) { event.targets = player .getStorage("yuanyu_damage") .filter(function (target) { return target.isIn() && target.countCards("h") > 0; }) .sortBySeat(); } else event.targets = [trigger.player]; } else event.targets = [trigger.source]; "step 1"; event.target = event.targets.shift(); event.count = trigger.name == "damage" ? trigger.num : 1; "step 2"; event.count--; var suits = lib.suit.slice(0), cards = player.getExpansions("yuanyu"); for (var i of cards) suits.remove(get.suit(i, false)); var next = target.chooseCard( "h", true, "将一张手牌置于" + get.translation(player) + "的武将牌上" ); next.set("suits", suits); next.set("ai", function (card) { var val = get.value(card), evt = _status.event; if (evt.suits.includes(get.suit(card, false))) return 5 - get.value(card); return 8 - get.value(card); }); if (suits.length) { var str = "目前未包含的花色:"; for (var i of suits) str += get.translation(i); next.set("prompt2", str); } "step 3"; player.addToExpansion(result.cards, target, "give").gaintag.add("yuanyu"); "step 4"; if (!player.hasSkill("yuanyu_damage")) event.finish(); else if (event.count > 0 && target.countCards("h") > 0) event.goto(2); else if (event.targets.length > 0) event.goto(1); }, }, }, }, xiyan: { audio: 2, trigger: { player: "addToExpansionAfter" }, filter: function (event, player) { if (!event.gaintag.includes("yuanyu")) return false; var cards = player.getExpansions("yuanyu"); if (cards.length < lib.suit.length) return false; var suits = lib.suit.slice(0); for (var i of cards) { suits.remove(get.suit(i)); if (!suits.length) return true; } return false; }, logTarget: () => _status.currentPhase, prompt2: "获得所有“怨”", check: () => true, content: function () { "step 0"; player.removeSkill("yuanyu_damage"); var cards = player.getExpansions("yuanyu"); player.gain(cards, "gain2"); "step 1"; var target = _status.currentPhase; if (player == target) { player.addMark("xiyan_buff", 4, false); player.addTempSkill("xiyan_buff"); delete player.getStat("skill").yuanyu; event.finish(); } else { player .chooseBool( "夕颜:是否令" + get.translation(target) + "本回合的手牌上限-4且不能使用基本牌?" ) .set("ai", function () { return _status.event.bool; }) .set("bool", get.attitude(player, target) < 0); } "step 2"; if (result.bool) { var target = _status.currentPhase; target.addMark("xiyan_debuff", 4, false); target.addTempSkill("xiyan_debuff"); } }, subSkill: { buff: { charlotte: true, mark: true, marktext: " + ", intro: { content: "本回合手牌上限+#且使用牌无次数限制", }, mod: { maxHandcard: function (player, num) { return num + player.countMark("xiyan_buff"); }, cardUsable: function (card, player) { return Infinity; }, }, sub: true, }, debuff: { charlotte: true, mark: true, marktext: " - ", intro: { content: "本回合手牌上限-#且不能使用基本牌", }, mod: { maxHandcard: function (player, num) { return num - player.countMark("xiyan_debuff"); }, cardEnabled: function (card) { if (get.type(card) == "basic") return false; }, cardSavable: function (card) { if (get.type(card) == "basic") return false; }, }, sub: true, }, }, ai: { combo: "yuanyu", }, }, //滕胤 chenjian: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, prompt2: function (event, player) { return ( "亮出牌堆顶的" + get.cnNumber(3 + player.countMark("chenjian")) + "张牌,然后执行以下一至两项:⒈弃置一张牌,然后令一名角色获得与你弃置牌花色相同的牌。⒉使用其中剩余的一张牌。若你执行了所有选项,则你获得一枚“陈见”并重铸所有手牌" ); }, content: function () { "step 0"; var cards = get.cards(3 + player.countMark("chenjian")); event.cards = cards; player.showCards(cards, get.translation(player) + "发动了【陈见】"); "step 1"; var list = []; if ( player.countCards("he", (i) => { return lib.filter.cardDiscardable(i, player, "chenjian"); }) ) list.push("选项一"); if ( event.cards.some((i) => { return player.hasUseTarget(i); }) ) list.push("选项二"); if (list.length === 1) event._result = { control: list[0] }; else if (list.length > 1) player .chooseControl(list) .set("choiceList", [ "弃置一张牌,然后令一名角色获得与你弃置牌花色相同的牌", "使用" + get.translation(event.cards) + "中的一张牌", ]) .set("prompt", "陈见:请选择一项") .set("ai", () => { let player = _status.event.player, cards = _status.event.getParent().cards; if ( cards.some((i) => { return player.getUseValue(i) > 0; }) ) return "选项二"; return "选项一"; }); else event.finish(); "step 2"; event.goon = 0; event.choosed = result.control; if (result.control === "cancel2") event.finish(); else if (result.control === "选项二") event.goto(6); "step 3"; if ( player.countCards("he", (i) => { return lib.filter.cardDiscardable(i, player, "chenjian"); }) ) player .chooseToDiscard("he", !event.goon) .set("ai", function (card) { let evt = _status.event.getParent(), val = event.goon && evt.player.countMark("chenjian") < 2 ? 0 : -get.value(card), suit = get.suit(card); for (let i of evt.cards) { if (get.suit(i, false) == suit) val += get.value(i, "raw"); } return val; }) .set( "prompt", "陈见:" + (event.goon ? "是否" : "请") + "弃置一张牌,然后令一名角色获得" + get.translation(event.cards) + "中花色与之相同的牌" + (event.goon ? "?" : "") ); else if (event.choosed === "选项一") event.goto(6); else event.finish(); "step 4"; if (result.bool) { event.goon++; var suit = get.suit(result.cards[0], player); var cards2 = event.cards.filter(function (i) { return get.suit(i, false) == suit; }); if (cards2.length) { event.cards2 = cards2; player .chooseTarget(true, "选择一名角色获得" + get.translation(cards2)) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (att > 0) { return att + Math.max(0, 5 - target.countCards("h")); } return att; }); } else if (event.choosed === "选项一") event.goto(6); else event.goto(8); } else event.finish(); "step 5"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); target.gain(event.cards2, "gain2"); event.cards.removeArray(event.cards2); } if (event.choosed === "选项二") event.goto(8); "step 6"; var cards2 = cards.filter(function (i) { return player.hasUseTarget(i); }); if (cards2.length) player .chooseButton( [ "陈见:" + (event.goon ? "是否" : "请") + "使用其中一张牌" + (event.goon ? "?" : ""), cards2, ], !event.goon ) .set("ai", function (button) { return player.getUseValue(button.link); }); else if (event.choosed === "选项二") event.goto(3); else event.finish(); "step 7"; if (result.bool) { player.chooseUseTarget(true, result.links[0], false); event.cards.removeArray(result.links); event.goon += 2; if (event.choosed === "选项二") event.goto(3); } else event.finish(); "step 8"; if (event.goon > 2) { if (player.countMark("chenjian") < 2) player.addMark("chenjian", 1, false); player.recast(player.getCards("h", lib.filter.cardRecastable)); } }, marktext: "见", intro: { content: "展示牌数量+#" }, }, xixiu: { mod: { canBeDiscarded: function (card, player, target) { if (player != target && get.position(card) == "e" && target.countCards("e") == 1) return false; }, }, audio: 2, trigger: { target: "useCardToTargeted" }, forced: true, filter: function (event, player) { if (player == event.player || !player.countCards("e")) return false; var suit = get.suit(event.card, false); if (suit == "none") return false; return player.hasCard(function (card) { return get.suit(card, player) == suit; }, "e"); }, content: function () { player.draw(); }, ai: { effect: { target: function (card, player, target) { if (typeof card == "object" && player != target) { var suit = get.suit(card); if (suit == "none") return; if ( player.hasCard(function (card) { return get.suit(card, player) == suit; }, "e") ) return [1, 0.08]; } }, }, }, }, //张嫙 tongli: { audio: 2, trigger: { player: "useCardToPlayered" }, filter: function (event, player) { if (!event.isFirstTarget || (event.card.storage && event.card.storage.tongli)) return false; var type = get.type(event.card); if (type != "basic" && type != "trick") return false; var hs = player.getCards("h"); if (!hs.length) return false; var evt = event.getParent("phaseUse"); if (!evt || evt.player != player) return false; var num1 = player.getHistory("useCard", function (evtx) { if (evtx.getParent("phaseUse") != evt) return false; return !evtx.card.storage || !evtx.card.storage.tongli; }).length; if (hs.length < num1) return false; var list = []; for (var i of hs) list.add(get.suit(i, player)); return list.length == num1; }, prompt2: function (event, player) { var evt = event.getParent("phaseUse"); var num = player.getHistory("useCard", function (evtx) { if (evtx.getParent("phaseUse") != evt) return false; return !evtx.card.storage || !evtx.card.storage.tongli; }).length; //var str='视为额外使用'+get.cnNumber(num)+'张' var str = "额外结算" + get.cnNumber(num) + "次"; if (event.card.name == "sha" && game.hasNature(event.card)) str += get.translation(event.card.nature); return str + "【" + get.translation(event.card.name) + "】"; }, check: function (event, player) { return !get.tag(event.card, "norepeat"); }, content: function () { //player.addTempSkill('tongli_effect'); var evt = trigger.getParent("phaseUse"); var num = player.getHistory("useCard", function (evtx) { if (evtx.getParent("phaseUse") != evt) return false; return true; //return !evtx.card.storage||!evtx.card.storage.tongli; }).length; trigger.getParent().effectCount += num; }, /*subSkill:{ effect:{ trigger:{player:'useCardAfter'}, forced:true, charlotte:true, filter:function(event,player){ return event.tongli_effect!=undefined; }, content:function(){ 'step 0' event.card=trigger.tongli_effect[0]; event.count=trigger.tongli_effect[1]; 'step 1' event.count--; 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); if(event.count>0) event.redo(); }, }, },*/ }, shezang: { audio: 2, round: 1, trigger: { global: "dying" }, frequent: true, filter: function (event, player) { return event.player == player || player == _status.currentPhase; }, content: function () { var cards = []; for (var i of lib.suit) { var card = get.cardPile2(function (card) { return get.suit(card, false) == i; }); if (card) cards.push(card); } if (cards.length) player.gain(cards, "gain2"); }, }, //王桃王悦 huguan: { audio: 2, audioname: ["wangyue"], init: function (player) { game.addGlobalSkill("huguan_all"); }, trigger: { global: "useCard" }, direct: true, filter: function (event, player) { if (get.color(event.card, false) != "red") return false; var evt = event.getParent("phaseUse"); if (!evt || evt.player != event.player) return false; return ( event.player .getHistory("useCard", function (event) { return event.getParent("phaseUse") == evt; }) .indexOf(event) == 0 ); }, content: function () { "step 0"; player .chooseControl(lib.suit, "cancel2") .set("prompt", get.prompt("huguan", trigger.player)) .set("prompt2", "令某种花色的手牌不计入其本回合的手牌上限") .set("ai", function () { var player = _status.event.player, target = _status.event.getTrigger().player, att = get.attitude(player, target); if (att <= 0) { if ( !player.hasSkill("yaopei") || player.hasHistory("useSkill", function (evt) { return evt.skill == "huguan" && evt.targets.includes(target); }) || target.needsToDiscard() - target.needsToDiscard(-target.countCards("h") / 4) > (att > -2 ? 1.6 : 1) ) return "cancel2"; } let list = lib.suit.slice(0); if (att <= 0 && target.getStorage("huguan_add")) for (let i of target.getStorage("huguan_add")) { if (list.includes(i)) return i; } list.removeArray(target.getStorage("huguan_add")); if (list.length) return list.randomGet(); return "cancel2"; }); "step 1"; if (result.control != "cancel2") { var target = trigger.player; player.logSkill("huguan", target); game.log(player, "选择了", "#g" + get.translation(result.control), "花色"); target.addTempSkill("huguan_add"); target.markAuto("huguan_add", [result.control]); } }, subSkill: { add: { charlotte: true, onremove: true, mod: { ignoredHandcard: function (card, player) { if (player.getStorage("huguan_add").includes(get.suit(card, player))) return true; }, cardDiscardable: function (card, player, name) { if ( name == "phaseDiscard" && player.getStorage("huguan_add").includes(get.suit(card, player)) ) return false; }, }, intro: { content: "本回合$花色的牌不计入手牌上限" }, }, all: { mod: { aiValue: function (player, card, num) { if ( player && player.storage.huguan_all > 0 && get.itemtype(card) == "card" && get.color(card, player) == "red" ) return num + player.storage.huguan_all; }, }, trigger: { player: ["phaseUseBegin", "useCard"], }, filter: function (event, player) { if (event.name === "useCard") return player.storage.huguan_all; return true; }, silent: true, charlotte: true, content: function () { "step 0"; if (trigger.name === "useCard") { player.storage.huguan_all = 0; event.finish(); } "step 1"; let num = -157; game.countPlayer(function (current) { if (current.hasSkill("huguan")) num = Math.max(num, get.attitude(_status.event.player, current)); }, true); if (num === -157) game.removeGlobalSkill("huguan_all"); else if (num === 0) player.storage.huguan_all = 6; else if (num > 0) player.storage.huguan_all = 9; }, }, }, }, yaopei: { audio: 2, trigger: { global: "phaseDiscardEnd" }, direct: true, filter: function (event, player) { if (player == event.player || !event.player.isIn()) return false; if ( !player.hasAllHistory("useSkill", function (evt) { return evt.skill == "huguan" && evt.targets.includes(event.player); }) ) return false; var suits = []; event.player.getHistory("lose", function (evt) { if (evt.type == "discard" && evt.getParent("phaseDiscard") == event) { for (var i of evt.cards2) suits.add(get.suit(i, evt.hs.includes(i) ? evt.player : false)); } }); if (suits.length >= lib.suit.length) return false; if (_status.connectMode && player.countCards("h") > 0) return true; return player.hasCard(function (card) { return !suits.includes(get.suit(card)); }, "he"); }, content: function () { "step 0"; var suits = []; trigger.player.getHistory("lose", function (evt) { if (evt.type == "discard" && evt.getParent("phaseDiscard") == trigger) { for (var i of evt.cards2) suits.add(get.suit(i, evt.hs.includes(i) ? evt.player : false)); } }); player.chooseCardTarget({ prompt: get.prompt("yaopei", trigger.player), prompt2: "操作提示:选择要弃置的牌,并选择执行摸牌选项的角色,另一名角色执行回复体力的选项。", suits: suits, position: "he", filterCard: function (card, player) { return ( !_status.event.suits.includes(get.suit(card)) && lib.filter.cardDiscardable(card, player, "yaopei") ); }, filterTarget: function (card, player, target) { return target == player || target == _status.event.getTrigger().player; }, ai1: function (card) { let player = _status.event.player, source = _status.event.getTrigger().player; if ( get.attitude(player, source) > 0 && (get.recoverEffect(player, player, player) > 0 || get.recoverEffect(source, player, player) > 0) ) return 12 - get.value(card); return 8 - get.value(card); }, ai2: function (target) { let player = _status.event.player, source = _status.event.getTrigger().player; let recoverer = player === target ? source : player; if (recoverer.isHealthy()) return get.attitude(player, target); let att = get.attitude(player, recoverer), rec = get.recoverEffect(recoverer, player, player); if (rec > 0) return Math.abs(att) + get.attitude(player, target); return 0; }, }); "step 1"; if (result.bool) { var target = trigger.player; player.logSkill("yaopei", target); player.discard(result.cards); if (player == result.targets[0]) { if ( target.isDamaged() && target.hp < player.hp && (get.mode() != "identity" || player.identity != "nei") ) player.addExpose(0.15); target.recover(); player.draw(2); } else { if ( (player.isHealthy() || player.hp > target.hp) && (get.mode() != "identity" || player.identity != "nei") ) player.addExpose(0.15); target.draw(2); player.recover(); } } }, ai: { combo: "huguan" }, }, mingluan: { audio: 2, trigger: { global: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return ( player != event.player && event.player.isIn() && player.hasSkill("mingluan_mark") && player.countCards("he") > 0 ); }, content: function () { "step 0"; let he = player.getCards("he"), disval = 0, dis = 0, spare = 30, use = true; for (let i of he) { let val = get.value(i, player); if (val < 6 && get.position(i) == "h") { dis++; disval += val; } else if (val < spare) spare = val; } if (!dis) { dis = 1; disval = spare; spare = -1; } let draw = Math.min(trigger.player.countCards("h"), 5 + dis - player.countCards("h")); if (6 * draw < disval) use = false; player .chooseToDiscard( "he", get.prompt("mingluan"), "弃置任意张牌,并摸等同于" + get.translation(trigger.player) + "手牌数的牌(至多摸至五张)", [1, Infinity] ) .set("ai", function (card) { let val = get.value(card, player); if (val < 0 && card.name !== "du") return 30; if (!_status.event.use) return 0; if (ui.selected.cards.length) { if (get.position(card) !