import { lib, game, ui, get, ai, _status } from "../../noname.js"; /** @type { importCharacterConfig['skill'] } */ const skills = { //线下E系列 //鄂焕 psdiwan: { trigger: { player: "useCardToPlayered" }, filter(event, player) { return event.card.name == "sha" && event.isFirstTarget; }, frequent: true, usable: 1, content() { player.draw(trigger.targets.length); }, }, pssuiluan: { trigger: { player: "useCard2" }, filter(event, player) { if (player.group != "qun" || event.card.name != "sha") return false; return ( game.countPlayer(target => { return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target) && lib.filter.targetInRange(event.card, player, target); }) > 1 ); }, groupSkill: true, async cost(event, trigger, player) { event.result = await player .chooseTarget( get.prompt2("pssuiluan"), (card, player, target) => { const event = get.event().getTrigger(); return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target) && lib.filter.targetInRange(event.card, player, target); }, 2 ) .set("ai", target => { const player = get.event("player"), event = get.event().getTrigger(); return get.effect(target, event.card, player); }) .forResult(); }, async content(event, trigger, player) { trigger.targets.addArray(event.targets); player.addTempSkill("pssuiluan_effect"); trigger.card.pssuiluan = true; }, subSkill: { effect: { charlotte: true, trigger: { player: ["useCardAfter", "damageEnd"] }, filter(event, player) { if (event.name == "damage") { return player.group != "shu" && event.getParent(4).name == "pssuiluan_effect"; } return event.card.pssuiluan && (event.targets || []).some(i => i.isIn()); }, forced: true, popup: false, forceDie: true, async content(event, trigger, player) { if (trigger.name == "damage") { await player.changeGroup("shu"); return; } const targets = trigger.targets.filter(i => i.isIn()).sortBySeat(); for (const target of targets) { await target .chooseToUse(function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "随乱:是否对" + get.translation(player) + "使用一张【杀】?") .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.filterTarget.apply(this, arguments); }) .set("targetRequired", true) .set("complexSelect", true) .set("sourcex", player); } }, }, }, }, psconghan: { trigger: { global: "damageSource" }, filter(event, player) { if (player.group != "shu" || !event.source || !event.player.isIn()) return false; return event.source.getSeatNum() == 1 && (player.hasSha() || (_status.connectMode && player.countCards("hs"))); }, direct: true, groupSkill: true, content() { player .chooseToUse(function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, get.prompt2("psconghan", trigger.player)) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.filterTarget.apply(this, arguments); }) .set("targetRequired", true) .set("complexSelect", true) .set("logSkill", ["psconghan", trigger.player]) .set("sourcex", trigger.player); }, }, //肘击 psyanmou: { getCards(event, player) { let cards = []; if (event.name == "cardsDiscard") { const evt = event.getParent().relatedEvent; if (evt && evt.name == "judge" && evt.player == player) { cards.addArray(event.cards.filter(i => get.position(i, true) == "d")); } } else { if (event.type == "discard" && event.getlx !== false) { for (const target of game.filterPlayer2()) { if (target == player) continue; const evt = event.getl(target); if (evt && (evt.cards2 || []).length) { cards.addArray((evt.cards2 || []).filter(i => i.original != "j" && get.position(i, true) == "d")); } } } } return cards.filter(card => { return card.name == "huogong" || (card.name == "sha" && game.hasNature(card, "fire")); }); }, trigger: { global: ["cardsDiscardAfter", "loseAfter", "loseAsyncAfter"] }, filter(event, player) { return lib.skill.psyanmou.getCards(event, player).length; }, prompt2(event, player) { return "获得" + get.translation(lib.skill.psyanmou.getCards(event, player)); }, frequent: true, content() { player.gain(lib.skill.psyanmou.getCards(trigger, player), "gain2"); }, group: "psyanmou_chooseToUse", subSkill: { chooseToUse: { trigger: { player: "gainAfter", global: "loseAsyncAfter", }, filter(event, player) { return event.getg && event.getg(player).length; }, forced: true, locked: false, async content(event, trigger, player) { let cards = trigger.getg(player); await player.showCards(cards, get.translation(player) + "发动了【炎谋】"); cards = cards.filter(card => { if (!player.hasUseTarget(card)) return false; return get.name(card) == "huogong" || (get.name(card) == "sha" && game.hasNature(card, "fire")); }); if (cards.length) { await player .chooseToUse(function (card, player, event) { if (!get.event("cards").includes(card)) return false; return lib.filter.filterCard.apply(this, arguments); }, "炎谋:选择使用其中的一张【火攻】或火【杀】") .set("cards", cards) .set("filterTarget", function (card, player, target) { return lib.filter.filterTarget.apply(this, arguments); }) .set("targetRequired", true) .set("complexSelect", true) .set("forced", true) .set("addCount", false); } }, }, }, }, pszhanyan: { enable: "phaseUse", filter(event, player) { return game.hasPlayer(target => player.inRange(target)); }, usable: 1, delay: 0, async content(event, trigger, player) { const targets = game .filterPlayer(target => { return player.inRange(target); }) .sortBySeat(); let damages = 0, puts = 0; player.line(targets); await game.asyncDelay(); for (const target of targets) { let dialog = ["绽焰:将手牌中或弃牌堆中的一张【火攻】或火【杀】置于牌堆顶,或受到1点火焰伤害"]; const Tcards = target.getCards("h", card => { return get.name(card) == "huogong" || (get.name(card) == "sha" && game.hasNature(card, "fire")); }); const Pcards = Array.from(ui.discardPile.childNodes).filter(card => { return card.name == "huogong" || (card.name == "sha" && game.hasNature(card, "fire")); }); if (Tcards.length) { dialog.push('
手牌区
'); dialog.push(Tcards); } if (Pcards.length) { dialog.push('
弃牌堆
'); dialog.push(Pcards); } let result; if (Tcards.length + Pcards.length == 0) { result = { bool: false }; } else { result = await target .chooseButton(dialog) .set("ai", button => { const player = get.event("player"), source = get.event().getParent().player; if (get.damageEffect(source, player, player) <= 0 && get.attitude(player, source) <= 0) return 0; if (!get.owner(button.link)) return 114514; return 20 - get.value(button.link); }) .forResult(); } if (result.bool) { puts++; const card = result.links[0]; target.$throw([card], 1000); if (get.owner(card)) await get.owner(card).lose([card], ui.special); else ui.discardPile.removeChild(card); ui.cardPile.insertBefore(card, ui.cardPile.firstChild); game.updateRoundNumber(); } else { damages++; await target.damage(1, "fire"); } await game.asyncDelay(0.5); } const num = Math.min(damages, puts); if (num) await player.draw(num); }, ai: { order: 9, result: { player: 1 }, }, }, psyuhuo: { trigger: { player: "damageBegin4" }, filter(event) { return event.hasNature("fire"); }, forced: true, content() { trigger.cancel(); }, ai: { nofire: true, effect: { target(card, player, target, current) { if (get.tag(card, "fireDamage")) return "zerotarget"; }, }, }, mod: { cardDiscardable(card, player, name) { if (name == "phaseDiscard" && (get.name(card) == "huogong" || (get.name(card) == "sha" && game.hasNature(card, "fire")))) return false; }, ignoredHandcard(card, player) { if (get.name(card) == "huogong" || (get.name(card) == "sha" && game.hasNature(card, "fire"))) return true; }, }, }, //龙起襄樊 //关羽 //界界关羽 dragchaojue: { trigger: { player: "phaseZhunbeiBegin" }, filter(event, player) { if (!game.hasPlayer(target => target != player)) return false; return player.countCards("h", card => _status.connectMode || lib.filter.cardDiscardable(card, player)); }, async cost(event, trigger, player) { event.result = await player .chooseToDiscard(get.prompt2("dragchaojue"), "h") .set("ai", card => { const player = get.event("player"); if (!game.hasPlayer(target => get.attitude(player, target) < 0)) return 0; return 7.5 - get.value(card); }) .set("logSkill", "dragchaojue") .forResult(); }, popup: false, async content(event, trigger, player) { const targets = game.filterPlayer(target => target != player).sortBySeat(); if (targets.length) { const suits = event.cards .reduce((list, card) => list.add(get.suit(card, player)), []) .sort((a, b) => { return lib.suit.indexOf(a) - lib.suit.indexOf(b); }); player.line(targets); for (const i of targets) { i.addTempSkill("dragchaojue_buff"); i.markAuto("dragchaojue_buff", suits); } for (const target of targets) { const { result: { bool }, } = await target .chooseToGive( player, (card, player) => { return get.event("suits").includes(get.suit(card)); }, "h", "give" ) .set("suits", suits) .set("ai", card => { const player = get.event("player"), target = get.event().getParent().player; const att = get.attitude(player, target); if (att > 0) return 7.5 - get.value(card); if (att == 0 && get.attitude(target, player) == 0) return 0; if ( att < 0 && get.attitude(target, player) < 0 && player.getSkills(null, false, false).some(skill => { if (get.is.locked(skill, player)) return false; const info = get.info(skill); return info && info.ai && (info.ai.maixie || info.ai.maixie_hp || info.ai.maixie_defend); }) && player.getHp() > 2 ) return 0; return 7.5 - get.value(card); }) .set("prompt", "超绝:交给" + get.translation(player) + "一张" + get.translation(suits) + "手牌,或本回合非锁定技失效"); if (!bool) target.addTempSkill("fengyin"); } } }, subSkill: { buff: { onremove: true, charlotte: true, mod: { cardEnabled2(card, player) { if (player.getStorage("jsrgguanjue_ban").includes(get.suit(card))) return false; }, }, marktext: "绝", intro: { content: "本回合内不能使用或打出$牌" }, }, }, }, dragjunshen: { mod: { targetInRange(card, player) { if (get.suit(card) == "diamond" && card.name == "sha") return true; }, }, locked: false, enable: ["chooseToUse", "chooseToRespond"], filterCard(card, player) { return get.color(card) == "red"; }, viewAsFilter(player) { return player.countCards("hes", { color: "red" }); }, position: "hes", viewAs: { name: "sha" }, prompt: "将一张红色牌当作【杀】使用或打出", check(card) { const val = get.value(card); if (_status.event.name == "chooseToRespond") return 1 / Math.max(0.1, val); return 5 - val; }, ai: { order(item, player) { if (!player || !_status.event.type || _status.event.type != "phase") { return 0.1; } return get.order({ name: "sha" }, player) + 0.3; }, respondSha: true, skillTagFilter(player) { if (!player.countCards("hes", { color: "red" })) return false; }, }, group: ["dragjunshen_add", "dragjunshen_damage"], subSkill: { add: { trigger: { player: "useCard2" }, filter(event, player) { if (event.card.name != "sha" || get.suit(event.card) != "heart") return false; return game.hasPlayer(target => { return target != player && !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target) && lib.filter.targetInRange(event.card, player, target); }); }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt("dragjunshen_add"), "为" + get.translation(trigger.card) + "额外指定一个目标", (card, player, target) => { const evt = get.event().getTrigger(); return target != player && !evt.targets.includes(target) && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target); }) .set("ai", target => get.effect(target, _status.event.getTrigger().card, _status.event.player)) .forResult(); }, content() { trigger.targets.addArray(event.targets); }, }, damage: { trigger: { source: "damageBegin1" }, filter(event, player) { const evt = event.getParent(2); return evt.name == "useCard" && evt.skill == "dragjunshen"; }, logTarget: "player", prompt2(event, player) { return "令" + get.translation(event.player) + "选择弃置装备区所有牌或令此伤害+1"; }, async content(event, trigger, player) { const target = trigger.player; let result; if (!target.countDiscardableCards(target, "e")) result = { index: 1 }; else result = await target .chooseControl() .set("choiceList", ["弃置装备区所有牌", "令此伤害+1"]) .set("ai", () => { const player = get.event("player"), trigger = get.event().getTrigger(); if ( player.getHp() <= 2 || player.getDiscardableCards(player, "e").reduce((sum, card) => { return sum + get.value(card, player); }, 0) < 7 ) return 0; return 1; }) .forResult(); if (result.index == 0) { await target.discard(target.getDiscardableCards(target, "e")); } else trigger.increase("num"); }, }, }, }, //龙曹仁 draglizhong: { trigger: { player: "phaseJieshuBegin" }, async cost(event, trigger, player) { let choiceList = ["将任意张装备牌至于任意名角色的装备区", "令你或任意名装备区里有牌的角色摸一张牌"], choices = ["置入装备", "团体摸牌", "cancel2"]; if ( !player.countCards("he", card => { if (get.type(card) != "equip") return false; return game.hasPlayer(target => { return target.canEquip(card); }); }) ) { choices.shift(); choiceList[0] = '' + choiceList[0] + ""; } const { result: { control }, } = await player .chooseControl(choices) .set("prompt", "###" + get.prompt("draglizhong") + "###选择首先执行的一项") .set("choiceList", choiceList) .set("ai", () => { return get.event("controls")[0]; }); event.result = { bool: control != "cancel2", cost_data: control }; }, async content(event, trigger, player) { let choices = ["置入装备", "团体摸牌"], used = false; if (event.cost_data == "团体摸牌") choices.reverse(); choices.push(event.cost_data); for (let i = 1; i <= 3; i++) { if (i == 3 && used) break; switch (choices[i - 1]) { case "置入装备": { while ( player.hasCard(card => { if (get.type(card) != "equip") return false; return game.hasPlayer(target => { return target.canEquip(card); }); }, "he") ) { const { result: { bool, cards, targets }, } = await player.chooseCardTarget({ prompt: "厉战:将一张装备牌置于一名角色的装备区", filterCard(card) { return get.type(card) == "equip"; }, position: "he", filterTarget(card, player, target) { return target.canEquip(card); }, ai1(card) { return 6 - get.value(card); }, ai2(target) { const player = get.event("player"); const att = get.attitude(player, target); if (att <= 0 || target.countCards("e")) return 0; return att * (target == player ? 1 : 3); }, }); if (bool) { if (i == 1 && !used) used = true; const card = cards[0], target = targets[0]; player.line(target); if (target != player) { player.$give(card, target, false); } await game.asyncDelay(0.5); await target.equip(card); } else break; } break; } case "团体摸牌": { const { result } = await player .chooseTarget( "厉战:令你或任意名装备区有牌的角色摸一张牌", (card, player, target) => { if (target != player && !target.countCards("e")) return false; if (ui.selected.targets.length) { const choose = ui.selected.targets[0]; if (choose == player && !player.countCards("e")) return false; } return true; }, [1, Infinity] ) .set("multitarget", true) .set("complexTarget", true) .set("ai", target => { const player = get.event("player"); if (!player.countCards("e")) { if ( game.countPlayer(choose => { return choose.countCards("e") && get.attitude(player, choose) > 0; }) > 1 && target == player ) return 0; } return get.attitude(player, target); }); if (result.bool) { if (i == 1 && !used) used = true; const targets = result.targets.sortBySeat(); player.line(targets); choices.addArray(targets); for (let j = 0; j < targets.length; j++) { await targets[j].draw("nodelay"); } await game.asyncDelayx(); } break; } } } choices = choices.slice(3); if (choices.length) { choices.sortBySeat(); player.line(choices); for (const target of choices) { target.addTempSkill("draglizhong_effect", "roundStart"); } await game.asyncDelayx(); } }, subSkill: { effect: { charlotte: true, mod: { maxHandcard(player, num) { return num + 2; }, }, enable: "chooseToUse", filterCard: true, position: "e", viewAs: { name: "wuxie" }, filter(event, player) { return player.countCards("e") > 0; }, viewAsFilter(player) { return player.countCards("e") > 0; }, prompt: "将一张装备区的牌当作【无懈可击】使用", check(card) { return 8 - get.equipValue(card); }, mark: true, marktext: "守", intro: { content: "手牌上限+2,可将装备区的牌当作【无懈可击】使用" }, }, }, }, //撅碎(难视 dragjuesui: { trigger: { global: "dying" }, filter(event, player) { return !player.getStorage("dragjuesui").includes(event.player) && event.player.hasEnabledSlot(); }, check(event, player) { const target = event.player; if (get.attitude(player, target) <= 0) return false; return player.countCards("hs", card => player.canSaveCard(card, target)) + target.countCards("hs", card => target.canSaveCard(card, target)) < 1 - target.hp; }, logTarget: "player", async content(event, trigger, player) { const target = trigger.player; player.markAuto("dragjuesui", [target]); const { result: { bool }, } = await target.chooseBool("是否将体力值回复至1点并废除装备栏?"); if (bool) { await target.recoverTo(1); let disables = []; for (let i = 1; i <= 5; i++) { for (let j = 0; j < target.countEnabledSlot(i); j++) { disables.push(i); } } if (disables.length) await target.disableEquip(disables); target.addSkill("dragjuesui_wusheng"); } else { target.chat("拒绝!"); } }, init(player) { if (player.getStorage("dragjuesui").length) { player.markSkill("dragjuesui"); } }, intro: { content: "已对$发动过此技能" }, subSkill: { wusheng: { charlotte: true, mark: true, marktext: "碎", intro: { content: "殊死一搏!可将黑色非基本牌当作无次数限制的【杀】使用" }, mod: { cardUsable(card, player, num) { if (card.storage && card.storage.dragjuesui) return Infinity; }, }, enable: ["chooseToUse", "chooseToRespond"], filterCard(card, player) { return get.color(card) == "black" && get.type(card) != "basic"; }, position: "hse", viewAs: { name: "sha", storage: { dragjuesui: true } }, viewAsFilter(player) { if ( !player.countCards("hes", card => { return get.color(card) == "black" && get.type(card) != "basic"; }) ) return false; }, prompt: "将一张黑色非基本牌当作无次数限制的【杀】使用或打出", check(card) { return 7 - get.value(card); }, ai: { order(item, player) { if (!player || !_status.event.type || _status.event.type != "phase") { return 0.1; } return get.order({ name: "sha" }, player) * 0.99; }, respondSha: true, skillTagFilter(player) { if ( !player.countCards("hes", card => { return get.color(card) == "black" && get.type(card) != "basic"; }) ) return false; }, }, }, }, }, //吕常×SP淳于琼√ dragjuwu: { trigger: { target: "shaBefore" }, filter(event, player) { return !game.hasNature(event.card) && game.countPlayer(target => event.player.inRange(target)) >= 3; }, forced: true, content() { trigger.cancel(); }, ai: { effect: { target_use(card, player, target) { if (card.name == "sha" && !game.hasNature(card) && game.countPlayer(targetx => player.inRange(targetx)) >= 3) return "zerotarget"; }, }, }, }, dragshouxiang: { trigger: { player: "phaseDrawBegin2" }, filter(event, player) { if (!game.hasPlayer(target => target.inRange(player))) return false; return !event.numFixed; }, check(event, player) { if (player.skipList.includes("phaseUse")) return true; return ( player.countCards("h") + event.num + Math.min( 5, game.countPlayer(target => { return target.inRange(player); }) ) - game.countPlayer(target => { return target != player && get.attitude(player, target) > 0; }) <= player.getHandcardLimit() ); }, content() { trigger.num += Math.min( 5, game.countPlayer(target => target.inRange(player)) ); player.skip("phaseUse"); player.addTempSkill("dragshouxiang_effect"); }, subSkill: { effect: { charlotte: true, trigger: { player: "phaseDiscardBegin" }, filter(event, player) { return game.hasPlayer(target => target.inRange(player)); }, forced: true, async content(event, trigger, player) { const num = Math.min( 5, game.countPlayer(target => target.inRange(player)) ); if (num) { if (_status.connectMode) game.broadcastAll(() => (_status.noclearcountdown = true)); let list = []; while ( num - list.length > 0 && player.hasCard(card => { return !list.some(list => list[1] == card); }, "h") && game.hasPlayer(target => { return target != player && !list.some(list => list[0] == target); }) ) { const { result: { bool, targets, cards }, } = await player .chooseCardTarget({ prompt: "守襄:你可以交给任意名角色各一张手牌", prompt2: "(还可分配" + (num - list.length) + "张)", position: "h", 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); 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"); } } }, }, }, }, //天书乱斗虚拟偶像线下化 //小杀 vtbguisha: { audio: 1, trigger: { global: "useCard" }, direct: true, shaRelated: true, filter: function (event, player) { return event.player != player && event.card.name == "sha" && player.countCards("he") > 0 && event.player.isPhaseUsing(); }, content: function () { "step 0"; var go = false, d1 = false; if (get.attitude(player, trigger.player) > 0) { d1 = true; if (trigger.player.hasSkill("jueqing") || trigger.player.hasSkill("gangzhi")) d1 = false; for (var target of trigger.targets) { if ( !target.mayHaveShan( player, "use", target.getCards("h", i => { return i.hasGaintag("sha_notshan"); }) ) || trigger.player.hasSkillTag( "directHit_ai", true, { target: target, card: trigger.card, }, true ) ) { if (!target.hasSkill("gangzhi")) d1 = false; if ( target.hasSkillTag("filterDamage", null, { player: trigger.player, card: trigger.card, }) || get.attitude(player, target) >= 0 ) d1 = false; } } if (trigger.addCount === false || !trigger.player.isPhaseUsing()) go = false; else if (!trigger.player.hasSkill("paoxiao") && !trigger.player.hasSkill("tanlin3") && !trigger.player.hasSkill("zhaxiang2") && !trigger.player.hasSkill("fengnu") && !trigger.player.getEquip("zhuge")) { var nh = trigger.player.countCards("h"); if (player == trigger.player) { go = player.countCards("h", "sha") > 0; } else if (nh >= 4) { go = true; } else if (player.countCards("h", "sha")) { if (nh == 3) { go = Math.random() < 0.8; } else if (nh == 2) { go = Math.random() < 0.5; } } else if (nh >= 3) { if (nh == 3) { go = Math.random() < 0.5; } else if (nh == 2) { go = Math.random() < 0.2; } } } } go = go * Math.random() + d1 * Math.random() > 0.4; //AI停顿 if ( go && !event.isMine() && !event.isOnline() && player.hasCard(function (card) { return get.value(card) < 6 && lib.filter.cardDiscardable(card, player, event.name); }, "he") ) { game.delayx(); } var next = player.chooseToDiscard(get.prompt("vtbguisha"), "弃置一张牌,令" + get.translation(trigger.player) + "本次使用的【杀】不计入使用次数,且对" + get.translation(trigger.targets) + "造成的伤害+1", "he"); next.logSkill = ["vtbguisha", trigger.player]; next.set("ai", function (card) { if (_status.event.go) { return 6 - get.value(card); } return 0; }); next.set("go", go); "step 1"; if (result.bool) { if (trigger.addCount !