import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//新司马孚
mbpanxiang: {
audio: 2,
trigger: {
global: "damageBegin3",
},
async cost(event, trigger, player) {
const { player: target, source, card } = trigger;
const [SUB, ADD] = ["减伤", "加伤"];
const list = ["减伤", "加伤"].filter(text => text !== (player.storage.mbpanxiang || {})[target.playerid]);
list.push("cancel2");
let prompt = `${get.translation(target)}即将受到${source ? "来自" + get.translation(source) : "无来源"}的${trigger.num}点伤害,你可以选择一项:`;
const choiceTexts = [`⒈令此伤害-1${source && source.isIn() ? "," + get.translation(source) + "摸两张牌" : ""};`, `⒉令此伤害+1,${get.translation(target)}摸三张牌。`];
if (!list.includes(SUB)) choiceTexts[0] = `${choiceTexts[0]}(上次选过)`;
if (!list.includes(ADD)) choiceTexts[1] = `${choiceTexts[1]}(上次选过)`;
choiceTexts.forEach(text => prompt += text);
const result = await player
.chooseControl(list)
.set("prompt", get.prompt("mbpanxiang", target))
.set("prompt2", prompt)
.set("ai", () => {
return get.event("choice");
})
.set(
"choice",
(() => {
const damageEff = get.damageEffect(target, source, player);
const att = get.attitude(player, target),
attSource = get.attitude(player, source);
const canFilterDamage = target.hasSkillTag("filterDamage", null, {
player: source,
card,
});
if (list.includes(ADD)) {
if (damageEff > 0) {
if (!canFilterDamage && target.getHp() <= trigger.num + 1) return ADD;
} else {
if (att > 0 && (damageEff === 0 || canFilterDamage)) return ADD;
if (
target.getHp() +
target.countCards("hs", card => {
return target.canSaveCard(card, target);
}) >
trigger.num + 1 &&
!list.includes(SUB)
)
return ADD;
}
}
if (list.includes(SUB)) {
if (att > 0 && attSource > 0) return SUB;
if (canFilterDamage && att > 0) return "cancel2";
if (damageEff > 0) {
if (target.getHp() > trigger.num && attSource > 0 && source.countCards("h") + source.getHp() <= 4) return SUB;
} else {
if (att > 0) {
if (trigger.num >= target.getHp()) return SUB;
if (
!source.countCards("hs", card => {
return source.canUse(card, target, true) && get.effect(target, card, source, player) > 0;
})
)
return Math.random() < 0.7 ? ADD : "cancel2";
} else {
if (attSource > 0) return SUB;
if (target.hasSkillTag("maixie") && trigger.num === 1 && damageEff < -20) return SUB;
}
}
}
return "cancel2";
})()
)
.forResult();
if (result.control !== "cancel2") {
event.result = {
bool: true,
cost_data: {
control: result.control,
},
};
}
},
logTarget: "player",
onremove: true,
async content(event, trigger, player) {
const { control } = event.cost_data;
const { player: target, source } = trigger;
if (!player.storage.mbpanxiang) player.storage.mbpanxiang = {};
player.storage.mbpanxiang[target.playerid] = control;
if (control === "减伤") {
trigger.num--;
game.log(player, "令此伤害", "#y-1");
if (source && source.isIn()) await source.draw(2);
} else {
trigger.num++;
game.log(player, "令此伤害", "#y+1");
await target.draw(3);
}
},
},
mbchenjie: {
audio: 2,
trigger: { global: "dieAfter" },
filter(event, player) {
return (
player.hasSkill("mbpanxiang", null, false, false) &&
player.hasHistory("useSkill", evt => {
return evt.skill === "mbpanxiang" && evt.targets.includes(event.player);
})
);
},
forced: true,
async content(event, trigger, player) {
const cards = player.getCards("hej", card => lib.filter.cardDiscardable(card, player, "mbchenjie"));
if (cards.length) await player.discard(cards);
await player.draw(4);
},
},
//李昭焦伯
mbzuoyou: {
audio: 2,
enable: "phaseUse",
usable: 1,
zhuanhuanji: true,
filterTarget(card, player, target) {
if (player.storage.mbzuoyou) return target.countCards("h") >= 2;
return true;
},
async content(event, trigger, player) {
const storage = player.storage.mbzuoyou,
target = event.target;
if (event.name === "mbzuoyou") player.changeZhuanhuanji("mbzuoyou");
if (!storage) {
await target.draw(2);
await target.chooseToDiscard(1, true, "h");
} else {
await target.chooseToDiscard(target === player ? "佐佑" : `${get.translation(player)}对你发动了【佐佑】`, "请弃置两张手牌,然后获得1点护甲", 2, true);
await target.changeHujia(1, null, true);
}
},
mark: true,
marktext: "☯",
intro: {
content(storage, player) {
if (!storage) return "转换技。出牌阶段限一次,你可以令一名角色摸两张牌,然后其弃置一张手牌。";
return "转换技。出牌阶段限一次,你可以令一名手牌数不少于二的角色弃置两张手牌,然后其获得1点护甲。";
},
},
ai: {
order(item, player) {
if (
player.storage.mbzuoyou &&
game.hasPlayer(current => {
return current !== player && get.effect(current, "mbzuoyou", player, player) > 0;
})
)
return get.order({ name: "zengbin" }) + 0.1;
return 2;
},
result: {
target(player, target) {
let eff = 0;
if (player.storage.mbzuoyou) eff = target.hujia < 5 ? 1 : 0;
else eff = 1;
if (target === player && player.hasSkill("mbshishou")) eff /= 10;
return eff;
},
},
},
},
mbshishou: {
audio: 2,
trigger: { player: "useSkillAfter" },
filter(event, player) {
return event.skill === "mbzuoyou" && !event.targets.includes(player);
},
forced: true,
async content(event, trigger, player) {
await lib.skill.mbzuoyou.content(
{
target: player,
},
{},
player
);
},
ai: {
combo: "mbzuoyou",
},
},
//成济
mbkuangli: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter(event, player) {
return game.hasPlayer(current => current !== player);
},
forced: true,
group: ["mbkuangli_target", "mbkuangli_remove"],
async content(event, trigger, player) {
let targets = game.filterPlayer(current => current !== player).randomSort();
targets = targets.slice(0, Math.ceil(Math.random() * targets.length));
targets.sortBySeat();
player.line(targets, "thunder");
targets.forEach(current => {
current.addSkill("mbkuangli_mark");
});
await game.asyncDelayx();
},
subSkill: {
target: {
audio: "mbkuangli",
trigger: { player: "useCardToPlayered" },
filter(event, player) {
return event.target.hasSkill("mbkuangli_mark") && [player, event.target].some(current => current.countCards("he"));
},
forced: true,
logTarget: "target",
usable: 2,
async content(event, trigger, player) {
const target = trigger.target;
const playerCards = player.getCards("he", card => {
return lib.filter.cardDiscardable(card, player, "mbkuangli");
});
if (playerCards.length > 0) await player.discard(playerCards.randomGet());
const targetCards = target.getCards("he", card => {
return lib.filter.cardDiscardable(card, target, "mbkuangli");
});
if (targetCards.length > 0) await target.discard(targetCards.randomGet());
await game.asyncDelayx();
await player.draw();
await game.asyncDelayx();
},
ai: {
effect: {
player_use(card, player, target, current) {
if (!target) return;
const counttrigger = player.storage.counttrigger;
if (counttrigger && counttrigger.mbkuangli_target && counttrigger.mbkuangli_target >= lib.skill.mbkuangli_target.usable) return;
if (target.hasSkill("mbkuangli_mark")) {
if (get.attitude(player, target) > 0) return 0.75;
return 1.25;
}
},
},
},
},
remove: {
audio: "mbkuangli",
trigger: { player: "phaseEnd" },
filter(event, player) {
return game.hasPlayer(current => current.hasSkill("mbkuangli_mark"));
},
forced: true,
async content(event, trigger, player) {
game.countPlayer(current => {
if (current.hasSkill("mbkuangli_mark")) {
player.line(current);
current.removeSkill("mbkuangli_mark");
}
});
},
},
mark: {
mark: true,
marktext: "戾",
charlotte: true,
intro: {
name: "狂戾",
name2: "狂戾",
content: "已拥有“狂戾”标记",
},
},
},
},
mbxiongsi: {
audio: 2,
enable: "phaseUse",
filter(event, player) {
return player.countCards("h") >= 3;
},
limited: true,
skillAnimation: true,
animationColor: "fire",
filterCard: true,
selectCard: [-1, -2],
async content(event, trigger, player) {
player.awakenSkill("mbxiongsi");
const targets = game.filterPlayer(current => current !== player);
for (const target of targets) {
player.line(target, "thunder");
await target.loseHp();
}
},
ai: {
order(item, player) {
if (get.effect(player, "mbxiongsi", player) <= 0) return 1;
if (
player.countCards("h") > 3 &&
player.countCards("h", card => {
return player.hasValueTarget(card);
}) > 0
)
return 0.1;
return 8;
},
result: {
player(player) {
let eff = 0;
game.countPlayer(current => {
let effx = get.effect(current, { name: "losehp" }, player, player);
if (get.attitude(player, current) < -6 && current.getHp() <= 1) effx *= 1.3;
eff += effx;
});
eff *= player.getHp() + player.countCards("hs", card => player.canSaveCard(card, player)) <= 2 ? 1.5 : 0.35;
eff -= player
.getCards("h")
.map(card => {
if (lib.filter.cardDiscardable(card, player, "mbxiongsi")) return get.value(card);
return 0;
})
.reduce((p, c) => p + c, 0);
if (eff > 0) return 2;
return -1;
},
},
},
},
//SP母兵脸
mbcuizhen: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
filter(event, player) {
return (
(event.name != "phase" || game.phaseNumber == 0) &&
game.hasPlayer(current => {
return current !== player && current.hasEnabledSlot(1);
}) &&
get.mode() == "identity"
);
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("mbcuizhen"), "废除至多两名其他角色的武器栏", [1, 2], (card, player, target) => {
return target !== player && target.hasEnabledSlot(1);
})
.set("ai", target => {
return -get.attitude(get.player(), target);
})
.forResult();
},
group: ["mbcuizhen_inphase", "mbcuizhen_draw"],
async content(event, trigger, player) {
const targets = event.targets.slice().sortBySeat();
for (const target of targets) {
await target.disableEquip(1);
}
await game.asyncDelay();
},
subSkill: {
inphase: {
audio: "mbcuizhen",
trigger: {
player: "useCardToPlayered",
},
filter(event, player) {
if (!player.isPhaseUsing()) return false;
if (!get.tag(event.card, "damage")) return false;
const target = event.target;
return target !== player && target.countCards("h") >= target.getHp() && target.hasEnabledSlot(1);
},
prompt2: "废除其的武器栏",
logTarget: "target",
check(event, player) {
return get.attitude(player, event.target) <= 0;
},
async content(event, trigger, player) {
await trigger.target.disableEquip(1);
await game.asyncDelayx();
},
},
draw: {
audio: "mbcuizhen",
trigger: { player: "phaseDrawBegin2" },
forced: true,
locked: false,
filter(event, player) {
return (
!event.numFixed &&
game.hasPlayer(current => {
return current.hasDisabledSlot(1);
})
);
},
async content(event, trigger, player) {
trigger.num += Math.min(
2,
game.countPlayer(current => {
return current.countDisabledSlot(1);
})
);
},
},
},
},
mbkuili: {
audio: 2,
trigger: {
player: "damageEnd",
},
filter(event, player) {
return player.countCards("h") > 0 || (event.source && event.source.isIn() && event.source.hasDisabledSlot(1));
},
forced: true,
async content(event, trigger, player) {
if (player.countCards("h") > 0) {
await player.chooseToDiscard(`溃离:请弃置${get.cnNumber(trigger.num)}张手牌`, trigger.num, true);
}
const source = trigger.source;
if (source && source.isIn() && source.hasDisabledSlot(1)) {
player.line(source, "green");
await source.enableEquip(1, player);
}
},
ai: {
neg: true,
},
},
//曹髦 史?!
mbqianlong: {
audio: 6,
trigger: {
player: ["mbqianlong_beginAfter", "mbqianlong_addAfter", "mbweitongAfter"],
},
filter(event, player) {
let skills = [];
if (player.additionalSkills && player.additionalSkills.mbqianlong) skills.addArray(player.additionalSkills.mbqianlong);
return player.countMark("mbqianlong") >= 25 * skills.length;
},
forced: true,
locked: false,
beginMarkCount: 20,
maxMarkCount: 100,
derivation: ["mbcmqingzheng", "mbcmjiushi", "mbcmfangzhu", "mbjuejin"],
addMark(player, num) {
num = Math.min(num, lib.skill.mbqianlong.maxMarkCount - player.countMark("mbqianlong"));
player.addMark("mbqianlong", num);
},
group: ["mbqianlong_begin", "mbqianlong_add"],
async content(event, trigger, player) {
player.addAdditionalSkill("mbqianlong", lib.skill.mbqianlong.derivation.slice(0, Math.floor(player.countMark("mbqianlong") / 25)));
},
marktext: "道",
intro: {
name: "道心(潜龙)",
name2: "道心",
content: "当前道心数为#",
},
subSkill: {
begin: {
audio: "mbqianlong",
trigger: {
global: "phaseBefore",
player: "enterGame",
},
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
forced: true,
locked: false,
async content(event, trigger, player) {
lib.skill.mbqianlong.addMark(player, lib.skill.mbqianlong.beginMarkCount);
},
},
add: {
audio: "mbqianlong",
trigger: {
player: ["gainAfter", "damageEnd"],
source: "damageSource",
global: "loseAsyncAfter",
},
filter(event, player) {
if (player.countMark("mbqianlong") >= lib.skill.mbqianlong.maxMarkCount) return false;
if (event.name === "damage") return event.num > 0;
return event.getg(player).length > 0;
},
getIndex(event, player, triggername) {
if (event.name === "damage") return event.num;
return 1;
},
forced: true,
locked: false,
async content(event, trigger, player) {
let toAdd = 5 * (1 + (trigger.name === "damage") + (event.triggername === "damageSource"));
lib.skill.mbqianlong.addMark(player, toAdd);
},
},
},
},
mbweitong: {
audio: 1,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
filter(event, player) {
return (
(event.name != "phase" || game.phaseNumber == 0) &&
game.hasPlayer(current => {
return current !== player && current.group === "wei" && player.hasZhuSkill("mbweitong", current);
})
);
},
zhuSkill: true,
forced: true,
locked: false,
async content(event, trigger, player) {
lib.skill.mbqianlong.addMark(
player,
20 *
game.countPlayer(current => {
return current !== player && current.group === "wei" && player.hasZhuSkill("mbweitong", current);
})
);
},
ai: {
combo: "mbqianlong",
},
},
mbcmqingzheng: {
audio: "sbqingzheng",
audioname: ["mb_caomao"],
trigger: { player: "phaseUseBegin" },
filter(event, player) {
return player.countCards("h") > 0;
},
direct: true,
content() {
"step 0";
var num = 2;
var prompt = "###" + get.prompt("sbqingzheng") + "###弃置" + get.cnNumber(num) + "种花色的所有牌";
var next = player.chooseButton([prompt, [lib.suit.map(i => ["", "", "lukai_" + i]), "vcard"]], num);
next.set("filterButton", button => {
var player = _status.event.player;
var cards = player.getCards("h", { suit: button.link[2].slice(6) });
return cards.length > 0 && cards.filter(card => lib.filter.cardDiscardable(card, player, "sbqingzheng")).length == cards.length;
});
next.set("ai", button => {
var player = _status.event.player;
return (
15 -
player
.getCards("h", { suit: button.link[2].slice(6) })
.map(i => get.value(i))
.reduce((p, c) => p + c, 0)
);
});
next.set("custom", {
replace: {
button: function (button) {
if (!_status.event.isMine()) return;
if (button.classList.contains("selectable") == false) return;
var cards = _status.event.player.getCards("h", {
suit: button.link[2].slice(6),
});
if (cards.length) {
var chosen = cards.filter(i => ui.selected.cards.includes(i)).length == cards.length;
if (chosen) {
ui.selected.cards.removeArray(cards);
cards.forEach(card => {
card.classList.remove("selected");
card.updateTransform(false);
});
} else {
ui.selected.cards.addArray(cards);
cards.forEach(card => {
card.classList.add("selected");
card.updateTransform(true);
});
}
}
if (button.classList.contains("selected")) {
ui.selected.buttons.remove(button);
button.classList.remove("selected");
if (_status.multitarget || _status.event.complexSelect) {
game.uncheck();
game.check();
}
} else {
button.classList.add("selected");
ui.selected.buttons.add(button);
}
var custom = _status.event.custom;
if (custom && custom.add && custom.add.button) {
custom.add.button();
}
game.check();
},
},
add: next.custom.add,
});
"step 1";
if (result.bool) {
var cards = result.cards;
if (!cards.length) {
var suits = result.links.map(i => i[2].slice(6));
cards = player.getCards("h", card => suits.includes(get.suit(card, player)));
}
event.cards = cards;
if (!cards.length) event.finish();
else
player
.chooseTarget("清正:观看一名其他角色的手牌并弃置其中一种花色的所有牌", (card, player, target) => {
return target != player && target.countCards("h");
})
.set("ai", target => {
var player = _status.event.player,
att = get.attitude(player, target);
if (att >= 0) return 0;
return 1 - att / 2 + Math.sqrt(target.countCards("h"));
});
} else event.finish();
"step 2";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("sbqingzheng", target);
player.discard(cards);
var list = [];
var dialog = ["清正:弃置" + get.translation(target) + "一种花色的所有牌"];
for (var suit of lib.suit.concat("none")) {
if (target.countCards("h", { suit: suit })) {
dialog.push('
' + get.translation(suit + "2") + "牌
");
dialog.push(target.getCards("h", { suit: suit }));
list.push(suit);
}
}
if (list.length) {
player
.chooseControl(list)
.set("dialog", dialog)
.set("ai", () => {
return _status.event.control;
})
.set(
"control",
(() => {
var getv = cards => cards.map(i => get.value(i)).reduce((p, c) => p + c, 0);
return list.sort((a, b) => {
return getv(target.getCards("h", { suit: b })) - getv(target.getCards("h", { suit: a }));
})[0];
})()
);
}
} else event.finish();
"step 3";
var cards2 = target.getCards("h", { suit: result.control });
event.cards2 = cards2;
target.discard(cards2, "notBySelf").set("discarder", player);
"step 4";
if (event.cards2.length < cards.length) target.damage();
},
},
mbcmjiushi: {
audio: "rejiushi",
inherit: "rejiushi",
group: ["rejiushi1", "mbcmjiushi_check", "mbcmjiushi_turnback", "mbcmjiushi_gain"],
subSkill: {
check: {
trigger: { player: "damageBegin3" },
silent: true,
firstDo: true,
filter(event, player) {
return player.isTurnedOver();
},
content() {
trigger.mbcmjiushi = true;
},
},
turnback: {
audio: "rejiushi",
audioname: ["mb_caomao"],
trigger: { player: "damageEnd" },
check(event, player) {
return player.isTurnedOver();
},
filter(event, player) {
return event.mbcmjiushi;
},
prompt(event, player) {
return "是否发动【酒诗】,将武将牌翻面?";
},
content() {
delete trigger.mbcmjiushi;
player.turnOver();
},
},
gain: {
audio: "rejiushi",
audioname: ["mb_caomao"],
trigger: { player: "turnOverAfter" },
frequent: true,
prompt: "是否发动【酒诗】,获得牌堆中的一张锦囊牌?",
content() {
var card = get.cardPile2(function (card) {
return get.type2(card) == "trick";
});
if (card) player.gain(card, "gain2");
},
},
},
},
mbcmfangzhu: {
audio: "sbfangzhu",
audioname: ["mb_caomao"],
inherit: "sbfangzhu",
filter(event, player) {
return game.hasPlayer(current => current !== player);
},
usable: 1,
chooseButton: {
dialog() {
const dialog = ui.create.dialog("放逐:令一名其他角色...", "hidden");
dialog.add([
[
[1, "不能使用手牌中的非锦囊牌直到其回合结束"],
[2, "非Charlotte技能失效直到其回合结束"],
],
"textbutton",
]);
return dialog;
},
check(button) {
const player = get.player();
if (button.link === 2) {
if (
game.hasPlayer(target => {
if (target.hasSkill("mbcmfangzhu_ban") || target.hasSkill("fengyin") || target.hasSkill("baiban")) return false;
return (
get.attitude(player, target) < 0 &&
["name", "name1", "name2"]
.map((sum, name) => {
if (target[name] && (name != "name1" || target.name != target.name1)) {
if (get.character(target[name])) return get.rank(target[name], true);
}
return 0;
})
.reduce((p, c) => {
return p + c;
}, 0) > 5
);
})
)
return 6;
}
return button.link === 1 ? 1 : 0;
},
backup(links, player) {
return {
num: links[0],
audio: "sbfangzhu",
filterCard: () => false,
selectCard: -1,
filterTarget(card, player, target) {
if (target == player) return false;
const num = lib.skill.mbcmfangzhu_backup.num,
storage = target.getStorage("mbcmfangzhu_ban");
return num != 1 || !storage.length;
},
async content(event, trigger, player) {
const target = event.target;
const num = lib.skill.mbcmfangzhu_backup.num;
switch (num) {
case 1:
target.addTempSkill("mbcmfangzhu_ban", { player: "phaseEnd" });
target.markAuto("mbcmfangzhu_ban", ["trick"]);
break;
case 2:
target.addTempSkill("mbcmfangzhu_baiban", { player: "phaseEnd" });
break;
}
},
ai: {
result: {
target(player, target) {
switch (lib.skill.mbcmfangzhu_backup.num) {
case 1:
return -target.countCards("h", card => get.type(card) != "trick") - 1;
case 2:
return -target.getSkills(null, null, false).reduce((sum, skill) => {
return sum + Math.max(get.skillRank(skill, "out"), get.skillRank(skill, "in"));
}, 0);
}
},
},
},
};
},
prompt(links, player) {
const str = "###放逐###";
switch (links[0]) {
case 1:
return str + "令一名其他角色不能使用手牌中的非锦囊牌直到其回合结束";
case 2:
return str + "令一名其他角色的非Charlotte技能失效直到其回合结束";
}
},
},
ai: {
order: 10,
result: {
player(player) {
return game.hasPlayer(current => get.attitude(player, current) < 0) ? 1 : 0;
},
},
},
subSkill: {
backup: {},
baiban: {
inherit: "baiban",
marktext: "逐",
},
ban: {
charlotte: true,
onremove: true,
mark: true,
marktext: "禁",
intro: {
markcount: () => 0,
content(storage) {
if (storage.length > 1) return "不能使用手牌";
return "不能使用手牌中的非" + get.translation(storage[0]) + "牌";
},
},
mod: {
cardEnabled(card, player) {
const storage = player.getStorage("mbcmfangzhu_ban");
const hs = player.getCards("h"),
cards = [card];
if (Array.isArray(card.cards)) cards.addArray(card.cards);
if (cards.containsSome(...hs) && !storage.includes(get.type2(card))) return false;
},
cardSavable(card, player) {
const storage = player.getStorage("mbcmfangzhu_ban");
const hs = player.getCards("h"),
cards = [card];
if (Array.isArray(card.cards)) cards.addArray(card.cards);
if (cards.containsSome(...hs) && !storage.includes(get.type2(card))) return false;
},
},
},
},
},
mbjuejin: {
audio: 2,
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "thunder",
filterCard: () => false,
selectCard: [-1, -2],
filterTarget: true,
selectTarget: -1,
multiline: true,
async contentBefore(event, trigger, player) {
player.awakenSkill("mbjuejin");
},
async content(event, trigger, player) {
const target = event.target;
const delt = target.getHp(true) - 1,
num = Math.abs(delt);
await target[delt > 0 ? "loseHp" : "recover"](num);
if (num > 0) await target.changeHujia(num, null, true);
},
async contentAfter(event, trigger, player) {
game.addGlobalSkill("mbjuejin_xiangsicunwei");
player.$fullscreenpop("向死存魏!", "thunder");
},
ai: {
order: 0.1,
result: {
player(player) {
let eff = 1;
game.countPlayer(current => {
const att = get.attitude(player, current),
num = Math.abs(current.getHp(true) - 1);
const delt = Math.max(0, num + current.hujia - 5);
eff -= att * delt;
});
return eff > 0 ? 1 : 0;
},
},
},
subSkill: {
xiangsicunwei: {
trigger: {
global: ["loseAfter", "equipAfter", "loseAsyncAfter", "cardsDiscardAfter"],
},
forced: true,
silent: true,
firstDo: true,
filter(event, player) {
const nameList = ["shan", "tao", "jiu"];
return event.getd().some(card => {
return nameList.includes(get.name(card, false)) && get.position(card, true) === "d";
});
},
async content(event, trigger, player) {
const nameList = ["shan", "tao", "jiu"];
const cards = trigger.getd().filter(card => {
return nameList.includes(get.name(card, false)) && get.position(card, true) === "d";
});
await game.cardsGotoSpecial(cards);
game.log(cards, "被移出了游戏");
},
},
},
},
//杨奉
mbxuetu: {
audio: 2,
audioname: ["re_yangfeng"],
enable: "phaseUse",
usable: 2,
filter(event, player) {
if (player.countMark("mbxuetu_status") !== 1 && player.getStat("skill").mbxuetu) return false;
return true;
},
zhuanhuanji2(skill, player) {
return player.countMark("mbxuetu_status") !== 1;
},
position: "he",
onremove: ["mbxuetu", "mbxuetu_status"],
derivation: ["mbxuetu_achieve", "mbxuetu_fail"],
chooseButton: {
dialog() {
const dialog = ui.create.dialog("###血途###请选择要执行的项");
dialog.direct = true;