== "h") return 0; return 6 - val; } if (_status.event.spare < 0 || get.position(card) === "h") return 30 - val; return 0; }) .set("spare", spare) .set("use", use).logSkill = ["mingluan", trigger.player]; "step 1"; if (result.bool) { var num = trigger.player.countCards("h"), num2 = 5 - player.countCards("h"); if (num > 0 && num2 > 0) player.draw(Math.min(num, num2)); } }, group: "mingluan_count", subSkill: { count: { charlotte: true, trigger: { global: "recoverEnd" }, silent: true, popup: false, firstDo: true, filter: function (event, player) { var current = _status.currentPhase; return current && current != player && !player.hasSkill("mingluan_mark"); }, content: function () { player.addTempSkill("mingluan_mark"); }, }, mark: { charlotte: true, }, }, }, //赵嫣 jinhui: { audio: 2, enable: "phaseUse", usable: 1, content: function () { "step 0"; var cards = []; while (cards.length < 3) { var card = get.cardPile2(function (card) { for (var i of cards) { if (i.name == card.name) return false; } var info = get.info(card, false); if (info.ai && info.ai.tag && info.ai.tag.damage) return false; return ( !info.notarget && (info.toself || info.singleCard || !info.selectTarget || info.selectTarget == 1) ); }); if (card) cards.push(card); else break; } if (!cards.length) event.finish(); else { player.showCards(cards, get.translation(player) + "发动了【锦绘】"); event.cards = cards; game.cardsGotoOrdering(cards); if (game.hasPlayer((current) => current != player)) player .chooseTarget("选择【锦绘】的目标", true, lib.filter.notMe) .set("ai", function (target) { var player = _status.event.player, cards = _status.event.getParent().cards.slice(0); var max_effect = 0, max_effect_player = 0; for (var i of cards) { var targetx = lib.skill.jinhui.getUsableTarget(i, target, player); if (targetx) { var effect2 = get.effect(targetx, i, target, target); var effect3 = get.effect(targetx, i, target, player); if (effect2 > max_effect) { max_effect = effect2; max_effect_player = effect3; } } } return max_effect_player; }); else event.finish(); } "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.line(target, "green"); var cards = cards.filter(function (card) { return lib.skill.jinhui.getUsableTarget(card, target, player); }); if (cards.length) { if (cards.length == 1) event._result = { bool: true, links: cards }; else target .chooseButton(["选择按“锦绘”规则使用一张牌", cards], true) .set("ai", function (button) { var player = _status.event.player, target = _status.event.getParent().player, card = button.link; var targetx = lib.skill.jinhui.getUsableTarget(card, player, target); var effect = get.effect(targetx, card, player, player), cards = _status.event.getParent().cards.slice(0); var effect2 = 0, effect3 = 0; cards.remove(button.link); for (var i of cards) { var targetx = lib.skill.jinhui.getUsableTarget(i, target, player); if (targetx) { effect2 += get.effect(targetx, i, target, target); effect3 += get.effect(targetx, i, target, player); } } if (effect2 > 0) effect += effect3; return effect; }); } else event.goto(3); } else event.finish(); "step 2"; if (result.bool) { var card = result.links[0]; event.cards.remove(card); var targetx = lib.skill.jinhui.getUsableTarget(card, target, player); target.useCard(card, targetx, false, "noai"); } "step 3"; var cards = cards.filter(function (card) { return lib.skill.jinhui.getUsableTarget(card, player, target); }); if (cards.length) { player .chooseButton(["是否按“锦绘”规则使用其中一张牌?", cards]) .set("ai", function (button) { var player = _status.event.player, target = _status.event.getParent().target; var card = button.link, targetx = lib.skill.jinhui.getUsableTarget(card, player, target); return get.effect(targetx, card, player, player); }); } else event.finish(); "step 4"; if (result.bool) { var card = result.links[0]; cards.remove(card); var targetx = lib.skill.jinhui.getUsableTarget(card, player, target); if (targetx) { player.useCard(card, targetx, false, "noai"); } if (cards.length) event.goto(3); } else event.finish(); }, getUsableTarget: function (card, player, target) { var info = get.info(card, false); if (info.toself) return player.canUse(card, player, false) ? player : false; return target.isIn() && player.canUse(card, target, false) ? target : false; }, ai: { order: 5, result: { player: 1 }, }, }, qingman: { audio: 2, trigger: { global: "phaseEnd" }, forced: true, logTarget: "player", filter: function (event, player) { if (!event.player.isIn()) return false; var num = player.countCards("h"); if (num >= 5) return false; var num2 = 0; for (var i = 1; i <= 5; i++) { num2 += event.player.countEmptySlot(i); } return num < num2; }, content: function () { var num2 = 0; for (var i = 1; i <= 5; i++) { num2 += trigger.player.countEmptySlot(i); } player.drawTo(num2); }, }, //何晏 yachai: { audio: 2, trigger: { player: "damageEnd" }, filter: function (event, player) { return event.source && event.source.isIn(); }, logTarget: "source", check: function (event, player) { return get.attitude(player, event.source) < 0; }, content: function () { "step 0"; var target = trigger.source, str = get.translation(player); event.target = target; var th = target.countCards("h"); if (th > 0) { event.num = Math.ceil(th / 2); var list = [ "本回合不能使用手牌,然后" + str + "摸两张牌", "展示所有手牌,并将其中一种花色的所有牌交给" + str, "弃置" + get.cnNumber(event.num) + "张手牌", ]; target .chooseControl() .set("choiceList", list) .set("ai", function () { return get.rand(0, 2); }); } else event._result = { index: 0 }; "step 1"; switch (result.index) { case 0: target.addTempSkill("yachai_block"); player.draw(2); event.finish(); break; case 1: target.showHandcards(); break; case 2: event.goto(4); break; } "step 2"; var map = {}, hs = target.getCards("h"); for (var i of hs) { map[get.suit(i, target)] = true; } var list = []; for (var i of lib.suit) { if (map[i]) list.push(i); } if (!list.length) event.finish(); else if (list.length == 1) event._result = { control: list[0] }; else target .chooseControl(list) .set("prompt", "将一种花色的牌交给" + get.translation(player)); "step 3"; var cards = target.getCards("h", function (card) { return ( get.suit(card, target) == result.control && lib.filter.cardDiscardable(card, target, "yachai") ); }); if (cards.length) target.give(cards, player, "give"); event.finish(); "step 4"; target.chooseToDiscard("h", true, num); }, subSkill: { block: { mark: true, intro: { content: "不能使用手牌" }, charlotte: true, mod: { cardEnabled: function (card, player) { let hs = player.getCards("h"), cards = [card]; if (Array.isArray(card.cards)) cards.addArray(card.cards); for (let i of cards) { if (hs.includes(i)) return false; } }, cardSavable: function (card, player) { let hs = player.getCards("h"), cards = [card]; if (Array.isArray(card.cards)) cards.addArray(card.cards); for (let i of cards) { if (hs.includes(i)) return false; } }, }, }, }, }, qingtan: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer((current) => current.countCards("h") > 0); }, filterTarget: function (card, player, target) { return target.countCards("h") > 0; }, selectTarget: -1, multitarget: true, multiline: true, content: function () { "step 0"; targets.sortBySeat(); var next = player .chooseCardOL(targets, "请选择要展示的牌", true) .set("ai", function (card) { return -get.value(card); }) .set("source", player); next.aiCard = function (target) { var hs = target.getCards("h"); return { bool: true, cards: [hs.randomGet()] }; }; next._args.remove("glow_result"); "step 1"; var cards = []; event.videoId = lib.status.videoId++; for (var i = 0; i < targets.length; i++) cards.push(result[i].cards[0]); event.cards = cards; game.log(player, "展示了", targets, "的", cards); game.broadcastAll( function (targets, cards, id, player) { var dialog = ui.create.dialog(get.translation(player) + "发动了【清谈】", cards); dialog.videoId = id; var getName = 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); }; for (var i = 0; i < targets.length; i++) { dialog.buttons[i].querySelector(".info").innerHTML = getName(targets[i]) + get.translation(cards[i].suit); } }, targets, cards, event.videoId, player ); game.delay(4); "step 2"; game.broadcastAll("closeDialog", event.videoId); var list = [], map = {}; for (var i of cards) { var suit = get.suit(i); if (!map[suit]) map[suit] = []; map[suit].push(i); } var dialog = ["选择获得一种花色的所有牌"]; for (var suit of lib.suit) { if (map[suit]) { var targetsx = map[suit].map(function (card) { return targets[cards.indexOf(card)]; }); dialog.push('
    ' + get.translation(targetsx) + "
    "); dialog.push(map[suit]); list.push(suit); } } if (list.length) player .chooseControl(list, "cancel2") .set("dialog", dialog) .set("list", list) .set("map", map) .set("ai", function () { let max = 0, res = "cancel2"; for (let s of _status.event.list) { let temp = 0; for (let i of _status.event.map[s]) { temp += get.value(i, _status.event.player) + get.sgn(get.attitude(_status.event.player, get.owner(i))) * (6 - get.value(i, get.owner(i))); } for (let i in _status.event.map) { if (i === s) continue; for (let j of _status.event.map[i]) { temp -= get.sgn(get.attitude(_status.event.player, get.owner(j))) * get.value(j, get.owner(j)); } } if (temp > max) { res = s; max = temp; } } return res; }); else event.finish(); "step 3"; if (result.control != "cancel2") { event.cards2 = cards.filter(function (i) { return get.suit(i) == result.control; }); for (var i = 0; i < cards.length; i++) { if (event.cards2.includes(cards[i])) { targets[i].$give(cards[i], player, false); } } player.gain(event.cards2, "log"); } else event.finish(); "step 4"; var draws = []; for (var i = 0; i < cards.length; i++) { if (!event.cards2.includes(cards[i])) { targets[i].discard(cards[i]).delay = false; } else draws.push(targets[i]); } if (draws.length) game.asyncDraw(draws); "step 5"; game.delayx(); }, ai: { order: 7, result: { player: 0.3, target: -1, }, }, }, //邓芝 jianliang: { audio: 2, trigger: { player: "phaseDrawBegin2" }, filter: function (event, player) { return !player.isMaxHandcard(); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("jianliang"), "令至多两名角色各摸一张牌", [1, 2]) .set("ai", function (target) { return ( Math.sqrt(5 - Math.min(4, target.countCards("h"))) * get.attitude(_status.event.player, target) ); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); player.logSkill("jianliang", targets); if (targets.length == 1) { targets[0].draw(); event.finish(); } else game.asyncDraw(targets); } else event.finish(); "step 2"; game.delayx(); }, }, weimeng: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player.hp > 0 && target != player && target.countGainableCards(player, "h") > 0; }, content: function () { "step 0"; player.gainPlayerCard(target, "h", true, [1, player.hp]); "step 1"; if (result.bool && target.isIn()) { var num = result.cards.length, hs = player.getCards("he"); var numx = 0; for (var i of result.cards) numx += get.number(i, player); event.num = numx; event.cards = result.cards; if (!hs.length) event.finish(); else if (hs.length <= num) event._result = { bool: true, cards: hs }; else player.chooseCard( "he", true, "选择交给" + get.translation(target) + get.cnNumber(num) + "张牌", "(已得到牌的点数和:" + numx + ")", num ); } else event.finish(); "step 2"; player.give(result.cards, target); var numx = 0; for (var i of result.cards) numx += get.number(i, player); if (numx > num) player.draw(); else if (numx < num) player.discardPlayerCard(target, true, "hej"); }, ai: { order: 6, tag: { lose: 1, loseCard: 1, gain: 1, }, result: { target: function (player, target) { return -Math.pow(Math.min(player.hp, target.countCards("h")), 2) / 4; }, }, }, }, //冯熙 yusui: { audio: 2, trigger: { target: "useCardToTargeted" }, filter: function (event, player) { return event.player != player && event.player.isIn() && get.color(event.card) == "black"; }, logTarget: "player", check: function (event, player) { var target = event.player; if (player.hp < 3 || get.attitude(player, target) > -3) return false; if (player.hp < target.hp) return true; if (Math.min(target.countCards("h") - player.countCards("h"), target.countCards("h")) > 3) return true; return false; }, preHidden: true, content: function () { "step 0"; player.loseHp(); event.target = trigger.player; "step 1"; event.addIndex = 0; var list = [], num = target.countCards("h") - player.countCards("h"); event.num = num; if (num > 0 && target.countCards("h") > 0) list.push("令其弃置" + get.cnNumber(num) + "张手牌"); else event.addIndex++; if (target.hp > player.hp) list.push("令其失去" + get.cnNumber(target.hp - player.hp) + "点体力"); if (!list.length) event.finish(); else if (list.length == 1) event._result = { index: 0 }; else player .chooseControl() .set("choiceList", list) .set("prompt", "令" + get.translation(target) + "执行一项") .set("ai", function () { var player = _status.event.player, target = _status.event.getParent().target; return target.hp - player.hp > Math.min(_status.event.getParent().num, target.countCards("h")) / 2 ? 1 : 0; }); "step 2"; if (result.index + event.addIndex == 0) target.chooseToDiscard(num, true, "h"); else target.loseHp(target.hp - player.hp); }, }, boyan: { enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target != player; }, content: function () { "step 0"; target.drawTo(Math.min(5, target.maxHp)); "step 1"; target.addTempSkill("boyan_block"); }, subSkill: { block: { mark: true, intro: { content: "不能使用或打出手牌" }, charlotte: true, mod: { cardEnabled2: function (card) { if (get.position(card) == "h") return false; }, }, }, }, ai: { order: 4, result: { target: function (player, target) { if (get.attitude(player, target) > 0) return Math.max(0, Math.min(5, target.maxHp) - target.countCards("h")); if ( Math.max(0, Math.min(5, target.maxHp) - target.countCards("h")) <= 1 && target.countCards("h", "shan") && !target.hasSkillTag("respondShan", true, null, true) && player.countCards("h", function (card) { return ( get.tag(card, "respondShan") && player.getUseValue(card, null, true) > 0 && get.effect(target, card, player, player) > 0 ); }) ) return -2; }, }, }, }, //祢衡 rekuangcai: { audio: 2, forced: true, trigger: { player: "phaseDiscardBegin" }, filter: function (event, player) { return !player.getHistory("useCard").length || !player.getHistory("sourceDamage").length; }, content: function () { lib.skill.rekuangcai.change(player, player.getHistory("useCard").length ? -1 : 1); }, mod: { targetInRange: function (card, player) { if (player == _status.currentPhase) return true; }, cardUsable: function (card, player) { if (player == _status.currentPhase) return Infinity; }, }, change: function (player, num) { if (typeof player.storage.rekuangcai_change != "number") player.storage.rekuangcai_change = 0; player.storage.rekuangcai_change += num; player.addSkill("rekuangcai_change"); }, group: "rekuangcai_draw", subSkill: { draw: { audio: "rekuangcai", trigger: { player: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { return player.getHistory("sourceDamage").length > 0; }, content: function () { player.draw(Math.min(5, player.getStat("damage"))); }, }, change: { mod: { maxHandcard: function (player, num) { if (typeof player.storage.rekuangcai_change == "number") return num + player.storage.rekuangcai_change; }, }, charlotte: true, mark: true, intro: { content: (num) => "手牌上限" + (num < 0 ? "" : "+") + num, }, }, }, }, reshejian: { audio: 2, trigger: { target: "useCardToTargeted" }, filter: function (event, player) { if (player == event.player || event.targets.length != 1) return false; return player.countCards("h") >= 2; }, usable: 2, async cost(event, trigger, player) { event.result = await player .chooseToDiscard( "he", [2, Infinity], get.prompt("reshejian", trigger.player), '
    弃置至少两张手牌,然后选择一项:
    ⒈弃置其等量的牌。⒉对其造成1点伤害。
    ' ) .set( "ai", function (card) { if (_status.event.goon && ui.selected.cards.length < 2) return 5.6 - get.value(card); return 0; }, "chooseonly" ) .set( "goon", (function () { var target = trigger.player; if (get.damageEffect(target, player, player) > 0) return true; if ( target.countCards("he", function (card) { return get.value(card, target) > 6; }) >= 2 ) return true; return false; })() ) .forResult(); }, logTarget: "player", content: function () { "step 0"; player.discard(cards); "step 1"; var num = cards.length; event.num = num; var target = targets[0], str = get.translation(target); event.target = target; if (!target.isIn()) event.finish(); else if ( !target.hasCard(function (card) { return lib.filter.canBeDiscarded(card, player, target); }, "he") ) event._result = { index: 1 }; else player .chooseControl() .set("choiceList", [ "弃置" + str + "的" + get.cnNumber(num) + "张牌", "对" + str + "造成1点伤害", ]) .set("ai", function () { var player = _status.event.player; var eff0 = get.effect(target, { name: "guohe_copy2" }, player, player) * Math.min(1.7, target.countCards("he")); var eff1 = get.damageEffect(target, player, player); return eff0 > eff1 ? 0 : 1; }); "step 2"; if (result.index == 0) player.discardPlayerCard(target, num, true, "he"); else target.damage(); }, }, //陈登 refuyuan: { audio: 2, trigger: { global: "useCardToTargeted" }, logTarget: "target", filter: function (event, player) { return ( event.card.name == "sha" && event.target.isIn() && !game.hasPlayer2(function (current) { return current.hasHistory("useCard", function (evt) { return ( evt.card != event.card && get.color(evt.card, false) == "red" && evt.targets && evt.targets.includes(event.target) ); }); }) ); }, check: function (event, player) { return get.attitude(player, event.target) > 0; }, content: function () { trigger.target.draw(); }, }, reyingshui: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return ( player.countCards("he") > 0 && game.hasPlayer((current) => player.inRange(current)) ); }, position: "he", filterCard: true, filterTarget: function (card, player, target) { return player.inRange(target); }, discard: false, lose: false, delay: false, check: function (card) { if (get.type(card) == "equip") return 3 - get.value(card); return 6.5 - get.value(card); }, content: function () { "step 0"; player.give(cards, target); "step 1"; var next = target.chooseCard( "he", [2, Infinity], "交给" + get.translation(player) + "至少两张装备牌,否则受到1点伤害", { type: "equip" } ); if (get.damageEffect(target, player, target) >= 0) next.set("ai", () => -1); else next.set("ai", (card) => (ui.selected.cards.length < 2 ? 6 - get.value(card) : 0)); "step 2"; if (result.bool) target.give(result.cards, player); else target.damage("nocard"); }, ai: { order: 5, tag: { damage: 0.5, }, result: { target: -1.5, }, }, }, rewangzu: { audio: 2, trigger: { player: "damageBegin1" }, filter: function (event, player) { return ( event.source && player != event.source && player.hasCard((card) => lib.filter.cardDiscardable(card, player, "rewangzu"), "h") ); }, usable: 1, async cost(event, trigger, player) { var num = player.getFriends().length; if ( !game.hasPlayer(function (current) { return current != player && current.getFriends().length > num; }) ) { event.result = await player .chooseToDiscard( "h", get.prompt("rewangzu"), "弃置一张牌并令伤害-1", "chooseonly" ) .set("ai", function (card) { return 7 - get.value(card); }) .forResult(); } else { event.result = await player.chooseBool(get.prompt("rewangzu"), "随机弃置一张牌并令伤害-1").forResult(); } }, async content(event, trigger, player) { trigger.num--; if (!event.cards || !event.cards.length) { const cards = player.getCards("h", (card) => lib.filter.cardDiscardable(card, player, "rewangzu") ); if (cards.length) player.discard(cards.randomGet()); } else { player.discard(event.cards); } }, }, //万年公主 zhenge: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("zhenge"), "令一名角色的攻击范围+1") .set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (att > 0) { if (!target.hasMark("zhenge_effect")) att *= 1.5; if ( !game.hasPlayer(function (current) { return get.distance(target, current, "attack") > 2; }) ) { var usf = Math.max.apply( Math, game.filterPlayer().map(function (current) { if (target.canUse("sha", current, false)) return get.effect(current, { name: "sha" }, target, player); return 0; }) ); return att + usf; } return att; } return 0; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("zhenge", target); target.addSkill("zhenge_effect"); if (target.countMark("zhenge_effect") < 5) target.addMark("zhenge_effect", 1, false); if ( !game.hasPlayer(function (current) { return current != target && !target.inRange(current); }) ) { player .chooseTarget( "是否令" + get.translation(target) + "视为对另一名角色使用【杀】?", function (card, player, target) { return _status.event.source.canUse("sha", target); } ) .set("source", target) .set("ai", function (target) { var evt = _status.event; return get.effect(target, { name: "sha" }, evt.source, evt.player); }); } else { game.delayx(); event.finish(); } } else event.finish(); "step 2"; if (result.bool) { target.useCard({ name: "sha", isCard: true }, result.targets[0], false); } "step 3"; game.delayx(); }, subSkill: { effect: { charlotte: true, onremove: true, mod: { attackRange: function (player, num) { return num + player.countMark("zhenge_effect"); }, }, intro: { content: "攻击范围+#" }, }, }, }, xinghan: { audio: 2, init: function (player) { player.addSkill("xinghan_count"); }, onremove: function (player) { player.removeSkill("xinghan_count"); }, trigger: { global: "damageSource" }, forced: true, filter: function (event, player) { return ( event.card && event.card == player.storage.xinghan_temp && event.source && event.source.hasMark("zhenge_effect") ); }, logTarget: "source", content: function () { player.draw( player.isMaxHandcard(true) ? 