== false) { trigger.addCount = false; trigger.player.getStat().card.sha--; } trigger.player.addTempSkill("vtbguisha_bonus"); if (!trigger.card.storage) trigger.card.storage = {}; trigger.card.storage.vtbguisha_targets = trigger.targets; } }, ai: { expose: 0.2, }, subSkill: { bonus: { trigger: { source: "damageBegin1", }, forced: true, charlotte: true, onremove: true, filter: function (event, player) { return event.card && event.card.name == "sha" && event.card.storage && event.card.storage.vtbguisha_targets && event.card.storage.vtbguisha_targets.includes(event.player); }, content: function () { trigger.num++; }, }, }, }, vtbshuli: { audio: 1, trigger: { global: "damageSource", }, usable: 2, filter: function (event, player) { return event.source && event.source != player && event.card && event.card.name == "sha" && event.source.isIn(); }, check: function (event, player) { return get.attitude(player, event.source) >= 0 || (get.attitude(player, event.source) >= -4 && get.distance(_status.currentPhase, player, "absolute") > get.distance(_status.currentPhase, event.source, "absolute")); }, content: function () { "step 0"; var drawers = [trigger.source, player].sortBySeat(_status.currentPhase); game.asyncDraw(drawers); }, }, //小闪 vtbshanwu: { audio: 1, trigger: { global: "useCardToTarget", }, filter: function (event, player) { return ( event.card.name == "sha" && event.target != player && event.isFirstTarget && player.hasCard(card => { return get.name(card) == "shan" || _status.connectMode; }) ); }, direct: true, content: function () { "step 0"; player .chooseToDiscard(get.prompt("vtbshanwu"), "弃置一张【闪】,取消此【杀】对" + get.translation(trigger.targets) + "的目标", { name: "shan" }) .set("logSkill", "vtbshanwu") .set("ai", card => { if (_status.event.goon) return 6 - get.value(card); return 0; }) .set( "goon", (function () { var effect = 0; for (var target of trigger.targets) { var eff = get.effect(target, trigger.card, trigger.player, player); if ( !target.mayHaveShan( player, "use", target.getCards("h", i => { return i.hasGaintag("sha_notshan"); }) ) || trigger.player.hasSkillTag( "directHit_ai", true, { target: target, card: trigger.card, }, true ) ) { eff *= 1.25; } if (target.hp <= 2) eff *= 1.1; effect += eff; } return effect < 0; })() ); "step 1"; if (result.bool) { game.log(player, "取消了", trigger.card, "的所有目标"); trigger.targets.length = 0; trigger.getParent().triggeredTargets2.length = 0; trigger.untrigger(); } }, ai: { expose: 0.2, }, }, vtbxianli: { audio: 1, trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, usable: 2, filter: function (event, player) { if (!_status.currentPhase || !_status.currentPhase.isIn() || !_status.currentPhase.countGainableCards(player, "he")) return false; var evt = event.getl(player); return ( evt && evt.cards2 && evt.cards2.some(card => { return get.name(card, false) == "shan"; }) ); }, check: function (event, player) { return get.effect(_status.currentPhase, { name: "shunshou_copy2" }, player, player) > 0; }, prompt2: function (event, player) { return "获得" + get.translation(_status.currentPhase) + "的一张牌"; }, logTarget: () => _status.currentPhase, content: function () { "step 0"; player.gainPlayerCard(_status.currentPhase, "he", true); }, ai: { expose: 0.15, }, }, //小桃 vtbtaoyan: { audio: 1, trigger: { player: "phaseBegin", }, direct: true, content: function () { "step 0"; if (!_status.vtbtaoyan_count) { _status.vtbtaoyan_count = 5; } player.chooseTarget(get.prompt("vtbtaoyan"), "令一或两名其他角色摸一张牌并从游戏外获得一张【桃】(♥6)", lib.filter.notMe, [1, 2]).set("ai", target => { var player = _status.event.player; return get.recoverEffect(target, player, player) / 2 + get.attitude(player, target); }); "step 1"; if (result.bool) { var targets = result.targets.slice(); targets.sortBySeat(); player.logSkill("vtbtaoyan", targets); game.broadcastAll(function () { if (!lib.inpile.includes("tao")) { lib.inpile.add("tao"); } }); player.addSkill("vtbtaoyan_remove"); for (var target of targets) { target.draw(); if (!_status.vtbtaoyan_count) continue; if (!_status.vtbtaoyan_cards) _status.vtbtaoyan_cards = []; _status.vtbtaoyan_count--; var card = game.createCard("tao", "heart", 6); _status.vtbtaoyan_cards.push(card.cardid); target.gain(card, "gain2"); } } }, ai: { expose: 0.3, threaten: 3.2, }, subSkill: { remove: { trigger: { global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter", "equipAfter"], }, forced: true, charlotte: true, popup: false, firstDo: true, forceDie: true, filter: function (event, player) { if (typeof _status.vtbtaoyan_count != "number") return false; var cards = event.getd(); return cards.some(card => { return _status.vtbtaoyan_cards.includes(card.cardid); }); }, content: function () { var cards = trigger.getd(), remove = []; for (var card of cards) { if (_status.vtbtaoyan_cards.includes(card.cardid)) { _status.vtbtaoyan_cards.remove(card.cardid); remove.push(card); } } if (remove.length) { remove.forEach(i => { i.remove(); _status.vtbtaoyan_count++; }); game.log(remove, "被移出了游戏"); } }, }, }, }, vtbyanli: { audio: 1, trigger: { global: "dying", }, filter: function (event, player) { if (player.hasSkill("vtbyanli_used")) return false; if (_status.currentPhase == player) return false; return event.player.hp <= 0; }, check: function (event, player) { return get.recoverEffect(event.player, player, player) > 0; }, content: function () { "step 0"; player.addTempSkill("vtbyanli_used", "roundStart"); trigger.player.recover(1 - trigger.player.hp); trigger.player.draw(); }, subSkill: { used: { charlotte: true, }, }, }, //小乐 vtbleyu: { audio: 1, trigger: { global: "phaseBegin", }, direct: true, filter: function (event, player) { return player.countCards("he") >= 3; }, content: function () { "step 0"; player .chooseToDiscard(get.prompt2("vtbleyu", trigger.player), 3, "he") .set("ai", card => { if (ui.selected.cards.length == 2) return 10 - get.value(card); if (_status.event.effect > 0) { return 6 - get.value(card); } return 0; }) .set("effect", trigger.player.hasJudge("lebu") ? 0 : get.effect(trigger.player, { name: "lebu" }, player, player)) .set("logSkill", ["vtbleyu", trigger.player]); "step 1"; if (result.bool) { trigger.player.judge(lib.card.lebu.judge).judge2 = lib.card.lebu.judge2; } else event.finish(); "step 2"; if (!result.bool) { trigger.player.skip("phaseUse"); } }, ai: { expose: 0.3, threaten: 2.9, }, }, vtbyuanli: { audio: 1, trigger: { global: ["phaseUseSkipped", "phaseUseCancelled"] }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt2("vtbyuanli"), lib.filter.notMe).set("ai", target => get.attitude(_status.event.player, target) + 1); "step 1"; if (result.bool) { player.logSkill("vtbyuanli", result.targets[0]); game.asyncDraw([player, result.targets[0]].sortBySeat(_status.currentPhase)); } }, ai: { expose: 0.1, }, }, vtbmeiniang: { audio: 1, trigger: { global: "phaseUseBegin" }, filter: function (event, player) { return event.player != player; }, check: function (event, player) { return get.attitude(player, event.player) > 0 && event.player.getUseValue("jiu") >= 0; }, logTarget: "player", content: function () { trigger.player.chooseUseTarget("jiu", true, false); }, }, vtbyaoli: { audio: 1, trigger: { global: "useCardAfter" }, filter: function (event, player) { return event.card.name == "jiu" && event.player != player && event.player.isPhaseUsing(); }, logTarget: "player", check: function (event, player) { return get.attitude(player, event.player) > 0; }, content: function () { trigger.player.addTempSkill("vtbyaoli_effect"); trigger.player.addMark("vtbyaoli_effect", 1, false); }, ai: { expose: 0.15, }, subSkill: { effect: { audio: "vtbyaoli", charlotte: true, trigger: { player: "useCard2" }, forced: true, popup: false, onremove: true, nopop: true, filter: function (event, player) { return event.card.name == "sha" && player.countMark("vtbyaoli_effect") > 0; }, content: function () { "step 0"; trigger.directHit.addArray(game.filterPlayer()); var num = player.countMark("vtbyaoli_effect"); if ( !game.hasPlayer(current => { return !trigger.targets.includes(current) && lib.filter.targetEnabled2(trigger.card, player, current); }) ) event.finish(); else player .chooseTarget("媱丽:是否为" + get.translation(trigger.card) + "额外指定" + (num > 1 ? "至多" : "") + get.cnNumber(num) + "个目标?", num == 1 ? 1 : [1, num], (card, player, target) => { return !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target); }) .set("sourcex", trigger.targets) .set("ai", 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("vtbyaoli_effect", event.targets); trigger.targets.addArray(event.targets); player.removeSkill("vtbyaoli_effect"); }, marktext: "媱", intro: { content: "下一张【杀】不可被响应且可以额外指定&个目标", }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { return arg.card.name == "sha"; }, }, }, }, }, //官盗S特015神马超 psshouli: { audio: "shouli", enable: ["chooseToUse", "chooseToRespond"], hiddenCard: function (player, name) { if (player != _status.currentPhase && (name == "sha" || name == "shan")) return true; }, filter: function (event, player) { if (event.responded || event.psshouli || event.type == "wuxie") return false; if ( game.hasPlayer(function (current) { return current.getEquips(4).length > 0; }) && event.filterCard( get.autoViewAs( { name: "sha", storage: { psshouli: true }, }, "unsure" ), player, event ) ) return true; if ( game.hasPlayer(function (current) { return current.getEquips(3).length > 0; }) && event.filterCard( get.autoViewAs( { name: "shan", storage: { psshouli: true }, }, "unsure" ), player, event ) ) return true; return false; }, delay: false, locked: true, filterTarget: function (card, player, target) { var event = _status.event, evt = event; if (event._backup) evt = event._backup; var equip3 = target.getCards("e", card => get.is.defendingMount(card, false)); var equip4 = target.getCards("e", card => get.is.attackingMount(card, false)); if ( equip3.length && equip3.some(card => evt.filterCard( get.autoViewAs( { name: "shan", storage: { psshouli: true }, }, [card] ), player, event ) ) ) return true; return equip4.some(card => { var sha = get.autoViewAs( { name: "sha", storage: { psshouli: true }, }, [card] ); if (evt.filterCard(sha, player, event)) { if (!evt.filterTarget) return true; return game.hasPlayer(function (current) { return evt.filterTarget(sha, player, current); }); } }); }, prompt: "将场上的一张坐骑牌当做【杀】或【闪】使用或打出", content: function () { "step 0"; var evt = event.getParent(2); evt.set("psshouli", true); var list = []; var equip3 = target.getCards("e", card => get.is.defendingMount(card, false)); var equip4 = target.getCards("e", card => get.is.attackingMount(card, false)); var backupx = _status.event; _status.event = evt; try { if ( equip3.length && equip3.some(card => { var shan = get.autoViewAs( { name: "shan", storage: { psshouli: true }, }, [card] ); if (evt.filterCard(shan, player, event)) return true; return false; }) ) { list.push("shan"); } if ( equip4.length && equip4.some(card => { var sha = get.autoViewAs( { name: "sha", storage: { psshouli: true }, }, [card] ); if ( evt.filterCard(sha, player, evt) && (!evt.filterTarget || game.hasPlayer(function (current) { return evt.filterTarget(sha, player, current); })) ) return true; return false; }) ) { list.push("sha"); } } catch (e) { game.print(e); } _status.event = backupx; if (list.length == 1) { event.cardName = list[0]; var cards = list[0] == "shan" ? equip3 : equip4; if (cards.length == 1) event._result = { bool: true, links: [cards[0]], }; else player .choosePlayerCard(true, target, "e") .set("filterButton", function (button) { return _status.event.cards.includes(button.link); }) .set("cards", cards); } else player.choosePlayerCard(true, target, "e").set("filterButton", function (button) { var card = button.link; return get.is.attackingMount(card) || get.is.defendingMount(card); }); "step 1"; var evt = event.getParent(2); if (result.bool && result.links && result.links.length) { var name = event.cardName || (get.is.attackingMount(result.links[0]) ? "sha" : "shan"); if (evt.name == "chooseToUse") { game.broadcastAll( function (result, name) { lib.skill.psshouli_backup.viewAs = { name: name, cards: [result], storage: { psshouli: true }, }; lib.skill.psshouli_backup.prompt = "选择" + get.translation(name) + "(" + get.translation(result) + ")的目标"; }, result.links[0], name ); evt.set("_backupevent", "psshouli_backup"); evt.backup("psshouli_backup"); evt.set("openskilldialog", "选择" + get.translation(name) + "(" + get.translation(result.links[0]) + ")的目标"); evt.set("norestore", true); evt.set("custom", { add: {}, replace: { window: function () {} }, }); } else { delete evt.result.skill; delete evt.result.used; evt.result.card = get.autoViewAs( { name: name, cards: [result.links[0]], storage: { psshouli: true }, }, result.links ); evt.result.cards = [result.links[0]]; target.$give(result.links[0], player, false); if (player != target) target.addTempSkill("fengyin"); target.addTempSkill("psshouli_thunder"); player.addTempSkill("psshouli_thunder"); evt.redo(); return; } } evt.goto(0); }, ai: { respondSha: true, respondShan: true, skillTagFilter: function (player, tag) { var func = get.is[tag == "respondSha" ? "attackingMount" : "defendingMount"]; return game.hasPlayer(function (current) { return current.hasCard(card => func(card, false), "e"); }); }, order: 2, result: { player: function (player, target) { var att = Math.max(8, get.attitude(player, target)); if (_status.event.type != "phase") return 9 - att; if (!player.hasValueTarget({ name: "sha" })) return 0; return 9 - att; }, }, }, group: "psshouli_init", subSkill: { thunder: { charlotte: true, trigger: { player: "damageBegin1" }, forced: true, mark: true, content: function () { trigger.num++; game.setNature(trigger, "thunder"); }, marktext: "⚡", intro: { content: "受到的伤害+1且改为雷属性", }, ai: { effect: { target: (card, player, target) => { if (!get.tag(card, "damage")) return; if (target.hasSkillTag("nodamage") || target.hasSkillTag("nothunder")) return "zeroplayertarget"; if ( target.hasSkillTag("filterDamage", null, { player: player, card: new lib.element.VCard( { name: card.name, nature: "thunder", }, [card] ), }) ) return; return 2; }, }, }, }, init: { audio: "psshouli", trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, logTarget: () => game.filterPlayer(), equips: [ ["heart", 5, "chitu"], ["diamond", 13, "zixin"], ["spade", 5, "jueying"], ["diamond", 13, "hualiu"], ["club", 5, "dilu"], ["spade", 13, "dawan"], ["heart", 13, "zhuahuang"], ["heart", 3, "jingfanma"], ], content: function () { "step 0"; event.targets = game.filterPlayer().sortBySeat(_status.firstAct2 || game.zhong || game.zhu || _status.firstAct || player); event.target = event.targets.shift(); game.delayx(); "step 1"; player.line(target, "green"); target .chooseToUse("狩骊:使用一张坐骑牌并摸一张牌,或使用一张坐骑牌指示物", function (card, player, event) { if (get.subtype(card) != "equip3" && get.subtype(card) != "equip4" && get.subtype(card) != "equip6") return false; return lib.filter.filterCard.apply(this, arguments); }) .set("ai", () => 1); "step 2"; if (result.bool) target.draw(); else { var cardx = lib.skill.psshouli_init.equips.randomRemove(); if (!cardx) return; cardx = { suit: cardx[0], number: cardx[1], name: cardx[2], }; var card = game.createCard(cardx); if (!_status.psshouli_equips) _status.psshouli_equips = []; _status.psshouli_equips.push(card.cardid); if (card) { target.chooseUseTarget(card, true, "nopopup", "noanimate"); player.addSkill("psshouli_remove"); } } "step 3"; event.target = event.targets.shift(); if (event.target) { event.goto(1); } }, }, remove: { trigger: { global: ["loseAfter", "loseAsyncAfter", "cardsDiscardAfter", "equipAfter"], }, forced: true, charlotte: true, popup: false, firstDo: true, forceDie: true, filter: function (event, player) { if (!_status.psshouli_equips || !_status.psshouli_equips.length) return false; var cards = event.getd(); return cards.filter(i => _status.psshouli_equips.includes(i.cardid)).length; }, content: function () { var cards = trigger.getd(), remove = []; for (var card of cards) { if (_status.psshouli_equips.includes(card.cardid)) { _status.psshouli_equips.remove(card.cardid); remove.push(card); } } if (remove.length) { game.cardsGotoSpecial(remove); lib.skill.psshouli_init.equips.addArray(remove.map(i => [i.suit, i.number, i.name])); game.log("坐骑指示物", remove, "被移出了游戏"); } }, }, }, }, psshouli_backup: { sourceSkill: "psshouli", precontent: function () { "step 0"; delete event.result.skill; event.result._apply_args = { throw: false }; var cards = event.result.card.cards; event.result.cards = cards; var owner = get.owner(cards[0]); event.target = owner; owner.$throw(cards[0]); player.popup(event.result.card.name, "metal"); game.delayx(); event.getParent().addCount = false; "step 1"; if (player != target) target.addTempSkill("fengyin"); target.addTempSkill("psshouli_thunder"); player.addTempSkill("psshouli_thunder"); }, filterCard: function () { return false; }, prompt: "请选择【杀】的目标", selectCard: -1, }, pshengwu: { audio: "hengwu", mod: { aiOrder: (player, card, num) => { if (num > 0 && get.tag(card, "draw") && ui.cardPile.childNodes.length + ui.discardPile.childNodes.length < 20) return 0; }, aiValue: (player, card, num) => { if (num > 0 && card.name === "zhuge") return 20; }, aiUseful: (player, card, num) => { if (num > 0 && card.name === "zhuge") return 10; }, }, trigger: { player: ["useCard", "respond"] }, direct: true, locked: false, filter: function (event, player) { return game.hasPlayer(i => i.countCards("ej", cardx => get.type(cardx) == "equip" && get.suit(event.card) == get.suit(cardx))); }, content: function () { "step 0"; var suit = get.suit(trigger.card), extra = game .filterPlayer() .map(i => i.countCards("ej", cardx => { return get.type(cardx) == "equip" && get.suit(trigger.card) == get.suit(cardx); }) ) .reduce((p, c) => p + c); var prompt2 = "弃置任意张" + get.translation(suit) + "手牌,然后摸X张牌(X为你弃置的牌数+" + extra + ")"; player .chooseToDiscard("h", [1, player.countCards("h", { suit: suit })], { suit: suit }) .set("prompt", get.prompt("pshengwu")) .set("prompt2", prompt2) .set("ai", card => { if (_status.event.tie) return 0; let player = _status.event.player; if (_status.event.goon) return 12 - get.value(card); if (player == _status.currentPhase) { if (["shan", "caochuan", "tao", "wuxie"].includes(card.name)) return 8 - get.value(card); return 6 - get.value(card); } return 5.5 - get.value(card); }) .set("goon", player.countCards("h", { suit: suit }) == 1) .set("tie", extra > ui.cardPile.childNodes.length + ui.discardPile.childNodes.length) .set("logSkill", "pshengwu"); "step 1"; if (result.bool) { var num = result.cards.length; player.draw( num + game .filterPlayer() .map(i => i.countCards("ej", cardx => get.type(cardx) == "equip" && get.suit(trigger.card) == get.suit(cardx))) .reduce((p, c) => p + c) ); } }, ai: { threaten: 100, reverseEquip: true, effect: { player_use(card, player, target) { if (typeof card !== "object") return; let suit = get.suit(card); if ( !lib.suit.includes(suit) || player.hasCard(function (i) { return get.suit(i, player) == suit; }, "h") ) return; return [ 1, game.countPlayer(current => { return current.countCards("e", card => { return get.suit(card, current) == suit; }); }), ]; }, target(card, player, target) { if ( card.name === "sha" && !player.hasSkillTag( "directHit_ai", true, { target: target, card: card, }, true ) && game.hasPlayer(current => { return current.hasCard(cardx => { return get.subtype(cardx) === "equip3"; }, "e"); }) ) return [0, -0.5]; }, }, }, }, //战役篇田丰 gzsuishi: { audio: "suishi", preHidden: ["gzsuishi2"], trigger: { global: "dying" }, forced: true, //priority:6.5, check: function () { return false; }, filter: function (event, player) { return event.player != player && event.parent.name == "damage" && event.parent.source && event.parent.source.isFriendOf(player); }, content: function () { player.draw(); }, ai: { halfneg: true, }, group: "gzsuishi2", }, gzsuishi2: { audio: "suishi", trigger: { global: "dieAfter" }, forced: true, check: function () { return false; }, filter: function (event, player) { return event.player.isFriendOf(player); }, content: function () { player.loseHp(); }, }, //战役篇孔融 zymingshi: { audio: "mingshi", forced: true, trigger: { target: "useCardToBefore" }, priority: 15, filter: function (event, player) { if (!player.hasEmptySlot(2)) return false; if (event.card.name != "sha") return false; return game.hasNature(event.card); }, content: function () { trigger.cancel(); }, ai: { effect: { target_use(card, player, target) { if (card.name === "sha" && game.hasNature(card) && target.hasEmptySlot(2)) return "zeroplayertarget"; if (get.subtype(card) == "equip2" && target.isEmpty(2)) return [0.6, -0.8]; }, }, }, }, //战役篇蒋钦 zyshangyi: { audio: "shangyi", enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player != target; }, content: function () { "step 0"; target.viewHandcards(player); "step 1"; if (!target.countCards("h")) event.finish(); else player.chooseCardButton(target, target.getCards("h")); "step 2"; if (result.bool) { target.discard(result.links[0]); } }, ai: { order: 11, result: { target: function (player, target) { return -target.countCards("h"); }, }, threaten: 1.1, }, }, //官盗K系列杜预 pkwuku: { audio: "spwuku", trigger: { global: "useCard" }, forced: true, preHidden: true, filter: function (event, player) { if (get.type(event.card) != "equip") return false; return player.countMark("pkwuku") < 3; }, content: function () { player.addMark("pkwuku", 1); }, marktext: "库", intro: { content: "mark", }, ai: { combo: "pksanchen", threaten: 3.6, }, }, pksanchen: { audio: "spsanchen", trigger: { player: "phaseJieshuBegin" }, forced: true, juexingji: true, skillAnimation: true, animationColor: "gray", filter: function (event, player) { return player.countMark("pkwuku") > 2; }, content: function () { player.awakenSkill("pksanchen"); player.gainMaxHp(); player.recover(); player.addSkills("pkmiewu"); }, ai: { combo: "pkwuku", }, derivation: "pkmiewu", }, pkmiewu: { audio: "spmiewu", enable: ["chooseToUse", "chooseToRespond"], filter: function (event, player) { if (!player.countMark("pkwuku") || player.hasSkill("pkmiewu2")) return false; for (var i of lib.inpile) { var type = get.type(i); 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 = []; for (var i = 0; i < lib.inpile.length; i++) { var name = lib.inpile[i]; if (name == "sha") { if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["基本", "", "sha"]); for (var nature of lib.inpile_nature) { if (event.filterCard(get.autoViewAs({ name, nature }, "unsure"), player, event)) list.push(["基本", "", "sha", nature]); } } else if (get.type(name) == "trick" && event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["锦囊", "", name]); else if (get.type(name) == "basic" && event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["基本", "", name]); } return ui.create.dialog("灭吴", [list, "vcard"]); }, //これ 要らない(そよりん声线) //filter:function(button,player){ // return _status.event.getParent().filterCard({name:button.link[2]},player,_status.event.getParent()); //}, check: function (button) { if (_status.event.getParent().type != "phase") return 1; var player = _status.event.player; if (["wugu", "zhulu_card", "yiyi", "lulitongxin", "lianjunshengyan", "diaohulishan"].includes(button.link[2])) return 0; return player.getUseValue({ name: button.link[2], nature: button.link[3], }); }, backup: function (links, player) { return { audio: "spmiewu", filterCard: () => false, selectCard: -1, popname: true, viewAs: { name: links[0][2], nature: links[0][3] }, precontent: function () { player.addTempSkill("pkmiewu2"); player.removeMark("pkwuku", 1); }, }; }, prompt: function (links, player) { return "视为使用" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "并摸一张牌"; }, }, hiddenCard: function (player, name) { if (!lib.inpile.includes(name)) return false; var type = get.type(name); return (type == "basic" || type == "trick") && player.countMark("pkwuku") > 0 && !player.hasSkill("pkmiewu2"); }, ai: { combo: "pkwuku", fireAttack: true, respondSha: true, respondShan: true, skillTagFilter: function (player) { if (!player.countMark("pkwuku") || player.hasSkill("pkmiewu2")) return false; }, order: 1, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, }, pkmiewu2: { trigger: { player: ["useCardAfter", "respondAfter"] }, forced: true, charlotte: true, popup: false, filter: function (event, player) { return event.skill == "pkmiewu_backup"; }, content: function () { player.draw(); }, }, pkmiewu_backup: { audio: "pkmiewu" }, //官盗S系列关羽 pszhonghun: { audio: "zhongyi", trigger: { player: ["useCard", "respond"] }, filter: function (event, player) { return get.color(event.card) == "red"; }, frequent: true, content: function () { "step 0"; var card = game.cardsGotoOrdering(get.cards()).cards[0]; event.card = card; game.updateRoundNumber(); player.showCards(card, get.translation(player) + "发动了【忠魂】"); "step 1"; if (get.color(card) == "red") player.gain(card, "gain2"); }, }, //官盗S系列郭嘉·一版 psqizuo: { audio: 2, trigger: { global: ["damageBegin1", "damageBegin3"] }, filter: function (event, player, name) { return (name == "damageBegin1" && event.source && event.source.isIn() && player.inRange(event.source)) || (name == "damageBegin3" && event.player && event.player.isIn() && player.inRange(event.player)); }, direct: true, content: function () { "step 0"; var name = event.triggername; var source = get.translation(trigger.source), target = get.translation(trigger.player), num = trigger.num; var targetx = trigger[name == "damageBegin1" ? "source" : "player"]; var str = name == "damageBegin1" ? source + "即将对" + target + "造成" + num + "点伤害" : target + "即将受到" + source + "造成的" + num + "点伤害"; player .chooseToDiscard(get.prompt("psqizuo", targetx), str + ",是否弃置一张牌并判定,若结果颜色与此牌相同,你可以令此伤害+1或-1?", "he") .set("ai", card => { if (_status.event.goon) return 5.25 - get.value(card) + (get.color(card) == get.color(_status.pileTop) ? 