return dialog;
},
chooseControl(event, player) {
let list = ["令一名角色回复1点体力", "令一名角色摸两张牌"];
if (player.countMark("mbxuetu_status") !== 1) {
list[player.storage.mbxuetu ? "shift" : "pop"]();
} else {
list = list.filter((choice, index) => {
return !player.getStorage("mbxuetu_used").includes(index);
});
}
list.push("cancel2");
return list;
},
check() {
return get.event("controls")[0];
},
backup(result, player) {
return {
audio: "mbxuetu",
choice: result.control.includes("回复") ? 0 : 1,
filterCard: () => false,
selectCard: -1,
filterTarget: true,
async content(event, trigger, player) {
const { choice } = get.info("mbxuetu_backup");
const target = event.targets[0];
const status = player.countMark("mbxuetu_status");
player.changeZhuanhuanji("mbxuetu");
if (status < 2) {
if (!player.storage.mbxuetu_used) {
player.when(["phaseUseAfter", "mbweiming_achieveAfter"]).then(() => {
delete player.storage.mbxuetu_used;
});
}
player.markAuto("mbxuetu_used", [choice]);
if (!choice) {
await target.recover();
} else {
await target.draw(2);
}
} else {
if (!choice) {
await player.recover();
await target.chooseToDiscard(2, true, "he");
} else {
await player.draw();
await target.damage();
}
}
},
ai: {
result: {
target(player, target) {
const { choice } = get.info("mbxuetu_backup");
const status = player.countMark("mbxuetu_status");
if (status > 1) {
if (player.storage.mbxuetu) return -get.damageEffect(target, player, player) / 10;
return -2;
}
if (choice === 1) return 2;
const eff = get.recoverEffect(target, player, player);
return eff > 0 ? 2 : eff < 0 ? -get.sgnAttitude(player, target) : 0;
},
player(player, target) {
const status = player.countMark("mbxuetu_status");
if (status > 1) {
if (player.storage.mbxuetu) return 1;
return get.recoverEffect(player, player) / 6;
}
return 0;
},
},
},
};
},
prompt(result, player) {
const { choice } = get.info("mbxuetu_backup");
const status = player.countMark("mbxuetu_status");
let str = "";
if (status < 2) {
str += "令一名角色" + (choice ? "摸两张牌" : "回复1点体力");
} else {
str += choice ? "摸一张牌,然后对一名角色造成1点伤害" : "回复1点体力,然后令一名角色弃置两张牌";
}
return `###血途###${str}
`;
},
},
subSkill: {
backup: {},
},
mark: true,
marktext: "☯",
intro: {
content: (storage, player) => {
if (!player.countMark("mbxuetu_status")) {
if (storage) return "转换技。出牌阶段限一次,你可以令一名角色摸两张牌。";
return "转换技。出牌阶段限一次,你可以令一名角色回复1点体力。";
} else {
if (storage) return "转换技。出牌阶段限一次,你可以摸一张牌,然后对一名角色造成1点伤害。";
return "转换技。出牌阶段限一次,你可以回复1点体力,然后令一名角色弃置两张牌。";
}
},
},
ai: {
order(item, player) {
const status = player.countMark("mbxuetu_status");
if (status > 1) return Math.max(get.order({ name: "guohe" }), get.order({ name: "chuqibuyi" }));
if (status === 1 || player.storage.mbxuetu) return 9;
return 2;
},
result: {
player: 1,
},
},
},
mbweiming: {
audio: 3,
dutySkill: true,
locked: true,
group: ["mbweiming_achieve", "mbweiming_fail", "mbweiming_effect"],
intro: {
content: "已记录$",
},
subSkill: {
effect: {
audio: "mbweiming1.mp3",
trigger: {
player: "phaseUseBegin",
},
filter(event, player) {
return game.hasPlayer(current => {
return !player.getStorage("mbweiming").includes(current);
});
},
forced: true,
direct: true,
async content(event, trigger, player) {
const targets = await player
.chooseTarget("威命:记录一名未记录过的角色", "当你杀死没有被记录过的角色后,则〖威命〗使命成功;如果在你杀死这些角色中的一名之前,有被记录过的角色死亡,则你〖威命〗使命失败。", true)
.set("filterTarget", (card, player, target) => {
return !player.getStorage("mbweiming").includes(target);
})
.set("ai", target => {
if (target === player) return 1;
return 1 + (Math.sqrt(Math.abs(get.attitude(player, target))) * Math.abs(get.threaten(target))) / Math.sqrt(target.getHp() + 1) / Math.sqrt(target.countCards("hes") + 1);
})
.forResultTargets();
if (targets && targets.length > 0) {
const target = targets[0];
player.logSkill("mbweiming_effect", target);
player.markAuto("mbweiming", target);
}
},
},
achieve: {
audio: "mbweiming2.mp3",
trigger: {
source: "dieAfter",
},
filter(event, player) {
return !player.getStorage("mbweiming").includes(event.player);
},
dutySkill: true,
forced: true,
skillAnimation: true,
animationColor: "fire",
async content(event, trigger, player) {
game.log(player, "成功完成使命");
player.awakenSkill("mbweiming");
player.storage.mbxuetu_status = 1;
player.unmarkSkill("mbxuetu");
await game.asyncDelayx();
},
},
fail: {
audio: "mbweiming3.mp3",
trigger: {
global: "dieAfter",
},
filter(event, player) {
return player.getStorage("mbweiming").includes(event.player);
},
dutySkill: true,
forced: true,
async content(event, trigger, player) {
game.log(player, "使命失败");
player.awakenSkill("mbweiming");
player.storage.mbxuetu_status = 2;
game.broadcastAll(player => {
player.tempname.add("re_yangfeng");
}, player);
await game.asyncDelayx();
},
},
},
ai: {
combo: "mbxuetu",
},
},
//霍骏
sidai: {
audio: "twsidai",
enable: "phaseUse",
usable: 1,
locked: false,
limited: true,
skillAnimation: true,
animationColor: "fire",
filter: function (event, player) {
var cards = player.getCards("h", { type: "basic" });
if (!cards.length) return false;
for (var i of cards) {
if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) return false;
}
return event.filterCard(get.autoViewAs({ name: "sha", storage: { sidai: true } }, cards), player, event);
},
viewAs: { name: "sha", storage: { sidai: true } },
filterCard: { type: "basic" },
selectCard: -1,
check: () => 1,
onuse: function (result, player) {
player.awakenSkill("sidai");
player.addTempSkill("sidai_tao");
player.addTempSkill("sidai_shan");
},
ai: {
order: function (item, player) {
return get.order({ name: "sha" }, player) + 0.1;
},
result: {
target: function (player, target) {
var cards = ui.selected.cards.slice(0);
var names = [];
for (var i of cards) names.add(i.name);
if (names.length < player.hp) return 0;
if (player.hasUnknown() && (player.identity != "fan" || !target.isZhu)) return 0;
if (get.attitude(player, target) >= 0) return -20;
return lib.card.sha.ai.result.target.apply(this, arguments);
},
},
},
subSkill: {
tao: {
trigger: { source: "damageSource" },
filter: function (event, player) {
if (!event.card || !event.card.storage || !event.card.storage.sidai || !event.player.isIn()) return false;
for (var i of event.cards) {
if (i.name == "tao") return true;
}
return false;
},
forced: true,
popup: false,
content: function () {
trigger.player.loseMaxHp();
},
},
shan: {
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
if (!event.card || !event.card.storage || !event.card.storage.sidai || !event.target.isIn()) return false;
for (var i of event.cards) {
if (i.name == "shan") return true;
}
return false;
},
forced: true,
popup: false,
content: function () {
"step 0";
trigger.target.chooseToDiscard("h", { type: "basic" }, "弃置一张基本牌,否则不能响应" + get.translation(trigger.card)).set("ai", function (card) {
var player = _status.event.player;
if (
player.hasCard("hs", function (cardx) {
return cardx != card && get.name(cardx, player) == "shan";
})
)
return 12 - get.value(card);
return 0;
});
"step 1";
if (!result.bool) trigger.directHit.add(trigger.target);
},
},
},
},
jieyu: {
audio: "twjieyu",
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
for (let i = 0; i < ui.discardPile.childElementCount; i++) {
if (get.type(ui.discardPile.childNodes[i], false) == "basic") return true;
}
return false;
},
prompt2: function (event, player) {
const num = lib.skill.jieyu.getNum(player);
return "获得弃牌堆中" + get.cnNumber(num) + "张" + (num > 1 ? "牌名各不相同的" : "") + "基本牌";
},
async content(event, trigger, player) {
const num = lib.skill.jieyu.getNum(player, event);
let gains = [],
names = [];
for (let i = 0; i < ui.discardPile.childElementCount; i++) {
let card = ui.discardPile.childNodes[i];
if (get.type(card, false) == "basic" && !names.includes(card.name)) {
gains.push(card);
names.push(card.name);
}
}
if (gains.length) player.gain(gains.randomGets(Math.min(gains.length, num)), "gain2");
},
getNum: function (player, event) {
let num = get.mode() == "identity" ? 3 : 4;
const history = game.getAllGlobalHistory("everything");
for (let i = history.length - 1; i >= 0; i--) {
const evt = history[i];
if (evt.name == "jieyu" && evt.player == player) {
if (!event || evt != event) break;
}
if (evt.name == "useCard" && evt.player != player && evt.targets && evt.targets.includes(player) && get.tag(evt.card, "damage")) {
num--;
if (num == 1) break;
}
}
return num;
},
},
//木鹿大王
shoufa: {
audio: 2,
trigger: {
player: "damageEnd",
source: "damageSource",
},
filter: function (event, player, name) {
if (name == "damageSource" && player.getHistory("sourceDamage").indexOf(event) != 0) return false;
return game.hasPlayer(target => {
const num = get.mode() == "doudizhu" ? 1 : 2;
if (name == "damageEnd" && get.distance(player, target) <= num) return false;
if (name == "damageSource" && get.distance(player, target) > num) return false;
const zhoufa = player.storage.zhoulin_zhoufa;
if (!zhoufa) return true;
if (zhoufa == "豹" || zhoufa == "兔") return true;
if (zhoufa == "鹰") return target.countCards("he");
return target.countDiscardableCards(player, "e");
});
},
direct: true,
async content(event, trigger, player) {
const zhoufa = player.storage.zhoulin_zhoufa;
const str = zhoufa ? ["令其受到1点无来源伤害", "你随机获得其一张牌", "你随机弃置其装备区的一张牌", "令其摸一张牌"][["豹", "鹰", "熊", "兔"].indexOf(zhoufa)] : "令其随机执行一个效果";
const nodoudizhu = get.mode() == "doudizhu" ? "距离" + (event.triggername == "damageEnd" ? "" : "不") + "大于1的" : "距离" + (event.triggername == "damageEnd" ? "" : "不") + "大于2的";
const {
result: { bool, targets },
} = await player
.chooseTarget(get.prompt("shoufa"), "选择一名" + nodoudizhu + "角色," + str, (card, player, target) => {
const name = _status.event.triggername;
const num = get.mode() == "doudizhu" ? 1 : 2;
if (name == "damageEnd" && get.distance(player, target) <= num) return false;
if (name == "damageSource" && get.distance(player, target) > num) return false;
const zhoufa = player.storage.zhoulin_zhoufa;
if (!zhoufa) return true;
if (zhoufa == "豹" || zhoufa == "兔") return true;
if (zhoufa == "鹰") return target.countCards("he");
return target.countDiscardableCards(player, "e");
})
.set("ai", target => {
const player = _status.event.player;
const zhoufa = player.storage.zhoulin_zhoufa;
if (!zhoufa) return -get.attitude(player, target);
switch (zhoufa) {
case "豹": {
return get.damageEffect(target, player, player);
}
case "鹰": {
return get.effect(target, { name: "guohe_copy2" }, player, player);
}
case "熊": {
let att = get.attitude(player, target),
eff = 0;
target.getCards("e", card => {
var val = get.value(card, target);
eff = Math.max(eff, -val * att);
});
return eff;
}
case "兔": {
return get.effect(target, { name: "draw" }, player, player);
}
}
})
.set("triggername", event.triggername);
if (!bool) return;
const target = targets[0];
player.logSkill("shoufa", target);
const shoufa = zhoufa ? zhoufa : ["豹", "鹰", "熊", "兔"].randomGet();
game.log(target, "执行", "#g" + shoufa, "效果");
switch (shoufa) {
case "豹":
target.damage("nosource");
break;
case "鹰":
player.gain(target.getGainableCards(player, "he").randomGet(), target, "giveAuto");
break;
case "熊":
target.discard(target.getGainableCards(player, "e").randomGet()).discarder = player;
break;
case "兔":
target.draw();
break;
}
},
},
yuxiang: {
mod: {
globalFrom(from, to, distance) {
if (from.hujia > 0) return distance - 1;
},
globalTo(from, to, distance) {
if (to.hujia > 0) return distance + 1;
},
},
audio: true,
trigger: { player: "damageBegin2" },
filter: function (event, player) {
return player.hujia > 0 && event.hasNature("fire");
},
forced: true,
async content(event, trigger, player) {
trigger.num++;
},
},
zhoulin: {
audio: 2,
limited: true,
unique: true,
enable: "phaseUse",
skillAnimation: true,
animationColor: "fire",
async content(event, trigger, player) {
player.awakenSkill("zhoulin");
player.changeHujia(2, null, true);
const {
result: { control },
} = await player
.chooseControl("豹", "鹰", "熊", "兔")
.set("ai", () => "豹")
.set("prompt", "选择一个固定效果");
if (control) {
player.popup(control);
game.log(player, "选择了", "#g" + control, "效果");
player.addTempSkill("zhoulin_zhoufa");
player.storage.zhoulin_zhoufa = control;
player.markSkill("zhoulin_zhoufa");
game.broadcastAll(
function (player, zhoufa) {
if (player.marks.zhoulin_zhoufa) player.marks.zhoulin_zhoufa.firstChild.innerHTML = zhoufa;
},
player,
control
);
}
},
ai: {
order: 12,
result: { player: 1 },
},
subSkill: {
zhoufa: {
charlotte: true,
onremove: true,
intro: { content: "已选择$效果" },
},
},
},
//陈珪
guimou: {
audio: 2,
trigger: {
global: "phaseBefore",
player: ["enterGame", "phaseEnd", "phaseZhunbeiBegin"],
},
filter: function (event, player, name) {
if (event.name == "phaseZhunbei" || name == "phaseEnd") return true;
return event.name != "phase" || game.phaseNumber == 0;
},
direct: true,
locked: true,
content: function* (event, map) {
var player = map.player,
trigger = map.trigger;
if (trigger.name != "phaseZhunbei") {
player.logSkill("guimou");
var result,
choiceList = ["惩罚期间使用牌最少的角色", "惩罚期间弃置牌最少的角色", "惩罚期间得到牌最少的角色"];
if (trigger.name != "phase" || game.phaseNumber == 0) result = { index: get.rand(0, 2) };
else
result = yield player
.chooseControl()
.set("choiceList", choiceList)
.set("ai", () => get.rand(0, 2));
var str = choiceList[result.index];
game.log(player, "选择", "#g" + str);
player.addSkill("guimou_" + result.index);
return;
}
var targets = [];
for (var i = 0; i <= 2; i++) {
var skill = "guimou_" + i;
if (player.hasSkill(skill)) {
var storage = player.storage[skill],
nums = storage[0].slice();
var targetx = nums.sort((a, b) => storage[1][storage[0].indexOf(a)] - storage[1][storage[0].indexOf(b)]);
targetx = targetx.filter(target => storage[1][storage[0].indexOf(target)] == storage[1][storage[0].indexOf(targetx[0])]);
targets.addArray(targetx);
player.removeSkill(skill);
}
}
targets = targets.filter(target => target != player && target.countCards("h"));
if (targets.length) {
var result = yield player
.chooseTarget(
"请选择【诡谋】的目标",
"观看一名可选择的角色的手牌并选择其中一张牌,然后你可以此牌交给另一名其他角色或弃置此牌",
(card, player, target) => {
return _status.event.targets.includes(target) && target.countCards("h");
},
true
)
.set("ai", target => {
return Math.sqrt(Math.min(3, target.countCards("h"))) * get.effect(target, { name: "guohe_copy2" }, player, player);
})
.set("targets", targets);
if (result.bool) {
var target = result.targets[0];
player.logSkill("guimou", target);
player.addExpose(0.3);
var result2 = yield player
.choosePlayerCard(target, "h", "visible", true)
.set("ai", button => {
return get.value(button.link);
})
.set("prompt", "诡谋:请选择" + get.translation(target) + "的一张手牌")
.set("prompt2", '将选择的牌交给另一名其他角色或弃置此牌
');
if (result2.bool) {
var cards = result2.links.slice(),
result3;
if (!game.hasPlayer(targetx => targetx != player && targetx != target)) result3 = { bool: false };
else
result3 = yield player
.chooseTarget("是否令另一名其他角色获得" + get.translation(cards) + "?", (card, player, target) => {
return target != player && target != _status.event.target;
})
.set("ai", target => get.attitude(_status.event.player, target))
.set("target", target);
if (result3.bool) {
var targetx = result3.targets[0];
player.line(targetx);
targetx.gain(cards, target, "give");
} else target.discard(cards).discarder = player;
}
}
}
},
subSkill: {
0: {
charlotte: true,
onremove: true,
init: function (player, skill) {
if (!player.storage[skill]) {
player.storage[skill] = [[], []];
var targets = game.filterPlayer().sortBySeat(player);
targets.forEach(target => {
player.storage[skill][0].push(target);
player.storage[skill][1].push(0);
});
}
},
mark: true,
intro: {
markcount: storage => 0,
content: function (storage, player) {
var str = "当前使用牌数排行榜";
var lose = storage[1].slice().sort((a, b) => a - b)[0];
storage[0].forEach(target => {
str += "
";
var score = storage[1][storage[0].indexOf(target)];
if (score == lose) str += "";
str += " " + get.translation(target) + " ";
str += score + "张";
if (score == lose) str += "";
});
return str;
},
},
trigger: { global: "useCard1" },
forced: true,
popup: false,
content: function () {
var storage = player.storage["guimou_0"];
if (!storage[0].includes(trigger.player)) {
storage[0].push(trigger.player);
storage[1].push(0);
}
storage[1][storage[0].indexOf(trigger.player)]++;
},
},
1: {
charlotte: true,
onremove: true,
init: function (player, skill) {
if (!player.storage[skill]) {
player.storage[skill] = [[], []];
var targets = game.filterPlayer().sortBySeat(player);
targets.forEach(target => {
player.storage[skill][0].push(target);
player.storage[skill][1].push(0);
});
}
},
mark: true,
intro: {
markcount: storage => 0,
content: function (storage, player) {
var str = "当前弃置牌数排行榜";
var lose = storage[1].slice().sort((a, b) => a - b)[0];
storage[0].forEach(target => {
str += "
";
var score = storage[1][storage[0].indexOf(target)];
if (score == lose) str += "";
str += " " + get.translation(target) + " ";
str += score + "张";
if (score == lose) str += "";
});
return str;
},
},
trigger: { global: ["loseAfter", "loseAsyncAfter"] },
filter: function (event, player) {
return event.type == "discard" && game.hasPlayer(target => event.getl(target).cards2.length);
},
forced: true,
popup: false,
content: function () {
var storage = player.storage["guimou_1"];
var targets = game.filterPlayer(target => trigger.getl(target).cards2.length);
targets.forEach(target => {
if (!storage[0].includes(target)) {
storage[0].push(target);
storage[1].push(0);
}
storage[1][storage[0].indexOf(target)] += trigger.getl(target).cards2.length;
});
},
},
2: {
charlotte: true,
onremove: true,
init: function (player, skill) {
if (!player.storage[skill]) {
player.storage[skill] = [[], []];
var targets = game.filterPlayer().sortBySeat(player);
targets.forEach(target => {
player.storage[skill][0].push(target);
player.storage[skill][1].push(0);
});
}
},
mark: true,
intro: {
markcount: storage => 0,
content: function (storage, player) {
var str = "当前得到牌数排行榜";
var lose = storage[1].slice().sort((a, b) => a - b)[0];
storage[0].forEach(target => {
str += "
";
var score = storage[1][storage[0].indexOf(target)];
if (score == lose) str += "";
str += " " + get.translation(target) + " ";
str += score + "张";
if (score == lose) str += "";
});
return str;
},
},
trigger: { global: ["gainAfter", "loseAsyncAfter"] },
forced: true,
popup: false,
content: function () {
var storage = player.storage["guimou_2"];
var targets = game.filterPlayer(target => trigger.getg(target).length);
targets.forEach(target => {
if (!storage[0].includes(target)) {
storage[0].push(target);
storage[1].push(0);
}
storage[1][storage[0].indexOf(target)] += trigger.getg(target).length;
});
},
},
},
},
zhouxian: {
audio: 2,
trigger: { target: "useCardToTargeted" },
filter: function (event, player) {
return event.player != player && get.tag(event.card, "damage");
},
forced: true,
logTarget: "player",
content: function* (event, map) {
var player = map.player,
trigger = map.trigger,
target = trigger.player;
var cards = get.cards(3);
yield game.cardsDiscard(cards);
player.showCards(cards, get.translation(player) + "发动了【州贤】");
var result = yield target
.chooseToDiscard("he", "州贤:弃置一张其中有的类别的牌,或令此牌对" + get.translation(player) + "无效", (card, player) => {
return _status.event.cards.some(cardx => get.type2(cardx) == get.type2(card));
})
.set("cards", cards)
.set("ai", card => {
if (!_status.event.goon) return 0;
return 7.5 - get.value(card);
})
.set("goon", get.effect(player, trigger.card, target, target) > 0);
if (!result.bool) trigger.getParent().excluded.add(player);
},
ai: {
effect: {
target_use: function (card, player, target, current) {
if (get.tag(card, "damage") && get.attitude(player, target) < 0 && target != player) {
if (_status.event.name == "zhouxian") return;
if (get.attitude(player, target) > 0 && current < 0) return "zerotarget";
var bs = player.getDiscardableCards(player, "he");
bs.remove(card);
if (card.cards) bs.removeArray(card.cards);
else bs.removeArray(ui.selected.cards);
var cardx = Array.from(ui.cardPile.childNodes).slice(0, 3);
bs = bs.filter(i => cardx.some(j => get.type2(j) == get.type2(i)));
if (!bs.length) return "zerotarget";
if (bs.length <= 2) {
if (bs.some(bsi => get.value(bsi) < 7)) return [1, 0, 1, -0.5];
return [1, 0, 0.3, 0];
}
return [1, 0, 1, -0.5];
}
},
},
},
},
//胡班
mbyilie: {
audio: 3,
trigger: { global: "phaseBefore", player: "enterGame" },
filter: function (event, player) {
return !player.storage.mbyilie2 && (event.name != "phase" || game.phaseNumber == 0);
},
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("mbyilie"), lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player;
return Math.max(1 + get.attitude(player, target) * get.threaten(target), Math.random());
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("mbyilie", target);
player.storage.mbyilie2 = target;
player.addSkill("mbyilie2");
}
},
marktext: "烈",
intro: {
name2: "烈",
content: "mark",
},
group: "mbyilie3",
},
mbyilie2: {
charlotte: true,
audio: "mbyilie",
trigger: { global: ["damageBegin4", "damageSource"] },
filter: function (event, player, name) {
var target = player.storage.mbyilie2;
if (name == "damageSource") return event.source == target && event.player != target && player.isDamaged();
return event.player == target && player.countMark("mbyilie") < 2;
},
forced: true,
logTarget: function (event, player) {
return player.storage.mbyilie2;
},
content: function () {
if (event.triggername == "damageSource") player.recover();
else {
player.addMark("mbyilie", trigger.num);
trigger.cancel();
}
},
},
mbyilie3: {
audio: "mbyilie",
trigger: { player: "phaseEnd" },
filter: function (event, player) {
return player.hasMark("mbyilie");
},
forced: true,
content: function () {
"step 0";
player.draw();
"step 1";
var num = player.countMark("mbyilie");
if (num) {
player.loseHp(num);
player.removeMark("mbyilie", num);
}
},
},
//向朗
naxue: {
audio: 2,
trigger: { player: "phaseUseBefore" },
check: function (event, player) {
var cards = player.getCards("h", card => player.hasValueTarget(card));
if (!cards.length) return true;
if (!(player.hp >= 2 && player.countCards("h") <= player.hp + 1)) return false;
return game.hasPlayer(function (target) {
if (target.hasJudge("lebu") || target == player) return false;
if (get.attitude(player, target) > 4) {
return get.threaten(target) / Math.sqrt(target.hp + 1) / Math.sqrt(target.countCards("h") + 1) > 0;
}
return false;
});
},
content: function* (event, map) {
var player = map.player;
map.trigger.cancel();
var num = player.countDiscardableCards(player, "he");
if (num) {
var result = yield player.chooseToDiscard("纳学:是否弃置任意张牌并摸等量的牌?", "he", [1, num]).set("ai", lib.skill.zhiheng.check);
if (result.bool) yield player.draw(result.cards.length);
}
if (player.countCards("h")) {
var result2 = yield player.chooseCardTarget({
prompt: "是否交给至多两名其他角色各一张手牌?",
prompt2: "先按顺序选中所有要给出的牌,然后再按顺序选择等量的目标角色。",
selectCard: [1, 2],
filterCard: true,
filterTarget: lib.filter.notMe,
selectTarget: function () {
return ui.selected.cards.length;
},
filterOk: () => {