1 : Math.min(5, trigger.source.getAttackRange()) ); }, subSkill: { count: { trigger: { global: "useCard1" }, forced: true, charlotte: true, popup: false, firstDo: true, filter: function (event, player) { return ( event.card.name == "sha" && !game.hasPlayer2(function (current) { return current.hasHistory("useCard", function (evt) { return evt != event && evt.card.name == "sha"; }); }) ); }, content: function () { player.addTempSkill("xinghan_temp"); player.storage.xinghan_temp = trigger.card; }, }, temp: { onremove: true }, }, ai: { combo: "zhenge" }, }, //荀谌 refenglve: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return ( player.countCards("h") > 0 && !player.hasSkillTag("noCompareSource") && game.hasPlayer(function (current) { return ( current != player && current.countCards("h") > 0 && !current.hasSkillTag("noCompareTarget") ); }) ); }, filterTarget: function (card, player, target) { return ( target != player && target.countCards("h") > 0 && !target.hasSkillTag("noCompareTarget") ); }, content: function () { "step 0"; player.chooseToCompare(target); "step 1"; if (result.bool) { if (!target.countCards("hej")) event.finish(); else { // event.giver = target; // event.gainner = player; player.gainPlayerCard( target, true, "hej", 2, "获得" + get.translation(target) + "区域里的两张牌" ); } } else if (result.tie) { delete player.getStat("skill").refenglve; if (get.position(result.player, true) == "d") player.gain(result.player, "gain2"); // event.finish(); } else { if (get.position(result.player, true) == "d") target.gain(result.player, "gain2"); // event.finish(); /*if(!player.countCards('he')) event.finish(); else{ event.giver=player; event.gainner=target; player.chooseCard(true,'he','交给'+get.translation(target)+'一张牌'); }*/ } "step 2"; // if (result.bool) event.giver.give(result.cards, event.gainner); }, ai: { order: 8, result: { target: function (player, target) { if ( !player.hasCard(function (card) { if (get.position(card) != "h") return false; var val = get.value(card); if (val < 0) return true; if (val <= 5) { return card.number >= 11; } if (val <= 6) { return card.number >= 13; } return false; }) ) return 0; return -Math.sqrt(1 + target.countCards("he")) / (1 + target.countCards("j")); }, }, }, }, anyong: { audio: 2, trigger: { global: "damageSource" }, direct: true, filter: function (event, player) { return ( event.source && event.source == _status.currentPhase && event.num == 1 && // event.player != event.source && event.player.isIn() && player.countCards("he") > 0 && event.source .getHistory("sourceDamage", function (evt) { return evt.player != event.source; }) .indexOf(event) == 0 ); }, content: function () { "step 0"; player .chooseToDiscard( "he", get.prompt("anyong", trigger.player), "弃置一张牌并对其造成1点伤害" ) .set("goon", get.damageEffect(trigger.player, player, player) > 0) .set("ai", function (card) { if (_status.event.goon) return 7 - get.value(card); return 0; }).logSkill = ["anyong", trigger.player]; "step 1"; if (result.bool) trigger.player.damage(); }, }, //刘永 zhuning: { audio: 2, enable: "phaseUse", usable: 2, filter: function (event, player) { if (!player.countCards("he")) return false; return !player.getStat("skill").zhuning || player.hasSkill("zhuning_double"); }, filterCard: true, position: "he", filterTarget: lib.filter.notMe, selectCard: [1, Infinity], delay: false, lose: false, discard: false, 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(1, player.countCards("h") - player.hp)) return 0; return 10 - get.value(card); }, content: function () { "step 0"; player.give(cards, target).gaintag.add("fengxiang_tag"); "step 1"; var list = []; for (var name of lib.inpile) { var type = get.type(name); if (type != "basic" && type != "trick") continue; var card = { name: name, isCard: true }; if (get.tag(card, "damage") > 0 && player.hasUseTarget(card)) { list.push([type, "", name]); } if (name == "sha") { for (var i of lib.inpile_nature) { card.nature = i; if (player.hasUseTarget(card)) list.push([type, "", name, i]); } } } if (list.length) { player .chooseButton(["是否视为使用一张伤害牌?", [list, "vcard"]]) .set("ai", function (button) { return _status.event.player.getUseValue({ name: button.link[2] }); }); } else event.finish(); "step 2"; if (result.bool) { player.chooseUseTarget( { name: result.links[0][2], nature: result.links[0][3], isCard: true }, true, false ); } else event.finish(); "step 3"; if ( !player.hasHistory("sourceDamage", function (evt) { if (!evt.card) return false; var evtx = evt.getParent("useCard"); return evtx.card == evt.card && evtx.getParent(2) == event; }) ) player.addTempSkill("zhuning_double"); }, subSkill: { double: {}, }, ai: { fireAttack: true, order: 4, result: { target: function (player, target) { if (target.hasSkillTag("nogain")) return 0; if (ui.selected.cards.length && ui.selected.cards[0].name == "du") { if (target.hasSkillTag("nodu")) return 0; return -10; } if (target.hasJudge("lebu")) return 0; var nh = target.countCards("h"); var np = player.countCards("h"); if ( player.hp == player.maxHp || player.storage.rerende < 0 || player.countCards("h") <= 1 ) { if (nh >= np - 1 && np <= player.hp && !target.hasSkill("haoshi")) return 0; } return Math.max(1, 5 - nh); }, }, }, }, fengxiang: { getMax: function (event) { var max = 0, max2 = null, players = game.filterPlayer(); for (var current of players) { var num = 0, cards = current.getCards("h", function (card) { return card.hasGaintag("fengxiang_tag"); }); if (event) { if (event.name == "gain" && event.gaintag.includes("fengxiang_tag")) cards.removeArray(event.cards); var evt = event.getl(current); if (evt && evt.gaintag_map) { for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("fengxiang_tag")) num++; } } } num += cards.length; if (num > max) { max = num; max2 = current; } else if (num == max) max2 = null; } return max2; }, audio: 2, init: function (player) { game.addGlobalSkill("fengxiang_use"); }, onremove: function (player) { if (!game.hasPlayer((current) => current.hasSkill("fengxiang"), true)) game.removeGlobalSkill("fengxiang_use"); }, trigger: { player: "damageEnd" }, forced: true, filter: function (event, player) { var target = lib.skill.fengxiang.getMax(); return !target || target.isDamaged(); }, logTarget: function (event, player) { return lib.skill.fengxiang.getMax() || player; }, content: function () { var target = lib.skill.fengxiang.getMax(); if (target) target.recover(); else player.draw(); }, group: "fengxiang_draw", subSkill: { draw: { trigger: { global: [ "equipAfter", "addJudgeAfter", "loseAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, forced: true, filter: function (event, player) { if (event.name == "lose" && event.getlx === false) return false; return lib.skill.fengxiang.getMax() != lib.skill.fengxiang.getMax(event); }, content: function () { if (trigger.delay === false) game.delayx(); player.draw(); }, }, use: { mod: { aiOrder: function (player, card, num) { if ( num > 0 && get.itemtype(card) === "card" && card.hasGaintag("fengxiang_tag") && game.hasPlayer((current) => { return ( current.hasSkill("fengxiang") && get.attitude(player, current) > 0 ); }) ) return num + 10; }, }, trigger: { player: "dieAfter" }, filter: function (event, player) { return !game.hasPlayer((current) => current.hasSkill("fengxiang"), true); }, silent: true, forceDie: true, charlotte: true, content: function () { game.removeGlobalSkill("fengxiang_use"); }, }, }, }, //阚泽 rekuanshi: { audio: "kuanshi", trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("rekuanshi")) .set("animate", false) .set("ai", function (target) { var att = get.attitude(player, target); if (target.hp < 3) att /= 1.5; return att; }); "step 1"; if (result.bool) { player.logSkill("rekuanshi"); player.addTempSkill("rekuanshi_effect", { player: "phaseBegin" }); player.storage.rekuanshi_effect = result.targets[0]; game.delayx(); } }, subSkill: { effect: { audio: "kuanshi", mark: true, intro: { content: "每回合限一次,当$于一回合内受到第2点伤害后,其回复1点体力。", }, trigger: { global: "damageEnd" }, forced: true, charlotte: true, logTarget: "player", usable: 1, filter: function (event, player) { if (event.player != player.storage.rekuanshi_effect || event.player.isHealthy()) return false; var history = event.player.getHistory("damage", null, event), num = 0; for (var i of history) num += i.num; return num > 1 && num - event.num < 2; }, content: function () { trigger.player.recover(); }, }, }, }, //吕玲绮 guowu: { trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return player.countCards("h") > 0; }, preHidden: true, content: function () { "step 0"; var hs = player.getCards("h"); player.showCards(hs, get.translation(player) + "发动了【帼舞】"); var list = []; for (var i of hs) { list.add(get.type2(i, player)); if (list.length >= 3) break; } if (list.length >= 1) { var card = get.discardPile(function (i) { return i.name == "sha"; }); if (card) player.gain(card, "gain2"); } if (list.length >= 2) player.addTempSkill("guowu_dist", "phaseUseAfter"); if (list.length >= 3) player.addTempSkill("guowu_add", "phaseUseAfter"); }, subSkill: { dist: { charlotte: true, mod: { targetInRange: () => true }, }, add: { charlotte: true, trigger: { player: "useCard1" }, direct: true, filter: function (event, player) { var info = get.info(event.card, false); if (info.allowMultiple == false) return false; if (event.card.name != "sha" && (info.type != "trick" || get.mode() == "guozhan")) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return ( !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current) ); }) ) { return true; } } return false; }, content: function () { "step 0"; var num = game.countPlayer(function (current) { return ( !trigger.targets.includes(current) && lib.filter.targetEnabled2(trigger.card, player, current) && lib.filter.targetInRange(trigger.card, player, current) ); }); player .chooseTarget( "帼舞:是否为" + get.translation(trigger.card) + "增加" + (num > 1 ? "至多两个" : "一个") + "目标?", [1, Math.min(2, num)], function (card, player, target) { var trigger = _status.event.getTrigger(); var card = trigger.card; return ( !trigger.targets.includes(target) && lib.filter.targetEnabled2(card, player, target) && lib.filter.targetInRange(card, player, target) ); } ) .set("ai", function (target) { var player = _status.event.player; var card = _status.event.getTrigger().card; return get.effect(target, card, player, player); }); "step 1"; if (result.bool) { if (player != game.me && !player.isOnline()) game.delayx(); } else event.finish(); "step 2"; var targets = result.targets.sortBySeat(); player.logSkill("guowu_add", targets); trigger.targets.addArray(targets); //if(get.mode()=='guozhan') player.removeSkill('guowu_add'); }, }, }, }, zhuangrong: { derivation: ["llqshenwei", "wushuang"], trigger: { global: "phaseEnd" }, forced: true, juexingji: true, skillAnimation: true, animationColor: "gray", filter: function (event, player) { return player.hp == 1 || player.countCards("h") == 1; }, content: function () { "step 0"; player.awakenSkill("zhuangrong"); player.loseMaxHp(); "step 1"; if (player.maxHp > player.hp) player.recover(player.maxHp - player.hp); "step 2"; player.drawTo(Math.min(5, player.maxHp)); player.addSkills(["llqshenwei", "wushuang"]); }, }, llqshenwei: { audio: 2, trigger: { player: "phaseDrawBegin2" }, forced: true, filter: (event) => !event.numFixed, content: function () { trigger.num += 2; }, mod: { maxHandcard: (player, num) => num + 2, }, }, cuijian: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer((current) => lib.skill.cuijian.filterTarget(null, player, current)); }, filterTarget: function (card, player, target) { return target != player && target.countCards("h") > 0; }, content: function () { "step 0"; var hs = target.getCards("h", "shan"); if (hs.length) { hs.addArray( target.getCards("he", function (card) { return get.subtype(card) == "equip2"; }) ); player.gain(hs, target, "give", "bySelf"); if (player.hasMark("zhtongyuan_basic")) event.finish(); else event.num = hs.length; } else { if (player.hasMark("zhtongyuan_trick")) player.draw(2); event.finish(); } "step 1"; var hs = player.getCards("he"); if (!hs.length || !target.isIn()) event.finish(); else if (hs.length <= num) event._result = { bool: true, cards: hs }; else player.chooseCard( "he", true, "选择交给" + get.translation(target) + get.cnNumber(num) + "张牌", num ); "step 2"; if (result.bool && result.cards && result.cards.length) player.give(result.cards, target); }, ai: { order: 4, result: { player: function (player, target) { if (!target.countCards("h", "shan")) return player.hasMark("zhtongyuan_trick") ? 2 : 0; return 0; }, target: function (player, target) { if (target.countCards("h", "shan")) { var num = -target.countCards("h") / 2; var card = target.getEquip(2); if (card) num -= get.value(card, target) / 2; return num; } return -0.01; }, }, }, }, tongyuan: { audio: 2 }, zhtongyuan: { audio: "tongyuan", trigger: { player: ["useCardAfter", "respondAfter"] }, forced: true, filter: function (event, player) { var type = get.type2(event.card, false); return ( (type == "basic" || type == "trick") && get.color(event.card, false) == "red" && !player.hasMark("zhtongyuan_" + type) ); }, content: function () { var type = get.type2(trigger.card, false); if (!player.hasMark("zhtongyuan_" + type)) { player.addMark("zhtongyuan_" + type, 1, false); game.log(player, "修改了技能", "#g【摧坚】"); } }, group: ["zhtongyuan_basic", "zhtongyuan_trick"], subSkill: { basic: { trigger: { player: "useCard2" }, direct: true, locked: true, filter: function (event, player) { if (!player.hasMark("zhtongyuan_basic") || !player.hasMark("zhtongyuan_trick")) return false; var card = event.card; if (get.color(card, false) != "red" || get.type(card, null, true) != "basic") return false; var info = get.info(card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return ( !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current) ); }) ) { return true; } } return false; }, content: function () { "step 0"; var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标"; player .chooseTarget(get.prompt("zhtongyuan"), function (card, player, target) { var player = _status.event.player; return ( !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target) ); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }) .set("card", trigger.card) .set("targets", trigger.targets); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets) { player.logSkill("zhtongyuan", event.targets); trigger.targets.addArray(event.targets); } }, }, trick: { audio: "zhtongyuan", trigger: { player: "useCard" }, forced: true, filter: function (event, player) { if (!player.hasMark("zhtongyuan_basic") || !player.hasMark("zhtongyuan_trick")) return false; var card = event.card; return get.color(card, false) == "red" && get.type(card, null, false) == "trick"; }, content: function () { trigger.directHit.addArray(game.filterPlayer()); game.log(trigger.card, "不可被响应"); }, }, }, }, //陆郁生 zhente: { audio: 2, trigger: { target: "useCardToTargeted" }, logTarget: "player", usable: 1, preHidden: true, filter: function (event, player) { var color = get.color(event.card); if ( player == event.player || event.player.isDead() || color == "none" || (get.mode() == "guozhan" && color != "black") ) return false; var type = get.type(event.card); return type == "basic" || type == "trick"; }, check: function (event, player) { return ( !event.excluded.includes(player) && get.effect(player, event.card, event.player, player) < 0 ); }, content: function () { "step 0"; trigger.player .chooseControl() .set("choiceList", [ "本回合内不能再使用" + get.translation(get.color(trigger.card)) + "牌", "令" + get.translation(trigger.card) + "对" + get.translation(player) + "无效", ]) .set("prompt", get.translation(player) + "发动了【贞特】,请选择一项") .set("ai", function () { var player = _status.event.player; var target = _status.event.getParent().player; var card = _status.event.getTrigger().card, color = get.color(card); if (get.effect(target, card, player, player) <= 0) return 1; var hs = player.countCards("h", function (card) { return ( get.color(card, player) == color && player.hasValueTarget(card, null, true) ); }); if (!hs.length) return 0; if (hs > 1) return 1; return Math.random() > 0.5 ? 0 : 1; }); "step 1"; if (result.index == 0) { trigger.player.addTempSkill("zhente2"); trigger.player.storage.zhente2.add(get.color(trigger.card)); trigger.player.markSkill("zhente2"); } else trigger.excluded.add(player); }, }, zhente2: { mod: { cardEnabled(card, player) { const color = get.color(card); if (color != "unsure" && player.getStorage("zhente2").includes(color)) return false; }, cardSavable(card, player) { const color = get.color(card); if (color != "unsure" && player.getStorage("zhente2").includes(color)) return false; }, }, charlotte: true, onremove: true, init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = []; }, intro: { content: "本回合内不能使用$牌" }, }, zhiwei: { audio: 2, trigger: { player: ["enterGame", "showCharacterAfter", "phaseBegin"], global: ["phaseBefore"], }, direct: true, filter: function (event, player, name) { if (player.hasSkill("zhiwei2")) return false; if (!game.hasPlayer((current) => current != player)) return false; if (get.mode() == "guozhan") return ( event.name == "showCharacter" && (event.toShow.includes("gz_luyusheng") || event.toShow.includes("luyusheng")) ); return event.name != "showCharacter" && (name != "phaseBefore" || game.phaseNumber == 0); }, content: function () { "step 0"; player .chooseTarget( "请选择【至微】的目标", "选择一名其他角色。该角色造成伤害后,你摸一张牌,该角色受到伤害后,你随机弃置一张手牌。