0.75 : 0); return 0; }) .set( "goon", (function () { var eff = get.damageEffect(trigger.player, trigger.source, player); if ( eff > 5 && !trigger.player.hasSkillTag("filterDamage", null, { player: player, card: trigger.card, }) ) return true; if (eff < -5) return true; return false; })() ) .set("logSkill", ["psqizuo", targetx]); "step 1"; if (result.bool) { event.color = get.color(result.cards[0], player); player.judge(function (card) { if (get.color(card) == _status.event.getParent("psqizuo").color) return 1; return 0; }); } else event.finish(); "step 2"; if (result.bool) { player .chooseControl("+1", "-1", "cancel2") .set("prompt", "是否令此伤害+1或-1?") .set("ai", () => { if (_status.event.eff < 0) return 1; return 0; }) .set("eff", get.damageEffect(trigger.player, trigger.source, player)); } else event.finish(); "step 3"; if (result.index == 0) { trigger.num++; player.popup(" +1 ", "fire"); game.log(player, "令此伤害+1"); } if (result.index == 1) { trigger.num--; player.popup(" -1 ", "water"); game.log(player, "令此伤害-1"); } }, ai: { threaten: 0.8, }, }, //官盗S系列郭嘉·二版 psquanmou: { audio: 2, trigger: { global: "useCardAfter", }, direct: true, filter: function (event, player) { return get.type2(event.card) == "trick" && event.player != player && event.targets && event.targets.includes(player) && event.cards.filterInD("odj").length && player.countCards("h"); }, content: function () { "step 0"; player .chooseToDiscard(get.prompt("psquanmou"), "弃置一张" + get.translation(get.color(trigger.card)) + "手牌,获得" + get.translation(trigger.cards), "h", (card, player) => { return get.color(card) == _status.event.color; }) .set("ai", card => { return _status.event.value - get.value(card); }) .set("logSkill", "psquanmou") .set("value", get.value(trigger.cards, player)) .set("color", get.color(trigger.card)); "step 1"; if (result.bool) { var cards = trigger.cards.filterInD("odj"); if (cards.filterInD("od").length) player.gain(cards.filterInD("od"), "gain2"); if (cards.filterInD("j").length) player.gain(cards.filterInD("j"), get.owner(cards.filterInD("j")[0]), "give"); } }, }, //官盗S赵云·一版 pshuiqiang: { audio: 2, trigger: { player: ["shaMiss", "eventNeutralized"] }, direct: true, filter: function (event, player) { if (!event.card || event.card.name != "sha") return false; return event.target.isIn() && player.canUse("sha", event.target, false) && (player.hasSha() || (_status.connectMode && player.countCards("h"))); }, content: function () { "step 0"; player .chooseToUse( get.prompt2("pshuiqiang", trigger.target), function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, trigger.target, -1 ) .set("addCount", false).logSkill = "pshuiqiang"; }, }, pshuntu: { audio: 2, trigger: { source: "damageSource" }, usable: 1, filter: function (event, player) { return event.card && event.card.name == "sha" && event.getParent(2).player == player && event.notLink() && player.isPhaseUsing(); }, direct: true, content: function () { "step 0"; player .chooseToUse( get.prompt2("pshuntu", trigger.player), function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, trigger.player, -1 ) .set("addCount", false).logSkill = "pshuntu"; "step 1"; if (!result.bool) player.storage.counttrigger.pshuntu--; }, }, //官盗S赵云·二版 psqijin: { audio: 2, trigger: { player: "phaseDrawBegin1" }, filter: function (event, player) { return !event.numFixed; }, content: function () { "step 0"; trigger.changeToZero(); event.cards = get.cards(7); game.cardsGotoOrdering(event.cards); event.videoId = lib.status.videoId++; game.broadcastAll( function (player, id, cards) { var str = "七进"; if (player == game.me && !_status.auto) str += ":获得一种颜色的所有牌"; var dialog = ui.create.dialog(str, cards); dialog.videoId = id; }, player, event.videoId, event.cards ); event.time = get.utc(); game.addVideo("showCards", player, ["七进", get.cardsInfo(event.cards)]); game.addVideo("delay", null, 2); "step 1"; var list = []; for (var i of cards) list.add(get.color(i, false)); list.sort(); var next = player.chooseControl(list); next.set("ai", function () { return _status.event.choice; }).set( "choice", (function () { if (list.length == 0) return list[0]; var color = list[0]; var cards1 = cards.filter(i => get.color(i) == color), cards2 = cards.filter(i => get.color(i) == list[1]); if (get.value(cards1) * cards1.length > get.value(cards2) * cards2.length) return list[0]; return list[1]; })() ); "step 2"; event.color = result.control; var time = 1000 - (get.utc() - event.time); if (time > 0) game.delay(0, time); "step 3"; game.broadcastAll("closeDialog", event.videoId); player.gain( cards.filter(i => get.color(i, false) == event.color), "gain2" ); }, ai: { threaten: 1.5, }, }, psqichu: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], hiddenCard: function (player, name) { if (player != _status.currentPhase && !player.hasSkill("psqichu_used") && get.type(name) == "basic" && lib.inpile.includes(name)) return true; }, filter: function (event, player) { if (event.responded || player == _status.currentPhase || player.hasSkill("psqichu_used")) return false; for (var i of lib.inpile) { if (get.type(i) == "basic" && event.filterCard({ name: i }, player, event)) return true; } return false; }, delay: false, content: function () { "step 0"; player.addTempSkill("psqichu_used"); var evt = event.getParent(2); var cards = get.cards(2); for (var i = cards.length - 1; i >= 0; i--) { ui.cardPile.insertBefore(cards[i].fix(), ui.cardPile.firstChild); } var aozhan = player.hasSkill("aozhan"); player .chooseButton(["七出:选择要" + (evt.name == "chooseToUse" ? "使用" : "打出") + "的牌", cards]) .set("filterButton", function (button) { return _status.event.cards.includes(button.link); }) .set( "cards", cards.filter(function (card) { if (get.type(card) != "basic") return false; if (aozhan && card.name == "tao") { return ( evt.filterCard( { name: "sha", isCard: true, cards: [card], }, evt.player, evt ) || evt.filterCard( { name: "shan", isCard: true, cards: [card], }, evt.player, evt ) ); } return evt.filterCard(card, evt.player, evt); }) ) .set("ai", function (button) { var evt = _status.event.getParent(3); if (evt && evt.ai) { var tmp = _status.event; _status.event = evt; var result = (evt.ai || event.ai1)(button.link, _status.event.player, evt); _status.event = tmp; return result; } return 1; }); "step 1"; var evt = event.getParent(2); if (result.bool && result.links && result.links.length) { var name = result.links[0].name, aozhan = player.hasSkill("aozhan") && name == "tao"; if (aozhan) { name = evt.filterCard( { name: "sha", isCard: true, cards: [card], }, evt.player, evt ) ? "sha" : "shan"; } if (evt.name == "chooseToUse") { game.broadcastAll( function (result, name) { lib.skill.psqichu_backup.viewAs = { name: name, cards: [result], isCard: true, }; lib.skill.psqichu_backup.prompt = "选择" + get.translation(result) + "的目标"; }, result.links[0], name ); evt.set("_backupevent", "psqichu_backup"); evt.backup("psqichu_backup"); } else { delete evt.result.skill; delete evt.result.used; evt.result.card = get.autoViewAs(result.links[0]); if (aozhan) evt.result.card.name = name; evt.result.cards = [result.links[0]]; evt.redo(); return; } } evt.goto(0); }, ai: { effect: { target: function (card, player, target, effect) { if (target.hasSkill("psqichu_used")) return; if (get.tag(card, "respondShan")) return 0.7; if (get.tag(card, "respondSha")) return 0.7; }, }, order: 11, respondShan: true, respondSha: true, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, subSkill: { backup: { precontent: function () { delete event.result.skill; var name = event.result.card.name; event.result.cards = event.result.card.cards; event.result.card = get.autoViewAs(event.result.cards[0]); event.result.card.name = name; }, filterCard: function () { return false; }, selectCard: -1, }, used: { charlotte: true }, }, }, pslongxin: { audio: 2, trigger: { player: "phaseJudgeBegin" }, direct: true, filter: function (event, player) { return player.countCards("j") && player.countCards("h"); }, content: function () { "step 0"; player .chooseToDiscard(get.prompt2("pslongxin"), { type: "equip" }, "he") .set("logSkill", "pslongxin") .set("ai", card => { if (_status.event.goon) return 15 - get.value(card); return 0; }) .set( "goon", player.hasCard(card => { var cardj = card.viewAs ? { name: card.viewAs } : card; return get.effect(player, cardj, player, player) < 0; }, "j") ); "step 1"; if (result.bool) { player.discardPlayerCard(player, "j", true); } }, }, //官盗S周瑜·一版 psoldshiyin: { audio: 2, trigger: { player: "gainAfter", global: "loseAsyncAfter", }, frequent: true, filter: function (event, player) { if (player != _status.currentPhase) return false; return event.getg(player).filter(i => get.owner(i) == player).length > 0; }, content: function () { "step 0"; player.showCards( trigger.getg(player).filter(i => get.owner(i) == player), get.translation(player) + "发动了【识音】" ); "step 1"; var suits = [], cards = trigger.getg(player).filter(i => get.owner(i) == player); for (var card of cards) suits.add(get.suit(card, player)); player.addTempSkill("psoldshiyin_effect"); if (!player.storage.psoldshiyin_effect) player.storage.psoldshiyin_effect = 0; player.storage.psoldshiyin_effect = Math.max(player.storage.psoldshiyin_effect, suits.length); if (suits.length >= 2) player.addMark("psoldshiyin_damage", 1, false); }, subSkill: { effect: { trigger: { player: "useCard" }, charlotte: true, forced: true, onremove: ["psoldshiyin_effect", "psoldshiyin_damage"], content: function () { var num = player.countMark("psoldshiyin_effect"); if (num >= 1) trigger.directHit.addArray(game.players); if (num >= 2 && get.tag(trigger.card, "damage")) trigger.baseDamage += player.countMark("psoldshiyin_damage"); if (num >= 3) player.draw(); player.removeSkill("psoldshiyin_effect"); }, mod: { aiOrder: function (player, card, num) { var numx = player.countMark("psoldshiyin_effect"); if (numx >= 2 && get.tag(card, "damage")) return num + 10; }, }, }, }, }, //官盗S周瑜·二版 psshiyin: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, locked: false, direct: true, group: "psshiyin_change", filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { "step 0"; player.chooseCard(get.prompt("psshiyin"), "将一张手牌置于武将牌上,称为“杂音”牌").set("ai", card => 20 - get.value(card)); "step 1"; if (result.bool) { player.logSkill("psshiyin"); player.addToExpansion(result.cards, player, "give").gaintag.add("psshiyin"); } }, marktext: "音", intro: { name: "杂音", name2: "杂音", content: "expansion", markcount: "expansion", }, subSkill: { change: { trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return player.getExpansions("psshiyin").length && player.countCards("h"); }, content: function () { "step 0"; var card = player.getExpansions("psshiyin")[0]; player .chooseCard(get.prompt("psshiyin"), "用一张手牌替换“杂音”牌(" + get.translation(card) + ")") .set("ai", card => { if (_status.event.suit && get.suit(card) == _status.event.suit) return 8 - get.value(card); return 0; }) .set( "suit", (function () { var suits = lib.suit .slice() .map(i => [i, (get.suit(card) == i ? 1 : 0) + player.countCards("h", { suit: i })]) .filter(i => i[1] > 0); suits.sort((a, b) => a[1] - b[1]); if (suits.length > 0) return suits[0][0]; return null; })() ); "step 1"; if (result.bool) { player.logSkill("psshiyin"); player.addToExpansion(result.cards[0], "give", player).gaintag.add("psshiyin"); var card = player.getExpansions("psshiyin")[0]; if (card) player.gain(card, "gain2"); } }, }, }, }, psquwu: { audio: 2, forced: true, trigger: { target: "useCardToBefore" }, filter: function (event, player) { return player.getExpansions("psshiyin").length && get.suit(player.getExpansions("psshiyin")[0]) == get.suit(event.card); }, content: function () { trigger.cancel(); }, ai: { threaten: 1.1, combo: "psshiyin", effect: { target_use(card, player, target, current) { var list = target.getExpansions("psshiyin"); for (var cardx of list) { if (get.suit(cardx) == get.suit(card)) return "zeroplayertarget"; } }, }, }, mod: { cardEnabled2: function (card, player) { var list = player.getExpansions("psshiyin"); for (var cardx of list) { if (get.suit(cardx) == get.suit(card)) return false; } }, cardRespondable: function (card, player) { var list = player.getExpansions("psshiyin"); for (var cardx of list) { if (get.suit(cardx) == get.suit(card)) return false; } }, cardSavable: function (card, player) { var list = player.getExpansions("psshiyin"); for (var cardx of list) { if (get.suit(cardx) == get.suit(card)) return false; } }, }, }, psliaozou: { audio: 2, enable: "phaseUse", locked: false, filter: function (event, player) { return !player.hasSkill("psliaozou_blocker", null, null, false) && player.getExpansions("psshiyin").length > 0; }, content: function () { "step 0"; player.showHandcards(get.translation(player) + "发动了【聊奏】"); "step 1"; var cards = player.getExpansions("psshiyin"), bool = true; for (var card of cards) { var suit = get.suit(card); if (player.hasCard(cardx => get.suit(cardx) == suit)) { bool = false; break; } } if (bool) player.draw(); else player.addTempSkill("psliaozou_blocker", { player: ["useCard1", "useSkillBegin", "phaseUseEnd"], }); }, subSkill: { blocker: { charlotte: true }, }, mod: { aiValue: function (player, card, num) { var suit = get.suit(card); if (player.isPhaseUsing() && player.getExpansions("psshiyin").some(i => get.suit(i) == suit)) return num / 5; }, aiUseful: function () { return lib.skill.psliaozou.mod.aiValue.apply(this, arguments); }, }, ai: { combo: "psshiyin", order: 9.9, result: { player: function (player) { var cards = player.getExpansions("psshiyin"), bool = true; for (var card of cards) { var suit = get.suit(card); if (player.hasCard(cardx => get.suit(cardx) == suit)) return 0; } return 1; }, }, }, }, //官盗S武将传晋司马 psquanyi: { enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player.canCompare(target); }, group: "psquanyi_tianbian", content: function () { "step 0"; player.chooseToCompare(target, function (card) { if (typeof card == "string" && lib.skill[card]) { var ais = lib.skill[card].check || function () { return 0; }; return ais(); } var player = get.owner(card); var getn = function (card) { if (player.hasSkill("tianbian") && get.suit(card) == "heart") return 13; return get.number(card); }; var event = _status.event.getParent(); var to = player == event.player ? event.target : event.player; var addi = get.value(card) >= 8 && get.type(card) != "equip" ? -6 : 0; if (card.name == "du") addi -= 5; if (get.color(card) == "black") addi -= 6; if (player == event.player) { if (event.small) { return -getn(card) - get.value(card) / 2 + addi; } return getn(card) - get.value(card) / 2 + addi; } else { if (get.attitude(player, to) <= 0 == Boolean(event.small)) { return -getn(card) - get.value(card) / 2 + addi; } return getn(card) - get.value(card) / 2 + addi; } }); "step 1"; if (result.tie) event.finish(); else { var targets = [player, target]; if (!result.bool) targets.reverse(); var suits = [result.player, result.target].map(i => get.suit(i, false)); event.targets = targets; event.suits = suits; } "step 2"; if (event.suits.includes("heart")) { if (targets[1].countGainableCards("hej", targets[0]) > 0) { targets[0].gainPlayerCard(targets[1], "hej", true); } } "step 3"; if (event.suits.includes("diamond")) { targets[1].damage(targets[0]); } "step 4"; if (event.suits.includes("spade")) { targets[0].loseHp(); } "step 5"; if (event.suits.includes("club")) { if (targets[0].countDiscardableCards(targets[0], "he")) { targets[0].chooseToDiscard(2, true, "he"); } } }, ai: { order: 6, result: { target: -1, }, }, subSkill: { tianbian: { audio: "psquanyi", enable: "chooseCard", check: function (event) { var player = _status.event.player; if (player.hasSkill("smyyingshi")) { var card = ui.cardPile.childNodes[0]; if ((get.color(card) == "black" && get.number(card) <= 4) || (get.color(card) == "red" && get.number(card) >= 11)) return 20; } return !player.hasCard(function (card) { var val = get.value(card); return val < 0 || (get.color(card) == "black" && val <= 4) || (get.color(card) == "red" && get.number(card) >= 11); }, "h") ? 20 : 0; }, filter: function (event) { return event.type == "compare" && !event.directresult; }, onCompare: function (player) { return game.cardsGotoOrdering(get.cards()).cards; }, }, }, }, //官盗S曹植 psliushang: { audio: 2, trigger: { player: "phaseDrawBegin1" }, forced: true, filter: function (event, player) { return !event.numFixed; }, group: "psliushang_give", content: function () { "step 0"; trigger.changeToZero(); player.draw(1 + Math.max(3, game.countPlayer())); event.targets = game.filterPlayer(i => i != player); "step 1"; var current = targets.shift(); if (!player.countCards("h")) event.finish(); else player.chooseCardTarget({ prompt: "流殇:将一张牌置于" + get.translation(current) + "武将牌上", current: current, filterCard: true, forced: true, filterTarget: function (card, player, target) { return target == _status.event.current; }, selectTarget: -1, ai1: function (card) { var current = _status.event.current; return get.value(card, current) * get.attitude(_status.event.player, current); }, ai2: () => 1, }); "step 2"; if (result.bool) { result.targets[0].addToExpansion(result.cards, player, "give").gaintag.add("psliushang"); } if (targets.length) event.goto(1); }, marktext: "殇", intro: { content: "expansion", markcount: "expansion", }, subSkill: { give: { trigger: { global: "phaseZhunbeiBegin" }, filter: function (event, player) { return event.player != player && event.player.getExpansions("psliushang").length; }, forced: true, logTarget: "player", content: function () { "step 0"; var cards = trigger.player.getExpansions("psliushang"), name = get.translation(cards); event.cards = cards; trigger.player .chooseControl() .set("choiceList", ["获得" + name + ",且于本回合防止对" + get.translation(player) + "的伤害", "将" + name + "置入弃牌堆"]) .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { if (get.damageEffect(player, trigger.player, trigger.player) <= 0) return 0; if (get.value(cards, trigger.player) < 0) return 1; if ( trigger.player.hasCard(card => { return get.tag(card, "damage") && trigger.player.canUse(card, player) && get.effect(player, card, trigger.player, trigger.player) > 0; }, "hs") ) return 1; return 0; })() ); "step 1"; if (result.index == 0) { trigger.player.gain(cards, "gain2"); trigger.player.addTempSkill("psliushang_prevent"); trigger.player.markAuto("psliushang_prevent", [player]); } else { trigger.player.loseToDiscardpile(cards); } "step 2"; game.delayx(); }, }, prevent: { trigger: { source: "damageBegin2" }, filter: function (event, player) { return player.getStorage("psliushang_prevent").includes(event.player); }, forced: true, onremove: true, charlotte: true, logTarget: "player", content: function () { trigger.cancel(); }, ai: { effect: { target: function (card, player, target, current) { if (player.getStorage("psliushang_prevent").includes(target) && get.tag(card, "damage")) { return "zeroplayertarget"; } }, }, }, }, }, }, psqibu: { trigger: { player: "dying" }, filter: function (event, player) { return player.hp <= 0; }, limited: true, skillAnimation: true, animationColor: "water", content: function () { "step 0"; player.awakenSkill("psqibu"); var cards = game.cardsGotoOrdering(get.cards(7)).cards; game.updateRoundNumber(); event.cards = cards; player.showCards(cards, get.translation(player) + "发动了【流殇】"); "step 1"; var num = cards.filter(i => get.suit(i) == "heart").length; var gains = cards.filter(i => get.suit(i) == "club"); if (num > 0) player.recover(num); if (gains.length) player.gain(gains, "gain2"); }, }, //官盗S曹丕 psjianwei: { audio: 2, trigger: { player: "phaseBegin" }, skillAnimation: true, animationColor: "water", limited: true, direct: true, filter: function (event, player) { return player.hp >= 1; }, content: function () { "step 0"; player.chooseTarget(get.prompt2("psjianwei"), lib.filter.notMe).set("ai", target => { var player = _status.event.player; if (player.hp == 1 && !player.canSave(player)) return 0; var sgn = get.sgnAttitude(player, target); var valMine = [0, 0], valHis = [0, 0]; player.getCards("hej", card => { if (get.position(card) == "j") { valMine[0] += get.effect(player, card, player); valMine[1] += get.effect(target, card, player); } else { valMine[0] += get.value(card, player); valMine[1] += get.value(card, target) * sgn; } }); target.getCards("hej", card => { if (get.position(card) == "j") { valHis[0] += get.effect(player, card, player); valHis[1] += get.effect(target, card, player); } else { valHis[0] += get.value(card, player); valHis[1] += get.value(card, target) * sgn; } }); return valMine[1] - valMine[0] + valHis[0] - valHis[1] >= 60; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("psjianwei", target); player.awakenSkill("psjianwei"); player.loseHp(); } else event.finish(); "step 2"; if (player.isIn() && target.isIn()) { var next = game.createEvent("psjianwei_swap"); next.player = player; next.target = target; next.set("cards1", player.getCards("hej")); next.set("cards2", target.getCards("hej")); next.setContent(lib.skill.psjianwei.swapRegioncards); } }, swapRegioncards: function () { "step 0"; player.