return ui.selected.cards.length == ui.selected.targets.length;
},
position: "h",
ai1: function (card) {
if (card.name == "du") return 10;
else if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0;
var player = _status.event.player;
if (
ui.selected.cards.length > 4 ||
!game.hasPlayer(function (current) {
return get.attitude(player, current) > 0 && !current.hasSkillTag("nogain");
})
)
return 0;
return 1 / Math.max(0.1, get.value(card));
},
ai2: function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (ui.selected.cards[0].name == "du") return -att;
if (target.hasSkillTag("nogain")) att /= 6;
return att;
},
});
if (result2.bool) {
const list = [];
for (let i = 0; i < result2.targets.length; i++) {
list.push([result2.targets[i], result2.cards[i]]);
player.line(result2.targets[i]);
}
game.loseAsync({
gain_list: list,
player: player,
cards: result2.cards,
giver: player,
animate: "giveAuto",
}).setContent("gaincardMultiple");
}
}
},
},
yijie: {
audio: 2,
trigger: { player: "die" },
filter: function (event, player) {
return game.hasPlayer(target => target != player);
},
forced: true,
forceDie: true,
skillAnimation: true,
animationColor: "orange",
logTarget: function (event, player) {
return game.filterPlayer(target => target != player);
},
content: function () {
"step 0";
var targets = game.filterPlayer(target => target != player);
var sum = targets.reduce((num, target) => (num += target.hp), 0);
sum = Math.max(1, Math.floor(sum / targets.length));
event.num = sum;
event.targets = targets;
"step 1";
var target = targets.shift();
var delta = target.hp - num;
if (delta != 0) {
target[delta > 0 ? "loseHp" : "recover"](Math.abs(delta));
}
if (targets.length) event.redo();
},
},
//阎象
kujian: {
audio: "twkujian",
inherit: "twkujian",
selectCard: [1, 2],
content: function () {
player.give(cards, target).gaintag.add("twkujianx");
player.addSkill("kujian_draw");
player.addSkill("twkujian_discard");
},
subSkill: {
draw: {
charlotte: true,
audio: "twkujian",
trigger: { global: ["useCardAfter", "respondAfter"] },
filter: function (event, player) {
return event.player.hasHistory("lose", evt => {
if (event != evt.getParent()) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("twkujianx")) return true;
}
});
},
forced: true,
logTarget: "player",
content: function () {
"step 0";
game.asyncDraw([player, trigger.player], 2);
"step 1";
game.delayx();
},
},
},
},
//手杀差异化孙鲁育
mbmumu: {
audio: "mumu",
inherit: "new_mumu",
filter: function (event, player) {
return game.hasPlayer(current => {
return current.countCards("e") > 0;
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("mbmumu"), "弃置场上的一张装备牌,或者获得场上的一张防具牌。", function (card, player, target) {
return target.countCards("e") > 0;
})
.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (target.getEquip(2) && player.hasEmptySlot(2)) {
return -2 * att;
}
return -att;
});
"step 1";
if (result.bool && result.targets && result.targets.length) {
event.target = result.targets[0];
player.logSkill("mbmumu", event.target);
player.line(event.target, "green");
var e = event.target.getEquips(2);
event.e = e;
if (e.length > 0) {
player.chooseControl("弃置一张装备牌", "获得一张防具牌").set("ai", function () {
if (_status.event.player.getEquips(2).length > 0) {
return "弃置一张装备牌";
}
return "获得一张防具牌";
});
} else {
event.choice = "弃置一张装备牌";
}
} else event.finish();
"step 2";
var choice = event.choice || result.control;
if (choice == "弃置一张装备牌") {
player.discardPlayerCard(event.target, "e", true);
} else {
if (event.e) {
player.gain(event.e, event.target, "give", "bySelf");
player.addTempSkill("new_mumu2");
}
}
},
},
mbmeibu: {
inherit: "new_meibu",
derivation: ["mbzhixi"],
content: function () {
"step 0";
var check = lib.skill.new_meibu.checkx(trigger, player);
player
.chooseToDiscard(get.prompt2("mbmeibu", trigger.player), "he")
.set("ai", function (card) {
if (_status.event.check) return 6 - get.value(card);
return 0;
})
.set("check", check)
.set("logSkill", ["mbmeibu", trigger.player]);
"step 1";
if (result.bool) {
var target = trigger.player;
var card = result.cards[0];
player.line(target, "green");
target.addTempSkills("mbzhixi", "phaseUseAfter");
if (card.name != "sha" && get.type(card) != "trick" && get.color(card) != "black") {
target.addTempSkill("new_meibu_range", "phaseUseAfter");
target.markAuto("new_meibu_range", player);
}
target.markSkillCharacter("mbmeibu", player, "魅步", "锁定技。出牌阶段,若你于此阶段使用过的牌数不小于X,你不能使用牌(X为你的体力值);当你使用锦囊牌时,你结束此阶段。");
}
},
},
mbzhixi: {
mod: {
cardEnabled: function (card, player) {
if (player.countMark("mbzhixi") >= player.hp) return false;
},
cardUsable: function (card, player) {
if (player.countMark("mbzhixi") >= player.hp) return false;
},
cardSavable: function (card, player) {
if (player.countMark("mbzhixi") >= player.hp) return false;
},
},
trigger: {
player: "useCard1",
},
forced: true,
popup: false,
firstDo: true,
init: function (player, skill) {
player.storage[skill] = 0;
var evt = _status.event.getParent("phaseUse");
if (evt && evt.player == player) {
player.getHistory("useCard", function (evtx) {
if (evtx.getParent("phaseUse") == evt) {
player.storage[skill]++;
}
});
}
},
onremove: function (player) {
player.unmarkSkill("mbmeibu");
delete player.storage.mbzhixi;
},
content: function () {
player.addMark("mbzhixi", 1, false);
if (get.type2(trigger.card) == "trick") {
var evt = trigger.getParent("phaseUse");
if (evt && evt.player == player) {
evt.skipped = true;
game.log(player, "结束了出牌阶段");
}
}
},
ai: {
presha: true,
pretao: true,
neg: true,
nokeep: true,
},
},
//庞统
xinlianhuan: {
audio: 2,
audioname: ["ol_pangtong"],
inherit: "lianhuan",
group: "xinlianhuan_add",
subSkill: {
add: {
audio: "xinlianhuan",
audioname: ["ol_pangtong"],
trigger: { player: "useCard2" },
filter: function (event, player) {
if (event.card.name != "tiesuo") return false;
var info = get.info(event.card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(current => {
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current);
})
)
return true;
}
return false;
},
charlotte: true,
forced: true,
popup: false,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("xinlianhuan"), "为" + get.translation(trigger.card) + "额外指定一个目标", (card, player, target) => {
return !_status.event.sourcex.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("sourcex", trigger.targets)
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, _status.event.card, player, player);
})
.set("card", trigger.card);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayex();
} else event.finish();
"step 2";
if (result.bool) {
var targets = result.targets;
player.logSkill("xinlianhuan_add", targets);
trigger.targets.addArray(targets);
game.log(targets, "也成为了", trigger.card, "的目标");
}
},
},
},
},
//吴班
xinjintao: {
audio: "jintao",
inherit: "jintao",
content: function () {
var evt = trigger.getParent("phaseUse");
var index = player
.getHistory("useCard", function (evtx) {
return evtx.card.name == "sha" && evtx.getParent("phaseUse") == evt;
})
.indexOf(trigger);
if (index == 0) {
game.log(trigger.card, "不可被响应");
trigger.directHit.addArray(game.players);
} else {
game.log(trigger.card, "伤害+1");
if (typeof trigger.baseDamage != "number") trigger.baseDamage = 1;
trigger.baseDamage++;
}
},
},
//鲍信
mutao: {
audio: "twmutao",
inherit: "twmutao",
content: function () {
"step 0";
event.togive = target.getNext();
var cards = target.getCards("h", { name: "sha" });
if (!cards.length) {
game.log("但", target, "没有", "#y杀", "!");
event.finish();
} else target.addToExpansion(cards, target, "give").gaintag.add("mutao");
"step 1";
var card = target.getExpansions("mutao").randomGet();
target.give(card, event.togive);
"step 2";
if (target.getExpansions("mutao").length) {
event.togive = event.togive.getNext();
event.goto(1);
} else {
target.line(event.togive);
event.togive.damage(Math.min(2, event.togive.countCards("h", { name: "sha" })), target);
}
},
intro: {
content: "expansion",
markcount: "expansion",
},
},
yimou: {
audio: "twyimou",
inherit: "twyimou",
content: function () {
"step 0";
if (trigger.player != player) player.addExpose(0.3);
var target = get.translation(trigger.player);
var choiceList = ["令" + target + "获得牌堆里的一张【杀】", "令" + target + "将一张牌交给另一名角色,然后" + target + "摸一张牌"];
var list = ["选项一"];
if (trigger.player.countCards("h")) list.push("选项二");
else choiceList[1] = '' + choiceList[1] + "";
player
.chooseControl(list)
.set("prompt", "毅谋:请选择一项")
.set("choiceList", choiceList)
.set("ai", function () {
var evt = _status.event.getTrigger(),
list = _status.event.list;
var player = _status.event.player;
var target = evt.player;
if (target.countCards("h") && list.includes("选项二")) return "选项二";
return "选项一";
})
.set("list", list);
"step 1";
event.choice = result.control;
"step 2";
if (event.choice != "选项二") {
var card = get.cardPile2(function (card) {
return card.name == "sha";
});
if (card) trigger.player.gain(card, "gain2");
else game.log("但牌堆里已经没有", "#y杀", "了!");
if (event.choice == "选项一") event.finish();
}
"step 3";
if (event.choice != "选项一") {
if (trigger.player.countCards("h"))
trigger.player.chooseCardTarget({
prompt: "毅谋:将一张手牌交给另一名其他角色",
filterCard: true,
forced: true,
filterTarget: lib.filter.notMe,
ai1: function (card) {
return 1 / Math.max(0.1, get.value(card));
},
ai2: function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (target.hasSkillTag("nogain")) att /= 9;
return 4 + att;
},
});
else event.finish();
}
"step 4";
var target = result.targets[0];
trigger.player.line(target);
trigger.player.give(result.cards, target);
trigger.player.draw();
},
},
//蒋济
jilun: {
audio: "twjilun",
inherit: "twjilun",
filter: function (event, player) {
return player.hasSkill("twjichou", null, false, false);
},
content: function () {
"step 0";
var choices = ["选项一"];
var choiceList = ["摸两张牌", "获得一个“机论”标记"];
if (
!player.getStorage("twjichou").length ||
!player.getStorage("twjichou").filter(function (name) {
return !player.getStorage("jilun").includes(name) && player.hasUseTarget({ name: name });
}).length
)
choiceList[1] = '' + choiceList[1] + "";
else choices.push("选项二");
player
.chooseControl(choices, "cancel2")
.set("choiceList", choiceList)
.set("prompt", get.prompt("jilun"))
.set("ai", () => {
if (_status.event.choiceList.length == 1 || !player.getStorage("twjichou").length) return 0;
var val = player.getUseValue({ name: "wuzhong" });
for (var name of player.getStorage("twjichou")) {
if (player.getStorage("jilun").includes(name)) continue;
if (player.getUseValue({ name: name }) > val) return 1;
}
return 0;
});
"step 1";
if (result.control != "cancel2") {
player.logSkill("jilun");
if (result.control == "选项一") player.draw(2);
else player.addMark("jilun_mark", 1);
}
},
group: "jilun_effect",
subSkill: {
mark: {
intro: { content: "mark" },
},
effect: {
audio: "twjilun",
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return player.hasMark("jilun_mark");
},
forced: true,
content: function () {
"step 0";
if (
!player.getStorage("twjichou").length ||
!player.getStorage("twjichou").filter(function (name) {
return !player.getStorage("jilun").includes(name) && player.hasUseTarget({ name: name });
}).length
) {
if (player.hasMark("jilun_mark")) player.removeMark("jilun_mark", player.countMark("jilun_mark"));
event.finish();
return;
}
var list = [];
for (var name of player.getStorage("twjichou")) {
if (!player.getStorage("jilun").includes(name)) {
list.push(["锦囊", "", name]);
}
}
player
.chooseButton(['###机论:请选择你要执行的选项###失去1枚“机论”标记,视为使用一张〖急筹〗已记录但〖机论〗未记录的普通锦囊牌
失去所有“机论”标记', [list, "vcard"]])
.set("filterButton", function (button) {
return _status.event.player.hasUseTarget({ name: button.link[2] });
})
.set("ai", function (button) {
return _status.event.getParent().player.getUseValue({ name: button.link[2] }, null, true);
});
"step 1";
if (result.bool) {
player.removeMark("jilun_mark", 1);
var card = { name: result.links[0][2], isCard: true };
player.chooseUseTarget(card, true);
player.markAuto("jilun", [card.name]);
player.syncStorage("jilun");
} else {
player.removeMark("jilun_mark", player.countMark("jilun_mark"));
event.finish();
}
"step 2";
if (player.hasMark("jilun_mark")) event.goto(0);
},
},
},
ai: {
combo: "twjichou",
},
},
//李遗
jiaohua: {
onremove: true,
audio: "twjiaohua",
enable: "phaseUse",
usable: 2,
chooseButton: {
dialog: function (event, player) {
return ui.create.dialog("###教化###选择一种牌的类型,令一名角色从牌堆获得此类型的一张牌");
},
chooseControl: function (event, player) {
var list = ["basic", "trick", "equip"].filter(type => !player.getStorage("jiaohua").includes(type));
list.push("cancel2");
return list;
},
check: function (event, player) {
var list = ["trick", "equip", "basic"].filter(type => !player.getStorage("jiaohua").includes(type));
return list[0];
},
backup: function (result, player) {
return {
type: result.control,
audio: "twjiaohua",
filterCard: () => false,
selectCard: -1,
filterTarget: true,
content: function () {
"step 0";
var type = lib.skill.jiaohua_backup.type;
var card = get.cardPile2(card => get.type2(card) == type);
if (card) target.gain(card, "gain2");
else game.log("但牌堆里已经没有", "#y" + get.translation(type) + "牌", "了!");
"step 1";
player.markAuto("jiaohua", [lib.skill.jiaohua_backup.type]);
"step 2";
if (!["basic", "trick", "equip"].some(type => !player.getStorage("jiaohua").includes(type))) {
player.popup("教化");
player.unmarkAuto("jiaohua", player.getStorage("jiaohua"));
game.log(player, "清空了", "#g【教化】", "记录");
}
},
ai: {
result: { target: 1 },
},
};
},
prompt: function (result, player) {
return "令一名角色从牌堆中获得一张" + get.translation(result.control) + "牌";
},
},
ai: {
order: 7,
result: { player: 1 },
},
intro: { content: "已记录$牌" },
},
//来敏
laishou: {
audio: 3,
trigger: { player: ["damageBegin4", "phaseZhunbeiBegin"] },
filter: function (event, player) {
var num = 9;
if (event.name == "damage") return event.num >= player.getHp() && player.maxHp < num;
return player.maxHp >= num;
},
forced: true,
content: function () {
if (trigger.name == "damage") {
player.gainMaxHp(trigger.num);
trigger.cancel();
} else player.die();
},
},
luanqun: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("h");
},
usable: 1,
content: function () {
"step 0";
var targets = game.filterPlayer(current => current.countCards("h")).sortBySeat();
event.targets = targets;
var next = player
.chooseCardOL(targets, "乱群:请选择要展示的牌", true)
.set("ai", function (card) {
return -get.value(card);
})
.set("source", player);
next.aiCard = function (target) {
var hs = target.getCards("h");
return { bool: true, cards: [hs.randomGet()] };
};
next._args.remove("glow_result");
"step 1";
var cards = [];
event.videoId = lib.status.videoId++;
for (var i = 0; i < targets.length; i++) cards.push(result[i].cards[0]);
event.cards = cards;
game.log(player, "展示了", targets, "的", cards);
game.broadcastAll(
function (targets, cards, id, player) {
var dialog = ui.create.dialog(get.translation(player) + "发动了【乱群】", cards);
dialog.videoId = id;
var getName = function (target) {
if (target._tempTranslate) return target._tempTranslate;
var name = target.name;
if (lib.translate[name + "_ab"]) return lib.translate[name + "_ab"];
return get.translation(name);
};
for (var i = 0; i < targets.length; i++) {
dialog.buttons[i].querySelector(".info").innerHTML = getName(targets[i]) + get.translation(cards[i].suit);
}
},
targets,
cards,
event.videoId,
player
);
game.delay(4);
"step 2";
game.broadcastAll("closeDialog", event.videoId);
var card = cards[targets.indexOf(player)];
var cardx = cards.filter(cardy => cardy != card && get.color(cardy, targets[cards.indexOf(cardy)]) == get.color(card, player));
if (cardx.length) {
player
.chooseButton(["乱群:是否获得其中的一张牌", cardx])
.set("forceAuto", true)
.set("ai", function (button) {
var cards = _status.event.list[0];
var targets = _status.event.list[1];
var player = _status.event.player;
if (get.attitude(player, targets[cards.indexOf(button.link)]) > 0) return 0;
return get.value(button.link, player);
})
.set("list", [cards, targets]);
} else event.goto(4);
"step 3";
if (result.bool) {
var card = result.links[0];
player.gain(card, get.owner(card), "give");
}
"step 4";
var card = cards[targets.indexOf(player)];
targets = targets.filter(target => get.color(cards[targets.indexOf(target)], target) != get.color(card, player));
if (targets.length) {
player.line(targets);
targets.forEach(target => {
target.addTempSkill("luanqun_effect", { player: "phaseUseAfter" });
target.markAuto("luanqun_effect", [player]);
});
}
},
ai: {
order: 9,
result: {
player: function (player, target) {
if (player.hasSkill("laishou")) return 1;
return player.hp >= 2 ? 1 : 0;
},
},
},
subSkill: {
effect: {
charlotte: true,
onremove: true,
intro: { content: "出牌阶段第一张【杀】只能指定$为目标,且此牌不可被响应" },
mod: {
playerEnabled: function (card, player, target) {
if (!player.isPhaseUsing()) return;
if (card.name == "sha" && !player.getStorage("luanqun_effect").includes(target)) return false;
},
},
trigger: { player: "useCard1" },
filter: function (event, player) {
return player.isPhaseUsing() && event.card.name == "sha";
},
forced: true,
content: function () {
trigger.directHit.addArray(player.getStorage("luanqun_effect"));
player.removeSkill("luanqun_effect");
},
},
},
},
//☆周不疑
mbhuiyao: {
audio: 2,
enable: "phaseUse",
usable: 1,
// filterTarget:lib.filter.notMe,
content: function () {
"step 0";
player.damage("nosource");
"step 1";
if (game.countPlayer() < 2) event.finish();
if (game.countPlayer() == 2)
event._result = {
bool: true,
targets: [game.findPlayer(i => i != player), player],
};
else
player
.chooseTarget(
`慧夭:请选择两名角色`,
`令不为你的第一名角色视为对第二名角色造成过1点伤害。`,
(card, player, target) => {
if (!ui.selected.targets.length) return player != target;
return true;
},
2,
true
)
.set("multitarget", true)
.set("targetprompt", ["伤害来源", "受伤角色"])
.set("ai", target => {
return target == get.event("aiTargets")[ui.selected.targets.length] ? 10 : 0;
})
.set("aiTargets", lib.skill.mbhuiyao.getUnrealDamageTargets(player, [game.filterPlayer(i => i != player), game.filterPlayer()], true));
"step 2";
if (result.bool) {
var targets = result.targets;
player.line2(targets, "green");
game.delaye();
targets[1].damage(targets[0], "unreal");
}
},
getUnrealDamageTargets: (player, lists, forced) => {
const targets = [null, null];
let sourceList, targetList;
if (lists.length == 2 && lists.every(l => Array.isArray(l))) {
sourceList = lists[0];
targetList = lists[1];
} else {
sourceList = lists.slice();
targetList = lists.slice();
}
const list = targetList
.map(current => {
const _hp = current.hp,
_maxhp = current.maxHp;
current.hp = 100;
current.maxHp = 100;
const att = -get.sgnAttitude(player, current);
let val = get.damageEffect(current, player, current) * att;
current.getSkills(null, false, false).forEach(skill => {
const info = get.info(skill);
if (info && info.ai && (info.ai.maixie || info.ai.maixie_hp || info.ai.maixie_defend)) val = Math[val > 0 ? "max" : "min"](val > 0 ? 0.1 : -0.1, val + 2 * att);
});
const eff = 100 / val + 15;
current.hp = _hp;
current.maxHp = _maxhp;
return [current, eff];
})
.sort((a, b) => b[1] - a[1])[0];
if (list[1] < 0 && !forced) return targets;
const targetx = list[0];
targets[1] = targetx;
const list2 = sourceList
.filter(i => i != targetx)
.map(current => {
const _hp = targetx.hp,
_maxhp = targetx.maxHp;
targetx.hp = 100;
targetx.maxHp = 100;
const att = -get.sgnAttitude(player, current);
const eff = get.damageEffect(targetx, current, current) * att;
targetx.hp = _hp;
targetx.maxHp = _maxhp;
return [current, eff];
})
.sort((a, b) => b[1] - a[1])[0];
if (!list2) return targets;
targets[0] = list2[0];
return targets;
},
ai: {
order: 6,
result: {
player: function (player) {
if (player.getHp() + player.countCards("hs", card => player.canSaveCard(card, player)) <= 1) return 0;
var limit = 25;
var quesong = player.hasSkill("mbquesong") && !player.getStat().damaged;
if (quesong) {
limit -= 7.5;
}
if (
quesong &&
game.hasPlayer(target => {
var att = get.attitude(player, target);
if (att < 0) return false;
return (
att *
Math.sqrt(
Math.max(
1,
[1, 2, 3, 4].reduce((p, c) => p + target.countEmptySlot(c), 0)
)
) >=
10 || target.getHp() <= 2
);
})
)
return 1;
if (
!quesong &&
game.hasPlayer(target => {
if (target == player) return false;
var _hp = target.hp,
_maxhp = target.maxHp;
target.hp = 100;
target.maxHp = 100;
var att = -get.sgnAttitude(player, target);
var val = get.damageEffect(target, player, target) * att;
target.getSkills(null, false, false).forEach(skill => {
var info = get.info(skill);
if (info && info.ai && (info.ai.maixie || info.ai.maixie_hp || info.ai.maixie_defend)) val = Math[val > 0 ? "max" : "min"](val > 0 ? 0.1 : -0.1, val + 2 * att);
});
var eff = 100 / val;
target.hp = _hp;
target.maxHp = _maxhp;
if (eff < limit) return false;
return true;
})
)
return 1;
return 0;
},
},
},
},
mbquesong: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return player.getHistory("damage").length;
},
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("mbquesong")).set("ai", target => {
var player = _status.event.player;
if (get.attitude(player, target) <= 0) return 0;
var len = lib.skill.mbquesong.getNum(target),
hp = target.getHp();
return len + target.isTurnedOver() * 2 + (1.5 * Math.min(4, target.getDamagedHp())) / (hp + 1);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("mbquesong", target);
var len = lib.skill.mbquesong.getNum(target);
if (target.isHealthy()) event._result = { index: 0 };
else {
target
.chooseControl()
.set("choiceList", ["摸" + get.cnNumber(len) + "张牌并复原武将牌", "回复1点体力"])
.set("prompt", "雀颂:请选择一项")
.set("ai", () => {
var player = _status.event.player;
var len = _status.event.len;
return get.effect(player, { name: "draw" }, player, player) * len >= get.recoverEffect(player, player, player) ? 0 : 1;
})
.set("len", len);
}
} else event.finish();
"step 2";
if (result.index == 1) {
target.recover();
event.finish();
} else target.draw(lib.skill.mbquesong.getNum(target));
"step 3";
target.link(false);
"step 4";
target.turnOver(false);
},
getNum: function (player) {
return player.countCards("e", card => get.subtype(card) != "equip5") >= 3 ? 2 : 3;
},
ai: {
expose: 0.2,
maixie: true,
skillTagFilter: function (player, tag) {
if (player.getStat().damaged) return false;
},
},
},
//郭照
yichong: {
initSkill: function (skill) {
if (!lib.skill[skill]) {
lib.skill[skill] = {
charlotte: true,
onremove: true,
mark: true,
marktext: "雀",
intro: {
markcount: function (storage) {
return (storage || 0).toString();
},
content: function (storage) {
return "已被掠夺" + (storage || 0) + "张牌";
},
},
};
lib.translate[skill] = "易宠";
lib.translate[skill + "_bg"] = "雀";
}
},
getLimit: 1,
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt("yichong"), "选择一名其他角色并选择一个花色,获得其此花色的所有牌并令其获得“雀”标记", lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (att > 0) return 0;
var getNum = function (player) {
var list = [];
for (var i of lib.suit) list.push(player.countCards("he", { suit: i }) + 3);
return list.sort((a, b) => b - a)[0];