你弃牌阶段弃置的牌均被该角色获得。", true, lib.filter.notMe ) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (att > 0) return 1 + att; return Math.random(); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("zhiwei", target); player.storage.zhiwei2 = target; player.addSkill("zhiwei2"); } }, }, zhiwei2: { group: ["zhiwei2_draw", "zhiwei2_discard", "zhiwei2_gain", "zhiwei2_clear"], charlotte: true, onremove: true, mark: "character", intro: { content: "$造成伤害后你摸一张牌;$受到伤害后你弃置一张牌;你于弃牌阶段弃置牌后交给$", }, subSkill: { draw: { audio: "zhiwei", trigger: { global: "damageSource" }, forced: true, filter: function (event, player) { return event.source == player.storage.zhiwei2; }, logTarget: "source", content: function () { player.draw(); }, }, discard: { audio: "zhiwei", trigger: { global: "damageEnd" }, forced: true, filter: function (event, player) { return ( event.player == player.storage.zhiwei2 && player.countCards("h", function (card) { return lib.filter.cardDiscardable(card, player, "zhiwei2_discard"); }) ); }, logTarget: "player", content: function () { player.discard( player .getCards("h", function (card) { return lib.filter.cardDiscardable(card, player, "zhiwei2_discard"); }) .randomGet() ); }, }, gain: { audio: "zhiwei", trigger: { player: "loseAfter", global: "loseAsyncAfter", }, forced: true, filter: function (event, player) { if ( event.type != "discard" || event.getlx === false || event.getParent("phaseDiscard").player != player || !player.storage.zhiwei2 || !player.storage.zhiwei2.isIn() ) return false; var evt = event.getl(player); return evt && evt.cards2.filterInD("d").length > 0; }, logTarget: function (event, player) { return player.storage.zhiwei2; }, content: function () { if (trigger.delay === false) game.delay(); player.storage.zhiwei2.gain(trigger.getl(player).cards2.filterInD("d"), "gain2"); }, }, clear: { audio: "zhiwei", trigger: { global: "die", player: ["hideCharacterEnd", "removeCharacterEnd"], }, forced: true, filter: function (event, player) { if (event.name == "die") return event.player == player.storage.zhiwei2; if (event.name == "removeCharacter") return event.toRemove == "luyusheng" || event.toRemove == "gz_luyusheng"; return event.toHide == "luyusheng" || event.toHide == "gz_luyusheng"; }, content: function () { "step 0"; player.removeSkill("zhiwei2"); if (trigger.name != "die" || get.mode() != "guozhan") event.finish(); "step 1"; if (player.name1 == "gz_luyusheng" || player.name1 == "luyusheng") player.hideCharacter(0); if (player.name2 == "gz_luyusheng" || player.name2 == "luyusheng") player.hideCharacter(1); }, }, }, }, //华歆 spwanggui: { audio: "wanggui", trigger: { source: "damageSource" }, usable: 1, filter: function (event, player) { return game.hasPlayer(function (current) { return current.group != player.group; }); }, async cost(event, trigger, player) { event.result = await player .chooseTarget( get.prompt("spwanggui"), "对一名势力不同的其他角色造成1点伤害", function (card, player, target) { return target.group != player.group; } ) .set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; target.damage(); }, group: "spwanggui_draw", subSkill: { draw: { trigger: { player: "damageEnd" }, async cost(event, trigger, player) { event.result = await player .chooseTarget( get.prompt("spwanggui"), "令自己摸一张牌,或和一名势力相同的其他角色各摸一张牌", function (card, player, target) { return target.group == player.group; } ) .set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (target != player) att *= 2; if (target.hasSkillTag("nogain")) att /= 1.7; return att; }) .forResult(); }, content: function () { "step 0"; var target = targets[0]; if (player == target) { player.draw(); event.finish(); } else { var list = [player, target].sortBySeat(); game.asyncDraw(list); } "step 1"; game.delayx(); }, }, }, }, wanggui: { audio: 2, trigger: { player: "damageEnd", source: "damageSource", }, direct: true, filter: function (event, player) { return player.hasSkill("wanggui") && !player.hasSkill("wanggui2"); }, preHidden: true, content: function () { "step 0"; player.addTempSkill("wanggui2"); var bool = player.isUnseen(2); if (bool) { player .chooseTarget( "望归:是否对一名势力不同的角色造成1点伤害?", function (card, player, target) { return target.isEnemyOf(player); } ) .set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }) .setHiddenSkill("wanggui"); } else event.goto(2); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("wanggui", target); target.damage(); } event.finish(); "step 2"; player .chooseBool("望归:是否令所有与自己势力相同的角色各摸一张牌?") .setHiddenSkill("wanggui"); "step 3"; if (result.bool) { var targets = game.filterPlayer(function (current) { return current.isFriendOf(player); }); targets.sortBySeat(); player.logSkill("wanggui", targets); game.asyncDraw(targets); } else event.finish(); "step 4"; game.delayx(); }, }, wanggui2: {}, xibing: { audio: 2, trigger: { global: "useCardToPlayered" }, filter: function (event, player) { if ( player == event.player || event.targets.length != 1 || event.player.countCards("h") >= event.player.hp ) return false; var bool = function (card) { return ( (card.name == "sha" || get.type(card, false) == "trick") && get.color(card, false) == "black" ); }; if (!bool(event.card)) return false; var evt = event.getParent("phaseUse"); if (evt.player != event.player) return false; return ( get.mode() != "guozhan" || event.player.getHistory("useCard", function (evtx) { return bool(evtx.card) && evtx.getParent("phaseUse") == evt; })[0] == event.getParent() ); }, logTarget: "player", check: function (event, player) { var target = event.player; var att = get.attitude(player, target); var num2 = Math.min(5, target.hp) - target.countCards("h"); if (num2 <= 0) return att <= 0; var num = target.countCards("h", function (card) { return target.hasValueTarget(card, null, true); }); if (!num) return att > 0; return (num - num2) * att < 0; }, preHidden: true, content: function () { "step 0"; var num = Math.min(5, trigger.player.hp) - trigger.player.countCards("h"); if (num > 0) trigger.player.draw(num); "step 1"; trigger.player.addTempSkill("xibing2"); player._xibing = true; if (get.mode() != "guozhan" || player.isUnseen(2) || trigger.player.isUnseen(2)) event.finish(); "step 2"; var target = trigger.player; var players1 = [player.name1, player.name2]; var players2 = [target.name1, target.name2]; player .chooseButton(2, [ "是否暗置自己和" + get.translation(target) + "的各一张武将牌?", '
    你的武将牌
    ', [players1, "character"], '
    ' + get.translation(target) + "的武将牌
    ", [players2, "character"], ]) .set("players", players1) .set("complexSelect", true) .set("filterButton", function (button) { return ( !get.is.jun(button.link) && (ui.selected.buttons.length == 0) == _status.event.players.includes(button.link) ); }); "step 3"; if (result.bool) { var target = trigger.player; player.hideCharacter(player.name1 == result.links[0] ? 0 : 1); target.hideCharacter(target.name1 == result.links[1] ? 0 : 1); player.addTempSkill("xibing3"); target.addTempSkill("xibing3"); } }, }, xibing2: { mod: { cardEnabled2: function (card) { if (get.position(card) == "h") return false; }, }, }, xibing3: { ai: { nomingzhi: true }, }, //小虎 remeibu: { audio: "meibu", trigger: { global: "phaseUseBegin", }, filter: function (event, player) { return ( event.player != player && event.player.isIn() && event.player.inRange(player) && player.countCards("he") > 0 ); }, direct: true, derivation: ["rezhixi"], checkx: function (event, player) { if (get.attitude(player, event.player) >= 0) return false; return event.player.countCards("h") > event.player.hp; }, content: function () { "step 0"; var check = lib.skill.new_meibu.checkx(trigger, player); player .chooseToDiscard(get.prompt2("remeibu", trigger.player), "he") .set("ai", function (card) { if (_status.event.check) return 6 - get.value(card); return 0; }) .set("check", check) .set("logSkill", ["remeibu", trigger.player]); "step 1"; if (result.bool) { var target = trigger.player; var card = result.cards[0]; player.line(target, "green"); player.markAuto("remeibu_gain", [get.suit(card, player)]); player.addTempSkill("remeibu_gain"); target.addTempSkills("rezhixi", "phaseUseEnd"); } }, ai: { expose: 0.2, }, subSkill: { gain: { trigger: { global: "loseAfter" }, forced: true, charlotte: true, popup: false, onremove: true, filter: function (event, player) { return ( event.getParent(3).name == "rezhixi" && player .getStorage("remeibu_gain") .includes(get.suit(event.cards[0], event.player)) && get.position(event.cards[0]) == "d" ); }, content: function () { player.gain(trigger.cards[0], "gain2"); }, }, }, }, remumu: { audio: "mumu", trigger: { player: "phaseUseBegin", }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current.countCards("e") > 0; }); }, content: function () { "step 0"; player .chooseTarget(get.prompt2("remumu"), function (card, player, target) { return target.countCards("e") > 0; }) .set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target), es = target.getCards("e"), val = 0; for (var i of es) { var eff = -(get.value(i, target) - 0.1) * att; if (eff > val) val = eff; } return eff; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("remumu", target); if (player == target) event._result = { index: 1 }; else { var str = get.translation(target); player .chooseControl() .set("choiceList", [ "弃置" + str + "装备区的一张牌且本阶段使用【杀】的次数上限+1", "获得" + str + "装备区的一张牌且本阶段使用【杀】的次数上限-1", ]) .set("ai", function () { var player = _status.event.player; if ( player.countCards("hs", function (card) { return ( get.name(card, player) == "sha" && player.hasValueTarget(card) ); }) < Math.max(1, player.getCardUsable("sha")) ) return 1; return 0; }); } } else event.finish(); "step 2"; if (result.index == 0) { player.addTempSkill("remumu3", "phaseUseAfter"); player.discardPlayerCard(target, "e", true); } else { player.addTempSkill("remumu2", "phaseUseAfter"); player.gainPlayerCard(target, "e", true); } }, }, remumu2: { mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num - 1; }, }, }, remumu3: { mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + 1; }, }, }, rezhixi: { trigger: { player: "useCard", }, forced: true, filter: function (event, player) { return ( (event.card.name == "sha" || get.type(event.card) == "trick") && player.countCards("h") > 0 ); }, content: function () { player.chooseToDiscard("h", true); }, ai: { halfneg: true, nokeep: true }, }, //董白 relianzhu: { audio: "lianzhu", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("he") > 0; }, filterCard: true, discard: false, lose: false, delay: false, position: "he", filterTarget: lib.filter.notMe, check: function (card) { var num = get.value(card); if (get.color(card) == "black") { if (num >= 6) return 0; return 9 - num; } else { return 7 - num; } }, content: function () { "step 0"; player.give(cards, target); "step 1"; if (get.color(cards[0], player) == "red") { player.draw(); event.finish(); } else { target .chooseToDiscard( "he", 2, "弃置两张牌,或令" + get.translation(player) + "摸两张牌" ) .set("goon", get.attitude(target, player) < 0) .set("ai", function (card) { if (!_status.event.goon) return -get.value(card); return 6 - get.value(card); }); } "step 2"; if (!result.bool) player.draw(2); }, ai: { order: 3, expose: 0.2, result: { target: function (player, target) { if (ui.selected.cards.length && get.color(ui.selected.cards[0]) == "red") { if (target.countCards("h") < player.countCards("h")) return 1; return 0.5; } return -1; }, }, }, }, rexiahui: { audio: "xiahui", mod: { ignoredHandcard: function (card, player) { if (get.color(card, player) == "black") return true; }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && get.color(card, player) == "black") return false; }, }, trigger: { global: "phaseEnd" }, forced: true, logTarget: "player", filter: function (event, player) { var target = event.player; return ( target != player && target.countCards("h", function (card) { return card.hasGaintag("rexiahui"); }) == 0 && target.getHistory("lose", function (evt) { for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("rexiahui")) return true; } }).length > 0 ); }, content: function () { trigger.player.loseHp(); }, group: "rexiahui_gain", subSkill: { gain: { trigger: { global: "gainEnd" }, forced: true, popup: false, filter: function (event, player) { if (player == event.player) return false; var evt = event.getl(player); return ( evt && evt.cards2 && evt.cards2.filter(function (card) { return get.color(card, player) == "black"; }).length > 0 ); }, content: function () { trigger.player.addSkill("rexiahui_block"); var cards = trigger.getl(player).cards2.filter(function (card) { return get.color(card, player) == "black"; }); trigger.player.addGaintag(cards, "rexiahui"); }, }, block: { mod: { cardEnabled2: function (card) { if (get.itemtype(card) == "card" && card.hasGaintag("rexiahui")) return false; }, cardDiscardable: function (card) { if (card.hasGaintag("rexiahui")) return false; }, }, charlotte: true, forced: true, popup: false, trigger: { player: "changeHp" }, filter: function (event, player) { return event.num < 0; }, content: function () { player.removeSkill("rexiahui_block"); }, onremove: function (player) { player.removeGaintag("rexiahui"); }, }, }, }, //周善 dcmiyun: { audio: 2, trigger: { global: "roundStart" }, forced: true, direct: true, group: "dcmiyun_lose", content: function () { "step 0"; if (player.hasCard((card) => card.hasGaintag("dcmiyun_tag"), "h")) { player.chooseCardTarget({ prompt: "密运:将包括“安”在内的任意张手牌交给一名其他角色", forced: true, filterTarget: lib.filter.notMe, selectCard: [1, Infinity], filterOk: function () { for (var card of ui.selected.cards) { if (card.hasGaintag("dcmiyun_tag")) return true; } return false; }, goon: game.hasPlayer( (current) => player != current && get.attitude(player, current) > 0 ), ai1: function (card) { if (get.itemtype(card) != "card") return 0; if (card.hasGaintag("dcmiyun_tag")) return 100; if (_status.event.goon) return 8 - get.value(card); return -get.value(card); }, ai2: function (target) { return get.attitude(_status.event.player, target); }, }); } else event.goto(3); "step 1"; if (result.bool) { var target = result.targets[0], cards = result.cards; player.logSkill("dcmiyun", target); player.give(cards, target); } else event.goto(3); "step 2"; player.drawTo(player.maxHp); "step 3"; if ( game.hasPlayer( (current) => current != player && current.countGainableCards(player, "he") ) ) { player .chooseTarget( "密运:获得一名其他角色的一张牌,称为“安”", true, (card, player, target) => { return target != player && target.countGainableCards(player, "he"); } ) .set("ai", (target) => { return get.effect( target, { name: "shunshou" }, _status.event.player, _status.event.player ); }); } else event.finish(); "step 4"; if (result.bool) { var target = result.targets[0]; player.logSkill("dcmiyun", target); player.gainPlayerCard(target, true, "visibleMove").chooseonly = true; } else event.finish(); "step 5"; if (result.bool) { player.gain(result.cards).gaintag.add("dcmiyun_tag"); } }, mod: { aiValue: function (player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("dcmiyun_tag")) return Math.abs(num) * 10; }, aiUseful: function () { return lib.skill.dcmiyun.mod.aiValue.apply(this, arguments); }, aiOrder: function (player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("dcmiyun_tag")) return 0; }, }, subSkill: { lose: { audio: "dcmiyun", trigger: { player: "loseAfter", global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, forced: true, filter: function (event, player) { if (event.getParent().name == "dcmiyun") return false; var evt = event.getl(player); if (!evt || !evt.cards2 || !evt.cards2.length) return false; if (event.name == "lose") { for (var i in event.gaintag_map) { if (event.gaintag_map[i].includes("dcmiyun_tag")) return true; } return false; } return player.hasHistory("lose", (evt) => { if (event != evt.getParent()) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("dcmiyun_tag")) return true; } return false; }); }, content: function () { player.loseHp(); }, }, }, }, dcdanying: { audio: 2, mod: { aiOrder: function (player, card, num) { if ( num <= 0 || (card.name !== "sha" && card.name !== "shan") || !player.hasCard((i) => i.hasGaintag("dcmiyun_tag"), "h") ) return; return Math.max(0.12, num / 25); }, }, locked: false, enable: ["chooseToUse", "chooseToRespond"], usable: 1, hiddenCard: function (player, name) { if ( !_status.connectMode && !player.hasCard((card) => card.hasGaintag("dcmiyun_tag"), "h") ) return false; return name == "sha" || name == "shan"; }, filter: function (event, player) { if ( event.type == "wuxie" || !player.hasCard((card) => card.hasGaintag("dcmiyun_tag"), "h") ) return false; for (var name of ["sha", "shan"]) { if (event.filterCard({ name: name, isCard: true }, player, event)) return true; } return false; }, chooseButton: { dialog: function (event, player) { var vcards = []; for (var name of ["sha", "shan"]) { var card = { name: name, isCard: true }; if (event.filterCard(card, player, event)) vcards.push(["基本", "", name]); } var dialog = ui.create.dialog("胆迎", [vcards, "vcard"], "hidden"); dialog.direct = true; return dialog; }, backup: function (links, player) { return { filterCard: () => false, selectCard: -1, viewAs: { name: links[0][2], isCard: true, }, popname: true, precontent: function () { player.logSkill("dcdanying"); player.showCards( player.getCards("h", (card) => card.hasGaintag("dcmiyun_tag")), get.translation(player) + "的“安”" ); player.addTempSkill("dcdanying_discard"); }, }; }, prompt: function (links, player) { return "展示“安”,然后视为使用【" + get.translation(links[0][2]) + "】"; }, }, ai: { order: function (item, player) { var o1 = get.order({ name: "sha" }), o2 = get.order({ name: "shan" }); if (player.countCards("h") > 3 || player == _status.currentPhase) return Math.max(o1, o2) + 0.1; return Math.min(o1, o2) - 0.1; }, combo: "dcmiyun", respondSha: true, respondShan: true, skillTagFilter: function (player, tag, arg) { if (!player.hasCard((card) => card.hasGaintag("dcmiyun_tag"), "h")) return false; }, result: { player: 1, }, }, subSkill: { discard: { trigger: { target: "useCardToTargeted" }, charlotte: true, forced: true, filter: function (event, player) { return player.countDiscardableCards(event.player, "he"); }, content: function () { trigger.player.discardPlayerCard(player, "he", true); player.removeSkill("dcdanying_discard"); }, ai: { effect: { target: function (card, player, target) { if (_status._dcdanying_aiChecking) return; _status._dcdanying_aiChecking = true; let eff = get.effect(target, { name: "guohe_copy2" }, player, player); delete _status._dcdanying_aiChecking; return [1, get.sgn(eff)]; }, }, }, }, }, }, //蔡阳 dcxunji: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target != player && !player.getStorage("dcxunji_effect").includes(target); }, content: function () { player.markAuto("dcxunji_effect", [target]); player.addTempSkill("dcxunji_effect", { player: "die" }); target.addTempSkill("dcxunji_mark", { player: "phaseEnd" }); }, ai: { order: 1, result: { player: function (player, target) { if (player.hp < 2) return 0; return get.effect(target, { name: "juedou" }, player, player); }, }, }, subSkill: { mark: { mark: true, marktext: "嫉", intro: { content: "你已经被盯上了!" }, }, effect: { audio: "dcxunji", charlotte: true, trigger: { global: "phaseJieshuBegin" }, forced: true, popup: false, onremove: true, filter: function (event, player) { return player.getStorage("dcxunji_effect").includes(event.player); }, content: function () { "step 0"; var target = trigger.player; event.target = target; if ( target.getHistory("useCard", (evt) => get.color(evt.card) == "black").length > 0 && player.canUse("juedou", target) ) { player.useCard({ name: "juedou", isCard: true }, target, "dcxunji_effect"); } "step 1"; player.unmarkAuto("dcxunji_effect", [target]); if (!player.storage.dcxunji_effect.length) player.removeSkill("dcxunji_effect"); }, group: "dcxunji_loseHp", }, loseHp: { trigger: { source: "damageSource" }, forced: true, popup: false, filter: function (event, player) { return ( event.card && event.card.name == "juedou" && event.getParent().skill == "dcxunji_effect" && event.player.isIn() ); }, content: function () { trigger.player.line(player); player.damage(trigger.num, trigger.player); }, }, }, }, dcjiaofeng: { audio: 2, trigger: { source: "damageBegin1" }, forced: true, usable: 1, filter: function (event, player) { return player.isDamaged() && !player.getHistory("sourceDamage").length; }, content: function () { var num = player.getDamagedHp(); if (num > 0) player.draw(); if (num > 1) trigger.num++; if (num > 2) player.recover(); }, }, //夏侯杰 liedan: { audio: 2, trigger: { global: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return ( (player != event.player || player.countMark("liedan") > 4) && !player.hasSkill("zhuangdan_mark") ); }, logTarget: "player", content: function () { if (player == trigger.player) { player.die(); return; } var num = 0; if (player.hp > trigger.player.hp) num++; if (player.countCards("h") > trigger.player.countCards("h")) num++; if (player.countCards("e") > trigger.player.countCards("e")) num++; if (num) { player.draw(num); if (num == 3 && player.maxHp < 8) player.gainMaxHp(); } else { player.addMark("liedan", 1); player.loseHp(); } }, intro: { content: "mark" }, }, zhuangdan: { audio: 2, trigger: { global: "phaseEnd" }, forced: true, filter: function (event, player) { return player != event.player && player.isMaxHandcard(true); }, content: function () { player.addTempSkill("zhuangdan_mark", { player: "phaseEnd" }); }, ai: { combo: "zhuangdan", }, }, zhuangdan_mark: { mark: true, marktext: "胆", intro: { content: "我超勇的" }, }, //乌巢酒仙 recangchu: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame" }, marktext: "粮", forced: true, filter: function (event, player) { if (event.name == "phase" && game.phaseNumber != 0) return false; return player.countMark("recangchu") < game.countPlayer(); }, content: function () { player.addMark( "recangchu", Math.min(3, game.countPlayer() - player.countMark("recangchu")) ); }, intro: { content: "mark", name: "粮" }, mod: { maxHandcard: function (player, num) { return num + player.countMark("recangchu"); }, }, group: ["recangchu2", "recangchu3"], }, recangchu2: { audio: "recangchu", trigger: { player: "gainAfter", global: "loseAsyncAfter", }, forced: true, usable: 1, filter: function (event, player) { return ( player != _status.currentPhase && player.countMark("recangchu") < game.countPlayer() && event.getg(player).length > 0 ); }, content: function () { player.addMark("recangchu", 1); }, }, recangchu3: { audio: "recangchu", trigger: { global: "die" }, forced: true, filter: function (event, player) { return player.countMark("recangchu") > game.countPlayer(); }, content: function () { player.removeMark("recangchu", player.countMark("recangchu") - game.countPlayer()); }, }, reliangying: { audio: 2, trigger: { player: "phaseDiscardBegin" }, filter(event, player) { return player.hasMark("recangchu"); }, direct: true, async content(event, trigger, player) { const draws = Array.from({ length: player.countMark("recangchu") }).map( (_, i) => get.cnNumber(i + 1) + "张" ); const { result: { control }, } = await player .chooseControl(draws, "cancel2") .set("prompt", get.prompt("reliangying")) .set( "prompt2", "摸至多" + get.cnNumber(player.countMark("recangchu")) + "张牌,然后交给等量的角色各一张牌" ) .set("ai", () => { const player = get.event("player"); const num = Math.min( player.countMark("recangchu"), game.countPlayer((current) => get.attitude(player, current) > 0) ); if (num > 0) return get.cnNumber(num) + "张"; return "cancel2"; }); if (control != "cancel2") { player.logSkill("reliangying"); const num = draws.indexOf(control) + 1, max = Math.min( num, player.countCards("he"), game.countPlayer((target) => target != player) ); await player.draw(num); let list = []; if (_status.connectMode) game.broadcastAll(() => (_status.noclearcountdown = true)); while (max - list.length > 0) { const { result: { bool, cards, targets }, } = await player .chooseCardTarget({ prompt: "粮营:将" + get.cnNumber(max - 1) + "至" + get.cnNumber(max) + "张牌交给其他角色", position: "he", animate: false, filterCard(card, player) { return !get.event("list").some((list) => list[1] == card); }, filterTarget(card, player, target) { return ( target != player && !get.event("list").some((list) => list[0] == target) ); }, ai1(card) { if (card.name == "shan") return 1; return Math.random(); }, ai2(target) { return get.attitude(get.event("player"), target); }, }) .set("list", list) .set("forced", max - list.length > 1); if (bool) { list.push([targets[0], cards[0]]); player.addGaintag(cards, "olsujian_given"); } else break; } if (_status.connectMode) { game.broadcastAll(() => { delete _status.noclearcountdown; game.stopCountChoose(); }); } if (list.length) { await game .loseAsync({ gain_list: list, player: player, cards: list.slice().map((list) => list[1]), giver: player, animate: "giveAuto", }) .setContent("gaincardMultiple"); } } }, }, reshishou: { audio: 2, trigger: { player: ["useCard", "damageEnd"] }, forced: true, filter: function (event, player) { if (!player.countMark("recangchu")) return false; return event.name == "damage" ? event.hasNature("fire") : event.card && event.card.name == "jiu"; }, content: function () { player.removeMark("recangchu", Math.min(player.countMark("recangchu"), trigger.num || 1)); }, ai: { combo: "recangchu", neg: true }, group: "reshishou2", }, reshishou2: { audio: "reshishou", trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return !player.countMark("recangchu"); }, content: function () { player.loseHp(); }, }, //曹性 cxliushi: { audio: 2, enable: "phaseUse", filter: function (event, player) { return player.countCards("he", { suit: "heart" }) > 0; }, filterCard: { suit: "heart" }, position: "he", filterTarget: function (card, player, target) { return player.canUse("sha", target, false); }, check: function (card) { var player = _status.event.player; var next = player.getNext(); var att = get.attitude(player, next); if (att > 0) { var js = next.getCards("j"); if (js.length) return get.judge(js[0]) + 10 - get.value(card); return 9 - get.value(card); } return 6 - get.value(card); }, discard: false, prepare: "throw", loseTo: "cardPile", visible: true, insert: true, content: function () { game.log(player, "将", cards, "置于牌堆顶"); player.useCard({ name: "sha", isCard: true }, false, targets).card.cxliushi = true; }, group: "cxliushi_damage", subSkill: { damage: { trigger: { source: "damageSource" }, forced: true, popup: false, filter: function (event, player) { return ( event.card && event.card.cxliushi == true && event.player.isIn() && event.getParent(3).name == "cxliushi" ); }, content: function () { trigger.player.addMark("cxliushi2", 1); trigger.player.addSkill("cxliushi2"); }, }, }, ai: { order: function () { return get.order({ name: "sha" }) - 0.4; }, result: { target: function (player, target) { var eff = get.effect(target, { name: "sha" }, player, target); var damageEff = get.damageEffect(target, player, player); if (eff > 0) return damageEff > 0 ? 0 : eff; if ( target.hasSkill("bagua_skill") || target.hasSkill("rw_bagua_skill") || target.hasSkill("bazhen") ) return 0; return eff; }, }, }, }, cxliushi2: { mod: { maxHandcard: function (player, num) { return num - player.countMark("cxliushi2"); }, }, onremove: true, charlotte: true, intro: { name2: "流", content: "手牌上限-#", }, }, zhanwan: { audio: 2, trigger: { global: "phaseDiscardEnd" }, forced: true, filter: function (event, player) { return ( event.player.hasSkill("cxliushi2") && event.player.getHistory("lose", function (evt) { if (evt.type == "discard" && evt.getParent("phaseDiscard") == event) return true; }).length > 0 ); }, logTarget: "player", content: function () { trigger.player.removeSkill("cxliushi2"); var num = 0; trigger.player.getHistory("lose", function (evt) { if (evt.type == "discard" && evt.getParent("phaseDiscard") == trigger) num += evt.cards2.length; }); player.draw(num); }, ai: { combo: "cxliushi", }, }, //说出吾名吓汝一跳 xuxie: { audio: 2, trigger: { player: "phaseUseBegin" }, logTarget: function (event, player) { return game .filterPlayer(function (current) { return get.distance(player, current) <= 1; }) .sortBySeat(); }, check: function (event, player) { if (player.isHealthy()) return false; var list = game.filterPlayer(function (current) { return get.distance(player, current) <= 1; }); var draw = 0; var discard = 0; var num = 2 / player.getDamagedHp(); while (list.length) { var target = list.shift(); var att = get.attitude(player, target); if (att > 0) { draw++; if (target.countDiscardableCards(player, "he") > 0) discard--; } if (att == 0) { draw--; if (target.countDiscardableCards(player, "he") > 0) discard--; } if (att < 0) { draw--; if (target.countDiscardableCards(player, "he") > 0) discard++; } } return draw >= num || discard >= num; }, content: function () { "step 0"; player.loseMaxHp(); "step 1"; var targets = game .filterPlayer(function (current) { return get.distance(player, current) <= 1; }) .sortBySeat(); if (!targets.length) event.finish(); else { event.targets = targets; player .chooseControl() .set("choiceList", [ "弃置" + get.translation(targets) + "的各一张牌", "令" + get.translation(targets) + "各摸一张牌", ]) .set("ai", function () { var player = _status.event.player; var list = _status.event.getParent().targets.slice(0); var draw = 0; var discard = 0; while (list.length) { var target = list.shift(); var att = get.attitude(player, target); if (att > 0) { draw++; if (target.countDiscardableCards(player, "he") > 0) discard--; } if (att < 0) { draw--; if (target.countDiscardableCards(player, "he") > 0) discard++; } } if (draw > discard) return 1; return 0; }); } "step 2"; event.index = result.index; if (result.index == 1) { game.asyncDraw(targets); } else event.goto(4); "step 3"; game.delay(); event.finish(); "step 4"; var target = targets.shift(); if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, "he", true); if (targets.length) event.redo(); }, group: "xuxie_add", }, xuxie_add: { audio: "xuxie", trigger: { player: "phaseUseEnd" }, forced: true, locked: false, filter: function (event, player) { return game.hasPlayer(function (current) { return current.maxHp > player.maxHp; }); }, content: function () { player.gainMaxHp(); player.chooseDrawRecover(2, true); }, }, //新潘凤 xinkuangfu: { enable: "phaseUse", usable: 1, audio: 2, delay: false, filterTarget: function (card, player, target) { if (player == target) return ( player.countCards("e", function (card) { return lib.filter.cardDiscardable(card, player); }) > 0 ); return target.countDiscardableCards(player, "e") > 0; }, filter: function (event, player) { return game.hasPlayer(function (current) { return current.countCards("e") > 0; }); }, content: function () { "step 0"; if (player == target) player.chooseToDiscard("e", true); else player.discardPlayerCard(target, "e", true); "step 1"; player.chooseUseTarget("sha", true, false, "nodistance"); "step 2"; var bool = game.hasPlayer2(function (current) { return ( current.getHistory("damage", function (evt) { return evt.getParent("xinkuangfu") == event; }).length > 0 ); }); if (player == target && bool) player.draw(2); else if (player != target && !bool) player.chooseToDiscard("h", 2, true); }, ai: { order: function () { return get.order({ name: "sha" }) + 0.3; }, result: { target: function (player, target) { var att = get.attitude(player, target); var max = 0; var min = 1; target.countCards("e", function (card) { var val = get.value(card, target); if (val > max) max = val; if (val < min) min = val; }); if (att > 0 && min <= 0) return target.hasSkillTag("noe") ? 3 : 1; if (att <= 0 && max > 0) { if (target.hasSkillTag("noe")) return max > 6 ? -max / 3 : 0; return -max; } if (player === target && !player.hasSha()) { let ph = player.countCards("h"); if ( game.hasPlayer((i) => { if ( !player.canUse("sha", i, true, true) || get.effect(i, { name: "sha" }, player, player) <= 0 ) return false; return ( !ph || !i.mayHaveShan( player, "use", i.getCards("h", (i) => { return i.hasGaintag("sha_notshan"); }) ) ); }) ) return 1; } return 0; }, }, }, }, }, card: {}, characterIntro: { dc_liuli: "刘理(?—244年),字奉孝,涿郡涿县(今河北涿州)人,三国时期蜀汉昭烈帝刘备之子,蜀汉后主刘禅、甘陵王刘永异母弟。章武元年(221年),刘备称帝,派司徒许靖封刘理为梁王。建兴八年(230年),改封为安平王。延熙七年(244年),刘理去世,谥号悼王。", xingdaorong: "邢道荣是《三国演义》中虚构的人物,为零陵太守刘度手下武将,被评价有万夫不当之勇,于《三国演义》第五十二回登场,被赵云刺死。", caoxing: "曹性,东汉末年吕布部将,史载他曾与身为自己上司的反叛者郝萌交战,并砍去郝萌一臂,受到吕布的嘉奖。在罗贯中所著古典小说《三国演义》中,也有关于曹性箭射夏侯惇左目的描述,而曹性也随即被暴怒的夏侯惇所杀。在穿越小说《三国之银河射手》中,主角穿越成为曹性,经过一番闯荡之后,被封为“银河射手”。", xiahoujie: "夏侯杰(?—208年),是罗贯中的小说《三国演义》中曹操的部将,征战时常常带在身边。在第42回长坂坡之战中,张飞大吼,从马儿受惊跌下马来而死。", huaxin: "华歆(157年-232年1月30日),字子鱼,汉族。平原郡高唐县人(今山东省高唐县)。汉末至三国曹魏初年名士、重臣。华歆早年拜太尉陈球为师,与卢植、郑玄、管宁等为同门,又与管宁、邴原共称一龙,华歆为龙头。汉灵帝时华歆被举为孝廉,任郎中,因病去官。又被大将军何进征召为尚书郎。后任豫章太守,甚得民心。孙策率军南下,华歆举郡投降,被奉为上宾。官渡之战时,被征为议郎、参司空军事。入为尚书、侍中,又代荀彧为尚书令。丞相曹操讨孙权时,授华歆为军师。后为魏王国的御史大夫。曹丕即王位,拜华歆为相国,封安乐乡侯。曹魏建立后,其相国职名改称司徒。魏明帝即位,升任太尉,晋封博平侯。太和五年十二月(232年1月),华歆去世,年七十五,谥号“敬”。有文集三十卷,今佚失,其余见《全三国文》。", luyusheng: "陆郁生(?年-?),三国时期吴国官员陆绩之女。陆郁生的父亲陆绩是吴郡公认的才子,又是当时吴郡陆氏的领袖。陆绩赴任担任郁林太守,遂取此名。陆郁生年少的时候就定下坚贞的志向。建安二十四年(219年),陆绩早亡,她与两个兄弟陆宏、陆睿当时都只有几岁,一起返回吴县,被他们的从兄陆瑁接回抚养。13周岁的陆郁生嫁给同郡出身的张白为妻。出嫁3个月后,张白因为其兄张温一族的案件遭到连坐,被处以流刑,后死于流放地,陆郁生成为了寡妇,其后公开宣言不再改嫁,困难于生计但拒绝了所有提亲,在艰苦中从未停止服侍、照顾张白的姐妹。事情传到朝廷,皇帝褒奖陆郁生,号其为“义姑”。她的表侄姚信在文集中称赞她的义举。", fengxi: "冯熙(?—223年),字子柔,颍川郡父城县(今河南省平顶山市宝丰县)人。汉末三国时期吴国官员,东汉初年名将冯异的后人。孙权担任车骑将军时,冯熙担任其幕府东曹掾,后迁立信都尉。刘备去世时,奉命进入蜀汉吊丧,返回后,任中大夫。后奉命出使魏国,受到魏文帝曹丕和尚书令陈群招揽,宁死不从,自尽未果。孙权闻之流泪,称其“东吴苏武”。最终在曹魏死去。", heyan: "何晏(?-249年),字平叔。南阳郡宛县(今河南省南阳市)人。三国时期曹魏大臣、玄学家,东汉大将军何进之孙(一称何进弟何苗之孙)。何晏之父早逝,司空曹操纳其母尹氏为妾,他因而被收养,为曹操所宠爱。少年时以才秀知名,喜好老庄之学,娶曹操之女金乡公主。魏文帝在位时,未被授予官职。魏明帝认为何晏虚浮不实,也只授其冗官之职。大将军曹爽秉政时,何晏与之共事,得以累官至侍中、吏部尚书,典选举,封列侯。高平陵之变后,与大将军曹爽同为太傅司马懿所杀,被夷灭三族。何晏有文集十一卷,并曾与郑冲等共撰《论语集解》,今已佚。钟嵘《诗品》称“平叔鸿鹄之篇,风规见矣。”将何晏诗列入中品。袁宏在《名士传》中将何晏等称为正始名士。他与夏侯玄、王弼等倡导玄学,竞事清谈,遂开一时风气,为魏晋玄学的创始者之一。", zhaoyan: "赵嫣,生卒年不详。东吴方士(一说是丞相)赵达之妹,吴大帝孙权之妃,人称赵夫人。她心灵手巧,多才多艺,有“三绝”之称。孙权曾经想要找擅长绘画之人绘制山川地势军阵之图。赵达举荐了自己的妹妹。赵嫣认为水墨容易褪色,不方便在军旅之中保存。自己擅长刺绣,可以在锦帛上绣出孙权所需之图。待制作完成后献于孙权,只见方帛锦绣之上有五岳河海城邑行阵之形,孙权大为赞叹。时人谓之“针绝”。除刺绣之外,赵嫣还擅长绘画织锦,她能用彩丝织成云霞龙蛇之锦,大则盈尺,小则方寸,宫中谓之“机绝”。孙权在昭阳宫居住之时,饱受暑气之扰,以紫绡制成帷帐缓解暑气。赵嫣认为此物不足为贵,她削下自己的头发剖为细丝,以郁夷国出产的神胶连接,花了数月功夫将其制成一顶幔帐,打开之后薄如蝉翼,轻赛寒烟。放下帐帷能笼罩一丈之地,帐内清风自生暑意顿消。收起来则可纳入枕中,携带方便。时人谓之“丝绝”。", wangtao: "王桃是在《花关索传》中登场的虚拟人物,盗贼王令公的两个女儿之一,王悦的姐姐,与妹妹都是关索之妻。姐妹俩原为卢塘寨山贼,以武艺与美貌而闻名,被众多男性求婚却皆不与理睬。她们在关索回西川认父途中与关索交手时不敌,因意气投合而一齐下嫁。虽为架空之人物,但四川省内有记述夫妻三人共同守护葭萌关一事,民间亦流传如夫妻三人曾共同参与诸葛亮之南蛮征伐等轶事。", wangyue: "王悦是在《花关索传》中登场的虚拟人物,盗贼王令公的两个女儿之一,王桃的妹妹,与姐姐都是关索之妻。姐妹俩原为卢塘寨山贼,以武艺与美貌而闻名,被众多男性求婚却皆不与理睬。她们在关索回西川认父途中与关索交手时不敌,因意气投合而一齐下嫁。虽为架空之人物,但四川省内有记述夫妻三人共同守护葭萌关一事,民间亦流传如夫妻三人曾共同参与诸葛亮之南蛮征伐等轶事。", zhangxuan: "张嫙,三国时期孙吴将领张布之女,孙皓后妃张媱的姐姐。初为卫尉冯朝之子冯纯的妻子,后为孙皓后妃,册封左夫人。因孙皓诛灭张布,张媱口吐怨言,被暴怒的孙皓下令棒杀。后来孙皓怀念她的容颜,于是询问侍从:“张布还有女儿吗?”侍从回答:“张布的大女儿嫁给了已故卫尉冯朝的儿子冯纯。”于是孙皓夺走了冯纯的妻子张嫙,纳入宫中。孙皓颇为宠爱张嫙,册封其为左夫人。昼夜嬉戏,纸醉金迷,不理朝政。后来张嫙也去世了,孙皓非常悲伤,下令以最高的规格埋葬张嫙。因为悲伤过度,孙皓一度半年都不出宫门,甚至由于葬礼太过奢华被宫外之人认为孙皓已经死了。", tengyin: "滕胤(?-256年),字承嗣,三国时期吴国重臣,北海郡剧县(今山东省昌乐县)人。滕胤仪表堂堂,少时有节操,后娶公主为妻。孙权称王后,滕胤被封都亭侯。其后历任丹杨太守、吴郡太守、会稽太守。孙亮继位后,出任太常、卫将军。诸葛恪被杀后,群臣推举滕胤为司徒,但遭权臣孙峻党羽所阻挠,滕胤也有意避嫌,最终只晋爵高密侯。孙峻死后,由其堂弟孙綝执政。滕胤的连襟、骠骑将军吕据联系北伐前线诸将推举滕胤为相,希望分割孙綝权力,但并未成功,滕胤被改任大司马,镇守武昌。不久,滕胤与吕据密谋推翻孙綝,因计划泄露而被杀,惨遭灭族。孙綝被杀后,景帝孙休为滕胤平反。", zhangyao: "张美人,三国东吴末帝孙皓后妃,张布之女。另有张布女,张美人姊被孙皓立为左夫人。《吴书五妃嫔传第五》:江表传曰:皓以张布女为美人,有宠,皓问曰:“汝父所在?”答曰:“贼以杀之。”皓大怒,棒杀之。后思其颜色,使巧工刻木作美人形象,恒置座侧。问左右:“布复有女否?”答曰:“布大女适故卫尉冯朝子纯。”即夺纯妻入宫,大有宠,拜为左夫人,昼夜与夫人房宴,不听朝政,使尚方以金作华燧、步摇、假髻以千数。令宫人著以相扑,朝成夕败,辄出更作,工匠因缘偷盗,府藏为空。会夫人死,皓哀愍思念,葬于苑中,大作冢,使工匠刻柏作木人,内冢中以为兵卫,以金银珍玩之物送葬,不可称计。已葬之后,皓治丧於内,半年不出。国人见葬太奢丽,皆谓皓已死,所葬者是也。皓舅子何都颜状似皓,云都代立。临海太守奚熙信讹言,举兵欲还诛都,都叔父植时为备海督,击杀熙,夷三族,讹言乃息,而人心犹疑。", xiahoulingnv: "夏侯令女,字令女,名不详。生卒年不详,三国时期人物。夏侯文宁之女(《三国演义》中为夏侯令之女),曹文叔之妻。其事迹见于《三国志·魏书·诸夏侯曹传第九》裴松之注引皇甫谧《列女传》。而在《三国演义》中,由于作者断句错误,便认为“夏侯令女”是“夏侯令之女”之意(见《三国演义》第107回:“乃夏侯令女也”,由其语气可推断)。", lvlingqi: "吕玲绮,虚拟人物,源于日本光荣株式会社(现光荣特库摩公司)旗下游戏《真·三国无双》系列,初次登场于《真三国无双7:猛将传》。吕布的女儿,寂寥而威风凛凛的战姬,发挥着不亚于父亲的武艺,非常勇敢地身先士卒立于前线。虽然有着能够直面困难的坚强意志,却由于过去的经历而有着非常害怕孤独的一面。", liuyong: "刘永,字公寿,涿郡涿县(今河北涿州)人,三国时期蜀汉昭烈帝刘备之子,蜀汉后主刘禅之弟。章武元年(221年)六月,封鲁王。建兴八年(230年),改封甘陵王。咸熙元年(264年),蜀汉灭亡,刘永被迁往洛阳,被任命为奉车都尉,封乡侯。", wanniangongzhu: "刘氏(生卒年不详),河南郡雒阳县(今河南省洛阳市)人,汉灵帝刘宏之女,汉少帝刘辩与汉献帝刘协的姐妹,封万年公主。", mamidi: "马日磾(?~194年),字翁叔。扶风茂陵(今陕西省兴平市)人。东汉中后期大臣,经学大师马融之族孙(一作族子)。马日磾年轻时即继承马融学说,以才学入仕。曾任谏议大夫,与蔡邕、卢植等人东观典校官藏的《五经》记传,并参与续写《东观汉记》。后历任射声校尉、太尉、太常等职。初平三年(192年),掌权的李傕任命马日磾为太傅、录尚书事,与太仆赵岐共同出使关东。他到寿春袁术处后,对其多有所求,遭袁术轻鄙,袁术遂夺其符节,来随意征辟将士,并企图强迫马日磾任其军师,马日磾求去不能,忧愤发病,兴平元年(194年),卒于寿春。", guanning: "管宁(158年—241年),字幼安。北海郡朱虚县(今山东省安丘、临朐东南)人。汉末三国时期著名隐士。管宁与华歆、邴原并称为“一龙”。汉末天下大乱时,与邴原及王烈等人避于辽。在当地只谈经典而不问世事,做讲解《诗经》《书经》,谈祭礼、整治威仪、陈明礼让等教化工作,人们都很乐于接受他的教导。直到魏文帝黄初四年(公元223年)才返乡,辽东太守公孙恭亲自送别。此后曹魏几代帝王数次征召管宁,他都没有应命。正始二年(公元241年),管宁逝世,年八十四。著有《氏姓论》。", tenggongzhu: "滕公主,名讳不详,三国人物,吴大帝孙权之女。一说为养女,生父为孙权堂弟孙奂。黄武年间(222年—228年),以公主身份下嫁功臣滕胄之子滕胤,当时滕胤年仅20岁。滕胤皮肤白皙,容貌俊美,每逢入朝大臣们没有不惊叹称羡的。滕胤仕官后,上书言及时局,又对政策多有匡弼。孙权对公主也特别宠爱,因为滕胤的缘故,又格外增加对公主的赏赐,又几次探望慰劳。少帝孙亮时期,孙綝以宗室身份独揽大权作恶多端,引发群臣不满。五凤三年(256年)滕胤与连襟吕据密谋推翻孙綝,事败遭到夷三族 。公主则被亲兄孙壹救出,携其逃亡曹魏。", caimaozhangyun: "蔡瑁,字德珪,生卒年不详。襄阳蔡州人,东汉末年荆州名士。少年时与曹操交好。初平元年(公元190年),刘表为荆州刺史。时宗贼猖獗,蔡瑁协助刘表诛杀宗贼,平定荆州之地,蔡瑁因此得刘表重用,并在刘表任镇南将军时担任他的军师。刘表病亡后,蔡瑁拥护刘表幼子刘琮继位,并逼迫他投降南征的曹操。蔡瑁在曹操麾下历任从事中郎、司马、长水校尉,受封汉阳亭侯。张允,生卒年不详,荆州牧刘表的外甥,与蔡瑁一样是刘表幼子刘琮的党羽。刘表病重之时,张允害怕刘表会把州牧之位传给长子刘琦,于是将远赴而来的刘琦阻于门外,不准他与刘表相见。曹操大军到达新野时,张允也随蔡瑁一同投降曹操。之后便隐没于历史之中,并无记载。在《三国演义》中,蔡瑁张允擅长水战,是东吴心腹大患。周瑜用反间计诱骗曹操除掉二人,使得曹军再无能够统领水军的大将。", zhangxun: "张勋,东汉末年军阀袁术帐下大将,袁术称帝后受封大将军。初平四年(公元193年),袁术引兵入陈留,被曹操、袁绍合力击败,逃至雍丘。后入九江,杀死扬州刺史陈温而自领之,并任命张勋、桥蕤为大将。时孙策依附于袁术,被表为怀义校尉,张勋对其倾心敬服。袁术称帝后,任命张勋为大将军,攻打吕布,大败而还。其后曹操又以袁术称帝为名南下进攻,袁术闻之大惊,即走度淮,留张勋、桥蕤守蕲阳以拒曹。曹操破其军,斩桥蕤,张勋退走。建安四年(公元199年),袁术病死,张勋率残军欲南投孙策,途中被袁术旧部刘勋俘虏,其后下落不明。", huzhao: "胡昭(162年-250年),字孔明,颍川(治今河南禹州)人。汉末三国时期隐士、书法家。胡昭善长隶书,与钟繇、邯郸淳、卫觊、韦诞齐名。有“钟氏小巧,胡氏豪放”之说,世人并称“钟胡”。", guanhai: "管亥(生卒年不详),青州黄巾军渠帅,率军侵略北海,围北海相孔融于都昌。孔融派遣太史慈突围而出,前往平原向刘备求援,刘备率军来到,击退管亥。《三国演义》中管亥在单挑中为关羽斩杀。", yinfuren: "尹夫人,原汉大将军何进的儿媳,丈夫早逝,生有一子何晏。曹操任司空时娶尹氏为妾,一并收养何晏,并生有一子曹矩。", chengui: "陈珪(生卒年不详),一作圭,字汉瑜。徐州下邳(治今江苏睢宁西北)人,广汉太守陈亹之孙,太尉陈球之侄,吴郡太守陈瑀(一作陈璃)、汝阴太守陈琮的从兄,陈登、陈应之父。官至沛相。", wanglie: "王烈,字彦方(141-219),平原县(今山东德州平原)人。生于永和六年(公元141年),卒于建安二十三年(公元218年)。王烈少时师从陈寔,闻名遐迩。董卓作乱时避乱辽东,并多次拒绝曹操的聘请。七十八岁时病死于辽东。", panghui: "庞会,(214—?),三国时期曹魏名将,庞德之子。曹丕即位后,思庞德忠烈,遂赐庞会等兄弟四人爵关内侯,邑各百户。庞会勇烈,有先父之风,官至中尉将军,封列侯。", chenjiao: "陈矫(?-237年7月11日),字季弼,广陵郡东阳县(治今安徽省天长市西北,今地属江苏省如皋市)人。三国时期曹魏名臣。陈矫本姓刘,因过继与母族而改姓陈。早年避乱江东,后广陵太守陈登请为功曹。曹操辟为丞相掾属,迁任相县令,转任征南长史。又为彭城、乐陵太守,迁任魏郡西部都尉。曹操东征,拜丞相长史,转西曹属、尚书。曹丕称帝,领吏部事,封高陵亭侯,迁尚书令。明帝继位后,进爵东乡侯,后转侍中,加光禄大夫,又拜司徒。景初元年(237年),陈矫去世,谥贞侯。", gongsundu: "公孙度 (?-204年),字升济,辽东襄平(今辽宁辽阳)人,东汉末年辽东太守。少随父迁居玄菟郡。初为玄菟小吏,建宁二年(169年),继升尚书郎、冀州刺史,后被免官。初平元年(190年),经同乡徐荣推荐,被董卓任命为辽东太守。公孙度到任后,厉行严刑峻法,打击豪强势力,使令行政通,羽翼渐丰。不久,中原地区董卓乱起,各地军阀无暇东顾。公孙度趁机自立为辽东侯、平州牧。继则东伐高句丽,西击乌桓,南取辽东半岛,越海取胶东半岛北部东莱诸县,开疆扩土;又招贤纳士,设馆开学,广招流民,威行海外,俨然以辽东王自居。建安九年(204年)病逝,子公孙康继承其位由于公孙度的锐意进取和苦心经营,使辽东地区在汉末三国的战乱年代,获得了暂时的安宁,推动了当地生产技术和封建文化的发展。", leibo: "雷薄(生卒年不详),本为东汉末年袁术麾下部将。离开称帝后昏庸奢侈的袁术,与陈兰一起占据嵩山为山贼。后来袭击兵败的袁术,抢夺财宝。同时在《三国演义》中也有出场。", liupi: "刘辟,东汉末年黄巾起义军将领。黄巾军将领。黄巾之乱后,与龚都一起率军盘踞在汝南。欲追随刘备,将汝南让给刘备。《三国演义》中,在与曹操的部将高览交战时,为保护刘备而战死。", zhenghun: "郑浑(生卒年不详),字文公。开封(今河南省开封市)人。汉末及三国时期曹魏大臣,东汉名儒郑众曾孙、名士郑泰之弟。郑浑早年避乱淮南,后转投豫章太守华歆。又被曹操辟为掾属,历任下蔡县长、邵陵县令,任内颇有政绩,深得民心。任左冯翊时,击杀扰乱郡县的梁兴,又击败作乱的山贼。历任上党太守、京兆尹、丞相掾属等职。曹丕称帝后,拜侍御史,加驸马都尉。先后任阳平、沛郡太守,任内兴修水利,使农田常年丰收,被百姓称为“郑陂”。后转任山阳和魏郡太守。魏明帝曹叡听闻郑浑的事迹之后,下诏将其政绩布告天下。官至将作大匠。卒年不详。", furongfuqian: "傅肜(?-222年),义阳(今湖北枣阳)人,三国时蜀汉将领。刘备攻伐吴国时,傅肜为别督。后刘备被陆逊击败,傅肜率部断后,奋战至死。死前怒斥道:“吴狗!何有汉将军降者!”