$giveAuto(event.cards1, target); target.$giveAuto(event.cards2, player); "step 1"; event.h1 = event.cards1.filter(i => get.position(i) == "h"); event.e1 = event.cards1.filter(i => get.position(i) == "e"); event.j1 = event.cards1.filter(i => get.position(i) == "j"); event.h2 = event.cards2.filter(i => get.position(i) == "h"); event.e2 = event.cards2.filter(i => get.position(i) == "e"); event.j2 = event.cards2.filter(i => get.position(i) == "j"); game.loseAsync({ lose_list: [ [player, event.cards1], [target, event.cards2], ], }).setContent("chooseToCompareLose"); "step 2"; var todis = []; for (var i = 0; i < event.j1.length; i++) { if (target.isDisabledJudge() || target.hasJudge(event.j1[i].viewAs || event.j1[i].name)) todis.push(event.j1[i]); } for (var i = 0; i < event.j2.length; i++) { if (player.isDisabledJudge() || player.hasJudge(event.j2[i].viewAs || event.j2[i].name)) todis.push(event.j2[i]); } if (todis.length) game.cardsDiscard(todis); "step 3"; game.loseAsync({ gain_list: [ [player, event.h2.filter(i => get.position(i, true) == "o")], [target, event.h1.filter(i => get.position(i, true) == "o")], ], }).setContent("gaincardMultiple"); for (var i = 0; i < event.e2.length; i++) { if (get.position(event.e2[i], true) == "o") player.equip(event.e2[i]); } for (var i = 0; i < event.e1.length; i++) { if (get.position(event.e1[i], true) == "o") target.equip(event.e1[i]); } for (var i = 0; i < event.j2.length; i++) { if (get.position(event.j2[i], true) == "o") player.addJudge(event.j2[i]); } for (var i = 0; i < event.j1.length; i++) { if (get.position(event.j1[i], true) == "o") target.addJudge(event.j1[i]); } "step 4"; game.delayx(); }, }, //官盗S司马懿 pszhonghu: { audio: 2, trigger: { global: "dieAfter" }, global: "pszhonghu_skip", filter: function (event, player) { return player != _status.currentPhase; }, content: function () { "step 0"; var evt = trigger.getParent("phaseUse"); if (evt && evt.name == "phaseUse") { evt.skipped = true; } var evt = trigger.getParent("phase"); if (evt && evt.name == "phase") { game.log(evt.player, "结束了回合"); evt.finish(); evt.untrigger(true); } _status._pszhonghu = player; }, subSkill: { skip: { trigger: { player: "phaseBeforeStart" }, forced: true, priority: Infinity, popup: false, firstDo: true, filter: function (event, player) { if ((_status._pszhonghu && !_status._pszhonghu.isIn()) || event.player == _status._pszhonghu) delete _status._pszhonghu; return _status._pszhonghu && event.player != _status._pszhonghu; }, content: function () { trigger.cancel(null, null, "notrigger"); }, }, }, }, //官盗S虎啸龙吟司马懿&诸葛亮 pshuxiao: { audio: 2, trigger: { player: "phaseBegin" }, frequent: true, content: function () { "step 0"; player.judge(function (card) { if (get.type(card) == "basic" || get.type(card) == "trick") return 3; return -1; }); "step 1"; if (result.bool) { player.addTempSkill("pshuxiao_use"); player.storage.pshuxiao_use = { card: { name: result.name, nature: result.card.nature }, number: result.number, suit: result.suit, }; } }, subSkill: { use: { charlotte: true, onremove: true, enable: "chooseToUse", popname: true, position: "hs", hiddenCard: function (player, name) { return player.storage.pshuxiao_use.card.name == name; }, filter: function (event, player) { if (!player.storage.pshuxiao_use) return false; if (!player.countCards("h")) return false; return event.filterCard(player.storage.pshuxiao_use.card, player, event); }, viewAs: function (cards, player) { return player.storage.pshuxiao_use.card; }, filterCard: function (card, player) { return get.number(card) == player.storage.pshuxiao_use.number || get.suit(card) == player.storage.pshuxiao_use.suit; }, prompt: function (event) { var player = _status.event.player; return "将一张" + get.translation(player.storage.pshuxiao_use.suit) + "牌或点数为" + get.strNumber(player.storage.pshuxiao_use.number) + "的牌当作" + get.translation(player.storage.pshuxiao_use.card) + "使用"; }, }, }, }, psguanxing: { audio: "guanxing", trigger: { player: "phaseZhunbeiBegin" }, frequent: true, preHidden: true, content: function () { "step 0"; var num = 5; var cards = get.cards(num); game.cardsGotoOrdering(cards); var next = player.chooseToMove(); next.set("list", [["牌堆顶", cards], ["牌堆底"]]); next.set("prompt", "观星:点击将牌移动到牌堆顶或牌堆底"); next.processAI = function (list) { var cards = list[0][1], player = _status.event.player; var top = []; var judges = player.getCards("j"); var stopped = false; if (!player.hasWuxie()) { for (var i = 0; i < judges.length; i++) { var judge = get.judge(judges[i]); cards.sort(function (a, b) { return judge(b) - judge(a); }); if (judge(cards[0]) < 0) { stopped = true; break; } else { top.unshift(cards.shift()); } } } var bottom; if (!stopped) { cards.sort(function (a, b) { return get.value(b, player) - get.value(a, player); }); while (cards.length) { if (get.value(cards[0], player) <= 5) break; top.unshift(cards.shift()); } } bottom = cards; return [top, bottom]; }; "step 1"; var top = result.moved[0]; var bottom = result.moved[1]; top.reverse(); for (var i = 0; i < top.length; i++) { ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild); } for (i = 0; i < bottom.length; i++) { ui.cardPile.appendChild(bottom[i]); } player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下"); game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶"); game.updateRoundNumber(); game.delayx(); }, ai: { threaten: 1.2, }, }, pslongyin: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], filter: function (event, player) { if (!player.countCards("hse") || player.hasSkill("pslongyin_used")) return false; for (var i of lib.inpile) { var type = get.type(i); 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 = []; for (var i = 0; i < lib.inpile.length; i++) { var name = lib.inpile[i]; if (name == "sha") { if (event.filterCard({ name: name }, player, event)) list.push(["基本", "", "sha"]); for (var j of lib.inpile_nature) { if (event.filterCard({ name: name, nature: j }, player, event)) list.push(["基本", "", "sha", j]); } } else if (get.type(name) == "trick" && event.filterCard({ name: name }, player, event)) list.push(["锦囊", "", name]); else if (get.type(name) == "basic" && event.filterCard({ name: name }, player, event)) list.push(["基本", "", name]); } return ui.create.dialog("虎啸", [list, "vcard"]); }, filter: function (button, player) { return _status.event.getParent().filterCard({ name: button.link[2], nature: button.link[3] }, player, _status.event.getParent()); }, check: function (button) { if (_status.event.getParent().type != "phase") return 1; var player = _status.event.player; if (["wugu", "zhulu_card", "yiyi", "lulitongxin", "lianjunshengyan", "diaohulishan"].includes(button.link[2])) return 0; return player.getUseValue({ name: button.link[2], nature: button.link[3], }); }, backup: function (links, player) { return { filterCard: function (card, player) { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } return get.number(card) + num <= 13; }, selectCard: [1, Infinity], filterOk: function () { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } return num == 13; }, audio: "pslongyin", popname: true, complexCard: true, check: function (card) { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } if (num + get.number(card) == 13) return 5.5 - get.value(card); if (ui.selected.cards.length == 0) { var cards = _status.event.player.getCards("h"); for (var i = 0; i < cards.length; i++) { for (var j = i + 1; j < cards.length; j++) { if (get.number(cards[i]) + get.number(cards[j]) == 13) { if (cards[i] == card || cards[j] == card) return 6 - get.value(card); } } } } return 0; }, position: "hes", viewAs: { name: links[0][2], nature: links[0][3] }, precontent: function () { player.addTempSkill("pslongyin_used"); }, }; }, prompt: function (links, player) { return "将任意张点数和为13牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用"; }, }, hiddenCard: function (player, name) { if (!lib.inpile.includes(name)) return false; var type = get.type(name); return (type == "basic" || type == "trick") && player.countCards("she") > 0 && !player.hasSkill("pslongyin_used"); }, ai: { fireAttack: true, respondSha: true, respondShan: true, skillTagFilter: function (player) { if (!player.countCards("hse") || player.hasSkill("pslongyin_used")) return false; }, order: 1, result: { player: function (player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, subSkill: { used: { charlotte: true }, }, }, //官盗S武将传诸葛亮 pszhiji: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { if (!ui.selected.targets.length) return true; return target.group != ui.selected.targets[0].group; }, selectTarget: 2, complexTarget: true, multitarget: true, multiline: true, filterCard: true, selectCard: 2, check: function (card) { return 6 - get.value(card); }, content: function () { "step 0"; targets.sortBySeat(); if (targets[0].canUse("sha", targets[1], false)) targets[0].useCard({ name: "sha", isCard: true }, targets[1], false, "noai"); "step 1"; if (targets[1].canUse("sha", targets[0], false)) targets[1].useCard({ name: "sha", isCard: true }, targets[0], false, "noai"); }, ai: { order: 2.5, result: { player: 1, target: function (player, target) { if (ui.selected.targets.length) { var targetx = ui.selected.targets[0]; if (get.effect(targetx, { name: "sha" }, target, player) + get.effect(target, { name: "sha" }, targetx, player) < 0) return 0; return -1; } return -1; }, }, }, }, psjiefeng: { audio: 2, enable: "phaseUse", filterCard: true, selectCard: 2, check: function (card) { return 6 - get.value(card); }, content: function () { "step 0"; var cards = game.cardsGotoOrdering(get.cards(5)).cards; event.cards = cards; player.showCards(cards, get.translation(player) + "发动了【借风】"); "step 1"; if (cards.filter(i => get.color(i) == "red").length >= 2) { player.chooseUseTarget("wanjian", true); } }, ai: { order: 9, result: { player: function (player) { if (player.getUseValue({ name: "wanjian" }) < 0) return 0; return 1; }, }, }, }, //官盗S马超 psweihou: { trigger: { player: "judgeBegin" }, filter: function (event, player) { return !event.directresult; }, content: function () { "step 0"; var cards = get.cards(2); for (var i = cards.length - 1; i >= 0; i--) { ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild); } game.updateRoundNumber(); event.cards = cards; event.videoId = lib.status.videoId++; game.broadcastAll( function (player, id, cards) { var str; if (player == game.me && !_status.auto) str = "威侯:选择一张作为本次判定结果"; else str = get.translation(player) + "发动了【威侯】"; var dialog = ui.create.dialog(str, cards); dialog.videoId = id; }, player, event.videoId, event.cards ); game.addVideo("showCards", player, ["威侯", get.cardsInfo(event.cards)]); if (!event.isMine() && !event.isOnline()) game.delayx(); "step 1"; player .chooseButton(["威侯:选择一张作为本次判定结果", cards], true) .set("ai", button => { return _status.event.getTrigger().judge(button.link); }) .set("dialog", event.videoId); "step 2"; game.broadcastAll("closeDialog", event.videoId); if (result.bool) { trigger.directresult = result.links[0]; game.cardsDiscard(cards.removeArray(result.links).filter(i => get.position(i) == "c")); } "step 3"; game.updateRoundNumber(); }, }, //官盗S1066★贾诩 psqupo: { audio: 2, trigger: { global: "phaseBegin" }, filter: function (event, player) { return player.countCards("he"); }, direct: true, content: function () { "step 0"; var cards = player.getCards("he"); var current = trigger.player; var ai1 = function (card) { var player = _status.event.player, current = _status.event.current; var card = get.color(card); if (color == "black") { if (!current.hasSha() || !current.hasUseTarget({ name: "sha" })) return 0; if (targets.length) return 5.5 - get.value(card); } else if (color == "red") { if (get.attitude(player, current) <= 0) return 0; if ( current.hasCard(card => { if (!get.tag(card, "damage")) return false; var targetsx = game.filterPlayer(currentx => { if (currentx == current || current == player) return false; return current.canUse(card, currentx) && get.effect(currentx, card, current, player) > 0; }); targets2.addArray(targetsx); return targetsx.length; }, "hs") ) return 5.5 - get.value(card); } return 0; }; var targets = game.filterPlayer(currentx => { if (currentx == current || current == player) return false; return !current.canUse("sha", currentx) || (get.effect(currentx, { name: "sha" }, current, player) > 0 && get.attitude(player, currentx) > -3); }); targets.sort((a, b) => get.attitude(player, b) - get.attitude(player, a)); var targets2 = []; var cardx = cards.sort((a, b) => ai1(b) - ai1(a))[0]; targets2.sort((a, b) => get.threaten(b, current) - get.threaten(a, current)); var next = player.chooseCardTarget({ filterCard: true, prompt: get.prompt2("psqupo"), current: trigger.player, filterTarget: function (card, player, target) { return player != target && target != _status.event.current; }, ai1: function (card) { return card == _status.event.cardx ? 1 : 0; }, ai2: function (target) { return target == _status.event.targetx ? 1 : 0; }, }); if (ai1(cardx) > 0) { next.cardx = cardx; if (get.color(cardx) == "black") { if (targets.length) next.targetx = targets[0]; } else { if (targets2.length) next.targetx = targets2[0]; } } "step 1"; if (result.bool) { var target = result.targets[0], cards = result.cards; player.logSkill("psqupo", target); player.give(cards, target); var color = get.color(cards[0]); if (color == "black") { _status.currentPhase.addTempSkill("psqupo_black"); _status.currentPhase.markAuto("psqupo_black", [target]); } else if (color == "red") { target.addTempSkill("psqupo_red"); target.addMark("psqupo_red", 1, false); } } }, subSkill: { black: { trigger: { player: "useCardToTarget" }, forced: true, charlotte: true, onremove: true, filter: function (event, player) { if (event.card.name != "sha") return false; var targets = player.getStorage("psqupo_black").slice(); targets.remove(event.target); return targets.length; }, content: function () { var targets = player.getStorage("psqupo_black").slice(); targets.remove(trigger.target); player.loseHp(targets.length); }, }, red: { trigger: { player: "damageBegin3" }, charlotte: true, forced: true, onremove: true, content: function () { player.loseHp(player.countMark("psqupo_red")); player.removeSkill("psqupo_red"); }, }, }, }, psbaoquan: { audio: 2, trigger: { player: "damageBegin4" }, filter: function (event, player) { return player.countCards("h", { type: ["trick", "delay"] }) || _status.connectMode; }, direct: true, content: function () { "step 0"; player .chooseToDiscard(get.prompt2("psbaoquan"), { type: ["trick", "delay"] }) .set("logSkill", "psbaoquan") .set("ai", card => { if (_status.event.goon) return 7 - get.value(card); return 0; }) .set("goon", get.damageEffect(player, trigger.source, player) < -5); "step 1"; if (result.bool) { trigger.cancel(); } }, }, //官盗S吕布 pssheji: { audio: 2, enable: "phaseUse", filterCard: true, selectCard: -1, position: "h", locked: false, filter: function (event, player) { if (player.hasSkill("pssheji_used")) return false; var hs = player.getCards("h"); if (!hs.length) return false; for (var card of hs) { var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 === false) return false; } return event.filterCard(get.autoViewAs({ name: "sha" }, hs)); }, viewAs: { name: "sha", storage: { pssheji: true }, }, onuse: function (links, player) { player.addTempSkill("pssheji_used", "phaseUseAfter"); }, ai: { order: 1, threaten: 1.1, }, mod: { targetInRange: function (card, player, target) { if (card.storage && card.storage.pssheji) return true; }, }, subSkill: { used: { audio: "pssheji", trigger: { source: "damageSource" }, charlotte: true, forced: true, popup: false, logTarget: "player", filter: function (event, player) { return ( event.card.storage && event.card.storage.pssheji && event.player.hasCard(card => { if (!lib.filter.canBeGained(card, player, event.player)) return false; return ["equip1", "equip3", "equip4", "equip6"].includes(get.subtype(card)); }, "e") ); }, content: function () { var cards = trigger.player.getCards("e", card => { if (!lib.filter.canBeGained(card, player, trigger.player)) return false; return ["equip1", "equip3", "equip4", "equip6"].includes(get.subtype(card)); }); if (cards.length) player.gain(cards, "giveAuto", trigger.player); }, }, }, }, //战役篇国战将转身份 //钟会 zyquanji: { audio: "gzquanji", trigger: { player: "damageEnd", source: "damageSource", }, frequent: true, filter: function (event, player, name) { if (name == "damageEnd") return true; var evt = event.getParent(); if (evt.player != player) return false; return evt.card && evt.type == "card" && evt.targets.length == 1; }, content: function () { "step 0"; player.draw(); "step 1"; var hs = player.getCards("he"); if (hs.length > 0) { if (hs.length == 1) event._result = { bool: true, cards: hs }; else player.chooseCard("he", true, "选择一张牌作为“权”"); } else event.finish(); "step 2"; if (result.bool) { var cs = result.cards; player.addToExpansion(cs, player, "give").gaintag.add("zyquanji"); } }, intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, locked: false, mod: { maxHandcard: function (player, num) { return num + player.getExpansions("zyquanji").length; }, }, }, zypaiyi: { audio: "gzpaiyi", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.getExpansions("zyquanji").length > 0; }, chooseButton: { dialog: function (event, player) { return ui.create.dialog("排异", player.getExpansions("zyquanji"), "hidden"); }, backup: function (links, player) { return { audio: "gzpaiyi", filterTarget: true, filterCard: function () { return false; }, selectCard: -1, card: links[0], delay: false, content: lib.skill.zypaiyi.contentx, ai: { order: 10, result: { target: function (player, target) { if (target != player) return 0; if (player.getExpansions("zyquanji").length <= 1 || (player.needsToDiscard() && !player.getEquip("zhuge") && !player.hasSkill("new_paoxiao"))) return 0; return 1; }, }, }, }; }, prompt: function () { return "请选择【排异】的目标"; }, }, contentx: function () { "step 0"; var card = lib.skill.zypaiyi_backup.card; player.loseToDiscardpile(card); "step 1"; var num = player.getExpansions("zyquanji").length; if (num > 0) target.draw(Math.min(7, num)); "step 2"; if (target.countCards("h") > player.countCards("h")) { target.damage(); } }, ai: { order: function (item, player) { var num = player.getExpansions("zyquanji").length; if (num == 1) return 8; return 1; }, result: { player: 1, }, combo: "zyquanji", }, }, //孙綝 zyshilu: { audio: "gzshilu", preHidden: true, trigger: { global: "dieAfter" }, prompt2: function (event, player) { return "将其的所有武将牌" + (player == event.source ? "及武将牌库里的一张随机武将牌" : "") + "置于武将牌上作为“戮”"; }, logTarget: "player", content: function () { var list = [], target = trigger.player; if (target.name1 && !target.isUnseen(0) && target.name1.indexOf("gz_shibing") != 0 && _status.characterlist.includes(target.name1)) list.push(target.name1); if (target.name2 && !target.isUnseen(1) && target.name2.indexOf("gz_shibing") != 0 && _status.characterlist.includes(target.name1)) list.push(target.name2); _status.characterlist.removeArray(list); if (player == trigger.source) list.addArray(_status.characterlist.randomRemove(1)); if (list.length) { player.markAuto("zyshilu", list); game.log(player, "将", "#g" + get.translation(list), "置于武将牌上作为", "#y“戮”"); game.broadcastAll( function (player, list) { var cards = []; for (var i = 0; i < list.length; i++) { var cardname = "huashen_card_" + list[i]; lib.card[cardname] = { fullimage: true, image: "character:" + list[i], }; lib.translate[cardname] = get.rawName2(list[i]); cards.push(game.createCard(cardname, "", "")); } player.$draw(cards, "nobroadcast"); }, player, list ); } }, marktext: "戮", intro: { content: "character", onunmark: function (storage, player) { if (storage && storage.length) { _status.characterlist.addArray(storage); storage.length = 0; } }, mark: function (dialog, storage, player) { if (storage && storage.length) { dialog.addSmall([storage, "character"]); } else { return "没有“戮”"; } }, // content:function(storage,player){ // return '共有'+get.cnNumber(storage.length)+'张“戮”'; // }, }, group: "zyshilu_zhiheng", subSkill: { zhiheng: { audio: "zyshilu", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return player.getStorage("zyshilu").length > 0 && player.countCards("he") > 0; }, direct: true, content: function () { "step 0"; var num = Math.min(player.getStorage("zyshilu").length, player.countCards("he")); player.chooseToDiscard("he", get.prompt("zyshilu"), "弃置至多" + get.cnNumber(num) + "张牌并摸等量的牌", [1, num]).logSkill = "zyshilu_zhiheng"; "step 1"; if (result.bool && result.cards && result.cards.length) player.draw(result.cards.length); }, }, }, }, zyxiongnve: { audio: "gzxiongnve", trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return player.getStorage("zyshilu").length > 0; }, content: function () { "step 0"; player .chooseButton([get.prompt("zyxiongnve"), [player.storage.zyshilu, "character"]]) .set("ai", function (button) { if (!_status.event.goon) return 0; return 1; }) .set( "goon", player.countCards("hs", function (card) { return get.tag(card, "damage") && player.hasValueTarget(card); }) > 1 ); "step 1"; if (result.bool) { player.logSkill("zyxiongnve"); lib.skill.zyxiongnve.throwCharacter(player, result.links); game.delayx(); player .chooseControl() .set("prompt", "选择获得一项效果") .set("choiceList", ["本回合造成的伤害+1", "本回合造成伤害时,获得其一张牌", "本回合使用牌没有次数限制"]) .set("ai", function () { var player = _status.event.player; if ( player.countCards("hs", function (card) { return get.name(card) == "sha" && player.hasValueTarget(card); }) > player.getCardUsable("sha") ) return 0; return get.rand(1, 2); }); } else event.finish(); "step 2"; var skill = "zyxiongnve_effect" + result.index; player.addTempSkill(skill); game.log(player, "本回合", "#g" + lib.skill[skill].promptx); }, group: "zyxiongnve_end", throwCharacter: function (player, list) { player.unmarkAuto("zyshilu", list); _status.characterlist.addArray(list); game.log(player, "从", "#y“戮”", "中移去了", "#g" + get.translation(list)); game.broadcastAll( function (player, list) { var cards = []; for (var i = 0; i < list.length; i++) { var cardname = "huashen_card_" + list[i]; lib.card[cardname] = { fullimage: true, image: "character:" + list[i], }; lib.translate[cardname] = get.rawName2(list[i]); cards.push(game.createCard(cardname, "", "")); } player.