};
return getNum(target) + target.countCards("h") / 10;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("yichong", target);
event.target = target;
player
.chooseControl(lib.suit.slice(0).reverse())
.set("prompt", "请声明一个花色")
.set("ai", function () {
var target = _status.event.target,
cards = target.getCards("he");
var suits = lib.suit.slice(0);
suits.sort(function (a, b) {
var num = function (suit) {
return cards.filter(function (card) {
return get.suit(card) == suit;
}).length;
};
return num(b) - num(a);
});
return suits[0];
})
.set("target", target);
} else event.finish();
"step 2";
var suit = result.control;
event.suit = suit;
player.chat(get.translation(suit + 2));
game.log(player, "选择了", "#y" + get.translation(suit + 2));
if (target.countCards("e", { suit: suit })) player.gain(target.getCards("e", { suit: suit }), target, "giveAuto");
"step 3";
var suit = event.suit;
if (target.countCards("h", { suit: suit })) {
player.chooseButton(["选择获得其中一张牌", target.getCards("h", { suit: suit })], true).set("ai", button => get.value(button.link));
} else event.goto(5);
"step 4";
if (result.bool) {
var card = result.links[0];
if (lib.filter.canBeGained(card, player, target)) player.gain(card, target, "giveAuto", "bySelf");
else game.log("但", card, "不能被", player, "获得!");
}
"step 5";
var suit = event.suit;
player.storage.yichong = suit;
player.markSkill("yichong");
var skill = "yichong_" + player.playerid;
game.broadcastAll(lib.skill.yichong.initSkill, skill);
game.broadcastAll(
function (player, suit) {
if (player.marks.yichong) player.marks.yichong.firstChild.innerHTML = get.translation(suit);
},
player,
suit
);
game.countPlayer(function (current) {
current.removeSkill("yichong_" + player.playerid);
if (current == target) target.addSkill("yichong_" + player.playerid);
});
player.addTempSkill("yichong_clear", { player: "phaseBegin" });
},
onremove: true,
intro: { content: "拥有“雀”标记的角色得到$牌后,你获得之" },
group: "yichong_gain",
subSkill: {
gain: {
audio: "yichong",
trigger: { global: ["gainAfter", "loseAsyncAfter"] },
filter: function (event, player) {
if (!player.storage.yichong) return false;
return game.hasPlayer(function (current) {
if (!event.getg(current).length || !current.hasSkill("yichong_" + player.playerid)) return false;
if (current.countMark("yichong_" + player.playerid) >= lib.skill.yichong.getLimit) return false;
return event.getg(current).some(card => get.suit(card, current) == player.storage.yichong && lib.filter.canBeGained(card, current, player));
});
},
forced: true,
content: function () {
"step 0";
var target = game.findPlayer(function (current) {
if (!trigger.getg(current).length || !current.hasSkill("yichong_" + player.playerid)) return false;
if (current.countMark("yichong_" + player.playerid) >= lib.skill.yichong.getLimit) return false;
return trigger.getg(current).some(card => get.suit(card, current) == player.storage.yichong && lib.filter.canBeGained(card, current, player));
});
event.target = target;
var cards = trigger.getg(target).filter(card => get.suit(card, target) == player.storage.yichong && lib.filter.canBeGained(card, target, player));
if (cards.length <= lib.skill.yichong.getLimit - target.countMark("yichong_" + player.playerid)) event._result = { bool: true, links: cards };
else {
var num = lib.skill.yichong.getLimit - target.countMark("yichong_" + player.playerid);
player.chooseButton(["易宠:获得其中的" + get.cnNumber(num) + "张牌", cards], num, true).set("ai", function (button) {
return get.value(button.link);
});
}
"step 1";
if (result.bool) {
player.gain(result.links, target, "give");
target.addMark("yichong_" + player.playerid, result.links.length, false);
}
},
},
clear: {
charlotte: true,
onremove: function (player) {
game.countPlayer(function (current) {
current.removeSkill("yichong_" + player.playerid);
});
},
},
},
},
wufei: {
audio: 2,
trigger: { player: ["useCardToPlayered", "damageEnd"] },
filter: function (event, player) {
var target = game.findPlayer(current => current.hasSkill("yichong_" + player.playerid));
if (!target) return false;
if (event.name == "damage") return target.hp > 3;
return event.isFirstTarget && (event.card.name == "sha" || (get.type(event.card) == "trick" && get.tag(event.card, "damage")));
},
direct: true,
content: function () {
"step 0";
var target = game.findPlayer(current => current.hasSkill("yichong_" + player.playerid));
event.target = target;
if (trigger.name == "damage") {
player.chooseBool(get.prompt("wufei", target), "令" + get.translation(target) + "受到1点无来源伤害").set("choice", get.damageEffect(target, player, player) > 0);
} else {
player.logSkill("wufei", target);
player.addTempSkill("wufei_effect");
player.markAuto("wufei_effect", [trigger.card]);
game.log(target, "成为了", trigger.card, "的伤害来源");
event.finish();
}
"step 1";
if (result.bool) {
player.logSkill("wufei", target);
target.damage("nosource");
}
},
subSkill: {
effect: {
charlotte: true,
trigger: { source: "damageBefore" },
filter: function (event, player) {
if (!event.card) return false;
return player.getStorage("wufei_effect").includes(event.card);
},
forced: true,
popup: false,
firstDo: true,
content: function () {
var target = game.findPlayer(current => current.hasSkill("yichong_" + player.playerid));
if (!target) delete trigger.source;
else trigger.source = target;
},
},
},
ai: {
combo: "yichong",
},
},
//张嶷
xinwurong: {
audio: 3,
enable: "phaseUse",
usable: 1,
filterTarget: lib.filter.notMe,
content: function () {
"step 0";
player
.chooseToDuiben(target)
.set("title", "谋弈")
.set("namelist", ["反抗", "归顺", "镇压", "安抚"])
.set("translationList", [`对方选择镇压:${get.translation(player)}对你造成1点伤害,然后其摸1张牌
对方选择安抚:${get.translation(player)}受到1点伤害,然后其摸2张牌`, `对方选择镇压:${get.translation(player)}获得你1张牌,然后其交给你2张牌
对方选择安抚:你须交给${get.translation(player)}两张牌(若你牌数不足2张,则改为其令你跳过你下个摸牌阶段)`, `对方选择反抗:你对${get.translation(target)}造成1点伤害,然后你摸1张牌
对方选择归顺:你获得${get.translation(target)}1张牌,然后你交给其2张牌`, `对方选择反抗:你受到1点伤害,然后你摸2张牌
对方选择归顺:${get.translation(target)}须交给你两张牌(若其牌数不足两张,则改为令其跳过其下个摸牌阶段)`])
.set("ai", button => 1 + Math.random());
"step 1";
if (result.bool) {
if (result.player == "db_def1") {
target.damage();
player.draw();
event.finish();
} else {
var cards = target.getCards("he");
if (cards.length < 2) {
target.skip("phaseDraw");
target.addTempSkill("xinwurong_skip", { player: "phaseDrawSkipped" });
event.finish();
} else if (cards.length == 2) event._result = { bool: true, cards: cards };
else target.chooseCard("怃戎:交给" + get.translation(player) + "两张牌", 2, true, "he");
}
} else {
if (result.player == "db_def1") {
player.gainPlayerCard(target, "he", true);
event.goto(3);
} else {
player.damage();
player.draw(2);
event.finish();
}
}
"step 2";
if (result.bool) player.gain(result.cards, target, "giveAuto");
event.finish();
"step 3";
var cards = player.getCards("he");
if (!cards.length) event.finish();
else if (cards.length <= 2) event._result = { bool: true, cards: cards };
else player.chooseCard("怃戎:交给" + get.translation(target) + "两张牌", 2, true, "he");
"step 4";
if (result.bool) target.gain(result.cards, player, "giveAuto");
},
ai: {
order: 7,
result: {
player: 1,
target: -1,
},
},
subSkill: {
skip: {
charlotte: true,
mark: true,
intro: { content: "跳过下个摸牌阶段" },
},
},
},
//孙亮
xinkuizhu: {
audio: "nzry_kuizhu",
trigger: { player: "phaseDiscardAfter" },
filter: function (event, player) {
return player.getHistory("lose", function (evt) {
return evt.type == "discard" && evt.getParent("phaseDiscard") == event;
}).length;
},
direct: true,
content: function () {
"step 0";
var cards = [];
player.getHistory("lose", function (evt) {
if (evt.type == "discard" && evt.getParent("phaseDiscard") == trigger) cards.addArray(evt.cards2);
});
event.num = cards.length;
event.str1 = "令至多" + event.num + "名角色摸一张牌";
event.str2 = "对任意名体力值之和为" + event.num + "的角色造成1点伤害";
player
.chooseControl("cancel2")
.set("ai", function () {
if (
game.countPlayer(function (current) {
return get.attitude(player, current) < 0 && current.hp == event.num;
}) > 0 &&
event.num <= 3
)
return 1;
return 0;
})
.set("choiceList", [event.str1, event.str2])
.set("prompt", "是否发动【溃诛】?");
"step 1";
if (result.control == "cancel2") event.finish();
event.control = [event.str1, event.str2][result.index];
"step 2";
var str = "请选择〖溃诛〗的目标";
if (event.bool == false) str = "
所选目标体力之和不足" + event.num + ",请重选";
if (event.control == event.str2) {
player
.chooseTarget(str, function (card, player, target) {
var targets = ui.selected.targets;
var num = 0;
for (var i = 0; i < targets.length; i++) num += targets[i].hp;
return num + target.hp <= _status.event.num;
})
.set("ai", function (target) {
if (ui.selected.targets[0] != undefined) return -1;
return get.attitude(player, target) < 0;
})
.set("promptbar", "none")
.set("num", event.num)
.set("selectTarget", function () {
var targets = ui.selected.targets;
var num = 0;
for (var i = 0; i < targets.length; i++) num += targets[i].hp;
if (num == _status.event.num) return ui.selected.targets.length;
return ui.selected.targets.length + 1;
});
} else {
player.chooseTarget("请选择〖溃诛〗的目标", "令至多" + get.cnNumber(event.num) + "名角色各摸一张牌", [1, event.num]).set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
}
"step 3";
if (result.bool) {
var targets = result.targets.sortBySeat();
if (event.control == event.str1) {
player.logSkill("xinkuizhu", targets);
game.asyncDraw(targets);
} else {
var num = 0;
for (var i = 0; i < targets.length; i++) num += targets[i].hp;
if (num < event.num) {
event.bool = false;
event.goto(2);
} else {
player.logSkill("xinkuizhu", targets);
for (var i of targets) i.damage();
if (targets.length >= 2) player.loseHp();
}
}
}
},
},
xinzhizheng: {
audio: "nzry_zhizheng",
mod: {
playerEnabled: function (card, player, target) {
var info = get.info(card);
if (target != player && (!info || !info.singleCard || !ui.selected.targets.length) && player.isPhaseUsing() && !target.inRange(player)) return false;
},
},
trigger: { player: "phaseUseEnd" },
filter: function (event, player) {
return (
player.getHistory("useCard", function (evt) {
return evt.getParent("phaseUse") == event;
}).length <
game.countPlayer(function (current) {
return current != player && !current.inRange(player);
}) &&
game.hasPlayer(function (target) {
return target != player && !target.inRange(player) && target.countDiscardableCards(player, "he");
})
);
},
forced: true,
content: function () {
"step 0";
player
.chooseTarget("请选择〖掣政〗的目标", "弃置一名攻击范围内不包含你的角色的一张牌", true, function (card, player, target) {
return target != player && !target.inRange(player) && target.countDiscardableCards(player, "he");
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "guohe_copy2" }, player, player);
});
"step 1";
if (result.bool) {
player.line(result.targets);
player.discardPlayerCard(result.targets[0], "he", true);
}
},
},
xinlijun: {
unique: true,
audio: "nzry_lijun1",
trigger: { global: "useCardAfter" },
filter: function (event, player) {
if (event.card.name != "sha") return false;
if (_status.currentPhase != event.player || event.player.group != "wu") return false;
if (!player.hasZhuSkill("xinlijun", event.player) || player == event.player) return false;
return event.cards.filterInD().length;
},
zhuSkill: true,
direct: true,
content: function () {
"step 0";
trigger.player.chooseBool(get.prompt("xinlijun"), "将" + get.translation(trigger.cards) + "交给" + get.translation(player)).set("choice", get.attitude(trigger.player, player) > 0);
"step 1";
if (result.bool) {
player.logSkill("xinlijun", trigger.player);
player.gain(trigger.cards.filterInD(), "gain2");
player
.chooseBool()
.set("prompt", "是否令" + get.translation(trigger.player) + "摸一张牌?")
.set("choice", get.attitude(player, trigger.player) > 0);
} else event.finish();
"step 2";
if (result.bool) trigger.player.draw();
},
},
//十常侍
mbdanggu: {
audio: 2,
trigger: {
player: "enterGame",
global: "phaseBefore",
},
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
derivation: ["mbdanggu_faq", "mbdanggu_faq2"],
forced: true,
unique: true,
onremove: function (player) {
delete player.storage.mbdanggu;
delete player.storage.mbdanggu_current;
if (lib.skill.mbdanggu.isSingleShichangshi(player)) {
game.broadcastAll(function (player) {
player.name1 = player.name;
player.smoothAvatar(false);
player.node.avatar.setBackground(player.name, "character");
player.node.name.innerHTML = get.slimName(player.name);
delete player.name2;
player.classList.remove("fullskin2");
player.node.avatar2.classList.add("hidden");
player.node.name2.innerHTML = "";
if (player == game.me && ui.fakeme) {
ui.fakeme.style.backgroundImage = player.node.avatar.style.backgroundImage;
}
}, player);
}
},
changshi: [
["scs_zhangrang", "scstaoluan"],
["scs_zhaozhong", "scschiyan"],
["scs_sunzhang", "scszimou"],
["scs_bilan", "scspicai"],
["scs_xiayun", "scsyaozhuo"],
["scs_hankui", "scsxiaolu"],
["scs_lisong", "scskuiji"],
["scs_duangui", "scschihe"],
["scs_guosheng", "scsniqu"],
["scs_gaowang", "scsmiaoyu"],
],
conflictMap: function (player) {
if (!_status.changshiMap) {
_status.changshiMap = {
scs_zhangrang: [],
scs_zhaozhong: [],
scs_sunzhang: [],
scs_bilan: ["scs_hankui"],
scs_xiayun: [],
scs_hankui: ["scs_bilan"],
scs_lisong: [],
scs_duangui: ["scs_guosheng"],
scs_guosheng: ["scs_duangui"],
scs_gaowang: [],
};
if (!get.isLuckyStar(player)) {
var list = lib.skill.mbdanggu.changshi.map(i => i[0]);
for (var i of list) {
var select = list.filter(scs => scs != i && !_status.changshiMap[i].includes(i));
_status.changshiMap[i].addArray(select.randomGets(get.rand(0, select.length)));
}
}
}
return _status.changshiMap;
},
group: "mbdanggu_back",
content: function () {
"step 0";
var list = lib.skill.mbdanggu.changshi.map(i => i[0]);
player.markAuto("mbdanggu", 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.$draw(cards, "nobroadcast");
},
player,
list
);
"step 1";
var next = game.createEvent("mbdanggu_clique");
next.player = player;
next.setContent(lib.skill.mbdanggu.contentx);
},
contentx: function () {
"step 0";
var list = player.getStorage("mbdanggu").slice();
var first = list.randomRemove();
event.first = first;
var others = list.randomGets(4);
if (others.length == 1) event._result = { bool: true, links: others };
else {
var map = {
scs_bilan: "scs_hankui",
scs_hankui: "scs_bilan",
scs_duangui: "scs_guosheng",
scs_guosheng: "scs_duangui",
},
map2 = lib.skill.mbdanggu.conflictMap(player);
var conflictList = others.filter(changshi => {
if (map[first] && others.some(changshi2 => map[first] == changshi2)) return map[first] == changshi;
else return map2[first].includes(changshi);
}),
list = others.slice();
if (conflictList.length) {
var conflict = conflictList.randomGet();
list.remove(conflict);
game.broadcastAll(
function (changshi, player) {
if (lib.config.background_speak) {
if (player.isUnderControl(true)) game.playAudio("skill", changshi + "_enter");
}
},
conflict,
player
);
}
player
.chooseButton(["党锢:请选择结党对象", [[first], "character"], '可选常侍
', [others, "character"]], true)
.set("filterButton", button => {
return _status.event.canChoose.includes(button.link);
})
.set("canChoose", list)
.set("ai", button => Math.random() * 10);
}
"step 1";
if (result.bool) {
var first = event.first;
var chosen = result.links[0];
var skills = [];
var list = lib.skill.mbdanggu.changshi;
var changshis = [first, chosen];
player.unmarkAuto("mbdanggu", changshis);
player.storage.mbdanggu_current = changshis;
for (var changshi of changshis) {
for (var cs of list) {
if (changshi == cs[0]) skills.push(cs[1]);
}
}
if (lib.skill.mbdanggu.isSingleShichangshi(player)) {
game.broadcastAll(
function (player, first, chosen) {
player.name1 = first;
player.node.avatar.setBackground(first, "character");
player.node.name.innerHTML = get.slimName(first);
player.name2 = chosen;
player.classList.add("fullskin2");
player.node.avatar2.classList.remove("hidden");
player.node.avatar2.setBackground(chosen, "character");
player.node.name2.innerHTML = get.slimName(chosen);
if (player == game.me && ui.fakeme) {
ui.fakeme.style.backgroundImage = player.node.avatar.style.backgroundImage;
}
},
player,
first,
chosen
);
}
game.log(player, "选择了常侍", "#y" + get.translation(changshis));
if (skills.length) {
player.addAdditionalSkill("mbdanggu", skills);
var str = "";
for (var i of skills) {
str += "【" + get.translation(i) + "】、";
player.popup(i);
}
str = str.slice(0, -1);
game.log(player, "获得了技能", "#g" + str);
}
}
},
isSingleShichangshi: function (player) {
var map = lib.skill.mbdanggu.conflictMap(player);
return player.name == "shichangshi" && ((map[player.name1] && map[player.name2]) || (map[player.name1] && !player.name2) || (!player.name1 && !player.name2) || (player.name == player.name1 && !player.name2));
},
mod: {
aiValue: function (player, card, num) {
if (["shan", "tao", "wuxie", "caochuan"].includes(card.name)) return num / 10;
},
aiUseful: function () {
return lib.skill.mbdanggu.mod.aiValue.apply(this, arguments);
},
},
ai: {
combo: "mbmowang",
nokeep: true,
},
intro: {
mark: function (dialog, storage, player) {
dialog.addText("剩余常侍");
dialog.addSmall([storage, "character"]);
if (player.storage.mbdanggu_current && player.isIn()) {
dialog.addText("当前常侍");
dialog.addSmall([player.storage.mbdanggu_current, "character"]);
}
},
},
subSkill: {
back: {
audio: "mbdanggu",
trigger: { global: "restEnd" },
filter: function (event, player) {
return event.getTrigger().player == player;
},
forced: true,
content: function () {
"step 0";
delete player.storage.mbdanggu_current;
if (lib.skill.mbdanggu.isSingleShichangshi(player)) {
game.broadcastAll(function (player) {
player.name1 = player.name;
player.smoothAvatar(false);
player.node.avatar.setBackground(player.name, "character");
player.node.name.innerHTML = get.slimName(player.name);
delete player.name2;
player.classList.remove("fullskin2");
player.node.avatar2.classList.add("hidden");
player.node.name2.innerHTML = "";
if (player == game.me && ui.fakeme) {
ui.fakeme.style.backgroundImage = player.node.avatar.style.backgroundImage;
}
}, player);
}
"step 1";
var next = game.createEvent("mbdanggu_clique");
next.player = player;
next.setContent(lib.skill.mbdanggu.contentx);
player.draw();
},
},
},
},
mbmowang: {
audio: 2,
trigger: { player: "dieBefore" },
filter: function (event, player) {
return player.getStorage("mbdanggu").length && event.getParent().name != "giveup" && player.maxHp > 0;
},
derivation: "mbmowang_faq",
forced: true,
direct: true,
priority: 15,
group: ["mbmowang_die", "mbmowang_return"],
content: function () {
if (_status.mbmowang_return && _status.mbmowang_return[player.playerid]) {
trigger.cancel();
} else {
player.logSkill("mbmowang");
game.broadcastAll(function () {
if (lib.config.background_speak) game.playAudio("die", "shichangshiRest");
});
trigger.setContent(lib.skill.mbmowang.dieContent);
trigger.includeOut = true;
}
},
ai: {
combo: "mbdanggu",
neg: true,
},
dieContent: function () {
"step 0";
event.forceDie = true;
if (source) {
game.log(player, "被", source, "杀害");
if (source.stat[source.stat.length - 1].kill == undefined) {
source.stat[source.stat.length - 1].kill = 1;
} else {
source.stat[source.stat.length - 1].kill++;
}
} else {
game.log(player, "阵亡");
}
if (player.isIn() && (!_status.mbmowang_return || !_status.mbmowang_return[player.playerid])) {
event.reserveOut = true;
game.log(player, "进入了修整状态");
game.log(player, "移出了游戏");
//game.addGlobalSkill('mbmowang_return');
if (!_status.mbmowang_return) _status.mbmowang_return = {};
_status.mbmowang_return[player.playerid] = 1;
} else event.finish();
if (!game.countPlayer()) game.over();
else if (player.hp != 0) {
player.changeHp(0 - player.hp, false).forceDie = true;
}
game.broadcastAll(function (player) {
if (player.isLinked()) {
if (get.is.linked2(player)) {
player.classList.toggle("linked2");
} else {
player.classList.toggle("linked");
}
}
if (player.isTurnedOver()) {
player.classList.toggle("turnedover");
}
}, player);
game.addVideo("link", player, player.isLinked());
game.addVideo("turnOver", player, player.classList.contains("turnedover"));
"step 1";
event.trigger("die");
"step 2";
if (event.reserveOut) {
if (!game.reserveDead) {
for (var mark in player.marks) {
if (mark == "mbdanggu") continue;
player.unmarkSkill(mark);
}
var count = 1;
var list = Array.from(player.node.marks.childNodes);
if (list.some(i => i.name == "mbdanggu")) count++;
while (player.node.marks.childNodes.length > count) {
var node = player.node.marks.lastChild;
if (node.name == "mbdanggu") {
node = node.previousSibling;
}
node.remove();
}
game.broadcast(
function (player, count) {
while (player.node.marks.childNodes.length > count) {
var node = player.node.marks.lastChild;
if (node.name == "mbdanggu") {
node = node.previousSibling;
}
node.remove();
}
},
player,
count
);
}
for (var i in player.tempSkills) {
player.removeSkill(i);
}
var skills = player.getSkills();
for (var i = 0; i < skills.length; i++) {
if (lib.skill[skills[i]].temp) {
player.removeSkill(skills[i]);
}
}
event.cards = player.getCards("hejsx");
if (event.cards.length) {
player.discard(event.cards).forceDie = true;
}
}
"step 3";
if (event.reserveOut) {
game.broadcastAll(
function (player, list) {
player.classList.add("out");
if (list.includes(player.name1) || player.name1 == "shichangshi") {
player.smoothAvatar(false);
player.node.avatar.setBackground(player.name1 + "_dead", "character");
}
if (list.includes(player.name2) || player.name2 == "shichangshi") {
player.smoothAvatar(true);
player.node.avatar2.setBackground(player.name2 + "_dead", "character");
}
},
player,
lib.skill.mbdanggu.changshi.map(i => i[0])
);
}
if (source && lib.config.border_style == "auto" && (lib.config.autoborder_count == "kill" || lib.config.autoborder_count == "mix")) {
switch (source.node.framebg.dataset.auto) {
case "gold":
case "silver":
source.node.framebg.dataset.auto = "gold";
break;
case "bronze":
source.node.framebg.dataset.auto = "silver";
break;
default:
source.node.framebg.dataset.auto = lib.config.autoborder_start || "bronze";
}
if (lib.config.autoborder_count == "kill") {
source.node.framebg.dataset.decoration = source.node.framebg.dataset.auto;
} else {
var dnum = 0;
for (var j = 0; j < source.stat.length; j++) {
if (source.stat[j].damage != undefined) dnum += source.stat[j].damage;
}
source.node.framebg.dataset.decoration = "";
switch (source.node.framebg.dataset.auto) {
case "bronze":
if (dnum >= 4) source.node.framebg.dataset.decoration = "bronze";
break;
case "silver":
if (dnum >= 8) source.node.framebg.dataset.decoration = "silver";
break;
case "gold":
if (dnum >= 12) source.node.framebg.dataset.decoration = "gold";
break;
}
}
source.classList.add("topcount");
}
},
subSkill: {
die: {
audio: "mbmowang",
trigger: { player: "phaseAfter" },
forced: true,
forceDie: true,
content: function () {
"step 0";
if (lib.skill.mbdanggu.isSingleShichangshi(player)) {
if (!player.getStorage("mbdanggu").length) {
game.broadcastAll(function (player) {
player.name1 = player.name;