    傅佥[qiān] ( ? ~263年),义阳(治今湖北省枣阳市)人,蜀汉将领傅彤之子,三国时期蜀汉名将。金长于谋略,并颇有胆勇,姜维甚爱之。傅佥官至关中都督。魏国攻伐蜀汉时,傅佥和蒋舒防守阳安关,兵败战死。", qinlang: "秦朗(生卒年不详),字元明,小字阿蘇(一作阿鳔),新兴(治今山西忻州)云中人。三国时期曹魏将领,官至骁骑将军、给事中,曾率兵讨伐鲜卑轲比能和步度根的叛军。", xianglang: "向朗(约167年—247年),字巨达。襄阳郡宜城县(今湖北宜城)人,三国时期蜀汉官员、藏书家、学者。向朗早年师从于司马徽,并被荆州牧刘表任命为临沮县长。后随刘备入蜀,历任巴西、牂牁、房陵太守,并拜步兵校尉,领丞相长史,随丞相诸葛亮北伐。因包庇马谡被免职,后为光禄勋,转左将军、特进,封显明亭侯。曾代理丞相册封张皇后及太子刘璿。晚年专心研究典籍,诱导青年学习,家中藏书丰富,受到举国尊重。延熙十年(247年),向朗去世。《全三国文》收录有一篇《遗言戒子》", yuantanyuanxiyuanshang: "袁谭、袁尚的武将介绍请移步「袁谭袁尚」,此处为袁熙的介绍。
    袁熙(?-207年),字显奕(《后汉书》、《东光世系》作显雍),汝南郡汝阳县(今河南商水)人,是东汉末年占据河北的军阀袁绍次子,袁绍打败公孙瓒后,令袁熙为幽州刺史。袁绍官渡兵败后不久病死,其兄长袁谭、弟弟袁尚各自独立,互相攻伐,曹操趁机进攻袁谭、袁尚,并逐渐占河北。袁熙接纳兵败的袁尚后,因为属下叛变而逃往乌桓,被曹操击败后,逃往辽东太守公孙康帐下,却被公孙康杀死,二人首级被献给曹操。", zhanghu: "张虎,生卒年不详,雁门马邑(今山西朔城区大夫庄)人。张辽之子,三国时期曹魏武将。官至偏将军,封晋阳侯,有一子张统。", mengjie: "孟节,南中蛮王孟获之兄。是小说《三国演义》中杜撰的人物,史上并无记载。诸葛亮南征孟获之时,帐下军士因误饮哑泉之水失语。当地山神告知诸葛亮,言万安溪畔有一高士隐居彼处,号“万安隐者”。其草庵后有一泉,名安乐泉,可解哑泉之毒。庵前生有一草,名薤叶芸香,可防瘴气之染。诸葛亮于是带人连夜前往其隐居之处,求得泉水草叶解毒防瘴,拜求隐士姓名,方知其名为孟节,由此而叹:“方信盗跖、下惠之事,今亦有之。”诸葛亮欲申奏刘禅,立其为王,孟节辞之。又以金帛赠之,孟节坚辞不受。诸葛亮嗟叹不已,拜别而回。", peiyuanshao: "裴元绍,《三国演义》人物,原黄巾军之武将。黄巾起义失败之后,与周仓一同率领残部在山中落草当山贼。公元200年,在关羽欲返刘备旗下,在突破曹操的五道关卡后路过其落草之地,与周仓一同向关羽要求能以期成为关羽家臣。但此时仅周仓同行,其他弟兄则于山中等待。不久后,因其欲夺偶然路过的赵云之马,反遭讨伐战败身死。", zhangchu: "张楚,《阵面对决》第九弹“燎原”中登场的一个原创人物。她是张角的女儿,张宁的姐姐,在逃亡途中被刘备捕获。之后在诸葛亮的建议下,张楚被囚禁。在《阵面对决》的“怒焰”故事线中,张楚随着刘备入了西川,并被软禁在成都。夷陵之战后,刘备大败,全国主力外出用以支援刘备,朝内空虚,张楚趁机逃跑。", dongwan: "董绾,袁术老婆,嫉妒冯芳女的美貌,与冯方女有矛盾。", yuanyin: "袁胤(生卒年不详),东汉末期人物,据说是袁隗之子,是袁术从弟。兴平二年(公元195年)被袁术任命为丹杨太守,后因孙策平定江东被逐。建安四年(公元199年),袁术卒,袁胤因畏惧曹操,遂率领袁术部曲并带着其灵柩及妻子到皖城并投奔庐江太守刘勋。6个月后皖城被孙策所破,袁胤等人迁居吴郡,此后事迹不详。", gaoxiang: "高翔(又作高详、高祥)(生卒年不详),荆州南郡(治今湖北省公安县)人,三国时期蜀汉将领。曾随刘备攻打汉中,后又随蜀汉丞相诸葛亮参加北伐曹魏的战争。建兴九年(公元231年)的北伐中大破司马懿。官至杂号大将军(即某杂号将军加大,但无考何杂号将军),封玄乡侯。此后,关于高翔的记载不详。", zhoushan: "周善,《三国演义》中人物,不见于正史记载。为吴侯孙权的家将,此人最有胆量,自幼穿房入户,多随孙策。权为骗其妹回吴,遣善将五百人,扮为商人,分作五船;更诈修国书,以备盘诘;船内暗藏兵器。周善领命,往荆州。正骗得孙夫人带刘禅上船,赵云前来抢走禅,周善在后梢挟住舵,只顾放船下水。正僵持时张飞赶到,周善见张飞上船,提刀来迎,被张飞手起一剑砍倒,提头掷于孙夫人前。", zhangkai: "张闿,陶谦的手下都尉。奉命截杀曹操之父曹嵩,杀死曹嵩,夺去财宝逃往淮南投奔袁术,并担任刺杀陈王刘宠和陈国相骆俊的任务。", mengyou: "孟优,《三国演义》里的人物,南蛮王孟获之弟。与诸葛亮的南征军交战,向败战的兄长推荐朵思大王,劝兄长借助朵思之力与蜀汉军对抗。后来与兄长一起发誓归顺蜀汉。", liuchongluojun: "刘宠(?~197年),汉明帝刘庄玄孙,陈敬王刘羡曾孙,陈顷王刘崇之孙,陈孝王刘承之子,陈国第六位国君,也是东汉陈国的最后一位国君。骆俊(?-197),字孝远,东汉末年扬州会稽郡乌伤县(今浙江义乌)人。宗室陈王刘宠的国相,在任期间励精图治,深得民众爱戴。刘宠勇猛过人,善使弓弩,箭法高超。在其父刘承死后,继承陈王爵位。中平年间,黄巾军起义,郡县官兵都弃城逃走,刘宠于是征兵自守卫。当时天下饥荒,诸王侯都已不再享有租赋,反屡遭抢掠,有的甚至流离在外,死于荒野。只有陈国仍很富强,邻郡百姓纷纷前去投靠,陈国拥有部众达十余万人。初平元年(190年),各州郡起兵讨伐董卓,刘宠率军屯驻阳夏,自称辅汉大将军。建安二年(197年),袁术向陈国求取粮草,遭陈国国相骆俊拒绝,袁术大为生气,便派刺客张闿假装路过陈国,乘机杀死骆俊和刘宠。", yuechen: "乐綝(195~257年),字号不详,阳平郡卫国县(今河南省清丰县)人。三国时期曹魏将领,右将军乐进的儿子。果毅坚毅,袭封广昌亭侯,累迁扬州刺史。甘露二年,为叛乱的征东大将军诸葛诞所杀,追赠卫尉。", kuaiqi: "蒯祺(?~219年),南郡中卢人,荆州望族子弟,与荆州牧刘表帐下谋士蒯良、蒯越为同族,东汉末年房陵太守。建安二十四年(219年),汉中王刘备遣宜都太守孟达从秭归北攻房陵,蒯祺于战斗中被孟达所部士兵所杀。清朝任兆麟《心斋十种》中的《襄阳记》辑本引用《万历襄阳府志》“(蒯)钦从祖祺妇,即诸葛孔明之姊也”,称蒯祺娶故兖州泰山郡丞诸葛珪长女,即他是知名政治家、蜀汉丞相诸葛亮的姐夫。但在任兆麟之前的《襄阳记》辑本中,并没有这一条。", pangshanmin: "庞山民,荆州襄阳人,三国时期曹魏大臣。庞山民出身荆州庞氏,为隐士庞德公之子、凤雏庞统的堂兄,娶诸葛亮二姐诸葛氏(“若雪”为网络小说虚构)为妻。后出仕曹魏,历任黄门、吏部郎等职。", gongsunxiu: "公孙修(?-238),三国时期人物,公孙渊之子。景初元年(237年),魏明帝曹叡派出幽州刺史毌丘俭攻打公孙渊,久战不利回师。公孙渊即自立为燕王,改元绍汉,引诱鲜卑侵扰北方,背叛曹魏。景初二年(238年)春,曹魏又派司马懿和高句丽国王高位宫率军攻打公孙渊,围城日久,公孙渊粮尽之后,与儿子公孙修一起出逃后被擒获,父子二人同时被斩首示众。", }, characterTitle: {}, characterFilter: {}, dynamicTranslate: { cuijian: function (player) { return ( "出牌阶段限一次,你可以选择一名有手牌的其他角色。若其手牌中有【闪】,则其将所有【闪】和防具牌交给你" + (player.hasMark("zhtongyuan_basic") ? "" : ",然后你交给其等量的牌") + "。" + (player.hasMark("zhtongyuan_trick") ? "若其手牌中没有【闪】,则你摸两张牌。" : "") ); }, dunshi: function (player) { var info = player.storage.dunshi; var str = "每回合限一次。你可以视为使用或打出一张"; var list = ["sha", "shan", "tao", "jiu"]; for (var i of list) { var strx = "【" + get.translation(i) + "】"; if (info && !info[0].includes(i)) strx = '' + strx + ""; str += strx; if (i != "jiu") str += "/"; } str += ",然后当前回合角色于本回合内下一次造成伤害时,你选择两项:⒈防止此伤害。系统从技能名中包含“仁/义/礼/智/信”字样的技能中随机选择三个其未拥有的技能,然后你令当前回合角色获得其中一个技能。⒉从〖遁世〗中删除你本次使用或打出的牌并获得一个“席”。⒊减1点体力上限并摸X张牌(X为你的“席”数)。"; return str; }, dcporui: function (player) { return ( "每轮限" + (player.hasMark("dcgonghu_basic") ? "两" : "一") + "次。其他角色的结束阶段,你可以弃置一张牌并选择另一名于此回合内失去过牌的其他角色,你视为对其依次使用X+1张【杀】" + (player.hasMark("dcgonghu_damage") ? "" : ",然后你交给其X张手牌") + "(X为其本回合失去的牌数且至多为5)。" ); }, dcmanwang: function (player) { var num = 4 - player.countMark("dcmanwang"); var str = "出牌阶段,你可以弃置任意张牌。然后你依次执行以下选项中的前X项:"; var list = ["⒈获得〖叛侵〗。", "⒉摸一张牌。", "⒊回复1点体力。", "⒋摸两张牌并失去〖叛侵〗。"]; for (var i = 0; i < 4; i++) { if (i == num) { str += ''; } str += list[i]; } if (num < 4) str += ""; return str; }, dcjianzhuan(player) { let str = "锁定技。①当你于出牌阶段使用牌时,你选择此阶段未执行过的一项执行:"; const list = [ "⒈令一名角色弃置X张牌", ";", "⒉摸X张牌", ";", "⒊重铸X张牌", ";", "⒋弃置X张牌", ], info = get.info("dcjianzhuan").choices, storage = player.getStorage("dcjianzhuan"); let choices = []; for (const k in info) choices.push(k); for (let i = 0; i < list.length; i++) { const j = i / 2, goon = Array.from({ length: list.length }) .map((_, i) => i) .includes(j); if (goon && storage.includes(choices[j])) str += ''; str += list[i]; if (goon && storage.includes(choices[j])) str += ""; } return ( str + "(X为此技能于本阶段的发动次数)。②出牌阶段结束时,若你本阶段执行过〖渐专①〗的所有选项,则你随机移除〖渐专①〗的一项。" ); }, }, perfectPair: {}, characterReplace: { dongbai: ["dongbai", "re_dongbai", "jsrg_dongbai"], chunyuqiong: ["chunyuqiong", "re_chunyuqiong", "jsrg_chunyuqiong"], kanze: ["kanze", "re_kanze"], chendeng: ["ol_chendeng", "re_chendeng", "chendeng", "jsrg_chendeng"], miheng: ["re_miheng", "miheng"], liuba: ["ol_liuba", "dc_liuba", "liuba"], lvkuanglvxiang: ["lvkuanglvxiang", "dc_lvkuanglvxiang"], dc_huangquan: ["xf_huangquan", "dc_huangquan"], yuejiu: ["dc_yuejiu", "yuejiu"], jiling: ["dc_jiling", "tw_jiling", "jiling"], sp_jiaxu: ["sp_jiaxu", "dc_sp_jiaxu", "yj_jiaxu"], qiaorui: ["qiaorui", "tw_qiaorui"], mamidi: ["mamidi", "xin_mamidi"], mengyou: ["mengyou", "ns_mengyou"], zhangchu: ["zhangchu", "jsrg_zhangchu"], xianglang: ["xianglang", "mb_xianglang"], chengui: ["chengui", "mb_chengui"], liuyong: ["liuyong", "jsrg_liuyong"], zhangxuan: ["zhangxuan", "jsrg_zhangxuan"], gaoxiang: ["gaoxiang", "jsrg_gaoxiang"], lingcao: ["lingcao", "dc_lingcao"], sp_menghuo: ["sp_menghuo", "dc_sp_menghuo"], sunchen: ["dc_sunchen", "pe_sunchen"], }, translate: { re_panfeng: "潘凤", xinkuangfu: "狂斧", xinkuangfu_info: "出牌阶段限一次,你可选择:1,弃置装备区里的一张牌,你使用无对应实体牌的普【杀】。若此【杀】造成伤害,你摸两张牌。2,弃置一名其他角色装备区里的一张牌,你使用无对应实体牌的普【杀】。若此【杀】未造成伤害,你弃置两张手牌。(均无距离和次数限制)", xingdaorong: "邢道荣", xuxie: "虚猲", xuxie_info: "出牌阶段开始时,你可以减1点体力上限并选择所有距离1以内的角色,弃置这些角色的各一张牌或令这些角色各摸一张牌。出牌阶段结束时,若你的体力上限不为全场最多,则你加1点体力上限,然后回复1点体力或摸两张牌。", caoxing: "曹性", cxliushi: "流矢", cxliushi2: "流矢", cxliushi_info: "出牌阶段,你可以将一张红桃牌置于牌堆顶,视为对一名角色使用一张【杀】(无距离限制且不计入使用次数)。当此【杀】造成伤害后,受到伤害的角色获得一个“流”。有“流”的角色手牌上限-X(X为其“流”数)。", zhanwan: "斩腕", zhanwan_info: "锁定技,有“流”的角色于弃牌阶段弃牌后,你摸等量的牌,然后其移去所有的“流”。", re_chunyuqiong: "淳于琼", recangchu: "仓储", recangchu2: "仓储", recangchu3: "仓储", recangchu_info: "锁定技。①游戏开始时,你获得3个“粮”。你的手牌上限+X(X为“粮”数)。②每回合限一次,当你于回合外得到牌后,你获得一个“粮”。(你的“粮”数不能超过存活角色数)", reliangying: "粮营", reliangying_info: "弃牌阶段开始时,你可以摸至多X张牌,然后交给等量的角色各一张牌。(X为你的“粮”数)", reshishou: "失守", reshishou2: "失守", reshishou_info: "锁定技,当你使用【酒】时或受到1点火焰伤害后,你移去一个“粮”。准备阶段,若你没有“粮”,你失去1点体力。", xiahoujie: "夏侯杰", liedan: "裂胆", liedan_info: "锁定技,其他角色的准备阶段开始时,若X大于0,则你摸X张牌。若X等于3,则你加1点体力上限(至多加到8)。若X为0,则你失去1点体力并获得一枚“裂”(X为你的手牌数,体力值,装备区牌数中大于其的数量)。准备阶段,若“裂”数大于4,则你死亡。", zhuangdan: "壮胆", zhuangdan_mark: "壮胆", zhuangdan_info: "锁定技,其他角色的回合结束时,若你的手牌数为全场唯一最多,则你令〖裂胆〗失效直到你下回合结束。", dc_caiyang: "蔡阳", dcxunji: "寻嫉", dcxunji_info: "出牌阶段限一次,你可以选择一名其他角色。该角色的下个结束阶段开始时,若其此回合使用过黑色牌,则你视为对其使用一张【决斗】,且当此【决斗】对其造成伤害后,其对你造成等量的伤害。", dcjiaofeng: "交锋", dcjiaofeng_info: "锁定技。每回合限一次,当你造成伤害时,若你本回合内未造成过其他伤害且你已损失的体力值:大于0,则你摸一张牌;大于1,则此伤害+1;大于2,则你回复1点体力。", zhoushan: "周善", dcmiyun: "密运", dcmiyun_tag: "安", dcmiyun_info: "锁定技。①一轮游戏开始时,你依次执行:1.若你有“安”,你将包括“安”的在内的任意张手牌交给一名其他角色,然后你将手牌补至体力上限;2.你正面向上获得一名其他角色的一张牌,称为“安”。②当你不因〖密运①〗失去“安”后,你失去1点体力。", dcdanying: "胆迎", dcdanying_info: "每回合限一次。你可以展示“安”,然后视为使用或打出一张【杀】或【闪】。然后当你于本回合下一次成为牌的目标后,使用者弃置你的一张牌。", re_sunluyu: "孙鲁育", remeibu: "魅步", remeibu_info: "其他角色的出牌阶段开始时,若你在其攻击范围内,你可以弃置一张牌A,该角色于本阶段内拥有〖止息〗,且当其因〖止息〗弃置与牌A花色相同的牌时,你获得之。", rezhixi: "止息", rezhixi_info: "锁定技,当你使用【杀】或普通锦囊牌时,你弃置一张手牌。", remumu: "穆穆", remumu_info: "出牌阶段开始时,你可以选择一项:1.弃置一名其他角色装备区里的一张牌,然后你本回合可使用【杀】的次数+1;2.获得一名角色装备区里的一张牌,然后你本回合可使用【杀】的次数-1。", re_dongbai: "董白", relianzhu: "连诛", relianzhu_info: "出牌阶段限一次,你可将一张牌正面朝上交给一名其他角色。若此牌为:红色,你摸一张牌;黑色,对方弃置两张牌或令你摸两张牌。", rexiahui: "黠慧", rexiahui_info: "锁定技,①你的黑色牌不计入手牌上限。②当有其他角色获得你的黑色牌后,其于下次扣减体力前不能使用,打出,弃置这些牌。③一名其他角色的回合结束时,若其本回合失去过其所有“黠慧”牌,则其失去1点体力。", heyan: "何晏", yachai: "崖柴", yachai_info: "当你受到伤害后,你可令伤害来源选择一项:①其本回合不能再使用手牌,然后你摸两张牌;②其展示所有手牌,然后将其手牌中一种花色的所有牌交给你;③弃置一半数量的手牌(向上取整)。", qingtan: "清谈", qingtan_info: "出牌阶段限一次,你可令所有有手牌的角色同时选择一张手牌并同时展示。你可以获得其中一种花色的牌,然后展示此花色牌的角色各摸一张牌。若如此做,弃置其他的牌。", zhaoyan: "赵嫣", jinhui: "锦绘", jinhui_info: "出牌阶段限一次,你可以随机亮出牌堆中的三张不具有“伤害”标签且使用目标范围为“自己”或“一名角色”的牌,然后选择一名其他角色。该角色选择并按如下“锦绘”规则使用其中一张,然后你可以按如下“锦绘”规则使用剩余的任意张牌:若此牌的使用目标为“自己”,则对自己使用该牌,否则对对方使用该牌(无距离限制且不计入次数限制)。", qingman: "轻幔", qingman_info: "锁定技。一名角色的回合结束时,你将手牌摸至X张(X为其装备区中空栏的数量)。", wangtao: "王桃", wangyue: "王悦", huguan: "护关", huguan_info: "一名角色于出牌阶段内使用第一张牌时,若此牌为红色,则你可以声明一种花色。该花色的牌不计入其本回合的手牌上限。", yaopei: "摇佩", yaopei_info: "其他角色的弃牌阶段结束时,若你本回合内对其发动过〖护关〗,则你可以弃置一张与其于此阶段弃置的牌花色均不相同的牌。然后你选择一项:①其摸两张牌,你回复1点体力。②其回复1点体力,你摸两张牌。", mingluan: "鸣鸾", mingluan_info: "其他角色的结束阶段开始时,若有角色于本回合内回复过体力,则你可以弃置任意张牌,然后摸X张牌(X为当前角色的手牌数,且至多摸至5张)。", zhangxuan: "张嫙", tongli: "同礼", //tongli_info:'当你于出牌阶段内不因〖同礼〗而使用基本牌或普通锦囊牌指定第一个目标后,若你手牌中的花色数和你于本阶段内不因〖同礼〗而使用过的牌数相等,则你可以于此牌结算结束后依次视为对此牌的所有目标使用X张名称和属性相同的牌(X为你手牌中的花色数)。', tongli_info: "当你于出牌阶段内使用基本牌或普通锦囊牌指定第一个目标后,若你手牌中的花色数和你于本阶段内使用过的牌数相等,则你可以令此牌额外结算X次(X为你手牌中的花色数)。", shezang: "奢葬", shezang_info: "每轮限一次。当你或你回合内的其他角色进入濒死状态时,你可以从牌堆中获得每种花色的牌各一张。", tengyin: "滕胤", chenjian: "陈见", chenjian_info: "准备阶段,你可亮出牌堆顶的3+X张牌(X为你“陈见”标记的数量且至多为2),然后执行以下一至两项:⒈弃置一张牌,然后令一名角色获得与你弃置牌花色相同的牌。⒉使用其中剩余的一张牌。若你执行了所有选项,则你获得一枚“陈见”并重铸所有手牌。", xixiu: "皙秀", xixiu_info: "锁定技。①当你成为其他角色使用牌的目标时,若你的装备区内有和此牌花色相同的牌,则你摸一张牌。②若你装备区内的牌数为1,则其他角色不能弃置你装备区内的牌。", zhangyao: "张媱", yuanyu: "怨语", yuanyu_info: "出牌阶段限一次。你可以摸一张牌,然后选择一张手牌和一名其他角色。该角色获得如下效果直到你发动〖夕颜〗:{你与该角色的弃牌阶段开始时,或当该角色造成1点伤害后,其须将一张手牌作为“怨”置于你的武将牌上}。然后你将你选择的手牌作为“怨”置于你的武将牌上。", xiyan: "夕颜", xiyan_info: "当有牌作为“怨”移动到你的武将牌上后,若“怨”中的花色数达到4种,则你可以获得所有“怨”。然后若当前回合角色:是你,你本回合手牌上限+4且使用牌无次数限制且重置你的〖怨语〗于此阶段的发动次数;不是你,你可令当前回合角色本回合手牌上限-4且不能使用基本牌。", xiahoulingnv: "夏侯令女", fuping: "浮萍", fuping_info: "①其他角色对你使用的牌结算结束后,若你未因此技能记录过此牌的名称且你有未废除的装备栏,则你可以废除一个装备栏,记录此牌的名称。②每回合每种牌名限一次。你可以将一张非基本牌当做〖浮萍①〗记录过的基本牌或锦囊牌使用或打出。③若你的所有装备栏均已被废除,则你使用牌无距离限制。", weilie: "炜烈", weilie_info: "每局游戏限X次。出牌阶段,你可以弃置一张牌并选择一名已受伤的角色,令该角色回复1点体力。然后若其体力值小于体力上限,则其摸一张牌(X为你〖浮萍①〗中的记录数+1)。", dc_sunru: "孙茹", xiecui: "撷翠", xiecui_info: "当有角色于回合内第一次因执行牌的效果而造成伤害时,你可以令此伤害+1。若其势力为吴,则该角色获得此伤害牌对应的实体牌,且其本回合的手牌上限+1。", youxu: "忧恤", youxu_info: "一名角色A的回合结束时,若其手牌数大于体力值,则你可以展示A的一张牌,然后将此牌交给另一名角色B。