$throw(cards, 1000, "nobroadcast"); }, player, list ); }, subSkill: { effect0: { promptx: "造成的伤害+1", charlotte: true, onremove: true, audio: "zyxiongnve", intro: { content: "当你造成伤害时,此伤害+1", }, trigger: { source: "damageBegin1" }, forced: true, logTarget: "player", content: function () { trigger.num++; }, }, effect1: { promptx: "造成伤害后,获得其一张牌", charlotte: true, onremove: true, audio: "zyxiongnve", intro: { content: "对其他角色造成伤害时,获得其一张牌", }, trigger: { source: "damageBegin1" }, forced: true, filter: function (event, player) { return player != event.player && event.player.countGainableCards(player, "he") > 0; }, logTarget: "player", content: function () { player.gainPlayerCard(trigger.player, true, "he"); }, }, effect2: { promptx: "使用牌没有次数限制", charlotte: true, onremove: true, intro: { content: "使用牌没有次数限制", }, mod: { cardUsable: () => Infinity, }, }, effect3: { charlotte: true, audio: "zyxiongnve", mark: true, intro: { content: "受到的伤害-1", }, trigger: { player: "damageBegin4" }, forced: true, filter: function (event, player) { return event.source != player && event.source && event.source.isIn(); }, content: function () { trigger.num--; }, ai: { effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return; var num = get.tag(card, "damage"); if (num) { if (num > 1) return 0.5; return 0; } }, }, }, }, end: { trigger: { player: "phaseUseEnd" }, direct: true, filter: function (event, player) { return player.getStorage("zyshilu").length > 1; }, content: function () { "step 0"; player.chooseButton(["凶虐:是否移去两张“戮”获得减伤?", [player.storage.zyshilu, "character"]], 2).set("ai", function (button) { var player = _status.event.player; if (game.countPlayer() * 1.5 + player.storage.zyshilu.length / 2 > 8) return 1; if (player.hp <= 2) return 1; return 0; }); "step 1"; if (result.bool) { player.logSkill("zyxiongnve"); lib.skill.zyxiongnve.throwCharacter(player, result.links); player.addTempSkill("zyxiongnve_effect3", { player: "phaseBegin" }); game.delayx(); } }, }, }, ai: { combo: "zyshilu", }, }, //孟达 qiuan: { audio: 2, trigger: { player: "damageBegin4" }, filter: function (event, player) { return event.cards && event.cards.filterInD().length > 0 && !player.getExpansions("qiuan").length; }, check: function (event, player) { if (get.damageEffect(player, event.source || player, player, event.nature) >= 0) return false; return true; }, preHidden: true, content: function () { var cards = trigger.cards.filterInD(); player.addToExpansion("gain2", cards).gaintag.add("qiuan"); trigger.cancel(); }, ai: { combo: "liangfan", }, intro: { content: "expansion", markcount: "expansion", }, marktext: "函", }, liangfan: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return player.getExpansions("qiuan").length > 0; }, content: function () { "step 0"; var cards = player.getExpansions("qiuan"); player.gain(cards, "gain2").gaintag.add("liangfan"); player.addTempSkill("liangfan2"); "step 1"; player.loseHp(); }, ai: { combo: "qiuan", }, }, liangfan2: { audio: "liangfan", mark: true, mod: { aiOrder: function (player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("liangfan")) return num + 0.1; }, }, intro: { content: "使用“量反”牌造成伤害后,可获得目标角色的一张牌" }, trigger: { source: "damageEnd" }, logTarget: "player", charlotte: true, onremove: function (player) { player.removeGaintag("liangfan"); }, prompt: event => "量反:是否获得" + get.translation(event.player) + "的一张牌?", filter: function (event, player) { var evt = event.getParent(2); if (evt.name != "useCard" || evt.card != event.card) return false; if (!event.player.countGainableCards(player, "he")) return false; return ( player.getHistory("lose", function (evt2) { if (evt2.getParent() != evt) return false; for (var i in evt2.gaintag_map) { if (evt2.gaintag_map[i].includes("liangfan")) return true; } return false; }).length > 0 ); }, marktext: "反", content: function () { player.gainPlayerCard(trigger.player, true, "he"); }, }, //文钦 gzjinfa: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return ( player.countCards("he") > 0 && game.hasPlayer(function (current) { return current != player && current.countCards("he") > 0; }) ); }, filterCard: true, position: "he", filterTarget: function (card, player, target) { return target != player && target.countCards("he") > 0; }, check: function (card) { return 6 - get.value(card); }, content: function () { "step 0"; target .chooseCard("he", "交给" + get.translation(player) + "一张装备牌,或令其获得你的一张牌", { type: "equip" }) .set("ai", function (card) { if (_status.event.goon && get.suit(card) == "spade") return 8 - get.value(card); return 5 - get.value(card); }) .set("goon", target.canUse("sha", player, false) && get.effect(player, { name: "sha" }, target, target) > 0); "step 1"; if (!result.bool) { player.gainPlayerCard(target, "he", true); event.finish(); } else target.give(result.cards, player); "step 2"; if (result.bool && result.cards && result.cards.length && target.isIn() && player.isIn() && get.suit(result.cards[0], target) == "spade" && target.canUse("sha", player, false)) target.useCard({ name: "sha", isCard: true }, false, player); }, ai: { order: 6, result: { player: function (player, target) { if ( target.countCards("e", function (card) { return get.suit(card) == "spade" && get.value(card) < 8; }) && target.canUse("sha", player, false) ) return get.effect(player, { name: "sha" }, target, player); return 0; }, target: function (player, target) { var es = target.getCards("e").sort(function (a, b) { return get.value(b, target) - get.value(a, target); }); if (es.length) return -Math.min(2, get.value(es[0])); return -2; }, }, }, }, //一战成名·群雄逐鹿·长安之战专属神贾诩 zybishi: { audio: 2, trigger: { target: "useCardToTargeted" }, filter: function (event, player) { return event.card.name == "sha" && event.player != player; }, check: function (event, player) { var effect = 0; if (event.targets && event.targets.length) { for (var i = 0; i < event.targets.length; i++) { effect += get.effect(event.targets[i], event.card, event.player, player); } } if (effect < 0) { var target = event.targets[0]; if (target == player) { return !player.countCards("h", "shan"); } else { return target.hp == 1 || (target.countCards("h") <= 2 && target.hp <= 2); } } return false; }, content: function () { player.line(trigger.player, "green"); trigger.player.draw(); var evt = trigger.getParent(); evt.targets.length = 0; evt.all_excluded = true; game.log(evt.card, "被无效了"); }, }, zyjianbing: { audio: 2, trigger: { global: "damageBegin3" }, logTarget: "player", filter: function (event, player) { return event.player != player && event.player.isIn() && event.card && event.card.name == "sha" && event.player.countGainableCards(player, "he") > 0; }, content: function () { "step 0"; player.gainPlayerCard(trigger.player, true, "he"); "step 1"; if (result.bool && result.cards && result.cards.length) { var card = result.cards[0]; if (get.suit(card, trigger.player) == "heart") { trigger.player.recover(); } } }, }, //战役篇改王允 zylianji: { audio: "wylianji", trigger: { player: "phaseUseEnd" }, filter: function (event, player) { return player.hasHistory("useCard", evt => evt.getParent("phaseUse") == event); }, direct: true, content: function () { "step 0"; var types = []; player.getHistory("useCard", evt => { if (evt.getParent("phaseUse") != trigger) return false; types.add(get.type2(evt.card)); }); event.num = types.length; event.logged = false; player.chooseTarget(get.prompt("zylianji"), "令一名角色摸一张牌").set("ai", target => { var player = _status.event.player; if (target == player && player.needsToDiscard(1)) return 1; return get.effect(target, { name: "draw" }, player, player); }); "step 1"; if (result.bool) { var target = result.targets[0]; if (!event.logged) { event.logged = true; player.logSkill("zylianji", target); } target.draw(); } if (event.num <= 1) event.finish(); "step 2"; if (player.isHealthy()) event._result = { bool: false }; else player.chooseBool(get.prompt("zylianji"), "回复1点体力").set("ai", () => true); "step 3"; if (result.bool) { if (!event.logged) { event.logged = true; player.logSkill("zylianji"); } player.recover(); } if (event.num <= 2) event.finish(); "step 4"; player.chooseTarget(get.prompt("zylianji"), "跳过本回合的剩余阶段,然后令一名其他角色执行这些阶段", lib.filter.notMe).set("ai", target => { var att = get.attitude(_status.event.player, target), num = target.needsToDiscard(), numx = player.needsToDiscard(); if (att < 0 && num > 0) return (-att * Math.sqrt(num)) / 3 + numx; var skills = target.getSkills(); var val = 0; for (var skill of skills) { var info = get.info(skill); if (info.trigger && info.trigger.player && (info.trigger.player.indexOf("phaseJieshu") == 0 || (Array.isArray(info.trigger.player) && info.trigger.player.some(i => i.indexOf("phaseJieshu") == 0)))) { var threaten = info.ai && info.ai.threaten ? info.ai.threaten : 1; if (info.ai && info.ai.neg) val -= 3 * threaten; else if (info.ai && info.ai.halfneg) val -= 1.5 * threaten; else val += threaten; } } return (att * val) / 2 + numx; }); "step 5"; if (result.bool) { var target = result.targets[0]; if (!event.logged) { event.logged = true; player.logSkill("zylianji", target); } else player.line(target); player.addTempSkill("zylianji_skip"); player.storage.zylianji_insert = target; } }, subSkill: { skip: { trigger: { player: ["phaseZhunbeiBefore", "phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore", "phaseDiscardBefore", "phaseJieshuBefore"], }, init: function (player) { if (!player.storage.zylianji_skip) player.storage.zylianji_skip = []; }, forced: true, charlotte: true, group: "zylianji_insert", onremove: true, content: function () { trigger.cancel(); player.storage.zylianji_skip.push(trigger.name); }, }, insert: { trigger: { player: "phaseEnd" }, filter: function (event, player) { return player.storage.zylianji_skip && player.storage.zylianji_skip.length && player.storage.zylianji_insert && player.storage.zylianji_insert.isIn(); }, forced: true, charlotte: true, onremove: true, getStr: function (str) { switch (str) { case "phaseDraw": return "player.phaseDraw();if(!player.noPhaseDelay){if(player==game.me){game.delay()}else{game.delayx()}}"; case "phaseDiscard": return "game.broadcastAll(function(){if(ui.tempnowuxie){ui.tempnowuxie.close();delete ui.tempnowuxie;}});player.phaseDiscard();if(!player.noPhaseDelay){game.delayx()};delete player._noSkill;"; default: return "player." + str + "();"; } }, content: function () { "step 0"; var func = ""; for (var i = 0; i < player.storage.zylianji_skip.length; i++) { var phase = player.storage.zylianji_skip[i]; func += "\n'step" + " " + i + "'\n"; func += lib.skill.zylianji_insert.getStr(phase); } player.line(player.storage.zylianji_insert); player.storage.zylianji_insert.insertPhase().setContent(new Function(func))._noTurnOver = true; }, }, }, }, zymoucheng: { enable: "phaseUse", usable: 1, viewAs: { name: "jiedao" }, filterCard: { color: "black" }, position: "he", check: function (card) { return 4.5 - get.value(card); }, }, //用间篇豪华版盒子甄姬 yjluoshen: { audio: "luoshen", trigger: { player: "phaseZhunbeiBegin" }, frequent: true, content: function () { "step 0"; event.cards = []; "step 1"; var next = player.judge(function (card) { var color = get.color(card); var evt = _status.event.getParent("yjluoshen"); if (evt) { if (!evt.color) evt.color = color; else if (evt.color != color) return -1; } return 1; }); next.judge2 = function (result) { return result.bool; }; if (get.mode() != "guozhan" && !player.hasSkillTag("rejudge")) next.set("callback", function () { if (get.position(card, true) == "o") player.gain(card, "gain2"); }); else next.set("callback", function () { event.getParent().orderingCards.remove(card); }); "step 2"; if (result.judge > 0) { event.cards.push(result.card); player.chooseBool("是否再次发动【洛神】?").set("frequentSkill", "yjluoshen"); } else { for (var i = 0; i < event.cards.length; i++) { if (get.position(event.cards[i], true) != "o") { event.cards.splice(i, 1); i--; } } if (event.cards.length) { player.gain(event.cards, "gain2"); } event.finish(); } "step 3"; if (result.bool) { event.goto(1); } else { if (event.cards.length) { player.gain(event.cards, "gain2"); } } }, }, //用间篇豪华版盒子贾诩 yjzhenlve: { audio: "zhenlue", inherit: "zhenlue", content: function () { trigger.directHit.addArray(game.players); }, }, yjjianshu: { audio: "jianshu", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("h") > 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; }, filterCard: true, 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, targetprompt: ["发起者", "拼点对象"], multitarget: true, content: function () { "step 0"; player.give(cards, targets[0], "give"); "step 1"; if (targets[0].canCompare(targets[1])) targets[0].chooseToCompare(targets[1]); else event.finish(); "step 2"; if (result.bool) { targets[1].loseHp(); } else if (result.tie) { targets[0].loseHp(); targets[1].loseHp(); } else { targets[0].loseHp(); } }, ai: { expose: 0.4, order: 4, result: { target: function (player, target) { if (ui.selected.targets.length) return -1; return -0.5; }, }, }, }, yjyongdi: { audio: "yongdi", unique: true, limited: true, trigger: { player: "phaseZhunbeiBegin" }, animationColor: "thunder", skillAnimation: "legend", mark: true, intro: { content: "limited", }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("yjyongdi"), function (card, player, target) { return target.hasSex("male") || target.name == "key_yuri"; }) .set("ai", function (target) { if (!_status.event.goon) return 0; var player = _status.event.player; var att = get.attitude(player, target); if (att <= 1) return 0; var mode = get.mode(); if (mode == "identity" || (mode == "versus" && _status.mode == "four")) { if (target.name && lib.character[target.name]) { for (var i = 0; i < lib.character[target.name][3].length; i++) { if (lib.skill[lib.character[target.name][3][i]].zhuSkill) { return att * 2; } } } } return att; }) .set("goon", !player.hasUnknown()); "step 1"; if (result.bool) { player.awakenSkill("yjyongdi"); player.logSkill("yjyongdi", result.targets); var target = result.targets[0]; target.gainMaxHp(true); target.recover(); var mode = get.mode(); if (mode == "identity" || (mode == "versus" && _status.mode == "four") || mode == "doudizhu") { if (target.name && lib.character[target.name]) { var skills = lib.character[target.name][3]; target.storage.zhuSkill_yjyongdi = []; for (var i = 0; i < skills.length; i++) { var info = lib.skill[skills[i]]; if (info.zhuSkill) { target.storage.zhuSkill_yjyongdi.push(skills[i]); if (info.init) { info.init(target); } if (info.init2) { info.init2(target); } } } } } } }, ai: { expose: 0.2, }, }, //用间篇豪华版盒子许攸 yjshicai: { audio: "spshicai", enable: "phaseUse", usable: 1, filterCard: true, position: "he", prompt: function () { var str = "弃置一张牌,然后获得"; if (get.itemtype(_status.pileTop) == "card") str += get.translation(_status.pileTop); else str += "牌堆顶的一张牌"; return str; }, check: function (card) { var player = _status.event.player; var cardx = _status.pileTop; if (get.itemtype(cardx) != "card") return 0; var val = player.getUseValue(cardx, null, true); if (!val) return 0; var val2 = player.getUseValue(card, null, true); return (val - val2) / Math.max(0.1, get.value(card)); }, group: ["yjshicai_mark"], content: function () { var card = get.cards()[0]; player.gain(card, "gain2").gaintag.add("yjshicai_clear"); player.addTempSkill("yjshicai_clear", "phaseUseAfter"); }, ai: { order: 3, result: { player: 1 }, }, subSkill: { mark: { trigger: { player: "phaseBegin" }, silent: true, firstDo: true, content: function () { player.addTempSkill("spshicai2"); }, }, clear: { trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, onremove: function (player, skill) { player.removeGaintag(skill); }, forced: true, charlotte: true, popup: false, filter: function (event, player) { if (event.name == "lose") { for (var i in event.gaintag_map) { if (event.gaintag_map[i].includes("yjshicai_clear")) return true; } return false; } return player.hasHistory("lose", function (evt) { if (evt.getParent() != event) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("yjshicai_clear")) return true; } }); }, content: function () { delete player.getStat("skill").yjshicai; }, }, }, }, yjchenggong: { audio: "chenggong", trigger: { global: "useCardToPlayered", }, filter: function (event, player) { return event.isFirstTarget && event.targets.length > 1 && event.player.isIn(); }, check: function (event, player) { return get.attitude(player, event.player) > 0; }, logTarget: "player", content: function () { trigger.player.draw(); }, ai: { expose: 0.2 }, }, yjzezhu: { audio: "zezhu", enable: "phaseUse", usable: 1, filter: function (event, player) { var zhu = get.mode() == "identity" ? get.zhu(player) : game.filterPlayer(i => i.getSeatNum() == 1)[0]; if (!zhu) return false; return zhu.countGainableCards(player, zhu == player ? "ej" : "hej"); }, filterTarget: function (card, player, target) { var zhu = get.mode() == "identity" ? get.zhu(player) : game.filterPlayer(i => i.getSeatNum() == 1)[0]; return target == zhu; }, selectTarget: 1, content: function () { "step 0"; player.gainPlayerCard(target, player == target ? "ej" : "hej", true); "step 1"; if (!player.countCards("he") || player == target) event.finish(); else player.chooseCard("择主:交给" + get.translation(target) + "一张牌", "he", true); "step 2"; player.give(result.cards, target); }, ai: { order: 2.9, result: { player: 1 }, }, }, //用间beta董卓 yjtuicheng: { audio: 2, enable: "phaseUse", viewAs: { name: "tuixinzhifu", isCard: true }, filterCard: () => false, selectCard: -1, log: false, precontent: function () { player.logSkill("yjtuicheng"); player.loseHp(); }, ai: { effect: { player: function (card, player) { if (get.name(card) != "tuixinzhifu" || _status.event.skill != "yjtuicheng") return; if (player.hp < 3) return "zeroplayertarget"; if (player.hasSkill("yjshicha") && !player.hasHistory("useSkill", evt => evt.skill == "yjtuicheng")) return [1, 2]; return "zeroplayertarget"; }, }, }, }, yjyaoling: { audio: 2, trigger: { player: "phaseUseEnd", }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("yjyaoling"), "减1点体力上限,选择一名其他角色A和一名角色B,令A选择对B使用杀或被你弃牌", 2, (card, player, target) => { if (!ui.selected.targets.length) return target != player; return ui.selected.targets[0].canUse("sha", target, false); }) .set("targetprompt", ["打人", "被打"]) .set("complexSelect", true) .set("ai", target => { var player = _status.event.player; if (!ui.selected.targets.length) return get.effect(target, { name: "guohe_copy2" }, player, player); var targetx = ui.selected.targets[0]; return get.effect(target, { name: "sha" }, targetx, player) + 5; }); "step 1"; if (result.bool) { var targets = result.targets; event.targets = targets; player.logSkill("yjyaoling", targets, false); player.line2(targets); player.loseMaxHp(); targets[0] .chooseToUse( function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "耀令:对" + get.translation(targets[1]) + "使用一张杀,或令" + get.translation(player) + "弃置你的一张牌" ) .set("targetRequired", true) .set("filterTarget", function (card, player, target) { if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false; return lib.filter.filterTarget.apply(this, arguments); }) .set("sourcex", targets[1]); } else event.finish(); "step 2"; if (!result.bool && targets[0].countDiscardableCards(player, "he")) { player.discardPlayerCard(targets[0], "he", true); } }, }, yjshicha: { audio: 2, trigger: { player: "phaseDiscardBegin" }, forced: true, filter: function (event, player) { var tuicheng = false, yaoling = false; player.getHistory("useSkill", evt => { if (evt.skill == "yjtuicheng") tuicheng = true; if (evt.skill == "yjyaoling") yaoling = true; }); return !