player.smoothAvatar(false);
player.node.avatar.setBackground(player.name + "_dead", "character");
player.node.name.innerHTML = get.slimName(player.name);
delete player.name2;
player.classList.remove("fullskin2");
player.node.avatar2.classList.add("hidden");
player.node.name2.innerHTML = "";
if (player == game.me && ui.fakeme) {
ui.fakeme.style.backgroundImage = player.node.avatar.style.backgroundImage;
}
}, player);
}
}
if (!player.getStorage("mbdanggu").length) {
game.delay();
}
"step 1";
player.die();
},
},
return: {
trigger: { player: "phaseBefore" },
forced: true,
charlotte: true,
silent: true,
forceDie: true,
forceOut: true,
filter: function (event, player) {
return !event._mbmowang_return && event.player.isOut() && _status.mbmowang_return[event.player.playerid];
},
content: function () {
"step 0";
trigger._mbmowang_return = true;
game.broadcastAll(function (player) {
player.classList.remove("out");
}, trigger.player);
game.log(trigger.player, "移回了游戏");
delete _status.mbmowang_return[trigger.player.playerid];
trigger.player.recover(trigger.player.maxHp - trigger.player.hp);
game.broadcastAll(function (player) {
if (player.name1 == "shichangshi") {
player.smoothAvatar(false);
player.node.avatar.setBackground(player.name1, "character");
}
if (player.name2 == "shichangshi") {
player.smoothAvatar(true);
player.node.avatar2.setBackground(player.name2, "character");
}
}, trigger.player);
"step 1";
event.trigger("restEnd");
},
},
},
},
//张让
scstaoluan: {
audio: 1,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("hes") > 0;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name == "sha") {
list.push(["基本", "", "sha"]);
for (var j of lib.inpile_nature) list.push(["基本", "", "sha", j]);
} else if (get.type(name) == "trick") list.push(["锦囊", "", name]);
else if (get.type(name) == "basic") list.push(["基本", "", name]);
}
return ui.create.dialog("滔乱", [list, "vcard"]);
},
filter: function (button, player) {
return _status.event.getParent().filterCard({ name: button.link[2] }, player, _status.event.getParent());
},
check: function (button) {
var player = _status.event.player;
if (player.countCards("hs", button.link[2]) > 0) return 0;
if (button.link[2] == "wugu") return;
var effect = player.getUseValue(button.link[2]);
if (effect > 0) return effect;
return 0;
},
backup: function (links, player) {
return {
filterCard: true,
audio: "scstaoluan",
selectCard: 1,
popname: true,
check: function (card) {
return 6 - get.value(card);
},
position: "hes",
viewAs: { name: links[0][2], nature: links[0][3] },
};
},
prompt: function (links, player) {
return "将一张牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用";
},
},
ai: {
order: 4,
result: {
player: 1,
},
threaten: 1.9,
},
},
//赵忠
scschiyan: {
audio: 1,
shaRelated: true,
trigger: { player: "useCardToPlayered" },
direct: true,
filter: function (event, player) {
return event.card.name == "sha" && event.target.hp > 0 && event.target.countCards("he") > 0;
},
content: function () {
"step 0";
var next = player.choosePlayerCard(trigger.target, "he", get.prompt("scschiyan", trigger.target));
next.set("ai", function (button) {
if (!_status.event.goon) return 0;
var val = get.value(button.link);
if (button.link == _status.event.target.getEquip(2)) return 2 * (val + 3);
return val;
});
next.set("goon", get.attitude(player, trigger.target) <= 0);
next.set("forceAuto", true);
"step 1";
if (result.bool) {
var target = trigger.target;
player.logSkill("scschiyan", target);
target.addSkill("scschiyan_get");
target.addToExpansion("giveAuto", result.cards, target).gaintag.add("scschiyan_get");
}
},
ai: {
unequip_ai: true,
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
if (get.attitude(player, arg.target) > 0) return false;
if (tag == "directHit_ai") return arg.target.hp >= Math.max(1, arg.target.countCards("h") - 1);
if (arg && arg.name == "sha" && arg.target.getEquip(2)) return true;
return false;
},
},
group: "scschiyan_damage",
subSkill: {
get: {
trigger: { global: "phaseEnd" },
forced: true,
popup: false,
charlotte: true,
filter: function (event, player) {
return player.getExpansions("scschiyan_get").length > 0;
},
content: function () {
"step 0";
var cards = player.getExpansions("scschiyan_get");
player.gain(cards, "draw");
game.log(player, "收回了" + get.cnNumber(cards.length) + "张“鸱咽”牌");
"step 1";
player.removeSkill("scschiyan_get");
},
intro: {
markcount: "expansion",
mark: function (dialog, storage, player) {
var cards = player.getExpansions("scschiyan_get");
if (player.isUnderControl(true)) dialog.addAuto(cards);
else return "共有" + get.cnNumber(cards.length) + "张牌";
},
},
},
damage: {
audio: "scschiyan",
trigger: { source: "damageBegin1" },
forced: true,
locked: false,
logTarget: "player",
filter: function (event, player) {
var target = event.player;
return event.getParent().name == "sha" && player.countCards("h") >= target.countCards("h") && player.countCards("e") >= target.countCards("e");
},
content: function () {
trigger.num++;
},
},
},
},
//孙璋
scszimou: {
audio: 1,
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
var evt = event.getParent("phaseUse");
if (!evt || evt.player != player) return false;
var num = player.getHistory("useCard", evtx => evtx.getParent("phaseUse") == evt).length;
return num == 2 || num == 4 || num == 6;
},
content: function () {
var evt = trigger.getParent("phaseUse");
var num = player.getHistory("useCard", evtx => evtx.getParent("phaseUse") == evt).length;
var cards = [];
if (num == 2) {
var card = get.cardPile2(card => {
return ["jiu", "xionghuangjiu"].includes(card.name);
});
if (card) cards.push(card);
} else if (num == 4) {
var card = get.cardPile2(card => {
return card.name == "sha";
});
if (card) cards.push(card);
} else if (num == 6) {
var card = get.cardPile2(card => {
return card.name == "juedou";
});
if (card) cards.push(card);
}
if (cards.length) player.gain(cards, "gain2");
},
},
//毕岚
scspicai: {
audio: 1,
enable: "phaseUse",
usable: 1,
frequent: true,
content: function () {
"step 0";
event.cards = [];
event.suits = [];
"step 1";
player
.judge(function (result) {
var evt = _status.event.getParent("scspicai");
if (evt && evt.suits && evt.suits.includes(get.suit(result))) return 0;
return 1;
})
.set("callback", lib.skill.scspicai.callback).judge2 = function (result) {
return result.bool ? true : false;
};
"step 2";
var cards = cards.filterInD();
if (cards.length)
player.chooseTarget("将" + get.translation(cards) + "交给一名角色", true).set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target) / Math.sqrt(1 + target.countCards("h"));
if (target.hasSkillTag("nogain")) att /= 10;
return att;
});
else event.finish();
"step 3";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target, "green");
target.gain(cards, "gain2").giver = player;
} else event.finish();
},
callback: function () {
"step 0";
var evt = event.getParent(2);
event.getParent().orderingCards.remove(event.judgeResult.card);
evt.cards.push(event.judgeResult.card);
if (event.getParent().result.bool) {
evt.suits.push(event.getParent().result.suit);
player.chooseBool("是否继续发动【庀材】?").set("frequentSkill", "scspicai");
} else event._result = { bool: false };
"step 1";
if (result.bool) event.getParent(2).redo();
},
ai: {
order: 9,
result: {
player: 1,
},
},
},
//夏恽
scsyaozhuo: {
audio: 1,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return player.canCompare(current);
});
},
filterTarget: function (card, player, current) {
return player.canCompare(current);
},
content: function () {
"step 0";
player.chooseToCompare(target);
"step 1";
if (result.bool) {
target.skip("phaseDraw");
target.addTempSkill("scsyaozhuo_skip", { player: "phaseDrawSkipped" });
} else player.chooseToDiscard(2, true, "he");
},
subSkill: {
skip: {
mark: true,
intro: { content: "跳过下一个摸牌阶段" },
},
},
ai: {
order: 1,
result: {
target: function (player, target) {
if (target.skipList.includes("phaseDraw") || target.hasSkill("pingkou")) return 0;
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 - 2 && hs[0].number > 5) return -1;
return 0;
},
},
},
},
//韩悝
scsxiaolu: {
audio: 1,
enable: "phaseUse",
usable: 1,
content: function () {
"step 0";
player.draw(2);
"step 1";
var num = player.countCards("he");
if (!num) event.finish();
else if (num < 2) event._result = { index: 1 };
else
player
.chooseControl()
.set("choiceList", ["将两张牌交给一名其他角色", "弃置两张牌"])
.set("ai", function () {
if (
game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 0;
})
)
return 0;
return 1;
});
"step 2";
if (result.index == 0) {
player.chooseCardTarget({
position: "he",
filterCard: true,
selectCard: 2,
filterTarget: function (card, player, target) {
return player != target;
},
ai1: function (card) {
return get.unuseful(card);
},
ai2: function (target) {
var att = get.attitude(_status.event.player, target);
if (target.hasSkillTag("nogain")) att /= 10;
if (target.hasJudge("lebu")) att /= 5;
return att;
},
prompt: "选择两张牌,交给一名其他角色",
forced: true,
});
} else {
player.chooseToDiscard(2, true, "he");
event.finish();
}
"step 3";
if (result.bool) {
var target = result.targets[0];
player.give(result.cards, target);
}
},
ai: {
order: 9,
result: { player: 2 },
},
},
//栗嵩
scskuiji: {
audio: 1,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 0;
},
content: function () {
"step 0";
event.list1 = [];
event.list2 = [];
if (player.countCards("h") > 0) {
var chooseButton = player.chooseButton(4, ["你的手牌", player.getCards("h"), get.translation(target.name) + "的手牌", target.getCards("h")]);
} else {
var chooseButton = player.chooseButton(4, [get.translation(target.name) + "的手牌", target.getCards("h")]);
}
chooseButton.set("target", target);
chooseButton.set("ai", function (button) {
var player = _status.event.player;
var target = _status.event.target;
var ps = [];
var ts = [];
for (var i = 0; i < ui.selected.buttons.length; i++) {
var card = ui.selected.buttons[i].link;
if (target.getCards("h").includes(card)) ts.push(card);
else ps.push(card);
}
var card = button.link;
var owner = get.owner(card);
var val = get.value(card) || 1;
if (owner == target) {
return 2 * val;
}
return 7 - val;
});
chooseButton.set("filterButton", function (button) {
for (var i = 0; i < ui.selected.buttons.length; i++) {
if (get.suit(button.link) == get.suit(ui.selected.buttons[i].link)) return false;
}
return true;
});
"step 1";
if (result.bool) {
var list = result.links;
for (var i = 0; i < list.length; i++) {
if (get.owner(list[i]) == player) {
event.list1.push(list[i]);
} else {
event.list2.push(list[i]);
}
}
if (event.list1.length && event.list2.length) {
game.loseAsync({
lose_list: [
[player, event.list1],
[target, event.list2],
],
discarder: player,
}).setContent("discardMultiple");
} else if (event.list2.length) {
target.discard(event.list2);
} else player.discard(event.list1);
}
},
ai: {
order: 13,
result: {
target: -1,
},
},
},
//段珪
scschihe: {
audio: 1,
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
return event.targets.length == 1 && event.card.name == "sha";
},
prompt2: function (event, player) {
var str = "亮出牌堆顶的两张牌并增加伤害;且";
str += "令" + get.translation(event.target) + "不能使用";
str += "这两张牌所包含的花色";
str += "的牌响应" + get.translation(event.card);
return str;
},
logTarget: "target",
locked: false,
check: function (event, player) {
var target = event.target;
if (get.attitude(player, target) > 0) return false;
return true;
},
content: function () {
var num = 2;
var evt = trigger.getParent();
var suit = get.suit(trigger.card);
var suits = [];
if (num > 0) {
if (typeof evt.baseDamage != "number") evt.baseDamage = 1;
var cards = get.cards(num);
player.showCards(cards.slice(0), get.translation(player) + "发动了【叱吓】");
while (cards.length > 0) {
var card = cards.pop();
var suitx = get.suit(card, false);
suits.add(suitx);
if (suit == suitx) evt.baseDamage++;
}
game.updateRoundNumber();
}
evt._scschihe_player = player;
var target = trigger.target;
target.addTempSkill("scschihe_block");
if (!target.storage.scschihe_block) target.storage.scschihe_block = [];
target.storage.scschihe_block.push([evt.card, suits]);
lib.skill.scschihe.updateBlocker(target);
},
updateBlocker: function (player) {
var list = [],
storage = player.storage.scschihe_block;
if (storage && storage.length) {
for (var i of storage) list.addArray(i[1]);
}
player.storage.scschihe_blocker = list;
},
ai: {
threaten: 2.5,
halfneg: true,
},
subSkill: {
block: {
mod: {
cardEnabled: function (card, player) {
if (!player.storage.scschihe_blocker) return;
var suit = get.suit(card);
if (suit == "none" || suit == "unsure") return;
var evt = _status.event;
if (evt.name != "chooseToUse") evt = evt.getParent("chooseToUse");
if (!evt || !evt.respondTo || evt.respondTo[1].name != "sha") return;
if (player.storage.scschihe_blocker.includes(suit)) return false;
},
},
trigger: {
player: ["damageBefore", "damageCancelled", "damageZero"],
target: ["shaMiss", "useCardToExcluded", "useCardToEnd"],
global: ["useCardEnd"],
},
forced: true,
firstDo: true,
charlotte: true,
popup: false,
onremove: function (player) {
delete player.storage.scschihe_block;
delete player.storage.scschihe_blocker;
},
filter: function (event, player) {
if (!event.card || !player.storage.scschihe_block) return false;
for (var i of player.storage.scschihe_block) {
if (i[0] == event.card) return true;
}
return false;
},
content: function () {
var storage = player.storage.scschihe_block;
for (var i = 0; i < storage.length; i++) {
if (storage[i][0] == trigger.card) {
storage.splice(i--, 1);
}
}
if (!storage.length) player.removeSkill("scschihe_block");
else lib.skill.scschihe.updateBlocker(target);
},
},
},
},
//郭胜
scsniqu: {
audio: 1,
enable: "phaseUse",
usable: 1,
filterTarget: true,
selectTarget: 1,
content: function () {
target.damage("fire");
},
ai: {
expose: 0.2,
order: 5,
result: {
target: function (player, target) {
return get.damageEffect(target, player, target, "fire") / 10;
},
},
},
},
//高望
scsanruo: {
audio: 1,
enable: ["chooseToUse", "chooseToRespond"],
prompt: "将一张♥牌当做桃,♦牌当做火杀,♣牌当做闪,♠牌当做无懈可击使用或打出",
viewAs: function (cards, player) {
var name = false;
var nature = null;
switch (get.suit(cards[0], player)) {
case "club":
name = "shan";
break;
case "diamond":
name = "sha";
nature = "fire";
break;
case "spade":
name = "wuxie";
break;
case "heart":
name = "tao";
break;
}
if (name) return { name: name, nature: nature };
return null;
},
check: function (card) {
var player = _status.event.player;
if (_status.event.type == "phase") {
var max = 0;
var name2;
var list = ["sha", "tao"];
var map = { sha: "diamond", tao: "heart" };
for (var i = 0; i < list.length; i++) {
var name = list[i];
if (
player.countCards("hes", function (card) {
return (name != "sha" || get.value(card) < 5) && get.suit(card, player) == map[name];
}) > 0 &&
player.getUseValue({ name: name, nature: name == "sha" ? "fire" : null }) > 0
) {
var temp = get.order({ name: name, nature: name == "sha" ? "fire" : null });
if (temp > max) {
max = temp;
name2 = map[name];
}
}
}
if (name2 == get.suit(card, player)) return name2 == "diamond" ? 5 - get.value(card) : 20 - get.value(card);
return 0;
}
return 1;
},
position: "hes",
filterCard: function (card, player, event) {
event = event || _status.event;
var filter = event._backup.filterCard;
var name = get.suit(card, player);
if (name == "club" && filter({ name: "shan", cards: [card] }, player, event)) return true;
if (name == "diamond" && filter({ name: "sha", cards: [card], nature: "fire" }, player, event)) return true;
if (name == "spade" && filter({ name: "wuxie", cards: [card] }, player, event)) return true;
if (name == "heart" && filter({ name: "tao", cards: [card] }, player, event)) return true;
return false;
},
filter: function (event, player) {
var filter = event.filterCard;
if (filter(get.autoViewAs({ name: "sha", nature: "fire" }, "unsure"), player, event) && player.countCards("hes", { suit: "diamond" })) return true;
if (filter(get.autoViewAs({ name: "shan" }, "unsure"), player, event) && player.countCards("hes", { suit: "club" })) return true;
if (filter(get.autoViewAs({ name: "tao" }, "unsure"), player, event) && player.countCards("hes", { suit: "heart" })) return true;
if (filter(get.autoViewAs({ name: "wuxie" }, "unsure"), player, event) && player.countCards("hes", { suit: "spade" })) return true;
return false;
},
precontent: function () {
"step 0";
player.addTempSkill("scsanruo_effect");
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter: function (player, tag) {
var name;
switch (tag) {
case "respondSha":
name = "diamond";
break;
case "respondShan":
name = "club";
break;
case "save":
name = "heart";
break;
}
if (!player.countCards("hes", { suit: name })) return false;
},
order: function (item, player) {
if (player && _status.event.type == "phase") {
var max = 0;
var list = ["sha", "tao"];
var map = { sha: "diamond", tao: "heart" };
for (var i = 0; i < list.length; i++) {
var name = list[i];
if (
player.countCards("hes", function (card) {
return (name != "sha" || get.value(card) < 5) && get.suit(card, player) == map[name];
}) > 0 &&
player.getUseValue({
name: name,
nature: name == "sha" ? "fire" : null,
}) > 0
) {
var temp = get.order({
name: name,
nature: name == "sha" ? "fire" : null,
});
if (temp > max) max = temp;
}
}
max /= 1.1;
return max;
}
return 2;
},
},
hiddenCard: function (player, name) {
if (name == "wuxie" && _status.connectMode && player.countCards("hes") > 0) return true;
if (name == "wuxie") return player.countCards("hes", { suit: "spade" }) > 0;
if (name == "tao") return player.countCards("hes", { suit: "heart" }) > 0;
},
subSkill: {
effect: {
audio: "scsanruo",
trigger: {
player: ["useCard", "respond"],
},
filter: function (event, player) {
return event.skill == "scsanruo";
},
direct: true,
forced: true,
charlotte: true,
content: function () {
"step 0";
var name = trigger.card.name;
var next = game.createEvent("scsanruo_" + name);
next.player = player;
next.setContent(lib.skill.scsanruo_effect[name == "shan" ? "sha" : name] || function () {});
},
sha: function () {
"step 0";
var trigger = event.getParent().getTrigger();
if (trigger.name == "useCard") {
var target = lib.skill.chongzhen.logTarget(trigger, player);
} else {
var target = trigger.source;
}
event.target = target;
if (!target || !target.countGainableCards(player, "he")) event._result = { bool: false };
else
player
.chooseBool(get.prompt("scsanruo_effect", target), "获得该角色的一张牌")
.set("ai", () => {
return _status.event.goon;
})
.set("goon", get.attitude(player, target) < 1);
"step 1";
if (result.bool) {
player.logSkill("scsanruo_effect", target);
player.gainPlayerCard(target, "he", true);
}
},
tao: function () {
"step 0";
player
.chooseTarget(get.prompt("scsanruo"), "获得一名其他角色的一张牌", (card, player, target) => {
return target.countGainableCards(player, "he") && target != player;
})
.set("ai", target => {
return 1 - get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("scsanruo_effect", target);
player.gainPlayerCard(target, "he", true);
}
},
wuxie: function () {
"step 0";
var trigger = event.getParent().getTrigger();
if (!trigger.respondTo) {
event.finish();
return;
}
var target = trigger.respondTo[0];
event.target = target;
if (!target || !target.countGainableCards(player, player == target ? "e" : "he")) event._result = { bool: false };
else
player
.chooseBool(get.prompt("scsanruo_effect", target), "获得该角色的一张牌")
.set("ai", () => {
return _status.event.goon;
})
.set("goon", get.attitude(player, target) < 1);
"step 1";
if (result.bool) {
player.logSkill("scsanruo_effect", target);
player.gainPlayerCard(target, player == target ? "e" : "he", true);
}
},
},
},
},
scsmiaoyu: {
audio: "scsanruo",
enable: ["chooseToUse", "chooseToRespond"],
prompt: "将至多两张♦牌当作火【杀】,♥牌当作【桃】,♣牌当作【闪】,♠牌当作【无懈可击】使用或打出",
viewAs: function (cards, player) {
var name = false;
var nature = null;
switch (get.suit(cards[0], player)) {
case "club":
name = "shan";
break;
case "diamond":
name = "sha";
nature = "fire";
break;
case "spade":
name = "wuxie";
break;
case "heart":
name = "tao";
break;
}
//返回判断结果
if (name) return { name: name, nature: nature };
return null;
},
check: function (card) {
if (ui.selected.cards.length) return 0;
var player = _status.event.player;
if (_status.event.type == "phase") {
var max = 0;
var name2;
var list = ["sha", "tao"];
var map = { sha: "diamond", tao: "heart" };
for (var i = 0; i < list.length; i++) {
var name = list[i];
if (
player.countCards("hes", function (card) {
return (name != "sha" || get.value(card) < 5) && get.suit(card, player) == map[name];
}) > 0 &&
player.getUseValue({ name: name, nature: name == "sha" ? "fire" : null }) > 0
) {
var temp = get.order({ name: name, nature: name == "sha" ? "fire" : null });
if (temp > max) {
max = temp;
name2 = map[name];
}
}
}
if (name2 == get.suit(card, player)) return name2 == "diamond" ? 5 - get.value(card) : 20 - get.value(card);
return 0;
}
return 1;
},
selectCard: [1, 2],
complexCard: true,
position: "hes",
filterCard: function (card, player, event) {
if (ui.selected.cards.length) return get.suit(card, player) == get.suit(ui.selected.cards[0], player);
event = event || _status.event;
var filter = event._backup.filterCard;
var name = get.suit(card, player);
if (name == "club" && filter({ name: "shan", cards: [card] }, player, event)) return true;
if (name == "diamond" && filter({ name: "sha", cards: [card], nature: "fire" }, player, event)) return true;
if (name == "spade" && filter({ name: "wuxie", cards: [card] }, player, event)) return true;
if (name == "heart" && filter({ name: "tao", cards: [card] }, player, event)) return true;
return false;
},
filter: function (event, player) {
var filter = event.filterCard;
if (filter(get.autoViewAs({ name: "sha", nature: "fire" }, "unsure"), player, event) && player.countCards("hes", { suit: "diamond" })) return true;
if (filter(get.autoViewAs({ name: "shan" }, "unsure"), player, event) && player.countCards("hes", { suit: "club" })) return true;
if (filter(get.autoViewAs({ name: "tao" }, "unsure"), player, event) && player.countCards("hes", { suit: "heart" })) return true;
if (filter(get.autoViewAs({ name: "wuxie" }, "unsure"), player, event) && player.countCards("hes", { suit: "spade" })) return true;
return false;
},
precontent: function () {
player.addTempSkill("scsmiaoyu_num");
player.addTempSkill("scsmiaoyu_discard");
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter: function (player, tag) {
var name;
switch (tag) {
case "respondSha":
name = "diamond";
break;
case "respondShan":
name = "club";
break;
case "save":
name = "heart";
break;
}
if (!player.countCards("hes", { suit: name })) return false;
},
order: function (item, player) {
if (player && _status.event.type == "phase") {
var max = 0;
var list = ["sha", "tao"];
var map = { sha: "diamond", tao: "heart" };
for (var i = 0; i < list.length; i++) {
var name = list[i];
if (
player.countCards("hes", function (card) {
return (name != "sha" || get.value(card) < 5) && get.suit(card, player) == map[name];