若B的体力值为全场最少,则B回复1点体力。", huaxin: "华歆", wanggui: "望归", wanggui_info: "每回合限触发一次,当你造成或受到伤害后,若你:仅明置了此武将牌,则你可对与你势力不同的一名角色造成1点伤害;武将牌均明置,则你可令与你势力相同的角色各摸一张牌。", spwanggui: "望归", spwanggui_info: "①当你受到伤害后,你可以摸一张牌,或和一名势力相同的其他角色各摸一张牌;②每回合限一次,当你造成伤害后,你可以对一名与你势力不同的角色造成1点伤害。", xibing: "息兵", xibing_info: "当一名其他角色在其出牌阶段内使用黑色【杀】或黑色普通锦囊牌指定唯一角色为目标后,你可令该角色将手牌摸至当前体力值(至多摸至五张)且本回合不能再使用手牌。", xibing_info_guozhan: "当一名其他角色在其出牌阶段内使用第一张黑色【杀】或黑色普通锦囊牌指定唯一角色为目标后,你可令该角色将手牌摸至当前体力(至多摸至五张)值且本回合不能再使用手牌。若你与其均明置了所有武将牌,则你可以暗置你与其各一张武将牌且本回合不能再明置此武将牌。", luyusheng: "陆郁生", zhente: "贞特", zhente2: "贞特", zhente_info: "每回合限一次,当你成为其他角色使用基本牌或普通锦囊牌的目标后,你可令使用者选择一项:1.本回合不能再使用与此牌颜色相同的牌;2.此牌对你无效。", zhente_info_guozhan: "每回合限一次,当你成为其他角色使用黑色基本牌或黑色普通锦囊牌的目标后,你可令使用者选择一项:1.本回合不能再使用黑色牌;2.此牌对你无效。", zhiwei: "至微", zhiwei2: "至微", zhiwei_info: "游戏开始时/你的回合开始时,若场上没有因此法被选择过的角色存活,则你选择一名其他角色。该角色造成伤害后,你摸一张牌,该角色受到伤害后,你随机弃置一张手牌。你弃牌阶段弃置的牌均被该角色获得。", zhiwei_info_guozhan: "你明置此武将牌时,选择一名其他角色。该角色造成伤害后,你摸一张牌,该角色受到伤害后,你随机弃置一张手牌。你弃牌阶段弃置的牌均被该角色获得。该角色死亡时,若你的两个武将牌均明置,你暗置此武将牌。", zhanghu: "张虎", cuijian: "摧坚", cuijian_info: "出牌阶段限一次,你可以选择一名有手牌的其他角色。若其手牌中有【闪】,则其将所有【闪】和防具牌交给你,然后你交给其等量的牌。", zhtongyuan: "同援", zhtongyuan_info: "锁定技。①当你使用红色锦囊牌后,你于〖摧坚〗后增加“若其手牌中没有【闪】,则你摸两张牌”;②当你使用或打出红色基本牌后,你删除〖摧坚〗中的“,然后你交给其等量的牌”。③当你使用红色的普通锦囊牌/基本牌时,若你已发动过〖摧坚①〗和〖摧坚②〗,则此牌不可被响应/可额外增加一个目标。", lvlingqi: "吕玲绮", guowu: "帼舞", guowu_info: "出牌阶段开始时,你可以展示全部手牌,根据你展示的类型数,你获得对应效果:至少一类,从弃牌堆获得一张【杀】;至少两类,此阶段使用牌无距离限制;至少三类,此阶段使用【杀】或普通锦囊牌可以多指定至多两个目标。", guowu_info_guozhan: "出牌阶段开始时,你可以展示全部手牌,根据你展示的类型数,你获得对应效果:至少一类,从弃牌堆获得一张【杀】;至少两类,此阶段使用牌无距离限制;至少三类,此阶段使用【杀】可以多指定至多两个目标。", zhuangrong: "妆戎", zhuangrong_info: "觉醒技,一名角色的回合结束时,若你的体力值或手牌数为1,你减1点体力上限并回复体力至上限,将手牌摸至体力上限,然后获得〖神威〗和〖无双〗。", llqshenwei: "神威", llqshenwei_info: "锁定技,摸牌阶段开始时,你令额定摸牌数+2;你的手牌上限+2。", re_kanze: "阚泽", rekuanshi: "宽释", rekuanshi_info: "结束阶段,你可以选择一名角色。你获得如下效果直到你下回合开始:每回合限一次,当其于一回合内受到第2点伤害后,其回复1点体力。", liuyong: "刘永", zhuning: "诛佞", zhuning_info: "出牌阶段限一次。你可将任意张牌交给一名其他角色(称为“隙”),然后可视为使用一张具有伤害标签的基本牌/锦囊牌(不计入次数限制)。若你以此法使用的牌未造成伤害,则你将〖诛佞〗于本回合内改为“限两次”。", fengxiang: "封乡", fengxiang_info: "锁定技。①当你受到伤害后,若场上:存在“隙”唯一最多的角色,则其回复1点体力;不存在,则你摸一张牌。②当有角色的手牌移动后,若场上“隙”最多的角色因此发生变化,则你摸一张牌。", fengxiang_tag: "隙", re_xunchen: "荀谌", refenglve: "锋略", refenglve_info: "出牌阶段限一次,你可以和一名其他角色进行拼点。若你赢,你获得其区域里的两张牌;若平局,则你获得你的拼点牌且令此技能于本阶段内的发动次数上限+1;若你输,其获得你的拼点牌。", anyong: "暗涌", anyong_info: "当一名角色于其回合内第一次造成伤害后,若伤害值为1,则你可弃置一张牌,并对受伤角色造成1点伤害。", wanniangongzhu: "万年公主", zhenge: "枕戈", zhenge_info: "准备阶段,你可以选择一名角色。该角色本局游戏的攻击范围+1(至多+5)。然后若除其外的所有角色都在该角色的攻击范围内,则你可以令其视为对另一名角色使用一张【杀】。", xinghan: "兴汉", xinghan_info: "锁定技,每回合的第一张【杀】造成伤害后,若此【杀】的使用者成为过〖枕戈〗的目标,则你摸一张牌。若你的手牌数不是全场唯一最多的,则改为摸X张牌(X为该角色的攻击范围且最多为5)。", re_chendeng: "陈登", refuyuan: "扶援", refuyuan_info: "一名角色成为【杀】的目标后,若其本回合内没有成为过其他红色牌的目标,则你可以令其摸一张牌。", reyingshui: "营说", reyingshui_info: "出牌阶段限一次,你可将一张牌交给攻击范围内的一名其他角色,然后其选择一项:①交给你至少两张装备牌。②受到1点伤害。", rewangzu: "望族", rewangzu_info: "每回合限一次。当你受到其他角色造成的伤害时,你可随机弃置一张手牌,令此伤害-1。若你所在阵营的存活角色数是全场最多的,则你可以自行选择弃置的牌。", re_miheng: "祢衡", rekuangcai: "狂才", rekuangcai_info: "锁定技。①你于回合内使用牌无距离和次数限制。②弃牌阶段开始时,若你本回合内:未使用过牌,则你本局游戏的手牌上限+1;使用过牌但未造成过伤害,则你本局游戏的手牌上限-1。③结束阶段开始时,你摸X张牌(X为你本回合内造成的伤害且至多为5)。", reshejian: "舌剑", reshejian_info: "每回合限两次。当你成为其他角色使用牌的唯一目标后,你可以弃置至少两张手牌。若如此做,你选择一项:⒈弃置其等量的牌。⒉对其造成1点伤害。", fengxi: "冯熙", yusui: "玉碎", yusui_info: "当你成为其他角色使用黑色牌的目标后,你可以失去1点体力,然后选择一项:⒈令其将手牌数弃置至与你相同;⒉令其失去Y点体力(Y为其的体力值减去你的体力值,不为正时不可选择)。", boyan: "驳言", boyan_info: "出牌阶段限一次,你可选择一名其他角色。其将手牌摸至体力上限(至多摸至五张),然后其本回合不能使用或打出手牌。", re_dengzhi: "邓芝", jianliang: "简亮", jianliang_info: "摸牌阶段开始时,若你的手牌数不为全场最多,则你可以令至多两名角色各摸一张牌。", weimeng: "危盟", weimeng_info: "出牌阶段限一次,你可以获得一名其他角色的至多X张手牌,然后交给其等量的牌(X为你的体力值)。若你给出的牌点数之和:大于得到的牌,则你摸一张牌;小于得到的牌,弃置该角色区域内的一张牌。", mamidi: "马日磾", bingjie: "秉节", bingjie_info: "出牌阶段开始时,你可减1点体力上限,然后当你于本阶段内使用【杀】或普通锦囊牌指定其他角色为目标后,其弃置一张牌。若其弃置的牌与你使用的牌颜色相同,其无法响应此牌。", zhengding: "正订", zhengding_info: "锁定技。当你于回合外使用或打出牌响应其他角色使用的牌时,若这两张牌颜色相同,则你加1点体力上限并回复1点体力。", dc_jiben: "吉本", xunli: "询疠", xunli_info: "锁定技。①当有黑色牌因弃置而进入弃牌堆后,若X大于0,则你将其中的X张牌置于武将牌上作为“疠”(X=min(这些牌的数量,9-Y),Y=你的“疠”数)。②出牌阶段开始时,你可以用任意张黑色手牌交换等量的“疠”。", zhishi: "指誓", zhishi_info: "结束阶段,你可选择一名角色。当该角色于你的下回合开始前{成为【杀】的目标后或进入濒死状态时},你可移去任意张“疠”,然后其摸等量的牌。", lieyi: "烈医", lieyi_info: "出牌阶段限一次。你可以展示所有“疠”并选择一名其他角色,对其使用其中的一张可对其使用的牌(无距离和次数限制)并重复此流程,并将其余的牌置于弃牌堆。然后若其存活且未于此流程中因受到伤害而进入过濒死状态,则你失去1点体力。", guanning: "管宁", dunshi: "遁世", dunshi_info: "每回合限一次。你可以视为使用或打出一张【杀】/【闪】/【桃】/【酒】,然后当前回合角色于本回合内下一次造成伤害时,你选择两项:⒈防止此伤害。系统从技能名中包含“仁/义/礼/智/信”字样的技能中随机选择三个其未拥有的技能,然后你令当前回合角色获得其中一个技能。⒉从〖遁世〗中删除你本次使用或打出的牌并获得一个“席”。⒊减1点体力上限并摸X张牌(X为你的“席”数)。", dc_gaolan: "高览", xizhen: "袭阵", xizhen_info: "出牌阶段开始时,你可选择一名其他角色,视为对其使用【杀】或【决斗】。然后当有角色于本阶段内使用或打出牌响应你时,该角色回复1点体力,你摸一张牌(若其满体力,改为两张)。", dc_huangchengyan: "黄承彦", dcjiezhen: "解阵", dcjiezhen_info: "出牌阶段限一次,你可选择一名其他角色。该角色获得〖八阵〗,且其所有不为{锁定技、限定技、觉醒技、主公技、带有Charlotte标签}的技能失效。你的下回合开始时,或其因〖八卦阵〗发起的判定结算结束后,你令其恢复其以此法失效的所有技能并失去以此法获得的〖八阵〗,然后获得其区域内的一张牌。", dczecai: "择才", dczecai_info: "限定技。一轮游戏开始时,若游戏轮数大于1,则你可令一名其他角色获得〖集智〗直到下一轮游戏开始;若其是上一轮内使用过锦囊牌数量唯一最多的角色,则其获得一个额外的回合。", dcyinshi: "隐世", dcyinshi_info: "锁定技。①每回合限一次,当你受到伤害时,若此伤害的渠道不为有颜色的牌,则你防止此伤害。②当有因〖八卦阵〗发起的判定的判定牌生效时,你获得此判定牌。", tenggongzhu: "滕公主", xingchong: "幸宠", xingchong_info: "一轮游戏开始时,你可声明两个自然数X和Y,且(X+Y)≤min(5, 你的体力上限)。你摸X张牌并展示Y张手牌。若如此做,当你于本轮内失去一张以此法展示的牌后,你摸两张牌。", liunian: "流年", liunian_info: "锁定技。一名角色的回合结束时,若本回合内进行了本次游戏的第一次洗牌,则你加1点体力上限;若本回合内进行了本次游戏的第二次洗牌,则你于本回合结束时回复1点体力,且本局游戏内的手牌上限+10。", caimaozhangyun: "蔡瑁张允", lianzhou: "连舟", lianzhou_info: "锁定技。准备阶段,你横置你的武将牌。然后你可横置任意名体力值等于你的角色。", jinglan: "惊澜", jinglan_info: "锁定技。当你造成伤害后,若你的手牌数:大于体力值,你弃置四张手牌;等于体力值,你弃置一张牌并回复1点体力;小于体力值,你受到1点无来源火焰伤害并摸五张牌。", dc_yanghu: "羊祜", dcdeshao: "德劭", dcdeshao_info: "每回合限两次。当你成为其他角色使用的黑色牌的目标后,你可以摸一张牌,然后若其手牌数不小于你,则你弃置其一张牌。", dcmingfa: "明伐", dcmingfa_info: "①出牌阶段限一次。当你使用【杀】或普通锦囊牌结算结束后,若你的武将牌上没有“明伐”牌,则你可以将此牌作为“明伐”牌置于武将牌上并选择一名其他角色,记录该角色和此牌的名称。②一名角色的回合结束时,若其是你〖明伐①〗记录的角色,则你视为对其依次使用X张〖明伐①〗记录的牌,然后移去“明伐”牌(X为其手牌数且至少为1,至多为5)。③一名角色死亡时,若其是你〖明伐①〗记录的角色,则你移去“明伐”牌。", dc_jiling: "纪灵", dcshuangren: "双刃", dcshuangren_info: "出牌阶段开始时,你可以和一名其他角色A进行拼点。若你赢,你选择一名角色B,或选择包含A在内的两名角色A和B(B的势力需与A相同),然后视为对被选择的角色使用一张【杀】(不计入次数限制);若你没赢,则你本阶段内不能使用【杀】。", zhangxun: "张勋", suizheng: "随征", suizheng_info: "结束阶段,你可以选择一名角色A,获得如下效果直到其下回合结束:①A于下回合出牌阶段内使用【杀】的次数上限+1且无距离限制;②A下回合的出牌阶段结束时,你可以选择一名此阶段内受到过A造成的伤害的角色B,视为对B使用一张【杀】。", dc_liuba: "刘巴", dczhubi: "铸币", dczhubi_info: "当有♦牌因弃置而进入弃牌堆后,你可以令系统从牌堆/弃牌堆中检索一张【无中生有】,并将此牌置于牌堆顶。", dcliuzhuan: "流转", dcliuzhuan_tag: "转", dcliuzhuan_info: "锁定技。①其他角色于其回合内不于摸牌阶段而得到的牌称为“转”。②你不能成为实体牌中包含“转”的牌的目标。③当有“转”直接进入弃牌堆或经由处理区进入弃牌堆后,你获得之。", huzhao: "胡昭", midu: "弥笃", midu_info: "出牌阶段限一次。你可以选择一项:⒈废除任意个装备栏或判定区,并令一名角色摸等量的牌。⒉恢复一个已经被废除的装备栏或判定区,然后你获得〖活墨〗直到下回合开始。", xianwang: "贤望", xianwang_info: "锁定技。若你有被废除的装备栏,则其他角色至你的距离+1,你至其他角色的距离-1;若废除的装备栏数大于2,则改为距离+2/-2。", guanhai: "管亥", suoliang: "索粮", suoliang_info: "每回合限一次。当你对其他角色造成伤害后,你可以选择并展示其的至多X张牌(X为其体力上限且至多为5)。若这些牌中有♥或♣牌,则你获得这些牌;否则你弃置这些牌。", qinbao: "侵暴", qinbao_info: "锁定技。当你使用【杀】或普通锦囊牌时,你令所有手牌数不小于你的角色不能响应此牌。", dc_lvkuanglvxiang: "吕旷吕翔", dcshuhe: "数合", dcshuhe_info: "出牌阶段限一次,你可以展示一张手牌并获得一枚“爵”。若场上有与此牌点数相同的牌,则你获得这些牌;否则你将此牌交给一名其他角色。", dcliehou: "列侯", dcliehou_info: "锁定技。摸牌阶段开始时,你令额定摸牌数+X;然后此摸牌阶段结束时,你选择一项:⒈弃置X张牌。⒉失去1点体力(X为你的“爵”数+1且至多为5)。", yinfuren: "尹夫人", dcyingyu: "媵予", dcyingyu_info: "准备阶段开始时,你可以展示两名角色的各一张手牌。若这两张牌的花色不同,则你可以令一名角色获得另一名角色的展示牌。", dcyongbi: "拥嬖", dcyongbi_info: "限定技。出牌阶段,你可以将所有手牌交给一名其他男性角色。你将〖媵予〗的发动时机改为“准备阶段和结束阶段开始时”。然后若这些牌中包含的花色数:大于1,则你与其本局游戏的手牌上限+2;大于2,则当你或其于本局游戏内受到大于1的伤害时,此伤害-1。", dc_huangquan: "黄权", dcquanjian: "劝谏", dcquanjian_info: "出牌阶段每项各限一次。你可以选择一项流程并选择一名其他角色A:⒈令A对其攻击范围内的另一名角色B造成1点伤害。⒉令A将手牌数调整至手牌上限(至多摸至五张),且其本回合内不能使用手牌。然后A选择一项:⒈执行此流程。⒉本回合下次受到的伤害+1。", dctujue: "途绝", dctujue_info: "限定技。当你进入濒死状态时,你可以将所有牌交给一名其他角色。然后你回复等量的体力并摸等量的牌。", chengui: "陈珪", dcyingtu: "营图", dcyingtu_info: "每回合限一次。当你的上家/下家于摸牌阶段外得到牌后,你可以获得其一张牌,然后将一张牌交给你的下家/上家。若你给出的牌为装备牌,则其使用之。", dccongshi: "从势", dccongshi_info: "锁定技。一名角色使用的装备牌结算结束后,若其装备区内的牌数为全场最多,则你摸一张牌。", wanglie: "王烈", dcchongwang: "崇望", dcchongwang_info: "其他角色使用基本牌或普通锦囊牌时,若你是本局游戏内上一张被使用的牌的使用者,则你可以选择一项:⒈令其于此牌结算结束后收回此牌对应的所有实体牌;⒉取消此牌的所有目标。", dchuagui: "化归", dchuagui_info: "出牌阶段开始时,你可以选择至多X名有牌的其他角色(X为场上每个阵营中最大阵营的人数,且你的选择结果不展示)。这些角色同时选择一项:⒈交给你一张牌,⒉展示一张牌。若这些角色均选择选项二,则你获得所有展示牌。", gongsundu: "公孙度", dczhenze: "震泽", dczhenze_info: "弃牌阶段开始时,你可以选择一项:1.令所有手牌数与体力值大小关系与你不同的角色失去1点体力;2.令所有手牌数和体力值关系与你相同的角色回复1点体力。", dcanliao: "安辽", dcanliao_info: "出牌阶段限X次(X为群势力角色数)。你可以重铸一名角色的一张牌。", dc_yuejiu: "乐就", dccuijin: "催进", dccuijin_info: "当你或你攻击范围内的角色使用【杀】或【决斗】时,你可以弃置一张牌,令此牌的伤害基数+1。然后当此牌被目标角色抵消或无效或防止伤害后,你摸两张牌并对使用者造成1点伤害。", panghui: "庞会", dcyiyong: "异勇", dcyiyong_info: "当你对其他角色造成伤害时,若你有牌,你可以与其同时弃置至少一张牌。若你以此法弃置的牌的点数之和:不大于其,你摸X张牌;不小于其,此伤害+1(X为其以此法弃置的牌数)。", chenjiao: "陈矫", dcxieshoux: "协守/清严", dcxieshou: "协守", dcxieshou_info: "每回合限一次。当一名角色受到伤害后,若你至其的距离不大于2,你可以令你的手牌上限-1,然后其选择一项:1.回复1点体力;2.复原,摸两张牌。", dcqingyan: "清严", dcqingyan_info: "每回合限两次。当你成为其他角色使用黑色牌的目标后,若你的手牌数:小于体力值,你可以将手牌补至体力上限;不小于体力值,你可以弃置一张牌令你的手牌上限+1。", dcqizi: "弃子", dcqizi_info: "锁定技。你不能对至其的距离大于2且正在进行濒死流程的角色使用【桃】。", leibo: "雷薄", dcsilve: "私掠", dcsilve_info: "游戏开始时,你选择一名其他角色(对其他角色不可见),称为“私掠”角色。然后你获得以下效果:①当“私掠”角色造成伤害后,若你本回合未因此效果得到过受伤角色的牌,你可以获得受伤角色一张牌;②当“私掠”角色受到其他角色造成的伤害后,若伤害来源存活,你须对伤害来源使用一张【杀】(无距离限制),否则你弃置一张手牌。", dcshuaijie: "衰劫", dcshuaijie_info: "限定技。出牌阶段,若你的体力值与装备区里的牌数均大于“私掠”角色,或没有角色有“私掠”,你可以减1点体力上限,然后选择一项:1.获得“私掠”角色至多三张牌;2.从牌堆随机获得三张类型各不同的牌。最后将你的“私掠”角色改为你。", dc_sp_jiaxu: "新杀SP贾诩", dc_sp_jiaxu_prefix: "新杀SP", dcjianshu: "间书", dcjianshu_info: "出牌阶段限一次。你可以将一张黑色手牌交给一名其他角色,并选择另一名其他角色,你令前者与后者拼点。赢的角色随机弃置一张牌,没赢的角色失去1点体力。若有角色因此死亡,你令你〖间书〗于此阶段发动的次数上限+1。", dcyongdi: "拥嫡", dcyongdi_info: "限定技。出牌阶段,你可以选择一名男性角色,若其:体力上限最少,其加1点体力上限;体力值最少,其回复1点体力;手牌数最少,其摸X张牌(X为其体力上限且至多为5)。", liupi: "新杀刘辟", liupi_prefix: "新杀", dcjuying: "踞营", dcjuying_info: "出牌阶段结束时,若你于此阶段内使用【杀】的次数未达到上限,你可以选择任意项:1.下回合使用【杀】的次数上限+1;2.本回合手牌上限+2;3.摸三张牌。若你选择的项数超过了你的体力值,你弃置一张牌。", dc_huanghao: "新杀黄皓", dc_huanghao_prefix: "新杀", dcqinqing: "寝情", dcqinqing_info: "结束阶段,你可以弃置一名攻击范围内包含一号位的其他角色一张牌。然后若其手牌数大于一号位,你摸一张牌。", dccunwei: "存畏", dccunwei_info: "锁定技。当你成为其他角色使用的锦囊牌的目标后,若你是唯一目标,你摸一张牌;否则你弃置一张牌。", dc_zhaotongzhaoguang: "赵统赵广", dcqingren: "青刃", dcqingren_info: "结束阶段,你可以摸X张牌(X为你本回合发动〖翊赞〗的次数)。", dclongyuan: "龙渊", dclongyuan_info: "锁定技。一名角色的回合结束时,若你本局游戏已发动过至少三次〖翊赞〗,你摸两张牌并回复1点体力,修改〖翊赞〗。", zhenghun: "郑浑", dcqiangzhi: "强峙", dcqiangzhi_info: "出牌阶段限一次。你可以弃置你和一名其他角色的共计三张牌。然后若你与其之中有角色因此失去了三张牌,该角色对另一名角色造成1点伤害。", dcpitian: "辟田", dcpitian_info: "①当你的牌被弃置后,或当你受到伤害后,你的手牌上限+1。②结束阶段,若你的手牌数小于手牌上限,你可以摸至手牌上限(至多摸五张),然后重置因〖辟田①〗增加的手牌上限。", furongfuqian: "傅肜傅佥", dcxuewei: "血卫", dcxuewei_info: "结束阶段,你可以选择一名体力值不大于你的角色,然后你获得如下效果直到你的下回合开始时:当其受到伤害时,防止此伤害,然后你失去1点体力,你与其各摸一张牌(若该角色为你,则改为你摸一张牌)。", dcyuguan: "御关", dcyuguan_info: "一名角色的回合结束时,若你已损失的体力值为全场最多,你可以减1点体力上限,然后令至多X名角色将手牌摸至体力上限(X为你已损失的体力值)。", qinlang: "秦朗", dchaochong: "昊宠", dchaochong_info: "当你使用牌后,你可以将手牌摸至或弃置至你的手牌上限数(至多摸五张)。然后若你以此法:得到牌,你的手牌上限-1;失去牌,你的手牌上限+1。", dcjinjin: "矜谨", dcjinjin_info: "每回合限两次。当你造成或受到伤害后,你可以重置因〖昊宠〗增加或减少的手牌上限,令伤害来源弃置至多X张牌,然后你摸Y张牌(X为你以此法变化的手牌上限且至少为1,Y为X减其以此法弃置的牌数)。", xianglang: "向朗", dckanji: "勘集", dckanji_info: "出牌阶段限两次。你可以展示所有手牌,若花色均不同,你摸两张牌。然后若你的手牌因此包含了四种花色,你跳过下一个弃牌阶段。", dcqianzheng: "愆正", dcqianzheng_info: "每回合限两次。当你成为其他角色使用【杀】或普通锦囊牌的目标后,你可以重铸两张牌。若你以此法重铸的牌中没有与指定你为目标的牌类别相同的牌,你于此牌对应的实体牌进入弃牌堆后获得此牌对应的所有实体牌。", qiaorui: "桥蕤", dcaishou: "隘守", dcaishou_tag: "隘", dcaishou_info: "①结束阶段,你可以摸X张牌,称为“隘”(X为你的体力上限)。②准备阶段,你弃置所有“隘”,若你以此法弃置的牌数大于体力值且你的体力上限小于9,你加1点体力上限。③当你于回合外失去最后一张“隘”后,你减1点体力上限。", dcsaowei: "扫围", dcsaowei_info: "当一名其他角色使用【杀】结算结束后,若此牌的目标角色不包含你且均在你的攻击范围内,你可以将一张“隘”当做【杀】对所有目标角色使用。以此法转化的【杀】结算完毕后,若此【杀】造成过伤害,你获得此【杀】对应的实体牌。", yuantanyuanxiyuanshang: "袁谭袁尚袁熙", dcneifa: "内伐", dcneifa_info: "出牌阶段开始时,你可以摸三张牌,然后弃置一张牌。若你弃置的牌类型为:基本牌,本阶段你不能使用锦囊牌,且【杀】的使用次数上限+X且可以额外指定一名目标;锦囊牌,本阶段你不能使用基本牌,且使用普通锦囊牌选择目标时可以增加或减少一个目标(X为你发动〖内伐〗弃牌后手牌中因〖内伐〗而不能使用的牌的数量且最多为5。你以此法选择的额外目标均无距离限制)。", dc_sunziliufang: "新杀孙资刘放", dc_sunziliufang_prefix: "新杀", dcqinshen: "勤慎", dcqinshen_info: "弃牌阶段结束时,你可以摸X张牌(X为本回合未进入过弃牌堆的花色数)。", dcweidang: "伪谠", dcweidang_info: "其他角色的结束阶段,你可以将一张字数为X的牌置于牌堆底,然后获得牌堆里一张字数为X的牌(X为本回合未进入过弃牌堆的花色数)。若你能使用此牌,你使用之。", mengjie: "孟节", dcyinlu: "引路", dcyinlu_info: "①游戏开始时,你令三名角色依次分别获得“乐泉”、“藿溪”、“瘴气”标记(若场上角色数为2则改为令一名其他角色获得其中2枚,你获得剩余标记),然后你获得“芸香”标记并获得1点“芸香”值。②准备阶段/有〖引路〗标记的角色死亡时,你可以移动一名角色的1枚/其的所有〖引路〗标记。", dcyinlu_lequan: "乐泉", dcyinlu_lequan_info: "结束阶段,你可以弃置一张♦牌并回复1点体力。", dcyinlu_huoxi: "藿溪", dcyinlu_huoxi_info: "结束阶段,你可以弃置一张♥牌并摸两张牌。", dcyinlu_zhangqi: "瘴气", dcyinlu_zhangqi_info: "锁定技。结束阶段,你须弃置一张♠牌,否则失去1点体力。", dcyinlu_yunxiang: "芸香", dcyinlu_yunxiang_info: "①结束阶段,你可以弃置一张♣牌,获得1点“芸香”值。②当你受到伤害时,你可以扣减所有“芸香”值,减少等量的伤害。", dcyouqi: "幽栖", dcyouqi_info: "锁定技。当其他角色因〖引路〗标记弃置牌后,你有一定概率获得此牌。", dcyouqi_faq: "〖幽栖〗概率