(tuicheng && yaoling); }, content: function () { player.addTempSkill("yjshicha_limit"); }, subSkill: { limit: { charlotte: true, mark: true, intro: { content: "本回合手牌上限为1" }, mod: { maxHandcard: () => 1, }, }, }, ai: { neg: true, }, }, yjyongquan: { audio: 2, trigger: { player: "phaseJieshuBegin" }, zhuSkill: true, filter: function (event, player) { return ( player.hasZhuSkill("yjyongquan") && game.hasPlayer(current => { return current != player && player.hasZhuSkill(current) && current.group == "qun"; }) ); }, logTarget: function (event, player) { return game.filterPlayer(current => { return current != player && player.hasZhuSkill(current) && current.group == "qun"; }); }, content: function () { "step 0"; var targets = lib.skill.yjyongquan.logTarget(trigger, player); event.targets = targets; "step 1"; var target = targets.shift(); event.target = target; target .chooseCard("拥权:是否交给" + get.translation(player) + "一张牌?", "he") .set("ai", card => { if (_status.event.goon) return 4.5 - get.value(card); return 0; }) .set("goon", get.attitude(target, player) > 3); "step 2"; if (result.bool) { target.line(player); target.give(result.cards, player); } "step 3"; if (targets.length) event.goto(1); }, }, //用间beta甘宁的新版 yjjielve: { audio: 2, enable: "phaseUse", filter: function (event, player) { return !player.hasSkill("yjjielve_ban"); }, viewAs: { name: "chenghuodajie" }, filterCard: function (card, player) { if (ui.selected.cards.length) return get.color(card) == get.color(ui.selected.cards[0]); var cards = player.getCards("hes"); for (var cardx of cards) { if (card != cardx && get.color(card) == get.color(cardx)) return true; } return false; }, position: "hes", selectCard: 2, complexCard: true, check: function (card) { return 5 - get.value(card); }, onuse: function (links, player) { player.addTempSkill("yjjielve_check"); }, subSkill: { check: { trigger: { source: "damageSource" }, forced: true, charlotte: true, popup: false, filter: function (event, player) { return event.card && event.card.name == "chenghuodajie" && event.getParent().skill == "yjjielve"; }, content: function () { player.addTempSkill("yjjielve_ban"); }, }, ban: { charlotte: true }, }, }, //用间beta张飞 yjmangji: { audio: 2, forced: true, trigger: { player: ["loseAfter", "damageEnd", "loseHpEnd", "recoverEnd"], global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, direct: true, filter: function (event, player) { if (player.hp < 1 || !player.countDiscardableCards(player, "h")) return false; if (["damage", "loseHp", "recover"].includes(event.name)) return true; var evt = event.getl(player); if (event.name == "equip" && event.player == player) return !evt || evt.cards.length != 1; if (!evt || !evt.es.length) return false; return game.hasPlayer(current => player.canUse("sha", current, false)); }, content: function () { "step 0"; player.chooseCardTarget({ prompt: "莽击:弃置一张手牌,视为对一名其他角色使用一张【杀】", forced: true, filterCard: lib.filter.cardDiscardable, filterTarget: function (card, player, target) { return player.canUse("sha", target, false); }, ai2: function (target) { return get.effect(target, { name: "sha" }, _status.event.player); }, }); "step 1"; if (result.bool) { var target = result.targets[0], cards = result.cards; player.logSkill("yjmangji", target); player.discard(cards); if (player.canUse("sha", target, false)) player.useCard({ name: "sha", isCard: true }, target, false); } }, }, //用间beta曹洪 yjlifeng: { audio: 2, enable: "phaseUse", usable: 1, locked: false, filter: function (event, player) { for (var card of ui.discardPile.childNodes) { if (get.type(card) == "equip") return true; } return false; }, content: function () { "step 0"; var cards = Array.from(ui.discardPile.childNodes).filter(i => get.type(i) == "equip"); player.chooseButton(["厉锋:获得一张装备牌", cards], cards.length > 0).set("ai", get.buttonValue); "step 1"; if (result.bool) { var card = result.links[0]; player.gain(card, "gain2"); } }, ai: { order: 10, result: { player: 1 }, effect: { target: function (card, player, target) { if (card && get.type(card) == "equip" && _status.event.skill == "_gifting") return 0; }, }, }, mod: { cardGiftable: function (card, player) { return get.type(card) == "equip"; }, }, }, //用间篇李儒 yjdumou: { audio: 2, forced: true, mod: { cardname: function (card, player, name) { if (player == _status.currentPhase && card.name == "du") return "guohe"; }, aiValue: function (player, card, num) { if (card.name == "du") return get.value({ name: "guohe" }); }, }, init: () => { game.addGlobalSkill("yjdumou_du"); }, onremove: () => { if (!game.hasPlayer(i => i.hasSkill("yjdumou"), true)) game.removeGlobalSkill("yjdumou_du"); }, subSkill: { du: { mod: { cardname: function (card, player, name) { if (_status.currentPhase && player != _status.currentPhase && _status.currentPhase.hasSkill("yjdumou") && get.color(card) == "black") return "du"; }, aiValue: function (player, card, num) { if (get.name(card) == "du" && card.name != "du") return get.value({ name: card.name }); }, }, trigger: { player: "dieAfter" }, filter: () => { return !game.hasPlayer(i => i.hasSkill("yjdumou"), true); }, silent: true, forceDie: true, content: () => { game.removeGlobalSkill("yjdumou_du"); }, }, }, ai: { threaten: 2.1 }, }, yjweiquan: { audio: 2, enable: "phaseUse", skillAnimation: true, animationColor: "soil", filterTarget: true, limited: true, selectTarget: () => [1, game.roundNumber], contentBefore: function () { "step 0"; player.awakenSkill("yjweiquan"); player.chooseTarget("威权:选择获得牌的角色", true).set("ai", target => { var att = get.attitude(_status.event.player, target), num = target.needsToDiscard(targets.filter(i => i != target && i.countCards("h")).length); if (att > 0 && num <= 2) return 0; if (att < 0 && target.needsToDiscard(-5)) return -att - Math.sqrt(num); return att - Math.sqrt(num); }); "step 1"; event.getParent()._yjweiquan = result.targets[0]; }, content: function () { "step 0"; var targetx = event.getParent()._yjweiquan; if (target == targetx || !target.countCards("h")) event.finish(); else target.chooseCard("威权:将一张手牌交给" + get.translation(targetx), true); "step 1"; if (result.bool) { var targetx = event.getParent()._yjweiquan; target.give(result.cards, targetx); } }, contentAfter: function () { var targetx = event.getParent()._yjweiquan; if (targetx.countCards("h") > targetx.hp) { var next = targetx.phase(); event.next.remove(next); event.getParent().after.push(next); next.player = targetx; next._noTurnOver = true; next._triggered = null; next.setContent(function () { game.broadcastAll(function () { if (ui.tempnowuxie) { ui.tempnowuxie.close(); delete ui.tempnowuxie; } }); player.phaseDiscard(); if (!player.noPhaseDelay) game.delayx(); delete player._noSkill; }); } }, ai: { order: 6, result: { player: function (player) { var num = game.countPlayer(current => get.attitude(player, current) < 0 && current.countCards("h")); if ( (game.roundNumber < num && player.hp > 2) || !game.hasPlayer(current => { return (get.attitude(player, current) > 0 && current.needsToDiscard(num) < 2) || (get.attitude(player, current) < 0 && current.needsToDiscard(-5)); }) ) return -10; return 1; }, target: -1, }, }, }, yjrenwang: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { for (var card of ui.discardPile.childNodes) { if (get.color(card) == "black" && get.type(card) == "basic") return true; } return false; }, content: function () { "step 0"; var cards = Array.from(ui.discardPile.childNodes).filter(i => get.color(i) == "black" && get.type(i) == "basic"); player.chooseButton(["人望:选择一张黑色基本牌", cards], cards.length > 0).set("ai", get.buttonValue); "step 1"; if (result.bool) { var card = result.links[0]; event.card = card; player.chooseTarget("选择一名角色获得" + get.translation(card), true).set("ai", target => get.attitude(_status.event.player, target)); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target); target.gain(card, "gain2"); } }, ai: { order: 10, result: { player: 1 }, }, }, //群曹操 yjxiandao: { trigger: { player: "giftAccepted" }, usable: 1, forced: true, locked: false, filter: (event, player) => event.target != player && event.target.isIn(), logTarget: "target", content: function () { "step 0"; event.target = trigger.target; event.card = trigger.card; event.target.markAuto("yjxiandao_block", [get.suit(event.card, false)]); event.target.addTempSkill("yjxiandao_block"); "step 1"; var type = get.type(card, false); if (type == "trick") player.draw(2); if (type == "equip") { if ( target.countGainableCards(player, "he", function (cardx) { return cardx != card; }) > 0 ) player .gainPlayerCard(target, "he", true) .set("card", card) .set("filterButton", function (button) { return button.link != _status.event.card; }); if (get.subtype(card, false) == "equip1") target.damage(); } }, subSkill: { block: { charlotte: true, onremove: true, mod: { cardEnabled: function (card, player) { if (player.getStorage("yjxiandao_block").includes(get.suit(card))) return false; }, cardRespondable: function (card, player) { if (player.getStorage("yjxiandao_block").includes(get.suit(card))) return false; }, cardSavable: function (card, player) { if (player.getStorage("yjxiandao_block").includes(get.suit(card))) return false; }, }, mark: true, intro: { content: "不能使用或打出$牌" }, }, }, }, yjsancai: { enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; player.showHandcards(); var hs = player.getCards("h"); if (hs.length > 1) { var type = get.type2(hs[0], player); for (var i = 1; i < hs.length; i++) { if (get.type(hs[i]) != type) { event.finish(); return; } } } "step 1"; player.chooseCardTarget({ prompt: "是否赠予一张手牌?", filterCard: true, filterTarget: lib.filter.notMe, }); "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); player.gift(result.cards, target); } }, }, yjyibing: { trigger: { player: "gainAfter", global: "loseAsyncAfter", }, direct: true, filter: function (event, player) { if (event.getParent().name == "gift") return false; if (event.getParent("yjyibing").player == player) return false; var evt = event.getParent("phaseDraw"), hs = player.getCards("h"), cards = event.getg(player); return ( cards.length > 0 && (!evt || evt.player != player) && cards.filter(function (card) { return hs.includes(card) && game.checkMod(card, player, "unchanged", "cardEnabled2", player) !== false; }).length == cards.length && player.hasUseTarget( { name: "sha", cards: event.cards, }, false ) ); }, content: function () { var cards = trigger.getg(player); player.chooseUseTarget(get.prompt("yjyibing"), "将" + get.translation(cards) + "当做【杀】使用", "sha", cards, false, "nodistance").logSkill = "yjyibing"; }, }, //龙羽飞 longyi: { enable: ["chooseToUse", "chooseToRespond"], filter: function (event, player) { if (event.type == "wuxie") return false; var hs = player.getCards("h"); if (!hs.length) return false; for (var i of hs) { if (game.checkMod(i, player, "unchanged", "cardEnabled2", player) === false) return false; } for (var i of lib.inpile) { if (i != "du" && get.type(i) == "basic" && event.filterCard({ name: i, cards: hs }, player, event)) return true; if (i == "sha") { var list = ["fire", "thunder", "ice"]; for (var j of list) { if (event.filterCard({ name: i, nature: j, cards: hs }, player, event)) return true; } } } return false; }, chooseButton: { dialog: function (event, player) { var vcards = [], hs = player.getCards("h"); for (var i of lib.inpile) { if (i != "du" && get.type(i) == "basic" && event.filterCard({ name: i, cards: hs }, player, event)) vcards.push(["基本", "", i]); if (i == "sha") { for (var j of lib.inpile_nature) { if (event.filterCard({ name: i, nature: j, cards: hs }, player, event)) vcards.push(["基本", "", i, j]); } } } return ui.create.dialog("龙裔", [vcards, "vcard"]); }, check: function (button, player) { if (_status.event.getParent().type != "phase") return 1; return _status.event.player.getUseValue({ name: button.link[2], nature: button.link[3], }); }, backup: function (links, player) { return { audio: "longyi", popname: true, viewAs: { name: links[0][2], nature: links[0][3] }, filterCard: true, selectCard: -1, position: "h", }; }, prompt: function (links, player) { return "将所有手牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用或打出"; }, }, hiddenCard: function (player, name) { return name != "du" && get.type(name) == "basic" && player.countCards("h") > 0; }, ai: { respondSha: true, respondShan: true, skillTagFilter: function (player) { return player.countCards("h") > 0; }, order: 0.5, result: { player: function (player) { if (_status.event.dying) { return get.attitude(player, _status.event.dying); } if (_status.event.type == "respondShan") return 1; var val = 0, hs = player.getCards("h"), max = 0; for (var i of hs) { val += get.value(i, player); if (get.type(i, player) == "trick") max += 5; } if (player.hasSkill("zhenjue")) max += 7; return val <= max ? 1 : 0; }, }, }, group: "longyi_effect", subSkill: { effect: { trigger: { player: ["useCard", "respond"] }, forced: true, charlotte: true, popup: false, filter: function (event, player) { if (event.skill != "longyi_backup") return false; for (var i of event.cards) { var type = get.type2(i, player); if (type == "equip" || type == "trick") return true; } return false; }, content: function () { var map = {}; for (var i of trigger.cards) { map[get.type2(i, player)] = true; } if (map.trick) player.draw(); if (map.equip && trigger.directHit) trigger.directHit.addArray(game.players); }, }, backup: {}, }, }, zhenjue: { trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return player.countCards("h") == 0; }, logTarget: "player", content: function () { "step 0"; trigger.player .chooseToDiscard("he", "弃置一张牌,或令" + get.translation(player) + "摸一张牌") .set("ai", function (card) { if (_status.event.goon) return 7 - get.value(card); return -get.value(card); }) .set("goon", get.attitude(trigger.player, player) < 0); "step 1"; if (!result.bool) player.draw(); }, }, //群刘备 jsprende: { audio: "rerende", enable: "phaseUse", filterCard: true, selectCard: [1, Infinity], discard: false, lose: false, delay: false, filterTarget: function (card, player, target) { return player != target; }, onremove: true, check: function (card) { if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0; if (!ui.selected.cards.length && card.name == "du") return 20; var player = get.owner(card); if (ui.selected.cards.length >= Math.max(2, player.countCards("h") - player.hp)) return 0; if (player.hp == player.maxHp || player.storage.jsprende < 0 || player.countCards("h") <= 1) { var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].hasSkill("haoshi") && !players[i].isTurnedOver() && !players[i].hasJudge("lebu") && get.attitude(player, players[i]) >= 3 && get.attitude(players[i], player) >= 3) { return 11 - get.value(card); } } if (player.countCards("h") > player.hp) return 10 - get.value(card); if (player.countCards("h") > 2) return 6 - get.value(card); return -1; } return 10 - get.value(card); }, content: function () { "step 0"; var evt = _status.event.getParent("phaseUse"); if (evt && evt.name == "phaseUse" && !evt.jsprende) { var next = game.createEvent("jsprende_clear"); _status.event.next.remove(next); evt.after.push(next); evt.jsprende = true; next.player = player; next.setContent(function () { delete player.storage.jsprende; }); } player.give(cards, target); if (typeof player.storage.jsprende != "number") { player.storage.jsprende = 0; } if (player.storage.jsprende >= 0) { player.storage.jsprende += cards.length; if (player.storage.jsprende >= 2) { var list = []; if ( lib.filter.cardUsable({ name: "sha", isCard: true }, player, event.getParent("chooseToUse")) && game.hasPlayer(function (current) { return player.canUse("sha", current); }) ) { list.push(["基本", "", "sha"]); } for (var i of lib.inpile_nature) { if ( lib.filter.cardUsable({ name: "sha", nature: i, isCard: true }, player, event.getParent("chooseToUse")) && game.hasPlayer(function (current) { return player.canUse({ name: "sha", nature: i, isCard: true }, current); }) ) { list.push(["基本", "", "sha", i]); } } if ( lib.filter.cardUsable({ name: "tao", isCard: true }, player, event.getParent("chooseToUse")) && game.hasPlayer(function (current) { return player.canUse("tao", current); }) ) { list.push(["基本", "", "tao"]); } if ( lib.filter.cardUsable({ name: "jiu", isCard: true }, player, event.getParent("chooseToUse")) && game.hasPlayer(function (current) { return player.canUse("jiu", current); }) ) { list.push(["基本", "", "jiu"]); } if (list.length) { player.chooseButton(["是否视为使用一张基本牌?", [list, "vcard"]]).set("ai", function (button) { var player = _status.event.player; var card = { name: button.link[2], nature: button.link[3], isCard: true, }; if (card.name == "tao") { if (player.hp == 1 || (player.hp == 2 && !player.hasShan()) || player.needsToDiscard()) { return 5; } return 1; } if (card.name == "sha") { if ( game.hasPlayer(function (current) { return player.canUse(card, current) && get.effect(current, card, player, player) > 0; }) ) { if (card.nature == "fire") return 2.95; if (card.nature == "thunder" || card.nature == "ice") return 2.92; return 2.9; } return 0; } if (card.name == "jiu") { return 0.5; } return 0; }); } else { event.finish(); } player.storage.jsprende = -1; } else { event.finish(); } } else { event.finish(); } "step 1"; if (result && result.bool && result.links[0]) { var card = { name: result.links[0][2], nature: result.links[0][3], isCard: true }; player.chooseUseTarget(card, true); } }, ai: { fireAttack: true, order: function (skill, player) { if (player.hp < player.maxHp && player.storage.jsprende < 2 && player.countCards("h") > 1) { return 10; } return 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.jsprende < 0 || player.countCards("h") <= 1) { if (nh >= np - 1 && np <= player.hp && !target.hasSkill("haoshi")) return 0; } return Math.max(1, 5 - nh); }, }, effect: { target: function (card, player, target) { if (player == target && get.type(card) == "equip") { if (player.countCards("e", { subtype: get.subtype(card) })) { if ( game.hasPlayer(function (current) { return current != player && get.attitude(player, current) > 0; }) ) { return 0; } } } }, }, threaten: 0.8, }, }, //曹安民 nskuishe: { enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target != player && target.countCards("he") > 0; }, content: function () { "step 0"; player.choosePlayerCard(target, "he", true).set("ai", get.buttonValue); "step 1"; if (result.bool) { var card = result.cards[0]; event.card = card; player .chooseTarget("将" + get.translation(target) + "的" + (get.position(card) == "h" && !player.hasSkillTag("viewHandcard", null, target, true) ? "手牌" : get.translation(card)) + "交给一名角色", true, function (target) { return target != _status.event.getParent().target; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (_status.event.du) { if (target.hasSkillTag("nodu")) return 0; return -att; } if (target.hasSkillTag("nogain")) return 0.1; if (att > 0) { return att + Math.max(0, 5 - target.countCards("h")); } return att; }) .set("du", event.card.name == "du"); } else event.finish(); "step 2"; if (result.bool) { var target2 = result.targets[0]; target.line(target2, "green"); target2.gain(target, card, "giveAuto").giver = player; } else event.finish(); "step 3"; 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.filterTarget.apply(this, arguments); }) .set("sourcex", player); }, ai: { order: 6, expose: 0.2, result: { target: -1.5, player: function (player, target) { if (!target.canUse("sha", player)) return 0; if (target.countCards("h") == 1) return 0.1; if (player.hasShan()) return -0.5; if (player.hp <= 1) return -2; if (player.hp <= 2) return -1; return 0; }, }, }, }, //文和乱武 nsyangwu: { enable: "phaseUse", usable: 1, filterCard: { suit: "heart" }, filterTarget: function (card, player, target) { return target != player && target.countCards("h") > player.countCards("h"); }, filter: function (event, player) { var info = lib.skill.nsyangwu; return ( player.countCards("h", info.filterCard) && game.hasPlayer(function (target) { return info.filterTarget(null, player, target); }) ); }, check: function (card) { var num = 0; var player = _status.event.player; game.countPlayer(function (current) { if (current != player && get.attitude(player, current) < 0) num = Math.max(num, current.countCards("h") - player.countCards("h")); }); return Math.ceil((num + 1) / 2) * 2 + 4 - get.value(card); }, content: function () { var num = Math.ceil((target.countCards("h") - player.countCards("h")) / 2); if (num) player.gainPlayerCard(target, true, "h", num, "visible"); }, ai: { order: 4, result: { target: function (player, target) { return player.countCards("h") - target.countCards("h"); }, }, }, }, nslulve: { enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer(function (current) { return current.countCards("e") > 0 && current.countCards("e") <= player.countCards("he"); }); }, filterCard: function () { if (ui.selected.targets.length) return false; return true; }, position: "he", selectCard: [1, Infinity], complexSelect: true, complexCard: true, filterTarget: function (card, player, target) { return target != player && target.countCards("e") > 0 && ui.selected.cards.length == target.countCards("e"); }, check: function (card) { var player = _status.event.player; if ( game.hasPlayer(function (current) { return current != player && current.countCards("e") > 0 && ui.selected.cards.length == current.countCards("e") && get.damageEffect(current, player, player) > 0; }) ) return 0; switch (ui.selected.cards.length) { case 0: return 8 - get.value(card); case 1: return 6 - get.value(card); case 2: return 3 - get.value(card); default: return 0; } }, content: function () { target.damage("nocard"); }, ai: { damage: true, order: 2, result: { target: function (player, target) { return get.damageEffect(target, player); }, }, expose: 0.3, }, }, nsfeixiong: { trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return ( player.countCards("h") > 0 && game.hasPlayer(function (current) { return current != player && player.canCompare(current); }) ); }, content: function () { "step 0"; player .chooseTarget(get.prompt2("nsfeixiong"), function (card, player, target) { return player != target && player.canCompare(target); }) .set("ai", function (target) { var player = _status.event.player; var hs = player.getCards("h").sort(function (a, b) { return b.number - a.number; }); var ts = target.getCards("h").sort(function (a, b) { return b.number - a.number; }); if (!hs.length || !ts.length) return 0; if (hs[0].number > ts[0].number) return get.damageEffect(target, player, player); return 0; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("nsfeixiong", target); if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.2); player.chooseToCompare(target); } else event.finish(); "step 2"; if (!result.tie) { var targets = [player, target]; if (result.bool) targets.reverse(); targets[0].damage(targets[1]); } }, }, nscesuan: { trigger: { player: "damageBegin3" }, forced: true, content: function () { "step 0"; trigger.cancel(); event.lose = player.loseMaxHp(); "step 1"; if (event.lose && event.lose.loseHp) player.draw(); }, ai: { halfneg: true, filterDamage: true, skillTagFilter: function (player, tag, arg) { if (tag === "filterDamage" && arg && arg.player) { if (arg.player.hasSkillTag("jueqing", false, player)) return false; } }, }, }, //S贾诩 nsyice: { trigger: { player: "loseAfter", global: ["cardsDiscardAfter", "loseAsyncAfter"], }, filter: function (event, player) { if (event.name != "cardsDiscard") { if (event.type != "discard") return false; var evt = event.getl(player); return evt.cards2 && evt.cards2.filterInD("d").length > 0; } else { var evt = event.getParent(); if (evt.name != "orderingDiscard" || !evt.relatedEvent || evt.relatedEvent.player != player || !["useCard", "respond"].includes(evt.relatedEvent.name)) return false; return event.cards.filterInD("d").length > 0; } }, forced: true, content: function () { "step 0"; var evt = trigger.getParent().relatedEvent; if ((trigger.name == "discard" && !trigger.delay) || (evt && evt.name == "respond")) game.delayx(); "step 1"; var cards; if (trigger.getl) cards = trigger.getl(player).cards2.filterInD("d"); else cards = trigger.cards.filterInD("d"); if (cards.length == 1) event._result = { bool: true, links: cards }; else { var dialog = ["遗策:选择要放置的卡牌", '
(从左到右为从旧到新,后选择的后置入)
', cards]; var cards2 = player.getExpansions("nsyice"); cards2.reverse(); if (cards2.length) { dialog.push('
原有“策”