}) > 0 &&
player.getUseValue({
name: name,
nature: name == "sha" ? "fire" : null,
}) > 0
) {
var temp = get.order({
name: name,
nature: name == "sha" ? "fire" : null,
});
if (temp > max) max = temp;
}
}
max /= 1.1;
return max;
}
return 2;
},
},
hiddenCard: function (player, name) {
if (name == "wuxie" && _status.connectMode && player.countCards("hs") > 0) return true;
if (name == "wuxie") return player.countCards("hes", { suit: "spade" }) > 0;
if (name == "tao") return player.countCards("hes", { suit: "heart" }) > 0;
},
subSkill: {
num: {
charlotte: true,
trigger: { player: "useCard" },
filter: function (event) {
return ["sha", "tao"].includes(event.card.name) && event.skill == "scsmiaoyu" && event.cards && event.cards.length == 2;
},
forced: true,
popup: false,
content: function () {
trigger.baseDamage++;
},
},
discard: {
charlotte: true,
trigger: { player: ["useCardAfter", "respondAfter"] },
autodelay: function (event) {
return event.name == "respond" ? 0.5 : false;
},
filter: function (event, player) {
return ["shan", "wuxie"].includes(event.card.name) && event.skill == "scsmiaoyu" && event.cards && event.cards.length == 2 && _status.currentPhase && _status.currentPhase != player && _status.currentPhase.countDiscardableCards(player, "he");
},
forced: true,
popup: false,
content: function () {
player.line(_status.currentPhase, "green");
player.discardPlayerCard(_status.currentPhase, "he", true);
},
},
},
},
//牵招
mbshihe: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(current => player.canCompare(current));
},
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
content: function () {
"step 0";
player.chooseToCompare(target);
"step 1";
if (result.bool) {
target.addTempSkill("mbshihe_prevent", { player: "phaseAfter" });
target.markAuto("mbshihe_prevent", [player]);
} else {
var cards = player.getCards("he", card => {
return lib.filter.cardDiscardable(card, player, "mbshihe");
});
if (cards.length > 0) player.discard(cards.randomGet());
}
},
ai: {
order: 6,
result: {
player: function (player, target) {
if ((get.realAttitude || get.attitude)(target, player) >= 0 || get.damageEffect(player, target, player) >= 0) return 0;
var card = player.getCards("h").sort(function (a, b) {
return get.number(b) - get.number(a);
})[0];
return get.number(card) >= 10 || (get.number(card) >= 7 && target.countCards("h") <= 2) ? 1 : -1;
},
},
},
subSkill: {
prevent: {
trigger: { source: "damageBegin2" },
filter: function (event, player) {
if (get.mode() == "identity") return player.getStorage("mbshihe_prevent").includes(event.player);
return player.getStorage("mbshihe_prevent").some(target => event.player.isFriendOf(target));
},
onremove: true,
forced: true,
charlotte: true,
content: function () {
trigger.cancel();
},
mark: true,
marktext: "吓",
intro: {
content: function (storage, player) {
var targets = storage.filter(i => i.isIn());
return "被" + get.translation(targets) + "吓到了,对他" + (targets.length > 1 ? "们" : "") + (get.mode() != "identity" ? "和他的友方角色" : "") + "打不出伤害";
},
},
ai: {
effect: {
player: function (card, player, target, current) {
if (get.tag(card, "damage")) {
var bool = false;
if (get.mode() == "identity" && player.getStorage("mbshihe_prevent").includes(target)) bool = true;
if (get.mode() != "identity" && player.getStorage("mbshihe_prevent").some(targetx => target.isFriendOf(targetx))) bool = true;
if (bool) return "zeroplayertarget";
}
},
},
},
},
},
},
mbzhenfu: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
return player.hasHistory("lose", evt => {
return evt.type == "discard";
});
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("mbzhenfu"), "令一名其他角色获得1点护甲", (card, player, target) => {
return target != player && target.hujia < 5;
})
.set("ai", target => {
return Math.max(0, get.threaten(target)) * get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("mbzhenfu", target);
target.changeHujia(1, null, true);
}
},
ai: {
expose: 0.2,
},
},
//☆胃炎
mbguli: {
audio: 2,
enable: "phaseUse",
filterCard: true,
selectCard: -1,
position: "h",
filter: function (event, player) {
if (player.hasSkill("mbguli_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: { mbguli: true },
},
onuse: function (links, player) {
player.addTempSkill("mbguli_used", "phaseUseAfter");
},
ai: {
order: 1,
threaten: 1.14,
unequip_ai: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.name == "sha" && arg.card && arg.card.storage && arg.card.storage.mbguli) return true;
return false;
},
},
subSkill: {
used: {
audio: "mbguli",
trigger: { global: "useCardAfter" },
charlotte: true,
prompt2: "失去1点体力,然后将手牌摸至体力上限",
check: function (event, player) {
var num = player.maxHp - player.countCards("h");
return (num >= 3 && player.hp >= 2) || (num >= 2 && player.hp >= 3);
},
filter: function (event, player) {
return (
event.card.storage &&
event.card.storage.mbguli &&
game.hasPlayer2(current => {
return current.hasHistory("sourceDamage", evt => evt.card == event.card);
})
);
},
content: function () {
"step 0";
player.loseHp();
"step 1";
player.drawTo(player.maxHp);
},
group: "mbguli_unequip",
},
unequip: {
trigger: {
player: "useCardToPlayered",
},
filter: function ({ card }) {
return card.name == "sha" && card.storage && card.storage.mbguli;
},
forced: true,
popup: false,
logTarget: "target",
content: function () {
trigger.target.addTempSkill("qinggang2");
trigger.target.storage.qinggang2.add(trigger.card);
trigger.target.markSkill("qinggang2");
},
},
},
},
mbaosi: {
audio: 2,
trigger: { source: "damageSource" },
forced: true,
filter: function (event, player) {
return player.inRange(event.player) && player.isPhaseUsing() && event.player.isIn() && !player.getStorage("mbaosi_inf").includes(event.player);
},
logTarget: "player",
content: function () {
player.addTempSkill("mbaosi_inf", "phaseUseAfter");
player.markAuto("mbaosi_inf", [trigger.player]);
},
subSkill: {
inf: {
charlotte: true,
onremove: true,
forced: true,
intro: { content: "对$使用牌无次数限制" },
mod: {
cardUsableTarget: function (card, player, target) {
if (player.getStorage("mbaosi_inf").includes(target)) return true;
},
},
},
},
},
// 界曹休
xinqingxi: {
audio: 2,
usable: 1,
trigger: { source: "damageBegin1" },
check: function (event, player) {
return get.attitude(player, event.player) < 0;
},
filter: function (event, player) {
return event.player != player;
},
content: function () {
"step 0";
var num = Math.max(1, 4 - get.distance(player, trigger.player));
if (trigger.player.countCards("h") < num) {
event._result = { bool: false };
} else {
trigger.player.chooseToDiscard(num, "弃置" + get.cnNumber(num) + "张手牌,或令" + get.translation(player) + "对你造成的此伤害+1").set("ai", function (card) {
var player = _status.event.player;
if (player.hp == 1) {
if (get.type(card) == "basic") {
return 8 - get.value(card);
} else {
return 10 - get.value(card);
}
} else {
if (num > 2) {
return 0;
}
return 8 - get.value(card);
}
});
}
"step 1";
if (!result.bool) {
trigger.num++;
}
},
},
// 界朱桓
xinpingkou: {
audio: 2,
trigger: { player: "phaseEnd" },
direct: true,
filter: function (event, player) {
return player.getHistory("skipped").length > 0;
},
content: function () {
"step 0";
player
.chooseTarget([1, player.getHistory("skipped").length], get.prompt2("xinpingkou"), function (card, player, target) {
return target != player;
})
.set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 1";
if (result.bool) {
player.logSkill("xinpingkou", result.targets);
event.targets = result.targets.slice(0).sortBySeat();
} else {
event.finish();
}
"step 2";
if (event.targets && event.targets.length) {
event.targets.shift().damage();
event.redo();
}
"step 3";
var card = get.cardPile2(card => get.type(card, false) == "equip");
if (card) player.gain(card, "gain2");
},
ai: {
combo: "fenli",
effect: {
target: function (card) {
if (card.name == "lebu" || card.name == "bingliang") return 0.5;
},
},
},
},
// 彭羕
spdaming: {
audio: 3,
trigger: { global: "phaseBefore", player: "enterGame" },
forced: true,
locked: false,
global: "spdaming_give",
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
change: function (player, num) {
if (!player.storage.spdaming) player.storage.spdaming = 0;
if (!num) return;
player.storage.spdaming += num;
player.markSkill("spdaming");
game.log(player, (num > 0 ? "获得了" : "减少了") + get.cnNumber(Math.abs(num)) + "点“达命”值");
},
content: function () {
lib.skill.spdaming.change(player, 1);
},
intro: {
name: "达命值",
markcount: function (storage, player) {
return (storage || 0).toString();
},
content: "当前有#点“达命”值",
},
subSkill: {
used: { charlotte: true },
give: {
audio: 2,
enable: "phaseUse",
nopop: true,
filter: function (event, player) {
if (!player.countCards("he")) return false;
return game.hasPlayer(current => {
return current != player && current.hasSkill("spdaming") && !current.hasSkill("spdaming_used");
});
},
selectCard: 1,
filterCard: true,
filterTarget: function (card, player, target) {
return target.hasSkill("spdaming") && !target.hasSkill("spdaming_used");
},
selectTarget: function () {
var player = _status.event.player;
var targets = game.filterPlayer(current => {
return current != player && current.hasSkill("spdaming") && !current.hasSkill("spdaming_used");
});
return targets.length > 1 ? 1 : -1;
},
complexSelect: true,
prompt: function () {
var player = _status.event.player;
var targets = game.filterPlayer(function (current) {
return current != player && current.hasSkill("spdaming") && !current.hasSkill("spdaming_used");
});
return "将一张牌交给" + get.translation(targets) + (targets.length > 1 ? "中的一人" : "");
},
position: "he",
discard: false,
lose: false,
delay: false,
check: function (card) {
var player = _status.event.player;
if (
game.hasPlayer(current => {
return lib.skill.spdaming_give.filterTarget(null, player, current) && get.attitude(player, current) > 0;
})
) {
return 6 + Math.random() - get.value(card) / 15;
}
return 0;
},
content: function () {
"step 0";
game.trySkillAudio("spdaming", target);
player.give(cards, target);
if (!game.hasPlayer(current => current != player && current != target)) event.finish();
target.addTempSkill("spdaming_used", "phaseUseAfter");
"step 1";
var type = get.type(cards[0], "trick", target);
event.cardtype = type;
var str = get.translation(type),
user = get.translation(player);
target
.chooseTarget("达命:选择另一名其他角色", "若该角色有" + str + "牌,其将一张该类型的牌交给" + user + ",你获得1点“达命”值;否则你将" + get.translation(cards) + "交给" + user, (card, player, target) => {
return target != player && target != _status.event.getParent().player;
})
.set("ai", target => 1 - get.attitude(_status.event.player, target));
"step 2";
if (result.bool) {
var targetx = result.targets[0],
type = event.cardtype;
target.line(targetx);
event.targetx = targetx;
if (targetx.countCards("he", { type: type }) > 0) {
targetx
.chooseCard("交给" + get.translation(player) + "一张" + get.translation(type) + "牌", "he", true, card => {
return get.type(card) == _status.event.getParent().cardtype;
})
.set("ai", card => 10 - get.value(card));
} else {
var cards = cards.filter(i => get.owner(i) == target);
if (cards.length) target.give(cards, player);
event.finish();
}
} else event.finish();
"step 3";
if (result.bool) {
event.targetx.give(result.cards, player);
event.targetx.line(player);
lib.skill.spdaming.change(target, 1);
game.delayx();
}
},
ai: {
expose: 0.2,
order: 10,
result: { target: 1 },
},
},
},
},
spxiaoni: {
audio: 2,
enable: "phaseUse",
usable: 1,
locked: false,
filter: function (event, player) {
return (player.storage.spdaming || 0) > 0;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var name of lib.inpile) {
if (name == "sha") {
list.push(["基本", "", "sha"]);
for (var i of lib.inpile_nature) list.push(["基本", "", "sha", i]);
}
if (!get.tag({ name: name }, "damage")) continue;
if (get.type2(name) == "trick") list.push(["锦囊", "", name]);
}
return ui.create.dialog("嚣逆", [list, "vcard"]);
},
filter: function (button, player) {
return lib.filter.filterCard({ name: button.link[2] }, player, _status.event.getParent());
},
check: function (button) {
var player = _status.event.player;
if (player.countCards("hs", button.link[2]) > 0) return 0;
var effect = player.getUseValue(button.link[2]);
if (effect > 0) return effect;
return 0;
},
backup: function (links, player) {
return {
filterCard: true,
audio: "spxiaoni",
selectCard: 1,
popname: true,
check: function (card) {
return 6 - get.value(card);
},
position: "hes",
viewAs: { name: links[0][2], nature: links[0][3] },
onuse: function (result, player) {
lib.skill.spdaming.change(player, -result.targets.length);
},
};
},
prompt: function (links, player) {
return "将一张牌当" + (get.translation(links[0][3]) || "") + "【" + get.translation(links[0][2]) + "】使用";
},
},
mod: {
maxHandcardBase: function (player, num) {
return Math.min(Math.max(0, player.storage.spdaming || 0), player.hp);
},
},
ai: {
order: 4,
result: {
player: 1,
},
threaten: 1.4,
combo: "spdaming",
},
subSkill: {
backup: {},
},
},
// 灭霸
zhujian: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target.countCards("e") > 0;
},
selectTarget: [2, Infinity],
multiline: true,
multitarget: true,
filter: function (event, player) {
return game.countPlayer(current => current.countCards("e") > 0) >= 2;
},
content: function () {
game.asyncDraw(targets);
},
ai: {
order: 8,
result: { target: 1 },
},
},
duansuo: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target.isLinked();
},
selectTarget: [1, Infinity],
multiline: true,
multitarget: true,
filter: function (event, player) {
return game.countPlayer(current => current.isLinked());
},
content: function () {
"step 0";
event.targets = targets.sortBySeat();
for (var i of event.targets) {
i.link(false);
}
"step 1";
for (var i of targets) {
i.damage("fire");
}
},
ai: {
order: 2,
result: { target: -1 },
},
},
// 界朱治
sbanguo: {
audio: 3,
trigger: { global: "phaseBefore", player: "enterGame" },
forced: true,
locked: false,
direct: true,
group: ["sbanguo_move", "sbanguo_damage", "sbanguo_dying"],
filter: function (event, player) {
return game.hasPlayer(current => current != player) && (event.name != "phase" || game.phaseNumber == 0);
},
content: function () {
"step 0";
player.chooseTarget("安国:令一名其他角色获得“安国”标记", lib.filter.notMe, true);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("sbanguo", target);
target.addMark("sbanguo_mark", 1, false);
target.addAdditionalSkill("sbanguo_" + player.playerid, "sbanguo_mark");
target.addMark("sbanguo_marked", 1, false);
}
},
subSkill: {
mark: {
onremove: true,
marktext: "安",
charlotte: true,
intro: {
name: "安国",
name2: "安国",
content: "已拥有“安国”标记",
},
mod: {
maxHandcardBase: function (player, num) {
return player.maxHp;
},
},
},
move: {
audio: "sbanguo",
direct: true,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return game.hasPlayer(current => current.hasSkill("sbanguo_mark")) && game.hasPlayer(current => !current.hasMark("sbanguo_marked") && current != player);
},
content: function () {
"step 0";
var targets = game.filterPlayer(current => current.hasSkill("sbanguo_mark"));
var prompt2 = targets.length == 1 ? "将" + get.translation(targets[0]) + "的“安国”交给一名未获得过“安国”的其他角色" : "选择一名有“安国”的角色,将该标记交给一名未获得过“安国”的其他角色";
player
.chooseTarget(get.prompt("sbanguo"), prompt2, targets.length == 1 ? 1 : 2, (card, player, target) => {
if (ui.selected.targets.length == 0 && _status.event.targets.length > 1) return target.hasSkill("sbanguo_mark");
return !target.hasMark("sbanguo_marked") && target != player;
})
.set("ai", target => {
var player = _status.event.player;
if (ui.selected.targets.length == 0 && _status.event.targets.length > 1) return -get.attitude(player, target);
return get.attitude(player, _status.event.targets[0]) < get.attitude(player, target);
})
.set("targets", targets);
"step 1";
if (result.bool) {
var targets = result.targets;
if (targets.length == 1) {
var target1 = game.filterPlayer(current => current.hasSkill("sbanguo_mark"))[0];
var target2 = targets[0];
} else {
var target1 = targets[0];
var target2 = targets[1];
}
player.logSkill("sbanguo_move", target2, false);
player.line2([target1, target2], "green");
var map = target1.additionalSkills;
for (var key in map) {
if (key.indexOf("sbanguo_") != 0) continue;
var id = parseInt(key.slice(8));
target1.removeAdditionalSkill("sbanguo_" + id);
target2.addMark("sbanguo_mark", 1, false);
target2.addAdditionalSkill("sbanguo_" + id, "sbanguo_mark");
target2.addMark("sbanguo_marked", 1, false);
}
}
},
},
damage: {
audio: "sbanguo",
forced: true,
locked: false,
trigger: { player: "damageBegin4" },
filter: function (event, player) {
if (!game.hasPlayer(current => current.hasSkill("sbanguo_mark"))) return false;
if (event.source && event.source.isIn() && event.source.hasSkill("sbanguo_mark")) return false;
return event.num >= player.hp;
},
content: function () {
trigger.cancel();
},
ai: {
nofire: true,
nothunder: true,
nodamage: true,
effect: {
target: function (card, player, target, current) {
if (!game.hasPlayer(current => current.hasSkill("sbanguo_mark"))) return;
if (player.hasSkill("sbanguo_mark")) return;
if (get.tag(card, "damage")) {
if (target.hp <= 1) return [0, 0];
return 0.5;
}
},
},
},
},
dying: {
audio: "sbanguo",
forced: true,
locked: false,
trigger: { global: "dying" },
filter: function (event, player) {
var skills = event.player.additionalSkills["sbanguo_" + player.playerid];
return skills && skills.length;
},
logTarget: "player",
content: function () {
"step 0";
trigger.player.removeAdditionalSkill("sbanguo_" + player.playerid);
var num = 1 - trigger.player.hp;
if (num > 0) trigger.player.recover(num);
"step 1";
var hp = player.hp - 1,
maxhp = player.maxHp - 1;
if (hp > 0 && maxhp > 0) {
player
.chooseControl()
.set("prompt", "安国:请选择一项")
.set("choiceList", ["失去" + hp + "点体力,令" + get.translation(trigger.player) + "获得1点护甲", "减" + maxhp + "点体力上限,令" + get.translation(trigger.player) + "获得1点护甲"])
.set("ai", () => "选项一");
} else if (hp > 0) event._result = { control: "选项一" };
else if (maxhp > 0) event._result = { control: "选项二" };
else event.finish();
"step 2";
if (result.control == "选项一") {
var num = player.hp - 1;
if (num > 0) player.loseHp(num);
} else {
var num = player.maxHp - 1;
if (num > 0) player.loseMaxHp(num);
}
trigger.player.changeHujia(1, null, true);
},
},
},
},
// 界吴懿
sbbenxi: {
audio: 3,
trigger: {
player: "phaseUseBegin",
},
filter: function (event, player) {
return player.countDiscardableCards(player, "he") > 0;
},
direct: true,
content: function () {
"step 0";
player
.chooseToDiscard(get.prompt2("sbbenxi"), [1, Infinity], "he")
.set("logSkill", "sbbenxi")
.set("ai", card => {
var player = _status.event.player;
if (ui.selected.cards.length < _status.event.num) return 100 - (get.useful(card, player) + player.getUseValue(card) / 3);
return 0;
})
.set(
"num",
(function () {
var count = 0;
var list = [],
list2 = [];
var targets = game.filterPlayer(current => get.distance(player, current) >= 1);
var cards = player.getCards("hs", card => {
return player.hasUseTarget(card, false) && ["basic", "trick"].includes(get.type(card, false, player)) && get.info(card).allowMultiple != false;
});
var cards2 = player
.getCards("he")
.filter(i => lib.filter.cardDiscardable(i, player, "sbbenxi"))
.sort((a, b) => {
return get.useful(a, player) + player.getUseValue(a) / 3 - (get.useful(b, player) + player.getUseValue(b) / 3);
});
for (var i = 0; i < cards2.length; i++) {
count = 0;
list = [];
for (var card of cards) {
var num = i + 1;
if (cards2.slice(0, num).includes(card)) continue;
if (get.tag(card, "damage") && i > 0) count += get.effect(player, { name: "draw" }, player);
var targets2 = targets.filter(current => {
return player.canUse(card, current, false) && get.distance(player, current) <= num && get.effect(current, card, player, player) > 0;
});
targets2 = targets2.map(target => get.effect(target, card, player, player)).sort((a, b) => b - a);
targets2.slice(0, num).forEach(eff => (count += eff));
list.push(count - 1.2 * get.value(cards2[i]));
}
var val = list.sort((a, b) => b - a)[0];
if (!isNaN(val)) list2.push([val, i]);
}
list2 = list2.filter(i => i[0] > 0);
if (!list2.length) return 0;
return list2.sort((a, b) => b[0] - a[0])[0][1];
})()
);
"step 1";
if (result.bool) {
var num = result.cards.length;
player.addTempSkill("sbbenxi_effect", "phaseUseAfter");
player.addTempSkill("sbbenxi_effect2", "phaseUseAfter");
player.addMark("sbbenxi_effect2", num, false);
}
},
subSkill: {
effect: {
audio: "sbbenxi",
trigger: { player: "useCard2" },
forced: true,
charlotte: true,
direct: true,
onremove: true,
filter: function (event, player) {
var type = get.type(event.card, false);
return type == "basic" || type == "trick";
},
content: function () {
"step 0";
var num = player.countMark("sbbenxi_effect2");
player.removeSkill("sbbenxi_effect");
player.addTempSkill("sbbenxi_effect3", "phaseUseAfter");
player.markAuto("sbbenxi_effect3", [trigger.card]);
var filter = function (event, player) {
var card = event.card,
info = get.info(card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current) && get.distance(player, current) == 1;
})
) {
return true;
}
}
return false;
};
if (!filter(trigger, player)) event.finish();
else {
var prompt = "为" + get.translation(trigger.card) + "增加至多" + get.cnNumber(num) + "个距离为1的目标?";
trigger.player
.chooseTarget(get.prompt("sbbenxi_effect"), prompt, [1, num], function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target) && get.distance(player, target) == 1;
})
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets);
}
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
} else event.finish();
"step 2";
player.logSkill("sbbenxi_effect", result.targets);
game.log(result.targets, "也成为了", trigger.card, "的目标");
trigger.targets.addArray(result.targets);
},
ai: {
effect: {
target_use(card, player, target) {
if (player.canUse(card, target) && get.distance(player, target) != 1) return 1.2;
},
},
},
},
effect2: {
audio: "sbbenxi",
trigger: {
global: "useCardAfter",
},
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
return (
player.getStorage("sbbenxi_effect3").includes(event.card) &&
game.hasPlayer2(current => {
return current.hasHistory("damage", evt => {
return event.card == evt.card;
});
})
);
},
content: function () {
player.draw(5);
},
mod: {
aiOrder: function (player, card, num) {
var evt = _status.event.getParent("phaseUse");
if (!evt || evt.player != player) return;
if (
player.hasHistory("useCard", evtx => {
return evtx.getParent("phaseUse") == evt && ["basic", "trick"].includes(get.type(evtx.card));
})
)
return;
if (get.tag(card, "damage") || get.type(card) == "equip") return num + 10;
},
globalFrom: function (from, to, distance) {
return distance - from.countMark("sbbenxi_effect2");
},
},
marktext: "奔",
intro: {
content: function (storage, player) {
var str = "于此阶段至其他角色的距离-" + storage;
if (player.hasSkill("sbbenxi_effect")) str += ";使用下一张基本牌或普通锦囊牌选择目标后,可以增加" + get.cnNumber(storage) + "个目标";
return str;
},
},
},
effect3: {