    ", dcyouqi_faq_info: "当满足〖幽栖〗条件时,系统生成一个随机数X∈[0,1)。若X小于(1.25-0.25Y),或幸运星模式已开启,你获得此牌(Y为你至该角色的距离)。", dc_sunhanhua: "孙寒华", dchuiling: "汇灵", dchuiling_info: "锁定技。当你使用牌时,若此牌颜色为弃牌堆中数量较少的颜色,你获得1枚“灵”标记。若弃牌堆中:红色牌数大于黑色牌数,你回复1点体力;黑色牌数大于红色牌数,你可以弃置一名其他角色的一张牌。", dcchongxu: "冲虚", dcchongxu_info: "限定技。出牌阶段,若“灵”数不小于4,你可以失去〖汇灵〗,增加等同于“灵”数的体力上限(至多增加场上人数的体力上限),然后获得〖踏寂〗和〖清荒〗。", dctaji: "踏寂", dctaji_info: "当你失去手牌后,根据你失去牌的原因执行以下效果:1.使用:你弃置其他角色一张牌;2.打出:你摸一张牌;3.弃置:你回复1点体力;4.其他:你下一次对其他角色造成伤害时,此伤害+1。", dcqinghuang: "清荒", dcqinghuang_info: "出牌阶段开始时,你可以减1点体力上限,然后你于本回合发动〖踏寂〗时额外随机执行一种效果。", dc_huojun: "霍峻", dcgue: "孤扼", dcgue_info: "每回合限一次。当你需要于回合外使用或打出【杀】或【闪】时,你可以发动此技能:你展示所有手牌,若其中【杀】和【闪】的数量之和不超过1,你视为使用或打出此牌。", dcsigong: "伺攻", dcsigong_info: "其他角色的回合结束时,若其于本回合内使用牌被响应过,你可以将手牌摸至或弃置至1,视为对其使用一张需使用X张【闪】抵消的【杀】,且此【杀】的伤害基数+1(X为你以此法弃置的牌数且至少为1)。当你以此法造成伤害后,该技能于本轮失效。", peiyuanshao: "裴元绍", oldmoyu: "没欲", oldmoyu_info: "出牌阶段每名角色限一次。你可以获得一名其他角色区域里的一张牌,然后其可以对你使用一张无距离限制的【杀】,且此【杀】伤害基数为X(X为你于本回合发动此技能的次数)。若此【杀】对你造成了伤害,你令此技能于本回合失效。", dcmoyu: "没欲", dcmoyu_info: "出牌阶段每名角色限一次。你可以获得一名其他角色区域里的一张牌,然后其可以对你使用一张无距离限制的【杀】。若此【杀】:未对你造成过伤害,你将此技能于此阶段下次获得的牌数改为两张;对你造成过伤害,你令此技能于本回合失效。", zhangchu: "张楚", dcjizhong: "集众", dcjizhong_info: "出牌阶段限一次。你可以令一名其他角色摸两张牌,然后其选择一项:1.若其没有“信众”标记,其获得“信众”标记;2.交给你三张手牌。", dcrihui: "日彗", dcrihui_info: "每回合限一次。当你使用普通锦囊牌或黑色基本牌结算结束后,若此牌的目标数为1且目标不为你,且其:没有“信众”,则所有有“信众”的角色依次视为对其使用一张与此牌牌名和属性相同的牌;有“信众”,则你可以获得其区域里的一张牌。", dcguangshi: "光噬", dcguangshi_info: "锁定技。准备阶段,若所有其他角色均有“信众”,你摸两张牌并失去1点体力。", dongwan: "董绾", dcshengdu: "生妒", dcshengdu_info: "回合开始时,你可以选择一名其他角色,令其获得1枚“生妒”标记。有“生妒”标记的角色于摸牌阶段得到牌后,你摸X张牌,然后其移去所有“生妒”标记(X为摸牌数乘以其拥有的“生妒”标记数)。", dcjieling: "介绫", dcjieling_info: "出牌阶段每种花色限一次,你可以将两张花色不同的手牌当无距离限制且无任何次数限制的【杀】使用。然后若此【杀】:造成了伤害,所有目标角色失去1点体力;未造成伤害,所有目标角色依次获得1枚“生妒”标记。", yuanyin: "袁胤", dcmoshou: "墨守", dcmoshou_info: "当你成为其他角色使用的黑色牌的目标后,你可以摸X张牌(X为你本局游戏此前发动过此技能的次数÷3的余数+1)。", dcyunjiu: "运柩", dcyunjiu_info: "一名角色死亡后,你可以弃置等同于其因死亡事件的规则而弃置的牌数,将其此次弃置的牌交给一名其他角色。然后你加1点体力上限并回复1点体力。", gaoxiang: "高翔", dcchiying: "驰应", dcchiying_info: "出牌阶段限一次。你可以选择一名体力不大于你的角色,令其攻击范围内的其他角色依次弃置一张牌。然后若你选择的角色不为你,其获得以此法弃置的牌中所有的基本牌。", zhangkai: "张闿", dcxiangshu: "相鼠", dcxiangshu_info: "其他角色的出牌阶段开始时,若其手牌数不小于其体力值,你可以选择一个不大于5的非负整数,然后你弃置一张牌或声明此数字。若如此做,此阶段结束时,若其手牌数与你选择的数字:差值不大于1,你获得其一张牌;相等,你对其造成1点伤害。", mengyou: "孟优", dcmanzhi: "蛮智", dcmanzhi_info: "①准备阶段,你可以选择一名其他角色并选择一项:1.令其交给你两张牌,然后其视为使用一张无距离限制的【杀】;2.获得其区域内至多两张牌,然后交给其等量的牌并摸一张牌。②结束阶段,若你的体力值与本回合准备阶段时的体力值相等,你可以执行你未于本回合执行过的〖蛮智①〗的分支。", dc_sunchen: "孙綝", dczigu: "自固", dczigu_info: "出牌阶段限一次。你可以弃置一张牌,然后获得场上的一张装备牌。若你没有因此获得其他角色的牌,你摸一张牌。", dczuowei: "作威", dczuowei_info: "当你于回合内使用牌时,你可以根据你的手牌数执行对应效果:大于X,令此牌不可被响应;等于X,对一名其他角色造成1点伤害;小于X,摸两张牌且不能于本回合再触发该选项(X为你装备区里牌的数量且至少为1)。", liuchongluojun: "刘宠骆俊", dcminze: "悯泽", dcminze_info: "①出牌阶段每名角色限一次。你可以将至多两张牌名不同的牌交给一名手牌数小于你的角色。②结束阶段,你将手牌摸至X张(X为你本回合因〖悯泽①〗失去过的牌的牌名数且至多为5)。", dcjini: "击逆", dcjini_info: "当你受到伤害后,你可以重铸至多Y张手牌(Y为你的体力上限减本回合你以此法重铸过的牌数)。若你以此法获得了【杀】,你可以对伤害来源使用一张无视距离且不可被响应的【杀】。", yuechen: "乐綝", dcporui: "破锐", dcporui_info: "每轮限一次。其他角色的结束阶段,你可以弃置一张牌并选择另一名于此回合内失去过牌的其他角色,你视为对其依次使用X+1张【杀】,然后你交给其X张手牌(X为其本回合失去的牌数且至多为5)。", dcgonghu: "共护", dcgonghu_info: "锁定技。①当你于回合外失去基本牌后,若你本回合内失去基本牌的数量大于1,你将〖破锐〗改为每轮限两次。②当你造成或受到伤害后,若你本回合内造成或受到的总伤害大于1,你删除〖破锐〗中的“,然后你交给其X张手牌”。③当你使用红色基本牌/红色普通锦囊牌时,若你已发动过〖共护①〗和〖共护②〗,则此牌不可被响应/可额外增加一个目标。", yue_caiwenji: "乐蔡琰", yue_caiwenji_prefix: "乐", dcshuangjia: "霜笳", dcshuangjia_tag: "胡笳", dcshuangjia_info: "锁定技。①游戏开始,你将你的手牌标记为“胡笳”。②你的“胡笳”牌不计入手牌上限。③其他角色至你的距离+X(X为你的“胡笳”数且至多为5)。", dcbeifen: "悲愤", dcbeifen_info: "锁定技。①当你失去牌后,若这些牌中有“胡笳”牌,你获得与你手牌中“胡笳”牌花色均不同的每种花色的牌各一张。②若你手牌中“胡笳”牌数小于不为“胡笳”牌的牌数,你使用牌无距离和次数限制。", dc_wuban: "吴班", dcyouzhan: "诱战", dcyouzhan_info: "锁定技。当其他角色于你的回合内失去一张牌后,你摸一张牌(不计入本回合的手牌上限),且其获得如下效果:1.其于此回合下一次受到的伤害+1;2.结束阶段,若其于此回合未受到过伤害,其摸X张牌(X为其此回合失去过牌的次数且至多为3)。", yue_zhoufei: "乐周妃", yue_zhoufei_prefix: "乐", dclingkong: "灵箜", dclingkong_tag: "箜篌", dclingkong_info: "锁定技。①游戏开始时,你将所有手牌标记为“箜篌”。②你的“箜篌”牌不计入手牌上限。③当你于一回合内首次于摸牌阶段外得到牌后,你将这些牌标记为“箜篌”。", dcxianshu: "贤淑", dcxianshu_info: "出牌阶段,你可以将一张“箜篌”正面向上交给一名其他角色,然后你摸X张牌(X为你与其的体力值之差且至多为5)。若此牌为红色,且该角色的体力值不大于你,则其回复1点体力;若此牌为黑色,且该角色的体力值不小于你,则其失去1点体力。", dc_zhangmancheng: "张曼成", dclvecheng: "掠城", dclvecheng_info: "出牌阶段限一次。你可以选择一名其他角色,你于本回合对其使用当前手牌中的【杀】无任何次数限制。然后回合结束时,其展示所有手牌,若其中有【杀】,其可以选择对你依次使用其中所有的【杀】。", dczhongji: "螽集", dczhongji_info: "当你使用牌时,若此牌无花色或你手牌区里没有与此牌花色相同的手牌,你可以将手牌摸至体力上限并弃置X张牌(X为本回合发动〖螽集〗的次数)。", dc_jiachong: "贾充", dcbeini: "悖逆", dcbeini_info: "出牌阶段限一次。你可以将手牌调整至体力上限,然后令一名角色视为对另一名角色使用一张【杀】,且这些角色的非锁定技失效直到回合结束。", dcshizong: "恃纵", dcshizong_info: "当你需要使用一张基本牌时,你可以交给一名其他角色X张牌,然后其可以将一张牌置于牌堆底,视为你使用之。若其不为当前回合角色,此技能失效直到回合结束(X为你本回合发动〖恃纵〗的次数)。", pangshanmin: "庞山民", dccaisi: "才思", dccaisi_info: "当你于回合内/回合外使用基本牌结算结束后,你可以从牌堆/弃牌堆随机获得一张非基本牌,然后若你本回合发动此技能的次数:小于你的体力上限,本回合你发动此技能获得的牌数+1;大于等于你的体力上限,本回合此技能失效。", dczhuoli: "擢吏", dczhuoli_info: "锁定技。一名角色的回合结束时,若你本回合使用或获得的牌数大于体力值,你加1点体力上限(不能超过游戏人数),回复1点体力。", yue_caiyong: "乐蔡邕", yue_caiyong_prefix: "乐", dcjiaowei: "焦尾", dcjiaowei_tag: "弦", dcjiaowei_info: "锁定技。①游戏开始时,你将所有手牌标记为“弦”。②你的“弦”牌不计入手牌上限。③当你受到伤害时,若来源的手牌数不大于你的“弦”牌数,防止此伤害。", dcfeibai: "飞白", dcfeibai_info: "每回合限一次。当你使用牌结算结束后,若你本回合使用过至少两张牌,你可以随机获得一张字数为X的牌。若你的“弦”数不大于X,你重置〖飞白〗(X为此牌与你使用的上一张牌的字数之和)。", kuaiqi: "蒯祺", dcliangxiu: "良秀", dcliangxiu_info: "出牌阶段,你可以弃置两张不同类型的牌,然后从两张与你弃置的牌类型均不同的牌中选择一张获得之(每阶段每种类型限一次)。", dcxunjie: "殉节", dcxunjie_info: "每轮每项限一次。一名角色的回合结束时,若你本回合于摸牌阶段外得到过牌,你可以选择一项:1.令一名角色将手牌数摸或弃置至与其体力值相同;2.令一名角色将体力回复或失去至与其手牌数相同。", dc_dongzhao: "董昭", dcyijia: "移驾", dcyijia_info: "一名角色受到伤害后,若你至其的距离不大于1,你可以将场上一张装备牌移动至其对应装备栏(替换原装备)。若其因此脱离了一名角色的攻击范围,你摸一张牌。", dcdingji: "定基", dcdingji_info: "准备阶段,你可以令一名角色将手牌摸或弃置至五张,然后其展示手牌。若牌名均不同,则其可以视为使用其中一张基本或普通锦囊牌。", yue_xiaoqiao: "乐小乔", yue_xiaoqiao_prefix: "乐", dcqiqin: "绮琴", dcqiqin_tag: "琴", dcqiqin_info: "锁定技。①游戏开始时,你将所有手牌标记为“琴”。②你的“琴”牌不计入手牌上限。③准备阶段,你获得位于弃牌堆的所有“琴”。", dcweiwan: "媦婉", dcweiwan_info: "出牌阶段限一次,你可以弃置一张“琴”并随机获得一名其他角色区域内花色与此牌不相同的牌各一张,若你获得了:一张牌,其失去1点体力;两张牌,本回合你对其使用牌无距离和次数限制;三张牌,本回合你不能对其使用牌。", dc_lingcao: "新杀凌操", dc_lingcao_prefix: "新杀", dcdufeng: "独锋", dcdufeng_info: "锁定技。出牌阶段开始时,你失去1点体力或废除一个装备栏,摸X张牌,然后你的攻击范围与使用【杀】的次数上限均为X直到回合结束(X为你已废除的装备栏数与损失的体力值之和,至多为你的体力上限)。", dc_sp_menghuo: "群孟获", dc_sp_menghuo_prefix: "群", dcmanwang: "蛮王", dcmanwang_info: "出牌阶段,你可以弃置任意张牌。然后你依次执行以下选项中的前X项:⒈获得〖叛侵〗。⒉摸一张牌。⒊回复1点体力。⒋摸两张牌并失去〖叛侵〗。", dcpanqin: "叛侵", dcpanqin_info: "出牌阶段或弃牌阶段结束时,你可将你于本阶段内弃置且位于弃牌堆的所有牌当做【南蛮入侵】使用。然后若此牌被使用时对应的实体牌数不大于此牌的目标数,则你执行并移除〖蛮王〗中的最后一个选项,然后加1点体力上限并回复1点体力。", dc_kongrong: "孔融", dckrmingshi: "名士", dckrmingshi_info: "锁定技,当你受到其他角色造成的伤害时,若其手牌数大于你,则其需弃置一张手牌,否则此伤害-1。", yue_daqiao: "乐大乔", yue_daqiao_prefix: "乐", dczixi: "姊希", dczixi_info: "①出牌阶段开始和结束时,你可以将一张“琴”当作一张无效果的【乐不思蜀】、【兵粮寸断】或【闪电】置于一名角色的判定区。②当你使用基本牌或普通锦囊牌指定唯一目标后,你可根据其判定区内的牌数执行对应项:1.令此牌对其额外结算一次;2.摸两张牌;3.弃置其判定区所有牌,对其造成3点伤害。", jiangfei: "蒋琬费祎", dcshengxi: "生息", dcshengxi_info: "弃牌阶段结束时,若你本回合未造成过伤害,你可以摸两张牌。", dcshoucheng: "守成", dcshoucheng_info: "每回合限一次,当一名角色于其回合外失去手牌后,若其没有手牌,你可令其摸两张牌。", dc_liuli: "刘理", dcfuli: "抚黎", dcfuli_info: "出牌阶段限一次,你可以展示手牌并弃置一种类别的所有手牌,然后摸X张牌(X为这些牌的牌名字数和且X至多为场上手牌数最多的角色的手牌数)。若你因此弃置了伤害类卡牌,则你可以选择一名角色,令其攻击范围-1直到你的下个回合开始。", dcdehua: "德化", dcdehua_info: "锁定技。①一轮游戏开始时,若有你可以使用的非延时类伤害类牌的牌名,你选择其中一个并视为使用之,然后你不能从手牌中使用此牌名的牌,然后若你已选择过所有的伤害类牌牌名,你失去〖德化〗。②你的手牌上限+Y(Y为你〖德化①〗选择过的牌名数)。", gongsunxiu: "公孙修", dcgangu: "干蛊", dcgangu_info: "锁定技。每回合限一次。当其他角色失去体力后,你摸两张牌,然后失去1点体力。", dckuizhen: "溃阵", dckuizhen_info: "出牌阶段限一次。你可以令一名手牌数或体力值大于你的角色视为对你使用一张【决斗】。若你:受到渠道为此牌的伤害,你观看其手牌并获得其中所有的【杀】(你使用以此法得到的牌无任何次数限制);未受到渠道为此牌的伤害,其失去1点体力。", dc_jiangji: "蒋济", dcshiju: "势举", dcshiju_info: "其他角色的出牌阶段限一次。其可以交给你一张牌,若此牌为装备牌,你可以使用之,然后其本回合攻击范围+X(X为你装备区里的牌数)。若你以此法替换了装备,你与其各摸两张牌。", dcyingshi: "应时", dcyingshi_info: "每回合每项各限一次。当你使用普通锦囊牌指定目标后,你可令其中一个目标选择一项:⒈令你于此牌结算结束后视为对其使用一张与此牌牌名相同的牌;⒉弃置X张牌,此牌对其无效(X为你装备区里的牌数)。", dc_wangling: "王淩", dcjichou: "集筹", dcjichou_info: "出牌阶段结束时,若你于此阶段使用过牌且这些牌的牌名均不同,你可以观看位于弃牌堆中的这些牌,选择任意张牌并选择等量角色,将这些牌交给这些角色各一张,然后你摸X张牌(X为你本局游戏首次发动〖集筹〗给出的牌数)。", dcmouli: "谋立", dcmouli_info: "觉醒技。回合结束时,若你因〖集筹〗给出的牌的牌名总数不小于5,你加1点体力上限并回复1点体力,然后获得〖自缚〗。", dczifu: "自缚", dczifu_info: "锁定技。出牌阶段开始时,你将手牌摸至体力上限(至多摸至五张)。若你以此法得到牌,你须选择手牌中不同牌名的牌各一张,然后弃置其余的手牌。", dc_simashi: "司马师", dcsanshi: "散士", dcsanshi_tag: "死士", dcsanshi_info: "锁定技。①第一轮游戏开始时,你令系统将牌堆中每个点数的随机一张牌永久标记为“死士”(“死士”对你可见)。②一名角色的回合结束时,若本回合有“死士”不因你使用或打出而进入弃牌堆,你于弃牌堆中获得这些牌。③你使用“死士”不能被响应。", dczhenrao: "震扰", dczhenrao_info: "每回合每名角色限一次。当你使用牌指定第一个目标后,若目标角色包含其他角色,或当其他角色使用牌指定你为目标后,你可以选择手牌数大于你的其中一个目标或此牌的使用者,然后对其造成1点伤害。", dcchenlve: "沉略", dcchenlve_info: "限定技。出牌阶段,你可以将牌堆、弃牌堆、场上及其他角色的手牌区里的所有“死士”置入处理区,然后你获得这些牌。若如此做,你获得如下效果:1.此回合结束时,你将这些牌移出游戏;2.当你死亡时,你将所有以此法移出游戏的“死士”置入弃牌堆。", dc_caoshuang: "新杀曹爽", dc_caoshuang_prefix: "新杀", dcjianzhuan: "渐专", dcjianzhuan_info: "锁定技。①当你于出牌阶段使用牌时,你选择此阶段未执行过的一项执行:⒈令一名角色弃置X张牌;⒉摸X张牌;⒊重铸X张牌;⒋弃置X张牌(X为此技能于本阶段的发动次数)。②出牌阶段结束时,若你本阶段执行过〖渐专①〗的所有选项,则你随机移除〖渐专①〗的一项。", dcjianzhuan_faq: "渐专概率", dcjianzhuan_faq_info: "
    当系统随机选择要删除的选项时,“弃置X张牌”的选项概率固定为90%;剩余选项平分剩余的的10%概率。
    如第一次删除时,删除弃牌选项概率为90%,其余三个选项被删除的概率均为3.33%,若删除了非弃牌选项,第二次删除时,删除弃牌选项的概率依旧是90%,其余两个选项被删除的概率均为5%。", dcfanshi: "返势", dcfanshi_info: "觉醒技,结束阶段,若〖渐专①〗剩余选项数小于2,则你执行三次X视为1的剩余选项,然后增加2点体力上限并回复2点体力,失去技能〖渐专〗并获得技能〖覆斗〗。", dcfudou: "覆斗", dcfudou_info: "当你使用黑色牌/红色牌指定唯一目标后,若该角色不为你,且其于本局游戏对你/未对你造成过伤害,则你可以与其各失去1点体力/各摸一张牌。", sp_baigei: "无双上将", sp_caizijiaren: "才子佳人", sp_zhilan: "芝兰玉树", sp_zongheng: "纵横捭阖", sp_guixin: "天下归心", sp_jianghu: "江湖之远", sp_daihan: "代汉涂高", sp_taiping: "太平甲子", sp_yanhan: "匡鼎炎汉", sp_jishi: "悬壶济世", sp_raoting: "绕庭之鸦", sp_yijun: "异军突起", sp_zhengyin: "正音雅乐", sp_zhonghu: "冢虎狼顾", }, }; });