'); dialog.push(cards2); } player .chooseButton(dialog, true, cards.length) .set("filterButton", function (button) { return _status.event.cards.includes(button.link); }) .set("cards", cards); } "step 2"; player.addToExpansion(result.links, "gain2").gaintag.add("nsyice"); "step 3"; var storage = player.getExpansions("nsyice"); var bool = false; for (var i = 0; i < storage.length; i++) { for (var j = storage.length - 1; j > i; j--) { if (get.number(storage[i]) == get.number(storage[j])) { bool = true; break; } } if (bool) break; } if (bool) { event.cards = storage.splice(i, j - i + 1); } else event.finish(); "step 4"; var cardsx = []; cardsx.push(cards.shift()); cardsx.push(cards.pop()); if (cards.length) player.gain(cards, "gain2"); event.cards = cardsx; "step 5"; player.chooseButton(["将一张牌置于牌堆顶,将另一张牌置于牌堆底", cards], true); "step 6"; player.lose(event.cards, ui.cardPile).set("topper", result.links[0]).insert_index = function (event, card) { if (card == event.topper) return ui.cardPile.firstChild; return null; }; if (_status.dying.length) event.finish(); "step 7"; player.chooseTarget("对一名角色造成1点伤害", true).set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }); "step 8"; if (result.bool) { var target = result.targets[0]; player.line(target); target.damage("nocard"); } }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, marktext: "策", intro: { content: "expansion", markcount: "expansion", }, }, //用间篇 yjxuepin: { enable: "phaseUse", usable: 1, filterTarget: function (event, player, target) { return player.inRange(target) && target.countDiscardableCards(player, "he") > 0; }, content: function () { "step 0"; player.loseHp(); "step 1"; if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, 2, "he", true); else event.finish(); "step 2"; if (result.bool && result.cards.length == 2 && get.type2(result.cards[0], result.cards[0].original == "h" ? target : false) == get.type2(result.cards[1], result.cards[1].original == "h" ? target : false)) player.recover(); }, ai: { order: 4, result: { player: function (player, target) { if (player.hp == 1) return -8; if (target.countCards("e") > 1) return 0; if (player.hp > 2 || target.countCards("h") > 1) return -0.5; return -2; }, target: function (player, target) { if (target.countDiscardableCards(player, "he") < 2) return 0; return -2; }, }, }, }, nsjianglie: { trigger: { player: "useCardToPlayered" }, filter: function (event, player) { return event.card.name == "sha" && event.target.countCards("h") > 0; }, check: function (event, player) { return get.attitude(player, event.target) < 0; }, logTarget: "target", content: function () { "step 0"; trigger.target.showHandcards(); "step 1"; var cards = trigger.target.getCards("h"); var list = []; for (var i = 0; i < cards.length; i++) { list.add(get.color(cards[i])); } if (list.length == 1) event._result = { control: list[0] }; else { list.sort(); trigger.target .chooseControl(list) .set("prompt", "选择弃置一种颜色的所有手牌") .set("ai", function () { var player = _status.event.player; if (get.value(player.getCards("h", { color: "red" })) >= get.value(player.getCards("h", { color: "black" }))) return "black"; return "red"; }); } "step 2"; trigger.target.discard(trigger.target.getCards("h", { color: result.control })); }, }, //桌游志贴纸 spyinzhi: { trigger: { player: "damageEnd" }, frequent: true, content: function () { "step 0"; event.count = trigger.num; "step 1"; event.count--; var cards = game.cardsGotoOrdering(get.cards(2)).cards; player.showCards(cards); event.count2 = 0; for (var i = 0; i < cards.length; i++) { if (get.suit(cards[i]) == "spade") { event.count2++; cards.splice(i--, 1); } } event.cards = cards; if (!event.count2 || !trigger.source) event.goto(4); "step 2"; event.count2--; if (trigger.source.countCards("h") > 0) { player .chooseTarget("令一名角色获得" + get.translation(trigger.source) + "的一张手牌", function (card, player, target) { var source = _status.event.source; return target != source && source.countGainableCards(target, "h") > 0; }) .set("source", trigger.source); } else event.goto(4); "step 3"; if (result.bool) { var target = result.targets[0]; player.line([trigger.source, target], "green"); target.gainPlayerCard(trigger.source, "h", true); if (event.count2) event.goto(2); } "step 4"; if (cards.length) player.gain(cards, "gain2", "log"); "step 5"; if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) { player.chooseBool(get.prompt2("spyinzhi")).set("frequentSkill", event.name); } else event.finish(); "step 6"; if (result.bool) { player.logSkill("spyinzhi"); event.goto(1); } }, }, spmingjian: { trigger: { global: "phaseBegin" }, direct: true, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; var next = player.chooseCard(get.prompt2("spmingjian", trigger.player), "he"); next.set("ai", function (card) { var target = _status.event.getTrigger().player; var player = _status.event.player; if (get.attitude(player, target) > 0 && target.countCards("j") > 0) return 5 - get.value(card); return -1; }); next.set("filterCard", function (card, player) { if (get.position(card) == "e") return lib.filter.cardDiscardable.apply(this, arguments); return true; }); //next.set('logSkill',['spmingjian',trigger.player]); "step 1"; if (result.bool) { player.logSkill("spmingjian", trigger.player); var card = result.cards[0]; event.card = card; if (get.position(card) == "e") event._result = { index: 0 }; else if (!lib.filter.cardDiscardable(card, player, event)) event._result = { index: 1 }; else { var name = get.translation(trigger.player); player .chooseControl() .set("choiceList", ["令" + name + "跳过本回合的判定阶段", "令" + name + "于本回合的判定中不触发「判定结果生效前」的时机"]) .set("ai", function () { return 0; }); } } else event.finish(); "step 2"; if (result.index == 0) { player.discard(card); trigger.player.skip("phaseJudge"); } else { trigger.player.addToExpansion(card, player, "giveAuto").gaintag.add("spmingjian_charlotte"); trigger.player.addSkill("spmingjian_charlotte"); } }, ai: { expose: 0.25, }, }, spmingjian_charlotte: { trigger: { player: ["judgeBefore", "phaseAfter"] }, forced: true, firstDo: true, silent: true, popup: false, charlotte: true, content: function () { if (trigger.name == "phase") player.removeSkill(event.name); else trigger.noJudgeTrigger = true; }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, marktext: "鉴", intro: { name: "明鉴", content: "expansion", markcount: "expansion", }, }, spshude: { trigger: { player: "phaseJieshuBegin" }, frequent: true, filter: function (event, player) { return player.countCards("h") < player.maxHp; }, content: function () { player.drawTo(player.maxHp); }, }, spfuluan: { enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player.inRange(target); }, selectCard: 3, position: "he", check: function (card) { return 5 - get.value(card); }, complexCard: true, filterCard: function (card, player) { if (!ui.selected.cards.length) return player.countCards("he", { suit: get.suit(card) }) > 2; return get.suit(card) == get.suit(ui.selected.cards[0]); }, content: function () { target.turnOver(); player.addTempSkill("spfuluan2"); }, ai: { order: 1, result: { target: function (player, target) { if (target.isTurnedOver()) return 2; return -1; }, }, }, }, spfuluan2: { mod: { cardEnabled: function (card) { if (card.name == "sha") return false; }, }, }, spzhaoxin: { trigger: { player: "phaseDrawEnd" }, check: function (event, player) { return player.getUseValue({ name: "sha", isCard: true }) > 0; }, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; player.showHandcards(); "step 1"; player.chooseUseTarget("sha", false); }, }, splanggu: { trigger: { player: "damageEnd" }, filter: function (event, player) { return get.itemtype(event.source) == "player"; }, logTarget: "source", content: function () { "step 0"; player.judge(); "step 1"; if (trigger.source.countCards("h") > 0) { var next = player.discardPlayerCard(trigger.source, "h", [1, Infinity]); next.set("suit", result.suit); next.set("filterButton", function (button) { return get.suit(button.link) == _status.event.suit; }); next.set("visible", true); } }, group: "splanggu_rewrite", }, splanggu_rewrite: { trigger: { player: "judge" }, filter: function (event, player) { return player.countCards("hs") > 0 && event.getParent().name == "splanggu"; }, direct: true, content: function () { "step 0"; player .chooseCard("狼顾的判定结果为" + get.translation(trigger.player.judging[0]) + ",是否打出一张手牌进行代替?", "hs", function (card) { var player = _status.event.player; var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 != "unchanged") return mod2; var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player); if (mod != "unchanged") return mod; return true; }) .set("ai", function (card) { return -1; }); "step 1"; if (result.bool) { player.respond(result.cards, "highlight", "splanggu", "noOrdering"); } else { event.finish(); } "step 2"; if (result.bool) { if (trigger.player.judging[0].clone) { trigger.player.judging[0].clone.classList.remove("thrownhighlight"); game.broadcast(function (card) { if (card.clone) { card.clone.classList.remove("thrownhighlight"); } }, trigger.player.judging[0]); game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone])); } game.cardsDiscard(trigger.player.judging[0]); trigger.player.judging[0] = result.cards[0]; trigger.orderingCards.addArray(result.cards); game.log(trigger.player, "的判定牌改为", result.cards[0]); game.delay(2); } }, }, sphantong: { trigger: { player: "loseEnd", }, frequent: true, filter: function (event, player) { return event.type == "discard" && event.getParent(3).name == "phaseDiscard" && event.cards.filterInD("d").length > 0; }, content: function () { if (!player.storage.sphantong) player.storage.sphantong = []; var cards = trigger.cards.filterInD("d"); player.storage.sphantong.addArray(cards); player.$gain2(cards); game.log(player, "将", cards, "置于武将牌上"); player.markSkill("sphantong"); }, group: ["sphantong_gain"], derivation: ["hujia", "jijiang", "jiuyuan", "xueyi"], marktext: "诏", intro: { content: "cards", onunmark: "throw", }, }, sphantong_gain: { trigger: { global: "phaseBegin" }, direct: true, filter: function (event, player) { return player.storage.sphantong && player.storage.sphantong.length > 0; }, content: function () { "step 0"; player.chooseButton([get.prompt("sphantong"), player.storage.sphantong], function (button) { var player = _status.event.player; if (_status.currentPhase == player) { //血裔 if ( (player.hasJudge("lebu") || player.skipList.includes("phaseUse")) && game.hasPlayer(function (current) { return current != player && current.group == "qun"; }) ) return 1; //激将 if ( !player.hasJudge("lebu") && !player.skipList.includes("phaseUse") && game.hasPlayer(function (current) { return current != player && current.group == "shu" && current.hasSha() && get.attitude(player, current) > 0 && get.attitude(current, player) > 0; }) && game.hasPlayer(function (target) { return player.canUse({ name: "sha" }, target) && get.effect(target, { name: "sha" }, player, player) > 0; }) ) return 1; } //护驾 else if ( !player.hasShan() && game.hasPlayer(function (current) { return current != player && current.group == "wei" && current.mayHaveShan(player, "respond") && get.attitude(player, current) > 0 && get.attitude(current, player) > 0; }) ) return 1; return -1; }); "step 1"; if (result.bool) { player.logSkill("sphantong"); var card = result.links[0]; player.$throw(card); game.log(player, "将", card, "置入了弃牌堆"); player.storage.sphantong.remove(card); player[player.storage.sphantong.length > 0 ? "markSkill" : "unmarkSkill"]("sphantong"); game.cardsDiscard(card); var list = ["hujia", "jijiang", "jiuyuan", "xueyi"]; for (var i = 0; i < list.length; i++) { if (player.hasSkill(list[i])) list.splice(i--, 1); } if (list.length) { player .chooseControl(list) .set("prompt", "选择获得以下技能中的一个") .set("ai", function () { var player = _status.event.player; if (_status.currentPhase == player) { //血裔 if ( (player.hasJudge("lebu") || player.skipList.includes("phaseUse")) && game.hasPlayer(function (current) { return current != player && current.group == "qun"; }) ) return "xueyi"; //激将 if ( !player.hasJudge("lebu") && !player.skipList.includes("phaseUse") && game.hasPlayer(function (current) { return current != player && current.group == "shu" && current.hasSha() && get.attitude(player, current) > 0 && get.attitude(current, player) > 0; }) && game.hasPlayer(function (target) { return player.canUse({ name: "sha" }, target) && get.effect(target, { name: "sha" }, player, player) > 0; }) ) return "jijiang"; } //护驾 else if ( !player.hasShan() && game.hasPlayer(function (current) { return current != player && current.group == "wei" && current.mayHaveShan(player, "respond") && get.attitude(player, current) > 0 && get.attitude(current, player) > 0; }) ) return "hujia"; }); } else event.finish(); } else event.finish(); "step 2"; var skill = result.control; player.addTempSkills(skill); // player.popup(skill,'wood'); // game.log(player,'获得了技能','#g【'+get.translation(skill)+'】'); }, }, sphuangen: { trigger: { global: "useCardToPlayered" }, filter: function (event, player) { if (!event.isFirstTarget) return false; if (get.type(event.card) != "trick") return false; if (get.info(event.card).multitarget) return false; if (event.targets.length < 2) return false; return player.hp > 0; }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("sphuangen"), [1, Math.min(player.hp, trigger.targets.length)], function (card, player, target) { return _status.event.targets.includes(target); }) .set("ai", function (target) { return -get.effect(target, trigger.card, trigger.player, _status.event.player); }) .set("targets", trigger.targets); "step 1"; if (result.bool) { player.logSkill("sphuangen", result.targets); trigger.excluded.addArray(result.targets); player.draw(); } }, }, spyicong: { trigger: { player: "phaseDiscardEnd" }, direct: true, locked: false, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; player.chooseCard("he", [1, player.countCards("he")], get.prompt2("spyicong")).set("ai", function (card) { if (card.name == "du") return 10; if (ui.selected.cards.length) return -1; return 4 - get.value(card); }); "step 1"; if (result.bool) { player.logSkill("spyicong"); player.addToExpansion(result.cards, player, "give").gaintag.add("spyicong"); } }, mod: { globalTo: function (from, to, num) { return num + to.getExpansions("spyicong").length; }, }, marktext: "扈", onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, intro: { name: "义从", content: function (storage, player) { return "共有" + get.cnNumber(player.getExpansions("spyicong").length) + "张“扈”"; }, markcount: "expansion", }, }, sptuji: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, locked: false, filter: function (event, player) { return player.getExpansions("spyicong").length > 0; }, content: function () { var cards = player.getExpansions("spyicong"); var num = cards.length; player.addMark("sptuji2", num, false); player.addTempSkill("sptuji2"); player.loseToDiscardpile(cards); if (num <= 1) player.draw(); }, ai: { combo: "spyicong", }, }, sptuji2: { onremove: true, charlotte: true, mod: { globalFrom: function (from, to, num) { return num - from.countMark("sptuji2"); }, }, marktext: "突", intro: { name: "突骑", content: "至其他角色的距离-#", }, }, xinfu_yanyu: { trigger: { global: "phaseUseBegin", }, direct: true, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; var next = player.chooseToDiscard(get.prompt("xinfu_yanyu"), get.translation("xinfu_yanyu_info"), "he").set("logSkill", "xinfu_yanyu"); if (player == trigger.player) { next.set( "goon", (function () { var map = { basic: 0, trick: 0.1, }; var hs = trigger.player.getCards("h"); var sha = false; var jiu = false; for (var i = 0; i < hs.length; i++) { if (trigger.player.hasValueTarget(hs[i])) { if (hs[i].name == "sha" && !sha) { sha = true; map.basic += 2; } if (hs[i].name == "tao") map.basic += 6; if (hs[i].name == "jiu") { jiu = true; map.basic += 2.5; } if (get.type(hs[i]) == "trick") map.trick += get.value(hs[i], player, "raw"); } } return map; })() ); next.set("ai", function (card) { var map = _status.event.goon; var type = get.type(card, "trick"); if (!map[type]) return -1; return map[type] - get.value(card); }); } else { next.set("ai", function (cardx) { var map = { basic: 0, trick: 0, }; var hs = trigger.player.getCards("h"); var sha = false; var jiu = false; for (var i = 0; i < hs.length; i++) { if (hs[i] != cardx && trigger.player.hasValueTarget(hs[i])) { if (hs[i].name == "sha" && !sha) { sha = true; map.basic += 2; } if (hs[i].name == "tao") map.basic += 6; if (hs[i].name == "jiu") { jiu = true; map.basic += 3; } if (get.type(hs[i]) == "trick") map.trick += player.getUseValue(hs[i]); } } var type = get.type(cardx, "trick"); if (!map[type]) return -get.value(cardx); return map[type] - get.value(cardx); }); } "step 1"; if (result.bool) { player.storage.xinfu_yanyu = get.type(result.cards[0], "trick"); player.addTempSkill("xinfu_yanyu2", "phaseUseAfter"); } }, }, xinfu_yanyu2: { init: function (player, skill) { player.storage[skill] = 0; }, onremove: function (player, skill) { delete player.storage.xinfu_yanyu; delete player.storage.xinfu_yanyu2; }, trigger: { global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"], }, direct: true, filter: function (event, player) { if (player.storage.xinfu_yanyu2 >= 3) return false; var type = player.storage.xinfu_yanyu, cards = event.getd(); for (var i = 0; i < cards.length; i++) { if (get.type(cards[i], "trick") == type && get.position(cards[i], true) == "d") return true; } return false; }, content: function () { "step 0"; event.logged = false; event.cards = []; var type = player.storage.xinfu_yanyu; var cards = trigger.getd(); for (var i = 0; i < cards.length; i++) { if (get.type(cards[i], "trick") == type && get.position(cards[i], true) == "d") event.cards.push(cards[i]); } "step 1"; if (player.storage.xinfu_yanyu2 >= 3) event.finish(); else player.chooseCardButton(event.cards, "【燕语】:是否将其中的一张牌交给一名角色?").ai = function (card) { if (card.name == "du") return 10; return get.value(card); }; "step 2"; if (result.bool) { player.storage.xinfu_yanyu2++; if (!event.logged) { player.logSkill("xinfu_yanyu"); player.addExpose(0.25); event.logged = true; } event.togain = result.links[0]; event.cards.remove(event.togain); player .chooseTarget(true, "请选择要获得" + get.translation(event.togain) + "的角色") .set("ai", function (target) { var att = get.attitude(_status.event.player, target); var card = _status.event.card; var val = get.value(card); if (player.storage.xinfu_yanyu2 < 3 && target == _status.currentPhase && target.hasValueTarget(card, null, true)) att = att * 5; else if (target == player && !player.hasJudge("lebu") && get.type(card) == "trick") att = att * 3; if (target.hasSkillTag("nogain")) att /= 10; return att * val; }) .set("card", event.togain); } else event.finish(); "step 3"; var target = result.targets[0]; player.line(target, "green"); target.gain(event.togain, "gain2"); if (event.cards.length) event.goto(1); }, }, xinfu_xiaode: { subSkill: { remove: { unique: true, charlotte: true, trigger: { player: "phaseAfter", }, forced: true, popup: false, content: function () { player.removeAdditionalSkill("xinfu_xiaode"); player.removeSkill("xinfu_xiaode_remove"); }, }, }, trigger: { global: "dieAfter", }, direct: true, filter: function (skill, event) { return !event.hasSkill("xinfu_xiaode_remove"); }, content: function () { "step 0"; var list = []; var listm = []; var listv = []; if (trigger.player.name1 != undefined) listm = lib.character[trigger.player.name1][3]; else listm = lib.character[trigger.player.name][3]; if (trigger.player.name2 != undefined) listv = lib.character[trigger.player.name2][3]; listm = listm.concat(listv); var func = function (skill) { var info = get.info(skill); if (info.charlotte || info.zhuSkill || (info.unique && !info.limited) || info.juexingji || info.dutySkill || info.hiddenSkill) return false; return true; }; for (var i = 0; i < listm.length; i++) { if (func(listm[i])) list.add(listm[i]); } if (list.length) { player .chooseControl(list, "cancel2") .set("prompt", get.prompt("xinfu_xiaode")) .set("prompt2", get.translation("xinfu_xiaode_info")) .set("ai", function () { return list.randomGet(); }); } else event.finish(); "step 1"; if (result.control && result.control != "cancel2") { player.logSkill("xinfu_xiaode"); player.popup(result.control, "thunder"); game.log(player, "获得了技能", "#g【" + get.translation(result.control) + "】"); player.addAdditionalSkill("xinfu_xiaode", [result.control]); player.addSkill("xinfu_xiaode_remove"); } }, }, chixin: { group: ["chixin1", "chixin2"], mod: { cardUsableTarget: function (card, player, target) { if (card.name == "sha" && !target.hasSkill("chixin3") && player.inRange(target)) return true; }, }, trigger: { player: "useCardToPlayered" }, silent: true, firstDo: true, locked: false, content: function () { trigger.target.addTempSkill("chixin3"); }, }, chixin1: { enable: ["chooseToRespond", "chooseToUse"], filterCard: { suit: "diamond" }, position: "hes", viewAs: { name: "sha" }, prompt: "将一张♦牌当杀使用或打出", check: function (card) { return 5 - get.value(card); }, ai: { respondSha: true, }, }, chixin2: { enable: ["chooseToUse", "chooseToRespond"], filterCard: { suit: "diamond" }, viewAs: { name: "shan" }, position: "hes", prompt: "将一张♦牌当闪使用或打出", check: function (card) { return 5 - get.value(card); }, ai: { respondShan: true, effect: { target: function (card, player, target, current) { if (get.tag(card, "respondShan") && current < 0) return 0.8; }, }, }, }, chixin3: { charlotte: true }, suiren: { trigger: { player: "phaseZhunbeiBegin" }, skillAnimation: true, animationColor: "gray", filter: function (event, player) { return !player.storage.suiren; }, intro: { content: "limited", }, mark: true, direct: true, unique: true, limited: true, content: function () { "step 0"; var check = player.hp == 1 || (player.hp == 2 && player.countCards("h") <= 1); player .chooseTarget(get.prompt2("suiren")) .set("ai", function (target) { if (!