forced: true,
charlotte: true,
popup: false,
onremove: true,
},
},
},
// 杨阜
jiebing: {
audio: 2,
trigger: {
player: "damageEnd",
},
direct: true,
forced: true,
filter: function (event, player) {
return game.hasPlayer(current => {
return current != event.source && current != player && current.countGainableCards(player, "he");
});
},
content: function () {
"step 0";
player
.chooseTarget("借兵:选择一名其他角色", get.skillInfoTranslation("jiebing"), true, (card, player, target) => {
return player != target && target != _status.event.getTrigger().source && target.countGainableCards(player, "he");
})
.set("ai", target => get.effect(target, { name: "shunshou_copy2" }, player, player) /** (target.countCards('he')>1?1.5:1)*/);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("jiebing", target);
if (target.ai.shown > 0) player.addExpose(0.15);
var cards = target.getGainableCards(player, "he").randomGets(1);
event.cards = cards;
player.gain(target, cards, "give", "bySelf");
player.showCards(cards, "借兵");
} else event.finish();
"step 2";
for (var card of cards) {
if (get.type(card) == "equip" && player.hasUseTarget(card) && get.owner(card) == player) {
player.chooseUseTarget(card, true);
}
}
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (player != target && !player.getFriends().length) return;
if (
game.hasPlayer(current => {
return current != player && get.attitude(player, current) > 0 && current.countGainableCards(target, "he") > 0;
})
)
return [1, 1];
}
},
},
},
},
hannan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return !player.hasSkillTag("noCompareSource");
},
filterTarget: function (card, player, target) {
return player.canCompare(target);
},
content: function () {
"step 0";
player.chooseToCompare(target);
"step 1";
if (!result.tie) {
var players = [player, target];
if (result.bool) players.reverse();
players[1].line(players[0], "thunder");
players[0].damage(players[1], 2);
}
},
ai: {
order: 7,
result: {
target: function (player, target) {
var hs = player.getCards("h").sort(function (a, b) {
return get.number(b) - get.number(a);
});
var ts = target.getCards("h").sort(function (a, b) {
return get.number(b) - get.number(a);
});
if (!hs.length || !ts.length) return 0;
if (get.number(hs[0]) > get.number(ts[0]) || get.number(hs[0]) - ts.length >= 9 + Math.min(2, player.hp / 2)) return get.sgnAttitude(player, target) * get.damageEffect(target, player, player);
return 0;
},
},
},
},
// 曹嵩
yijin: {
audio: 3,
trigger: { player: "phaseUseBegin" },
forced: true,
direct: true,
group: ["yijin_upstart", "yijin_die"],
filter: function (event, player) {
if (!game.hasPlayer(current => current != player && !lib.skill.yijin.getKane(current).length)) return false;
return lib.skill.yijin.getKane(player).length;
},
getKane: function (player) {
var list = lib.skill.yijin.derivation;
return list.filter(mark => player.hasMark(mark));
},
derivation: ["yijin_wushi", "yijin_jinmi", "yijin_guxiong", "yijin_tongshen", "yijin_yongbi", "yijin_houren"],
getValue: function (player, mark, target) {
let dis = Math.sqrt(get.distance(player, target, "absolute"));
if (target.isTurnedOver()) dis++;
let draw = get.effect(target, { name: "draw" }, target, target);
switch (mark.slice(6)) {
case "wushi":
if (target.hasJudge("bingliang")) return 12 / (1 + target.getCardUsable("sha", true));
return (5 * draw) / dis + 12 / (1 + target.getCardUsable("sha", true));
case "jinmi":
if (target.hasJudge("lebu") && !target.hasCard({ name: "wuxie" }, "hs")) return (draw * target.needsToDiscard(2.2)) / dis;
return get.effect(target, { name: "lebu" }, player, target) + (draw * target.needsToDiscard(2.2)) / dis;
case "guxiong":
if (target.hasJudge("lebu")) return (-draw * target.needsToDiscard(3)) / dis;
return (get.effect(target, { name: "losehp" }, target, target) * 2) / dis - (draw * target.needsToDiscard(3)) / dis;
case "tongshen":
if (target.isMin()) return 0;
var eff = -get.damageEffect(target, player, target);
if (eff <= 0) return 0;
if (target.hp < 2) return eff * dis * 2;
if (target.hp < 3 && target.countCards("he") < 3) return eff * dis * 1.5;
if (target.hp > 3) return (eff * dis) / target.hp;
return eff * dis;
case "yongbi":
if (target.hasJudge("bingliang") && !target.hasCard({ name: "wuxie" }, "hs")) return 0;
return (get.effect(target, { name: "bingliang" }, player, target) * 2) / dis;
case "houren":
return (Math.min(5, 2 + target.getDamagedHp()) * get.recoverEffect(target, player, target)) / dis;
}
},
content: function () {
"step 0";
player
.chooseTarget("亿金:令一名其他角色获得1枚“金”", true, (card, player, target) => {
return player != target && !lib.skill.yijin.getKane(target).length;
})
.set("ai", target => {
let player = _status.event.player,
att = get.attitude(player, target),
kane = lib.skill.yijin.getKane(player);
if (Math.abs(att) > 1) att = Math.sign(att) * Math.sqrt(Math.abs(att));
return Math.max.apply(
Math.max,
kane.map(i => {
return att * lib.skill.yijin.getValue(player, i, target);
})
);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("yijin", target);
var kane = lib.skill.yijin.getKane(player);
var choiceList = kane.map(i => {
return '【' + get.translation(lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)) + "】
" + "" + get.skillInfoTranslation(i, player) + "
";
});
player
.chooseControl(kane)
.set("choiceList", choiceList)
.set("displayIndex", false)
.set("prompt", "选择令" + get.translation(target) + "获得的“金”")
.set("ai", () => {
let controls = _status.event.controls,
player = _status.event.player,
target = _status.event.getParent().target,
att = get.attitude(player, target);
if (Math.abs(att) > 1) att = Math.sign(att) * Math.sqrt(Math.abs(att));
let list = controls.map(i => {
return [i, att * lib.skill.yijin.getValue(player, i, target)];
});
list.sort((a, b) => b[1] - a[1]);
if (list.length) return list[0][0];
return controls.randomGet();
});
} else event.finish();
"step 2";
var kane = result.control;
player.removeMark(kane, 1);
player.popup(kane, "metal");
player.addSkill("yijin_clear");
target.addMark(kane, 1);
target.addAdditionalSkill("yijin_" + player.playerid, kane);
game.delayx();
},
subSkill: {
mark: {
mark: true,
marktext: "金",
intro: {
name: "金(膴仕)",
name2: "金(膴仕)",
markcount: function (storage, player) {
return lib.skill.yijin.getKane(player).length;
},
content: function (storage, player) {
return "剩余金:" + get.translation(lib.skill.yijin.getKane(player));
},
},
},
upstart: {
audio: "yijin",
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
var kane = lib.skill.yijin.derivation;
for (var mark of kane) {
player.addMark(mark, 1, false);
player.unmarkSkill(mark);
}
player.addSkill("yijin_mark");
},
},
die: {
audio: "yijin",
trigger: { player: "phaseBegin" },
forced: true,
check: () => false,
filter: function (event, player) {
return !lib.skill.yijin.getKane(player).length;
},
content: function () {
player.die();
},
},
clear: {
trigger: {
global: "phaseAfter",
player: "die",
},
charlotte: true,
forced: true,
popup: false,
forceDie: true,
filter: function (event, player) {
if (event.name == "die") return true;
return lib.skill.yijin.getKane(event.player).length && event.player.additionalSkills["yijin_" + player.playerid];
},
content: function () {
"step 0";
if (trigger.name == "die") {
game.countPlayer(current => {
var skills = current.additionalSkills["yijin_" + player.playerid];
if (skills && skills.length) {
current.removeAdditionalSkill("yijin_" + player.playerid);
for (var i of skills) {
trigger.player.removeSkill(i);
}
}
});
event.finish();
return;
} else {
const skills = trigger.player.additionalSkills["yijin_" + player.playerid];
for (const mark of skills) trigger.player.removeMark(mark, 1);
}
"step 1";
trigger.player.removeAdditionalSkill("yijin_" + player.playerid);
},
},
wushi: {
charlotte: true,
forced: true,
trigger: { player: "phaseDrawBegin2" },
content: function () {
trigger.num += 4;
},
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + 1;
},
},
marktext: "金",
intro: {
name: "金(膴仕)",
name2: "金(膴仕)",
content: "摸牌阶段多摸四张牌;使用【杀】的次数上限+1",
},
},
jinmi: {
charlotte: true,
forced: true,
trigger: { player: "phaseBegin" },
content: function () {
player.skip("phaseUse");
player.skip("phaseDiscard");
},
marktext: "金",
intro: {
name: "金(金迷)",
name2: "金(金迷)",
content: "回合开始时,跳过下一个出牌阶段和弃牌阶段",
},
},
guxiong: {
charlotte: true,
forced: true,
trigger: { player: "phaseUseBegin" },
content: function () {
player.loseHp();
},
ai: {
neg: true,
nokeep: true,
},
mod: {
maxHandcard: function (player, num) {
return num - 3;
},
},
marktext: "金",
intro: {
name: "金(贾凶)",
name2: "金(贾凶)",
content: "出牌阶段开始时,失去1点体力;手牌上限-3",
},
},
tongshen: {
charlotte: true,
forced: true,
trigger: { player: "damageBegin4" },
filter: function (event) {
return !event.hasNature("thunder");
},
content: function () {
trigger.cancel();
},
ai: {
nofire: true,
nodamage: true,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage") && !get.tag(card, "thunderDamage")) return [0, 0];
},
},
},
marktext: "金",
intro: {
name: "金(通神)",
name2: "金(通神)",
content: "当你受到非雷电伤害时,防止之",
},
},
yongbi: {
charlotte: true,
forced: true,
trigger: { player: "phaseZhunbeiBegin" },
content: function () {
player.skip("phaseDraw");
},
ai: {
neg: true,
nokeep: true,
},
marktext: "金",
intro: {
name: "金(拥蔽)",
name2: "金(拥蔽)",
content: "准备阶段,跳过下一个摸牌阶段",
},
},
houren: {
charlotte: true,
forced: true,
trigger: { player: "phaseEnd" },
content: function () {
player.recover(3);
},
marktext: "金",
intro: {
name: "金(厚任)",
name2: "金(厚任)",
content: "回合结束时,回复3点体力",
},
},
},
},
guanzong: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.countPlayer(current => current != player) >= 2;
},
filterTarget: lib.filter.notMe,
selectTarget: 2,
multitarget: true,
targetprompt: ["伤害来源", "受伤角色"],
content: function () {
targets[1].damage(targets[0], "unreal");
},
ai: {
result: {
target: function (player, target) {
if (game.countPlayer(i => i != player) < 2) return 0;
var list = game
.filterPlayer(current => current != player)
.map(current => {
var _hp = current.hp,
_maxhp = current.maxHp;
current.hp = 10;
current.maxHp = 10;
var att = -get.sgnAttitude(player, current);
var val = get.damageEffect(current, player, current) * att;
current.getSkills(null, false, false).forEach(skill => {
var info = get.info(skill);
if (info && info.ai && (info.ai.maixie || info.ai.maixie_hp || info.ai.maixie_defend)) val = Math[val > 0 ? "max" : "min"](val > 0 ? 0.1 : -0.1, val + 2 * att);
});
var eff = 100 / val + 15;
current.hp = _hp;
current.maxHp = _maxhp;
return [current, eff];
})
.sort((a, b) => b[1] - a[1])[0];
if (list[1] < 0) return 0;
var targetx = list[0],
sign = get.sgnAttitude(player, target);
if (ui.selected.targets.length) return target == targetx ? sign : 0;
return (
sign *
(game
.filterPlayer(current => {
return current != player && current != targetx;
})
.map(current => {
var _hp = targetx.hp,
_maxhp = targetx.maxHp;
targetx.hp = 10;
targetx.maxHp = 10;
var eff = -get.damageEffect(targetx, current, current);
targetx.hp = _hp;
targetx.maxHp = _maxhp;
return [current, eff];
})
.sort((a, b) => b[1] - a[1])[0][0] == target
? 10
: 1)
);
},
},
order: 9.5,
expose: 0.2,
},
},
//马日磾
chengye: {
audio: 3,
liujing_filter: [
function (card) {
return get.type(card, false) == "trick" && get.tag(card, "damage", null, false) > 0;
},
card => get.type(card, false) == "basic",
card => get.name(card, false) == "wuxie",
card => get.name(card, false) == "wuzhong",
card => get.name(card, false) == "lebu",
card => get.type(card, false) == "equip",
],
getLiujing: function (player, index) {
var filter = lib.skill.chengye.liujing_filter[index],
expansion = player.getExpansions("chengye");
for (var i of expansion) {
if (filter(i)) return i;
}
return false;
},
trigger: {
global: ["useCardAfter", "loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"],
},
forced: true,
filter: function (event, player) {
if (player == event.player) return false;
if (event.name == "useCard") {
if (!event.card.isCard) return false;
var cards = event.cards.filterInD();
if (!cards.length) return false;
} else if (event.name != "cardsDiscard") {
var cards = event.getd(null, "cards2").filter(function (card) {
if (get.position(card, true) != "d") return false;
var type = get.type(card, false);
return type == "delay" || type == "equip";
});
cards.removeArray(event.getd(player, "cards2"));
if (!cards.length) return false;
} else {
var evtx = event.getParent();
if (evtx.name != "orderingDiscard") return false;
var evt2 = evtx.relatedEvent || evtx.getParent();
if (evt2.name != "phaseJudge" || evt2.player == player) return;
var cards = event.cards.filter(function (card) {
if (get.position(card, true) != "d") return false;
var type = get.type(card, false);
return type == "delay";
});
if (!cards.length) return false;
}
for (var i = 0; i < 6; i++) {
if (lib.skill.chengye.getLiujing(player, i)) continue;
for (var j of cards) {
if (lib.skill.chengye.liujing_filter[i](j)) return true;
}
}
return false;
},
content: function () {
var cards,
cards2 = [];
if (trigger.name == "useCard") {
cards = trigger.cards.filterInD();
} else if (trigger.name != "cardsDiscard") {
cards = trigger.getd().filter(function (card) {
if (card.original == "j" || get.position(card, true) != "d") return false;
var type = get.type(card, false);
return type == "delay" || type == "equip";
});
cards.removeArray(trigger.getd(player));
} else {
cards = trigger.cards.filter(function (card) {
if (get.position(card, true) != "d") return false;
var type = get.type(card, false);
return type == "delay";
});
}
for (var i = 0; i < 6; i++) {
if (lib.skill.chengye.getLiujing(player, i)) continue;
for (var j of cards) {
if (lib.skill.chengye.liujing_filter[i](j)) {
cards.remove(j);
cards2.push(j);
break;
}
}
if (!cards.length) break;
}
player.addToExpansion(cards2, "gain2").gaintag.add("chengye");
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
marktext: "经",
intro: {
name: "六经",
markcount: "expansion",
content: "expansion",
mark: function (dialog, storage, player) {
var list = ["《诗经》", "《尚书》", "《仪礼》", "《易经》", "《乐经》", "《春秋》"];
var desc = ["伤害类锦囊牌", "基本牌", "无懈可击", "无中生有", "乐不思蜀", "装备牌"];
for (var i = 0; i < 6; i++) {
dialog.addText(list[i]);
var card = lib.skill.chengye.getLiujing(player, i);
if (!card) dialog.addText("(缺少 " + desc[i] + ")");
else dialog.addSmall([card]);
}
},
},
group: "chengye_gain",
subSkill: {
gain: {
audio: "chengye",
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return player.getExpansions("chengye").length >= 6;
},
forced: true,
content: function () {
player.gain(player.getExpansions("chengye"), "gain2");
},
},
},
},
buxu: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
var num = (player.getStat("skill").buxu || 0) + 1;
return player.countCards("he") >= num && player.getExpansions("chengye").length < 6;
},
chooseButton: {
chooseControl: function (event, player) {
var list = ["诗经", "尚书", "仪礼", "易经", "乐经", "春秋"];
var choices = [];
for (var i = 0; i < 6; i++) {
if (!lib.skill.chengye.getLiujing(player, i)) choices.push(list[i]);
}
choices.push("cancel2");
return choices;
},
check: function (event, player) {
var list = [4, 3, 5, 0, 2, 1];
for (var i of list) {
if (!lib.skill.chengye.getLiujing(player, i)) {
return ["诗经", "尚书", "仪礼", "易经", "乐经", "春秋"][i];
}
}
return "cancel2";
},
dialog: function (event, player) {
var num = (player.getStat("skill").buxu || 0) + 1;
return ui.create.dialog("###补叙###弃置" + get.cnNumber(num) + "张牌并补充一张“六经”");
},
prompt: function (links, player) {
var num = (player.getStat("skill").buxu || 0) + 1;
return "弃置" + get.cnNumber(num) + "张牌并补充一张《" + links.control + "》";
},
backup: function (links, player) {
return {
audio: "buxu",
index: ["诗经", "尚书", "仪礼", "易经", "乐经", "春秋"].indexOf(links.control),
filterCard: true,
position: "he",
selectCard: (player.getStat("skill").buxu || 0) + 1,
ai1: function (card) {
var player = _status.event.player;
if (
player.needsToDiscard(0, (i, player) => {
return !ui.selected.cards.includes(i) && !player.canIgnoreHandcard(i);
})
)
return 10 / Math.max(0.1, get.value(card));
return 5 - (player.getStat("skill").buxu || 0) - get.value(card);
},
ai2: () => 1,
content: function () {
var filter = lib.skill.chengye.liujing_filter[lib.skill.buxu_backup.index];
var card = get.cardPile(filter);
if (card) player.addToExpansion(card, "gain2").gaintag.add("chengye");
},
ai: { result: { player: 1 } },
};
},
},
ai: {
combo: "chengye",
order: 0.2,
result: { player: 1 },
},
},
//阮慧
mingcha: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
forced: true,
locked: false,
filter: event => !event.numFixed,
content: function () {
"step 0";
var cards = game.cardsGotoOrdering(get.cards(3)).cards,
cards2 = cards.slice(0);
event.cards = cards.filter(function (i) {
return get.number(i) < 9;
});
// while(cards2.length>0){
// var card=cards2.pop();
// card.fix();
// ui.cardPile.insertBefore(card,ui.cardPile.firstChild);
// }
// game.updateRoundNumber();
player.showCards(cards, get.translation(player) + "发动了【明察】");
if (!event.cards.length) event.finish();
"step 1";
player.chooseBool("是否放弃摸牌并获得" + get.translation(cards)).set("goon", trigger.num - cards.length <= 1);
"step 2";
if (result.bool) {
trigger.changeToZero();
player.gain(cards, "gain2");
} else event.finish();
"step 3";
player
.chooseTarget("是否随机获得其他角色的一张牌?", function (card, player, target) {
return target != player && target.countCards("he") > 0;
})
.set("ai", function (target) {
return 3 - get.attitude(player, target);
});
"step 4";
if (result.bool) {
var target = result.targets[0],
cards = target.getGainableCards(player, "he");
player.line(target, "green");
if (cards.length) player.gain(cards.randomGet(), target, "giveAuto", "bySelf");
}
},
},
jingzhong: {
audio: 2,
trigger: { player: "phaseDiscardAfter" },
filter: function (event, player) {
var num = 0;
player.getHistory("lose", function (evt) {
if (evt.type == "discard" && evt.getParent("phaseDiscard") == event) {
for (var i of evt.cards2) {
if (get.color(i, player) == "black") num++;
}
}
});
return num > 1;
},
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt("jingzhong"), "获得一名其他角色下回合出牌阶段内使用的牌", lib.filter.notMe).set("ai", function (target) {
return Math.sqrt(target.countCards("h")) * get.threaten(target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("jingzhong", target);
player.addSkill("jingzhong_effect");
player.markAuto("jingzhong_effect", [target]);
game.delayx();
}
},
subSkill: {
effect: {
trigger: { global: "useCardAfter" },
forced: true,
charlotte: true,
filter: function (event, player) {
if (!player.getStorage("jingzhong_effect").includes(event.player) || !event.cards.filterInD().length) return false;
var evt = event.getParent("phaseUse");
if (!evt || evt.player != event.player) return false;
return (
player.getHistory("useSkill", function (evtx) {
return evtx.skill == "jingzhong_effect" && evtx.event.getParent("phaseUse") == evt;
}).length < 3
);
},
logTarget: "player",
content: function () {
player.gain(trigger.cards.filterInD(), "gain2");
},
mark: true,
intro: { content: "已指定$为目标" },
group: "jingzhong_remove",
},
remove: {
trigger: { global: "phaseAfter" },
forced: true,
charlotte: true,
popup: false,
firstDo: true,
filter: function (event, player) {
return player.getStorage("jingzhong_effect").includes(event.player);
},
content: function () {
var storage = player.getStorage("jingzhong_effect");
storage.remove(trigger.player);
if (!storage.length) player.removeSkill("jingzhong_effect");
},
},
},
},
//全琮
sbyaoming: {
audio: 2,
chargeSkill: true,
enable: "phaseUse",
filter: function (event, player) {
return player.countMark("charge") > 0;
},
filterTarget: true,
prompt: function () {
var num = _status.event.player.storage.sbyaoming_status;
var list = ["弃置一名手牌数不小于你的角色的一张牌", ";或令一名手牌数不大于你的角色摸一张牌"];
if (typeof num == "number") list[num] += "(上次选择)";
return list[0] + list[1];
},
content: function () {
"step 0";
player.removeMark("charge", 1);
var num = target.countCards("h"),
num2 = player.countCards("h");
if (num == num2 && target.countCards("he") > 0) {
var choice = get.attitude(player, target) > 0 ? 1 : 0;
var str = get.translation(target),
choiceList = ["弃置" + str + "的一张牌", "令" + str + "摸一张牌"];
if (typeof player.storage.sbyaoming_status == "number") choiceList[player.storage.sbyaoming_status] += "(上次选择)";
var next = player.chooseControl().set("choiceList", choiceList);
next.set("ai_choice", choice);
next.set("ai", () => _status.event.ai_choice);
} else event._result = { index: num > num2 ? 0 : 1 };
"step 1";
if (result.index == 0) {
player.discardPlayerCard(target, true, "he");
} else target.draw();
if (typeof player.storage.sbyaoming_status == "number" && result.index != player.storage.sbyaoming_status) {
player.addMark("charge", 1);
delete player.storage.sbyaoming_status;
} else {
player.storage.sbyaoming_status = result.index;
}
},
ai: {
order: 6,
result: {
player: function (player, target) {
var att = get.attitude(player, target),
eff = [0, 0];
var hs = player.countCards("h"),
ht = target.countCards("h");
if (hs >= ht) {
eff[0] = get.effect(target, { name: "draw" }, player, player);
if (player.storage.sbyaoming_status == 0) eff[0] *= 1.2;
}
if (hs <= ht) {
eff[1] = get.effect(target, { name: "guohe_copy2" }, player, player);
if (player.storage.sbyaoming_status == 1) eff[1] *= 1.2;
}
return Math.max.apply(Math, eff);
},
},
},
group: ["sbyaoming_damage", "sbyaoming_init"],
subSkill: {
damage: {
trigger: { player: "damageEnd" },
direct: true,
content: function () {
"step 0";
var num = Math.min(trigger.num, 4 - player.countMark("charge"));
if (num > 0) {
player.logSkill("sbyaoming_damage");
player.addMark("charge", num);
game.delayx();
}
"step 1";
player.chooseTarget(get.prompt("sbyaoming"), lib.skill.sbyaoming.prompt()).set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, "sbyaoming", player, player);
});
"step 2";
if (result.bool) {
player.useSkill("sbyaoming", result.targets);
}
},
},
init: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
locked: false,
filter: function (event, player) {
return (event.name != "phase" || game.phaseNumber == 0) && player.countMark("charge") < 4;
},
content: function () {
player.addMark("charge", Math.min(2, 4 - player.countMark("charge")));
},
},
},
},
//手杀界荀彧
rejieming: {
audio: 2,
trigger: {
player: "damageEnd",
},
direct: true,
content: function () {
"step 0";
event.count = trigger.num;
"step 1";
player.chooseTarget(get.prompt("rejieming"), "令一名角色摸两张牌。然后若其手牌数少于体力上限,你摸一张牌").set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att > 2) {
if (target.maxHp - target.countCards("h") > 2) return 2 * att;
return att;
}
return att / 3;
});
"step 2";
if (result.bool) {
event.current = result.targets[0];
player.logSkill("rejieming", event.current);
player.line(event.current, "thunder");
event.current.draw(2);
event.count--;
} else event.finish();
"step 3";
if (event.current.countCards("h") < event.current.maxHp) {
player.draw();
}
"step 4";