_status.event.check) return 0; return get.attitude(_status.event.player, target); }) .set("check", check); "step 1"; if (result.bool) { player.storage.suiren = true; player.awakenSkill("suiren"); player.logSkill("suiren", result.targets); player.removeSkills("reyicong"); player.gainMaxHp(); player.recover(); result.targets[0].draw(3); } }, }, xinmanjuan: { audio: "manjuan", forced: true, trigger: { player: "gainAfter", global: "loseAsyncAfter", }, filter: function (event, player) { var hs = player.getCards("h"); return ( event.type != "xinmanjuan" && event.getg(player).filter(function (card) { return hs.includes(card); }).length > 0 ); }, content: function () { "step 0"; var hs = player.getCards("h"), cards = trigger.getg(player).filter(function (card) { return hs.includes(card); }); event.cards = cards; event.rawCards = cards.slice(0); player.loseToDiscardpile(cards); if (_status.currentPhase != player) event.finish(); "step 1"; event.card = event.cards.shift(); event.togain = []; var number = get.number(event.card); for (var i = 0; i < ui.discardPile.childNodes.length; i++) { var current = ui.discardPile.childNodes[i]; if (!event.rawCards.includes(current) && get.number(current) == number) event.togain.push(current); } if (!event.togain.length) event.goto(4); "step 2"; player.chooseButton(["是否获得其中的一张牌?", event.togain]).ai = function (button) { return get.value(button.link); }; "step 3"; if (result.bool) { player.gain(result.links[0], "gain2").type = "xinmanjuan"; } "step 4"; if (event.cards.length) event.goto(1); }, ai: { threaten: 4.2, nogain: 1, skillTagFilter: function (player) { return player != _status.currentPhase; }, }, }, manjuan: { audio: true, trigger: { global: "loseAfter" }, filter: function (event, player) { if (event.type != "discard") return false; if (event.player == player) return false; if (!player.countCards("he")) return false; for (var i = 0; i < event.cards2.length; i++) { if (get.position(event.cards2[i], true) == "d") { return true; } } return false; }, direct: true, unique: true, gainable: true, content: function () { "step 0"; if (trigger.delay == false) game.delay(); "step 1"; var cards = []; var suits = ["club", "spade", "heart", "diamond"]; for (var i = 0; i < trigger.cards2.length; i++) { if (get.position(trigger.cards2[i], true) == "d") { cards.push(trigger.cards2[i]); suits.remove(get.suit(trigger.cards2[i])); } } if (cards.length) { var maxval = 0; for (var i = 0; i < cards.length; i++) { var tempval = get.value(cards[i]); if (tempval > maxval) { maxval = tempval; } } maxval += cards.length - 1; var next = player.chooseToDiscard("he", { suit: suits }); next.set("ai", function (card) { return _status.event.maxval - get.value(card); }); next.set("maxval", maxval); next.set("dialog", [get.prompt(event.name), "hidden", cards]); next.logSkill = event.name; event.cards = cards; } "step 2"; if (result.bool) { player.gain(event.cards, "gain2", "log"); } }, ai: { threaten: 1.3, }, }, zuixiang: { skillAnimation: true, animationColor: "gray", audio: true, unique: true, limited: true, trigger: { player: "phaseZhunbeiBegin" }, content: function () { "step 0"; player.awakenSkill("zuixiang"); event.cards = player.showCards(get.cards(3)).cards; player.addToExpansion(event.cards, "gain2").gaintag.add("zuixiang2"); "step 1"; if (lib.skill.zuixiang.filterSame(cards)) { player.gain(cards, "gain2").type = "xinmanjuan"; } else { trigger._zuixiang = true; player.addSkill("zuixiang2"); } }, filterSame: function (c) { for (var i = 0; i < c.length; i++) { for (var j = i + 1; j < c.length; j++) { if (get.number(c[i]) == get.number(c[j])) return true; } } return false; }, }, zuixiang2: { intro: { content: "expansion", markcount: "expansion", }, mod: { cardEnabled: function (card, player) { var type = get.type2(card); var list = player.getExpansions("zuixiang2"); for (var i of list) { if (get.type2(i, false) == type) return false; } }, cardRespondable: function () { return lib.skill.zuixiang2.mod.cardEnabled.apply(this, arguments); }, cardSavable: function () { return lib.skill.zuixiang2.mod.cardEnabled.apply(this, arguments); }, }, trigger: { player: "phaseZhunbeiBegin", target: "useCardToBefore", }, forced: true, charlotte: true, filter: function (event, player) { if (event.name == "phaseZhunbei") return !event._zuixiang; var type = get.type2(event.card); var list = player.getExpansions("zuixiang2"); for (var i of list) { if (get.type2(i) == type) return true; } return false; }, content: function () { "step 0"; if (event.triggername == "useCardToBefore") { trigger.cancel(); event.finish(); return; } var cards = get.cards(3); player.addToExpansion("gain2", cards).gaintag.add("zuixiang2"); "step 1"; var cards = player.getExpansions("zuixiang2"); player.showCards(cards); if (lib.skill.zuixiang.filterSame(cards)) { player.gain(cards, "gain2", "log").type = "xinmanjuan"; player.removeSkill("zuixiang2"); } }, ai: { effect: { target_use(card, player, target) { var type = get.type2(card); var list = target.getExpansions("zuixiang2"); for (var i of list) { if (get.type2(i) == type) return "zeroplayertarget"; } }, }, }, }, yanxiao: { audio: 2, enable: "phaseUse", filterCard: { suit: "diamond" }, filterTarget: function (card, player, target) { return target.canAddJudge({ name: "yanxiao_card" }); }, check: function (card) { return 7 - get.value(card); }, position: "he", filter: function (event, player) { return player.countCards("he", { suit: "diamond" }) > 0; }, discard: false, lose: false, delay: false, prepare: "give", content: function () { "step 0"; game.addGlobalSkill("yanxiao_global"); target.addJudge({ name: "yanxiao_card" }, cards); "step 1"; game.delay(); }, ai: { order: 8, result: { target: function (player, target) { if ( target.countCards("j", function (card) { return ( get.effect( target, { name: card.viewAs || card.name, cards: [card], }, target, target ) < 0 ); }) ) return 1; return 0; }, }, }, }, yanxiao_global: { trigger: { player: "phaseJudgeBegin" }, forced: true, filter: function (event, player) { return player.countCards("j") > 0 && player.hasJudge("yanxiao_card"); }, content: function () { player.gain(player.getCards("j"), "gain2"); }, ai: { effect: { target: function (card, player, target) { if (get.type(card) == "delay" && target.hasJudge("yanxiao_card")) return [0, 0, 0, 0.1]; }, }, }, }, anxian: { audio: 2, group: ["anxian_source", "anxian_target"], subSkill: { source: { audio: "anxian", trigger: { source: "damageBegin2" }, filter: function (event, player) { return event.card && event.card.name == "sha"; }, check: function (event, player) { if (get.damageEffect(event.player, player, player) <= 0) return true; return false; }, content: function () { "step 0"; if (trigger.player.countCards("h")) { trigger.player.chooseToDiscard(true); } "step 1"; player.draw(); trigger.cancel(); }, }, target: { audio: "anxian", trigger: { target: "useCardToTargeted" }, direct: true, filter: function (event, player) { return event.card.name == "sha" && player.countCards("h"); }, content: function () { "step 0"; var next = player.chooseToDiscard(get.prompt2("anxian")); next.set("ai", function (card) { var player = _status.event.player; var trigger = _status.event.getTrigger(); if (get.attitude(player, trigger.player) > 0) { return 9 - get.value(card); } if (player.countCards("h", { name: "shan" })) return -1; return 7 - get.value(card); }); next.logSkill = "anxian"; "step 1"; if (result.bool) { trigger.player.draw(); trigger.getParent().excluded.push(player); } }, }, }, }, junwei: { trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return player.getExpansions("yinling").length >= 3; }, content: function () { "step 0"; var cards = player.getExpansions("yinling"); if (cards.length > 3) { player.chooseButton(3, [get.prompt("junwei"), "hidden", cards]).set("ai", function (button) { return 1; }); } else { player .chooseBool() .set("createDialog", [get.prompt("junwei"), "hidden", cards]) .set("dialogselectx", true) .set("choice", true); event.cards = cards.slice(0); } "step 1"; if (result.bool) { player.logSkill("junwei"); var cards = event.cards || result.links; player.loseToDiscardpile(cards); player .chooseTarget(true, function (card, player, target) { return player != target; }) .set("ai", function (target) { return -get.attitude(_status.event.player, target) / Math.sqrt(1 + target.hp); }); } else { event.finish(); } "step 2"; if (result.bool && result.targets && result.targets.length) { var target = result.targets[0]; player.line(result.targets); event.target = target; var nshan = target.countCards("h", function (card) { if (_status.connectMode) return true; return card.name == "shan"; }); if (nshan == 0) { event.directfalse = true; } else { target .chooseCard("交给" + get.translation(player) + "一张【闪】,或失去1点体力", function (card) { return card.name == "shan"; }) .set("ai", function (card) { if (_status.event.nshan > 1) return 1; if (_status.event.player.hp >= 3) return 0; return 1; }) .set("nshan", nshan); } } else { event.finish(); } "step 3"; if (!event.directfalse && result.bool) game.delay(); ui.clear(); "step 4"; if (!event.directfalse && result.bool) { event.cards = result.cards; event.target.$throw(result.cards); player .chooseTarget("将" + get.translation(event.cards) + "交给一名角色", true, function (card, player, target) { return target != _status.event.getParent().target; }) .set("ai", function (target) { return get.attitude(_status.event.player, target) / (target.countCards("h", "shan") + 1); }); } else { event.target.loseHp(); delete event.cards; } "step 5"; if (event.cards) { player.line(result.targets, "green"); result.targets[0].gain(event.cards, "gain2").giver = player; game.log(player, "将", event.cards, "交给", result.targets[0]); event.finish(); } else { if (event.target.countCards("e")) { player.choosePlayerCard("e", "将" + get.translation(event.target) + "的一张装备牌移出游戏", true, event.target); } else { event.finish(); } } "step 6"; if (result.bool) { var card = result.links[0]; target.addToExpansion(card, target, "give").gaintag.add("junwei2"); target.addSkill("junwei2"); } }, ai: { combo: "yinling", }, }, junwei2: { mark: true, intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, trigger: { player: "phaseJieshuBegin" }, forced: true, charlotte: true, content: function () { "step 0"; var cards = player.getExpansions("junwei2").filter(function (card) { return player.canEquip(card, true); }); if (cards.length) { player.$give(cards[0], player, false); game.delay(0.5); player.equip(cards[0]); event.redo(); } "step 1"; player.removeSkill("junwei2"); }, }, yinling: { enable: "phaseUse", filterCard: { color: "black" }, position: "he", marktext: "锦", intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, filter: function (event, player) { return player.countCards("he", { color: "black" }) > 0 && player.getExpansions("yinling").length < 4; }, filterTarget: function (card, player, target) { return target.countCards("he") > 0 && target != player; }, check: function (card) { return 6 - get.value(card); }, content: function () { "step 0"; player.choosePlayerCard("hej", target, true); "step 1"; if (result.bool && result.links && result.links.length) { player.addToExpansion(result.links, target, "give").gaintag.add("yinling"); } }, ai: { order: 10.1, expose: 0.1, result: { target: function (player, target) { if (target.hasSkill("tuntian")) return 0; var es = target.getCards("e"); var nh = target.countCards("h"); var noe = es.length == 0 || target.hasSkillTag("noe"); var noe2 = es.length == 1 && es[0].name == "baiyin" && target.hp < target.maxHp; var noh = nh == 0 || target.hasSkillTag("noh"); if (noh && noe) return 0; if (noh && noe2) return 0.01; if (get.attitude(player, target) <= 0) return target.countCards("he") ? -1.5 : 1.5; var js = target.getCards("j"); if (js.length) { var jj = js[0].viewAs ? { name: js[0].viewAs } : js[0]; if (jj.name == "guohe") return 3; if (js.length == 1 && get.effect(target, jj, target, player) >= 0) { return -1.5; } return 2; } return -1.5; }, }, }, }, fenyong: { audio: 2, trigger: { player: "damageEnd" }, content: function () { player.addTempSkill("fenyong2"); }, }, fenyong2: { audio: "fenyong", mark: true, intro: { content: "防止你受到的所有伤害", }, trigger: { player: "damageBegin3" }, forced: true, content: function () { trigger.cancel(); }, ai: { maixie: true, maixie_hp: true, nofire: true, nothunder: true, nodamage: true, effect: { target: function (card, player, target, current) { if (get.tag(card, "damage")) return [0, 0]; }, }, }, }, xuehen: { audio: 2, trigger: { global: "phaseJieshuBegin" }, forced: true, locked: false, filter: function (event, player) { return player.hasSkill("fenyong2") && event.player.isIn(); }, content: function () { "step 0"; player.removeSkill("fenyong2"); player .chooseControl("弃牌", "出杀", function () { var player = _status.event.player; var trigger = _status.event.getTrigger(); if (get.attitude(player, trigger.player) < 0) { var he = trigger.player.countCards("he"); if (he < 2) return "出杀"; if (player.maxHp - player.hp >= 2 && he <= 3) { return "弃牌"; } if (player.maxHp - player.hp >= 3 && he <= 5) { return "弃牌"; } if (player.maxHp - player.hp > 3) { return "弃牌"; } return "出杀"; } return "出杀"; }) .set("prompt", "弃置" + get.translation(trigger.player) + get.cnNumber(player.maxHp - player.hp) + "张牌,或对任意一名角色使用一张杀"); "step 1"; if (result.control == "弃牌") { player.line(trigger.player, "green"); if (player.hp < player.maxHp && trigger.player.countCards("he")) { player.discardPlayerCard(trigger.player, true, "he", player.maxHp - player.hp); } } else { player.chooseUseTarget({ name: "sha" }, true, false, "nodistance"); } }, ai: { combo: "fenyong", }, }, mouduan: { audio: 1, init2: function (player) { game.broadcastAll(function (player) { player._mouduan_mark = player.mark("武", { content: "拥有技能【激昂】、【谦逊】", }); }, player); player.addAdditionalSkill("mouduan", ["jiang", "qianxun"]); }, onremove: function (player) { game.broadcastAll(function (player) { if (player._mouduan_mark) { player._mouduan_mark.delete(); delete player._mouduan_mark; } }, player); player.removeAdditionalSkills("mouduan"); }, trigger: { player: "loseEnd" }, forced: true, locked: false, filter: function (event, player) { return player._mouduan_mark && player._mouduan_mark.name == "武" && player.countCards("h") <= 2; }, content: function () { game.broadcastAll(function (player) { if (!player._mouduan_mark) return; player._mouduan_mark.name = "文"; player._mouduan_mark.skill = "文"; player._mouduan_mark.firstChild.innerHTML = "文"; player._mouduan_mark.info.content = "拥有技能【英姿】、【克己】"; }, player); player.addAdditionalSkills("mouduan", ["yingzi", "keji"]); }, group: "mouduan2", }, mouduan2: { audio: 1, trigger: { global: "phaseZhunbeiBegin" }, //priority:5, filter: function (event, player) { return player._mouduan_mark && player._mouduan_mark.name == "文" && player.countCards("h") > 2; }, direct: true, content: function () { "step 0"; player.chooseToDiscard("he", "谋断:是否弃置一张牌将标记变为“武”?").ai = function () { return -1; }; "step 1"; if (result.bool && player.countCards("h") > 2) { game.broadcastAll(function (player) { if (!player._mouduan_mark) return; player._mouduan_mark.name = "武"; player._mouduan_mark.skill = "武"; player._mouduan_mark.firstChild.innerHTML = "武"; player._mouduan_mark.info.content = "拥有技能【激昂】、【谦逊】"; }, player); player.addAdditionalSkills("mouduan", ["jiang", "qianxun"]); } }, }, tanhu: { audio: 1, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player.canCompare(target); }, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; player.chooseToCompare(target); "step 1"; if (result.bool) { target.addTempSkill("tanhu2"); } }, ai: { result: { target: function (player, target) { var hs = player.getCards("h"); if (hs.length < 3) return 0; var bool = false; for (var i = 0; i < hs.length; i++) { if (hs[i].number >= 9 && get.value(hs[i]) < 7) { bool = true; break; } } if (!bool) return 0; return -1; }, }, order: 9, }, group: "tanhu3", }, tanhu2: { mark: true, intro: { content: "已成为探虎目标", }, }, tanhu3: { mod: { globalFrom: function (from, to) { if (to.hasSkill("tanhu2")) return -Infinity; }, wuxieRespondable: function (card, player, target) { if (target && target.hasSkill("tanhu2")) return false; }, }, }, jie: { audio: 1, trigger: { source: "damageBegin1" }, filter: function (event) { return event.card && event.card.name == "sha" && get.color(event.card) == "red" && event.notLink(); }, forced: true, content: function () { trigger.num++; }, }, dahe: { audio: true, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player.canCompare(target); }, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; player.chooseToCompare(target).set("preserve", "win"); "step 1"; if (result.bool && result.target) { event.type = true; event.card = result.target; player .chooseTarget("将" + get.translation(result.target) + "交给一名角色", function (card, player, target) { return target.hp <= player.hp; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (_status.event.du) return -att; return att; }) .set("du", event.card.name == "du"); target.addTempSkill("dahe2"); } else { event.type = false; if (player.countCards("h")) { player.showHandcards(); player.chooseToDiscard("h", true); } } "step 2"; if (event.type) { if (result.bool) { player.line(result.targets, "green"); result.targets[0].gain(event.card, "gain2"); } } }, ai: { result: { target: function (player, target) { var hs = player.getCards("h"); if (hs.length < 3) return 0; var bool = false; for (var i = 0; i < hs.length; i++) { if (hs[i].number >= 9 && get.value(hs[i]) < 7) { bool = true; break; } } if (!bool) return 0; if (player.canUse("sha", target) && player.countCards("h", "sha")) { return -2; } return -0.5; }, }, order: 9, }, }, dahe2: { mark: true, intro: { content: "非红桃闪无效", }, mod: { cardRespondable: function (card, player) { if (card.name == "shan") { const suit = get.suit(card); if (suit != "heart" && suit != "unsure") return false; } }, cardEnabled: function (card, player) { if (card.name == "shan") { const suit = get.suit(card); if (suit != "heart" && suit != "unsure") return false; } }, }, }, shichou: { audio: true, skillAnimation: true, animationColor: "orange", unique: true, limited: true, mark: false, trigger: { player: "phaseZhunbeiBegin" }, zhuSkill: true, direct: true, filter: function (event, player) { if (!player.hasZhuSkill("shichou")) return false; if (player.countCards("he") < 2) return false; return game.hasPlayer(function (current) { return current != player && current.group == "shu"; }); }, init: function (player) { if (player.hasZhuSkill("shichou")) { player.markSkill("shichou"); player.storage.shichou = false; } }, content: function () { "step 0"; player.chooseCardTarget({ prompt: get.prompt2("shichou"), selectCard: 2, filterTarget: function (card, player, target) { return target.group == "shu" && target != player; }, filterCard: true, position: "he", ai1: function (card) { return 7 - get.value(card); }, ai2: function (target) { var player = _status.event.player; if (player.hasUnknown()) return 0; var att = get.attitude(player, target); if (att <= 0) { if (target.hp == 1) return (10 - att) / 2; return 10 - att; } else { if (target.hp == 1) return 0; return (10 - att) / 4; } }, }); "step 1"; if (!result.bool) return; var target = result.targets[0]; var cards = result.cards; player.storage.shichou = true; player.logSkill("shichou", target); player.awakenSkill("shichou"); player.give(cards, target); player.storage.shichou_target = target; player.addSkill("shichou2"); target.markSkillCharacter("shichou", player, "誓仇", "代替" + get.translation(player) + "承受伤害直到首次进入濒死状态"); }, intro: { content: "limited", }, }, shichou2: { group: "shichou3", trigger: { player: "damageBegin3" }, forced: true, popup: false, content: function () { trigger.player = player.storage.shichou_target; trigger.shichou4 = true; trigger.player.addSkill("shichou4"); player.logSkill("shichou2", player.storage.shichou_target); game.delay(0.5); }, ai: { effect: { target: function (card, player, target, current) { if (get.tag(card, "damage")) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (get.attitude(player, target) > 0) return [0, 0]; var eff = get.damageEffect(target.storage.shichou_target, player, target); if (eff > 0) { return [0, 1]; } else if (eff < 0) { return [0, -2]; } else { return [0, 0]; } } }, }, }, }, shichou3: { trigger: { global: ["dying", "dieBegin"] }, forced: true, popup: false, //priority:10, filter: function (event, player) { return event.player == player.storage.shichou_target; }, content: function () { trigger.player.unmarkSkill("shichou"); delete player.storage.shichou_target; player.removeSkill("shichou2"); }, }, shichou4: { trigger: { player: ["damageAfter", "damageCancelled"] }, forced: true, popup: false, audio: false, content: function () { if (!trigger.shichou4) return; if (event.triggername == "damageAfter" && trigger.num) { player.draw(trigger.num); } player.removeSkill("shichou4"); }, }, zhaolie: { trigger: { player: "phaseDrawBegin2" }, direct: true, filter: function (event, player) { return !event.numFixed; }, content: function () { "step 0"; player .chooseTarget(get.prompt2("zhaolie"), function (card, player, target) { return target != player && player.inRange(target); }) .set("ai", function (target) { var player = _status.event.player; if (get.attitude(player, target) > 0) return 0; return get.damageEffect(target, player, player); }); "step 1"; if (result.bool) { trigger.num--; player.storage.zhaolie = result.targets[0]; player.logSkill("zhaolie", result.targets); player.addTempSkill("zhaolie2", "phaseDrawAfter"); } }, }, zhaolie2: { trigger: { player: "phaseDrawEnd" }, forced: true, popup: false, content: function () { "step 0"; event.cards = get.cards(3); player.showCards(event.cards); "step 1"; event.basic = []; event.nonbasic = []; event.todis = []; for (var i = 0; i < event.cards.length; i++) { if (get.type(event.cards[i]) == "basic") { if (event.cards[i].name == "tao") { event.todis.push(event.cards[i]); } else { event.basic.push(event.cards[i]); } } else { event.todis.push(event.cards[i]); event.nonbasic.push(event.cards[i]); } } game.cardsDiscard(event.todis); var num = event.nonbasic.length; if (num == 0) { if (event.basic.length == 0) { event.finish(); return; } player.storage.zhaolie .chooseTarget( function (card, player, target) { var source = _status.event.source; return target == source || target == source.storage.zhaolie; }, true, "选择一个目标获得" + get.translation(event.basic) ) .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .set("source", player); } else { player.storage.zhaolie .chooseToDiscard(num, "he", "弃置" + get.cnNumber(num) + "张牌并令" + get.translation(player) + "拿牌,或受到" + get.cnNumber(num) + "点伤害并拿牌") .set("ai", function (card) { var player = _status.event.player; switch (_status.event.num) { case 1: return player.hp > 1 ? 0 : 7 - get.value(card); case 2: return 8 - get.value(card); case 3: return 10 - get.value(card); default: return 0; } }) .set("num", num); } "step 2"; var num = event.nonbasic.length; var undone = false; if (num == 0) { if (event.basic.length) { result.targets[0].gain(event.basic, "gain2", "log"); } } else { if (result.bool) { if (event.basic.length) { player.gain(event.basic, "gain2", "log"); } } else { player.storage.zhaolie.damage(num); if (event.basic.length) { undone = true; } } } if (!undone) { delete player.storage.zhaolie; event.finish(); } "step 3"; if (player.storage.zhaolie.isIn()) { player.storage.zhaolie.gain(event.basic, "gain2", "log"); } else { game.cardsDiscard(event.basic); } delete player.storage.zhaolie; }, }, fulu: { trigger: { player: "useCard1" }, filter: function (event, player) { if (event.card.name == "sha" && !game.hasNature(event.card)) return true; }, audio: true, check: function (event, player) { var eff = 0; for (var i = 0; i < event.targets.length; i++) { var target = event.targets[i]; var eff1 = get.damageEffect(target, player, player); var eff2 = get.damageEffect(target, player, player, "thunder"); eff += eff2; eff -= eff1; } return eff >= 0; }, content: function () { game.setNature(trigger.card, "thunder"); if (get.itemtype(trigger.card) == "card") { var next = game.createEvent("fulu_clear"); next.card = trigger.card; event.next.remove(next); trigger.after.push(next); next.setContent(function () { game.setNature(card, []); }); } }, }, fuji: { trigger: { global: "damageBegin1" }, filter: function (event) { return event.source && event.source.isIn() && event.hasNature("thunder"); }, check: function (event, player) { return get.attitude(player, event.source) > 0 && get.attitude(player, event.player) < 0; }, prompt: function (event) { return get.translation(event.source) + "即将对" + get.translation(event.player) + "造成伤害," + get.prompt("fuji"); }, logTarget: "source", content: function () { trigger.source.judge().callback = lib.skill.fuji.callback; }, callback: function () { var evt = event.getParent(2); if (event.judgeResult.color == "black") { //game.cardsDiscard(card); evt._trigger.num++; } else { evt._trigger.source.gain(card, "gain2"); } }, }, }; export default skills;