if (event.count > 0 && player.hasSkill("rejieming")) event.goto(1);
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage") && target.hp > 1) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
var max = 0;
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (get.attitude(target, players[i]) > 0) {
max = Math.max(Math.min(5, players[i].hp) - players[i].countCards("h"), max);
}
}
switch (max) {
case 0:
return 2;
case 1:
return 1.5;
case 2:
return [1, 2];
default:
return [0, max];
}
}
if ((card.name == "tao" || card.name == "caoyao") && target.hp > 1 && target.countCards("h") <= target.hp) return [0, 0];
},
},
},
},
//沮授
xinjianying: {
audio: 2,
subfrequent: ["draw"],
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
if (!player.countCards("he")) return false;
for (var i of lib.inpile) {
if (i != "du" && get.type(i, false) == "basic") {
if (event.filterCard({ name: i }, player, event)) return true;
if (i == "sha") {
for (var j of lib.inpile_nature) {
if (event.filterCard({ name: i, nature: j }, player, event)) return true;
}
}
}
}
return false;
},
onChooseToUse: function (event) {
if (event.type == "phase" && !game.online) {
var last = event.player.getLastUsed();
if (last && last.getParent("phaseUse") == event.getParent()) {
var suit = get.suit(last.card, false);
if (suit != "none") event.set("xinjianying_suit", suit);
}
}
},
chooseButton: {
dialog: function (event, player) {
var list = [];
var suit = event.xinjianying_suit || "",
str = get.translation(suit);
for (var i of lib.inpile) {
if (i != "du" && get.type(i, false) == "basic") {
if (event.filterCard({ name: i }, player, event)) list.push(["基本", str, i]);
if (i == "sha") {
for (var j of lib.inpile_nature) {
if (event.filterCard({ name: i, nature: j }, player, event)) list.push(["基本", str, i, j]);
}
}
}
}
return ui.create.dialog("渐营", [list, "vcard"]);
},
check: function (button) {
if (button.link[2] == "jiu") return 0;
return _status.event.player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
},
backup: function (links, player) {
var next = {
audio: "xinjianying",
filterCard: true,
popname: true,
position: "he",
viewAs: {
name: links[0][2],
nature: links[0][3],
},
ai1: function (card) {
return 7 - _status.event.player.getUseValue(card, null, true);
},
};
if (_status.event.xinjianying_suit) next.viewAs.suit = _status.event.xinjianying_suit;
return next;
},
prompt: function (links) {
return "将一张牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + (_status.event.xinjianying_suit ? "(" + get.translation(_status.event.xinjianying_suit) + ")" : "") + "使用";
},
},
ai: {
order: function (item, player) {
if (_status.event.xinjianying_suit) return 16;
return 3;
},
result: { player: 7 },
},
group: ["xinjianying_draw", "jianying_mark"],
init: function (player) {
if (player.isPhaseUsing()) {
var evt = _status.event.getParent("phaseUse");
var history = player.getHistory("useCard", function (evt2) {
return evt2.getParent("phaseUse") == evt;
});
if (history.length) {
var trigger = history[history.length - 1];
player.storage.jianying_mark = trigger.card;
player.markSkill("jianying_mark");
game.broadcastAll(
function (player, suit) {
if (player.marks.jianying_mark) player.marks.jianying_mark.firstChild.innerHTML = get.translation(suit);
},
player,
get.suit(trigger.card, player)
);
player.when("phaseUseAfter").then(() => {
player.unmarkSkill("jianying_mark");
delete player.storage.jianying_mark;
});
}
}
},
onremove: function (player) {
player.unmarkSkill("jianying_mark");
delete player.storage.jianying_mark;
},
subSkill: {
draw: { inherit: "jianying", audio: "xinjianying" },
},
},
//步练师
reanxu: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
game.countPlayer() > 2 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("he");
})
);
},
selectTarget: 2,
filterTarget: function (card, player, target) {
if (target == player) return false;
if (!ui.selected.targets.length) return target.countCards("he") > 0;
return target != ui.selected.targets[0] && ui.selected.targets[0].countGainableCards(target, "he") > 0;
},
multitarget: true,
targetprompt: ["被拿牌", "得到牌"],
content: function () {
"step 0";
targets[1].gainPlayerCard(targets[0], "he", true);
"step 1";
if (
targets[0].getHistory("lose", function (evt) {
return evt.getParent(3) == event && !evt.es.length;
}).length
)
player.draw();
"step 2";
if (targets[0].isIn() && targets[1].isIn() && targets[0].countCards("h") != targets[1].countCards("h")) {
event.target = targets[targets[0].countCards("h") > targets[1].countCards("h") ? 1 : 0];
player.chooseBool("是否令" + get.translation(event.target) + "摸一张牌?").set("ai", function () {
var evt = _status.event.getParent();
return get.attitude(evt.player, evt.target) > 0;
});
} else event.finish();
"step 3";
if (result.bool) target.draw();
},
ai: {
expose: 0.2,
threaten: 2,
order: 9,
result: {
player: function (player, target) {
if (ui.selected.targets.length) return 0.01;
return target.countCards("e") ? 0 : 0.5;
},
target: function (player, target) {
if (ui.selected.targets.length) {
player = target;
target = ui.selected.targets[0];
if (get.attitude(player, target) > 1) {
return 0;
}
return target.countCards("h") - player.countCards("h") > (target.countCards("e") ? 2 : 1) ? 2 : 1;
} else {
if (get.attitude(player, target) <= 0)
return target.countCards("he", function (card) {
return card.name == "tengjia" || get.value(card) > 0;
}) > 0
? -1.5
: 1.5;
return target.countCards("he", function (card) {
return card.name != "tengjia" && get.value(card) <= 0;
}) > 0
? 1.5
: -1.5;
}
},
},
},
},
//蒋干
spdaoshu: {
audio: 3,
group: "spdaoshu_effect",
subSkill: {
effect: {
audio: "spdaoshu1",
trigger: { global: "phaseUseBegin" },
filter: function (event, player) {
var goon = event.player != player && (get.mode() == "identity" || get.mode() == "guozhan" || event.player.isEnemyOf(player));
return goon && event.player.countCards("h") > 0 && event.player.hasUseTarget({ name: "jiu", isCard: true }, null, true);
},
round: 1,
logTarget: "player",
prompt2: () => lib.translate.spdaoshu_info,
check: function (event, player) {
var target = event.player;
var att = get.attitude(player, target);
if (att > 0) return false;
if (att == 0) return !player.inRangeOf(target);
return true;
},
content: function () {
"step 0";
event.target = trigger.player;
event.target.chooseUseTarget("jiu", true);
"step 1";
if (!target.countCards("h")) {
event.finish();
return;
}
var list = [];
for (var i of lib.inpile) {
if (get.type(i) == "basic") list.push(i);
}
if (!list.length) {
event.finish();
return;
}
target
.chooseControl(list)
.set("prompt", "请声明一种基本牌")
.set("ai", () => _status.event.rand)
.set("rand", get.rand(0, list.length - 1));
"step 2";
event.cardname = result.control;
target.chat("我声明" + get.translation(event.cardname));
game.log(target, "声明的牌名为", "#y" + get.translation(event.cardname));
game.delayx();
player
.chooseControl("有!", "没有!")
.set("prompt", "你觉得" + get.translation(target) + "的手牌区里有" + get.translation(event.cardname) + "吗?")
.set("ai", function () {
return _status.event.choice;
})
.set(
"choice",
(function () {
var rand =
{
sha: 0.273,
shan: 0.149,
tao: 0.074,
jiu: 0.031,
}[event.cardname] || 0.1;
return 1 - Math.pow(1 - rand, target.countCards("h")) > 0.5 ? "有!" : "没有!";
})()
);
"step 3";
player.chat(result.control);
game.log(player, "认为", "#y" + result.control);
game.delayx();
"step 4";
var bool1 = result.index == 0;
var bool2 = target.hasCard(function (card) {
return get.name(card, target) == event.cardname;
}, "h");
if (bool1 == bool2) {
player.popup("判断正确", "wood");
game.broadcastAll(function () {
if (lib.config.background_speak) game.playAudio("skill", "spdaoshu2");
});
player.gainPlayerCard(target, "h", 2, true);
//var cards=target.getCards('h',function(card){
// return lib.filter.canBeGained(card,player,target);
//}).randomGets(5);
//if(cards.length>0) player.gain(cards,target,'giveAuto','bySelf');
} else {
player.popup("判断错误", "fire");
game.broadcastAll(function () {
if (lib.config.background_speak) game.playAudio("skill", "spdaoshu3");
});
//player.addTempSkill('spdaoshu_respond');
}
},
ai: { expose: 0.3 },
},
respond: {
trigger: { global: "useCard1" },
forced: true,
popup: false,
filter: function (event, player) {
return event.player == _status.currentPhase;
},
content: function () {
trigger.directHit.add(player);
},
},
},
},
spdaoshu1: { audio: true },
mbdaoshu: {
audio: 3,
group: "mbdaoshu_use",
subSkill: {
use: {
audio: "mbdaoshu1",
enable: "phaseUse",
filter: function (event, player) {
return game.hasPlayer(target => target != player && target.countCards("h") > 2);
},
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 2;
},
usable: 1,
prompt: () => lib.translate.mbdaoshu_info,
content: function* (event, map) {
var player = map.player,
target = event.target;
var targets = [player],
names = lib.inpile.randomGets(3);
if (!names.length) return;
var map = {};
names.forEach(name => (map[get.translation(name)] = name));
if (get.mode() != "identity" && get.mode() != "guozhan") targets.addArray(player.getFriends());
targets.remove(target);
targets.sortBySeat();
var result = yield target
.chooseButton(["盗书:请选择伪装的牌和牌名", target.getCards("h"), [Object.keys(map), "tdnodes"]], 2, true)
.set("filterButton", button => {
var map = _status.event.map;
if (!ui.selected.buttons.length) return true;
if (typeof button.link == typeof ui.selected.buttons[0].link) return false;
if (typeof button.link == "string") return get.name(ui.selected.buttons[0].link, false) != map[button.link];
return map[ui.selected.buttons[0].link] != get.name(button.link, false);
})
.set("ai", button => {
var map = _status.event.map;
if (!ui.selected.buttons.length) {
if (typeof button.link == "object") {
if (Object.values(map).some(name => lib.card.list.some(card => card[0] == get.suit(button.link, false) && card[1] == get.number(button.link, false) && card[2] == name))) return 5;
return 3.5 + Math.random();
}
return 0;
}
if (typeof button.link == "string") {
var cardx = ui.selected.buttons[0].link;
if (lib.card.list.some(card => card[0] == get.suit(cardx, false) && card[1] == get.number(cardx, false) && card[2] == map[button.link])) return 2 + Math.random();
return 1;
}
return 0;
})
.set("map", map);
if (result.bool) {
var guessWinner = [];
if (typeof result.links[0] == "string") result.links.reverse();
var OriginCard = result.links[0],
ChangeName = map[result.links[1]],
cards = target.getCards("h").slice();
var card = game.createCard(ChangeName, get.suit(OriginCard, false), get.number(OriginCard, false));
cards[cards.indexOf(OriginCard)] = card;
if (_status.connectMode) {
var list = targets.map(target2 => [target2, ["请猜测" + get.translation(target) + "伪装的手牌", cards], true]);
var result2 = yield player
.chooseButtonOL(list)
.set("switchToAuto", () => (_status.event.result = "ai"))
.set("processAI", () => {
var cards = _status.event.cards.slice();
var card = cards.find(card => lib.card.list.some(cardx => cardx[2] == card.name) && !lib.card.list.some(cardx => cardx[2] == card.name && cardx[0] == get.suit(card, false) && cardx[0] == get.number(card, false)));
return {
bool: true,
links: card ? card : cards.randomGet(),
};
})
.set("cards", cards);
for (var i in result2) {
if (result2[i].links[0] == card) guessWinner.push(lib.playerOL[i]);
}
} else {
var guessTargets = targets.slice();
while (guessTargets.length) {
var target2 = guessTargets.shift();
var result2 = yield target2
.chooseButton(["请猜测" + get.translation(target) + "伪装的手牌", cards], true)
.set("ai", button => {
var cards = _status.event.cards.slice();
var card = cards.find(card => lib.card.list.some(cardx => cardx[2] == get.name(card, false)) && !lib.card.list.some(cardx => cardx[2] == get.name(card, false) && cardx[0] == get.suit(card, false) && cardx[0] == get.number(card, false)));
return button.link == card ? 3 : 1 + Math.random();
})
.set("cards", cards);
if (result2.bool) {
if (result2.links[0] == card) guessWinner.push(target2);
}
}
}
targets.forEach(target2 => {
if (guessWinner.includes(target2)) {
target2.popup("判断正确", "wood");
game.log(target2, "猜测", "#g正确");
game.broadcastAll(() => {
if (lib.config.background_speak) game.playAudio("skill", "mbdaoshu2");
});
target2.line(target);
target.damage(1, target2);
} else {
target2.popup("判断错误", "fire");
game.log(target2, "猜测", "#y错误");
game.broadcastAll(() => {
if (lib.config.background_speak) game.playAudio("skill", "mbdaoshu3");
});
if (target2.countCards("h") >= 2) target2.discard(target2.getCards("h").randomGets(2));
else target2.loseHp();
}
});
}
},
ai: {
order: 9,
result: {
target: function (player, target) {
return -1 / target.countCards("h");
},
},
},
},
},
},
mbdaoshu1: { audio: true },
spdaizui: {
audio: 2,
trigger: { player: "damageBegin2" },
limited: true,
logTarget: "source",
filter: function (event, player) {
return event.num >= player.hp && event.source && event.source.isIn() && event.cards && event.cards.filterInD().length > 0;
},
prompt2: function (event) {
return "防止即将受到的" + get.cnNumber(event.num) + "点伤害,并令" + get.translation(event.source) + "将" + get.translation(event.cards.filterInD()) + "置于武将牌上且回合结束时收回";
},
skillAnimation: true,
animationColor: "thunder",
content: function () {
player.awakenSkill("spdaizui");
trigger.source.addSkill("spdaizui2");
trigger.source.addToExpansion(trigger.cards.filterInD(), "gain2").gaintag.add("spdaizui2");
trigger.cancel();
},
},
spdaizui2: {
trigger: { global: "phaseEnd" },
forced: true,
charlotte: true,
filter: function (event, player) {
return player.getExpansions("spdaizui2").length > 0;
},
content: function () {
"step 0";
var cards = player.getExpansions("spdaizui2");
player.gain(cards, "gain2");
"step 1";
player.removeSkill("spdaizui2");
},
marktext: "释",
intro: {
markcount: "expansion",
content: "expansion",
},
},
//裴秀
xingtu: {
trigger: { player: "useCard" },
filter: function (event, player) {
var evt = lib.skill.dcjianying.getLastUsed(player, event);
if (!evt || !evt.card) return false;
var num1 = get.number(event.card),
num2 = get.number(evt.card);
return typeof num1 == "number" && typeof num2 == "number" && num2 % num1 == 0;
},
forced: true,
content: function () {
player.draw();
},
mod: {
cardUsable: function (card, player) {
if (typeof card == "object") {
var evt = lib.skill.dcjianying.getLastUsed(player);
if (!evt || !evt.card) return;
var num1 = get.number(card),
num2 = get.number(evt.card);
if (num1 === "unsure" || (typeof num1 == "number" && typeof num2 == "number" && num1 % num2 == 0)) return Infinity;
}
},
aiOrder: function (player, card, num) {
if (typeof card == "object") {
var evt = lib.skill.dcjianying.getLastUsed(player);
if (!evt || !evt.card) return;
var num1 = get.number(card),
num2 = (num2 = get.number(evt.card));
if (num1 === "unsure" || (typeof num1 == "number" && typeof num2 == "number" && num2 % num1 == 0)) return num + 5;
}
},
},
init: function (player) {
player.addSkill("xingtu_mark");
var history = player.getAllHistory("useCard");
if (history.length) {
var trigger = history[history.length - 1],
num = get.number(trigger.card);
player.storage.xingtu_mark = num;
player[typeof num != "number" ? "unmarkSkill" : "markSkill"]("xingtu_mark");
}
},
onremove: function (player) {
player.removeSkill("xingtu_mark");
player.removeGaintag("xingtu1");
player.removeGaintag("xingtu2");
delete player.storage.xingtu_mark;
},
subSkill: {
mark: {
charlotte: true,
trigger: {
player: ["useCard1", "gainAfter"],
global: "loseAsyncAfter",
},
filter: function (event, player, name) {
if (!player.countCards("h")) return false;
return name == "useCard1" || event.getg(player).length;
},
direct: true,
firstDo: true,
content: function () {
"step 0";
player.removeGaintag("xingtu1");
player.removeGaintag("xingtu2");
if (event.triggername == "useCard1") {
var num = get.number(trigger.card, player);
player.storage.xingtu_mark = num;
player[typeof num != "number" ? "unmarkSkill" : "markSkill"]("xingtu_mark");
if (typeof num != "number") event.finish();
}
"step 1";
var cards1 = [],
cards2 = [],
num = player.storage.xingtu_mark;
player.getCards("h").forEach(card => {
var numx = get.number(card, player);
if (typeof numx == "number") {
if (numx % num == 0) cards1.push(card);
if (num % numx == 0) cards2.push(card);
}
});
player.addGaintag(cards1, "xingtu1");
player.addGaintag(cards2, "xingtu2");
},
intro: { content: "上一张牌的点数:#" },
},
},
},
juezhi: {
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("he") > 1;
},
filterCard: true,
position: "he",
selectCard: [2, Infinity],
check: function (card) {
if (ui.selected.cards.length > 1) return 0;
var player = _status.event.player;
if (player.hasSkill("xingtu") && player.storage.xingtu) {
var cards = player.getCards("he");
var num = player.storage.xingtu,
stop = false;
for (var i = 0; i <= cards.length; i++) {
if (i != cards.length) {
var num1 = get.number(cards[i], player);
if (typeof num1 != "number") continue;
for (var j = 0; j < cards.length; j++) {
if (i == j) continue;
var num2 = get.number(cards[j], player);
if (typeof num2 != "number") continue;
var sum = num1 + num2;
if (sum % num == 0 || num % sum == 0) {
stop = true;
break;
}
}
if (stop) break;
}
}
if (i != cards.length) {
var cardx = [cards[i], cards[j]];
if (cardx.includes(card)) return 10 - get.value(card);
}
}
return 5 - get.value(card);
},
content: function () {
var num = 0;
for (var i of cards) num += get.number(i, player);
num = num % 13;
if (num == 0) num = 13;
var card = get.cardPile2(function (card) {
return get.number(card, false) == num;
});
if (card) player.gain(card, "gain2");
},
ai: {
order: 1,
result: { player: 1 },
},
},
reganlu: {
enable: "phaseUse",
usable: 1,
audio: 2,
selectTarget: 2,
delay: 0,
filterTarget: function (card, player, target) {
if (target.isMin()) return false;
if (ui.selected.targets.length == 0) return true;
if (ui.selected.targets[0].countCards("e") == 0 && target.countCards("e") == 0) return false;
return target == player || ui.selected.targets[0] == player || Math.abs(ui.selected.targets[0].countCards("e") - target.countCards("e")) <= player.maxHp - player.hp;
},
multitarget: true,
multiline: true,
content: function () {
targets[0].swapEquip(targets[1]);
},
ai: {
order: 10,
threaten: function (player, target) {
return 0.8 * Math.max(1 + target.maxHp - target.hp);
},
result: {
target: function (player, target) {
var list1 = [];
var list2 = [];
var num = player.maxHp - player.hp;
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (get.attitude(player, players[i]) > 0) list1.push(players[i]);
else if (get.attitude(player, players[i]) < 0) list2.push(players[i]);
}
list1.sort(function (a, b) {
return a.countCards("e") - b.countCards("e");
});
list2.sort(function (a, b) {
return b.countCards("e") - a.countCards("e");
});
var delta;
for (var i = 0; i < list1.length; i++) {
for (var j = 0; j < list2.length; j++) {
delta = list2[j].countCards("e") - list1[i].countCards("e");
if (delta <= 0) continue;
if (delta <= num || list1[i] == player || list2[j] == player) {
if (target == list1[i] || target == list2[j]) {
return get.attitude(player, target);
}
return 0;
}
}
}
return 0;
},
},
},
},
//孙休
mobilexingxue: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
return (player.storage.mobileyanzhu ? player.maxHp : player.hp) > 0;
},
direct: true,
content: function () {
"step 0";
var num = player.storage.mobileyanzhu ? player.maxHp : player.hp;
player.chooseTarget([1, num], get.prompt2("mobilexingxue")).set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (target.countCards("he")) return att;
return att / 10;
});
"step 1";
if (result.bool) {
player.logSkill("mobilexingxue", result.targets);
event.targets = result.targets;
event.targets2 = event.targets.slice(0);
event.targets.sort(lib.sort.seat);
} else {
event.finish();
}
"step 2";
if (event.targets.length) {
var target = event.targets.shift();
target.draw();
event.current = target;
} else {
event.finish();
}
"step 3";
if (event.current && event.current.countCards("he")) {
if (!player.storage.mobileyanzhu || event.targets2.length == 1) event.current.chooseCard("选择一张牌置于牌堆顶", "he", true);
else
event.current.chooseCardTarget({
prompt: "将一张牌置于牌堆顶,或交给其他目标角色",
filterCard: true,
position: "he",
filterTarget: function (card, player, target) {
return target != player && _status.event.getParent().targets2.includes(target);
},
forced: true,
selectTarget: [0, 1],
ai1: card => 6 - get.value(card),
ai2: target => get.attitude(_status.event.player, target),
});
} else {
event.goto(2);
}
"step 4";
if (result && result.cards) {
event.card = result.cards[0];
if (!result.targets || !result.targets.length) {
event.current.lose(result.cards, ui.cardPile, "insert");
game.broadcastAll(function (player) {
var cardx = ui.create.card();
cardx.classList.add("infohidden");
cardx.classList.add("infoflip");
player.$throw(cardx, 1000, "nobroadcast");
}, event.current);
} else {
event.current.give(result.cards, result.targets[0]);
}
} else {
event.card = null;
}
"step 5";
event.goto(2);
},
derivation: "mobilexingxuex",
},
mobileyanzhu: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target.countCards("hej") > 0 && target != player;
},
content: function () {
"step 0";
if (target.countCards("e")) {
target
.chooseBool("是否将装备区内的所有牌交给" + get.translation(player) + "?", "若选择“取消”,则其将获得你区域里的一张牌")
.set("ai", function () {
if (_status.event.effect > 0) return false;
if (_status.event.player.countCards("e") >= 3) return false;
return true;
})
.set("effect", get.effect(target, { name: "shunshou" }, player, target));
} else {
player.gainPlayerCard(target, true, "he");
event.finish();
}
"step 1";
if (result.bool) {
var es = target.getCards("e");
target.give(es, player, "give");
player.removeSkills("mobileyanzhu");
player.storage.mobileyanzhu = true;
player.popup("兴学");
game.log(player, "修改了技能", "#g【兴学】");
} else {
player.gainPlayerCard(target, true, "hej");
}
},
ai: {
order: 6,
result: {
target: function (player, target) {
var ne = target.countCards("e"),
nj = target.countCards("j");
if (nj) return 2.5;
if (!ne) return -2;
if (ne >= 2) return -ne;
return 0;
},
},
},
},
//毛玠
bingqing: {
audio: 2,
trigger: { player: "useCardAfter" },
direct: true,
filter: function (event, player) {
var suit = get.suit(event.card);
if (!lib.suit.includes(suit)) return false;
var evt = event.getParent("phaseUse");
if (!evt || player != evt.player) return false;
var list = [],
history = player.getHistory("useCard");
if (history.length < 2) return false;
for (var i of history) {
if (i.getParent("phaseUse") != evt) continue;
var suit2 = get.suit(i.card);
if (!lib.suit.includes(suit2)) continue;
if (i != event && suit2 == suit) return false;
if (i.finished) list.add(suit2);
}
return list.length > 1 && list.length < 5;
},
content: function () {
"step 0";
var suit = get.suit(trigger.card);
var evt = event.getParent("phaseUse");
var list = [],
history = player.getHistory("useCard");
for (var i of history) {
if (i.getParent("phaseUse") != evt) continue;
var suit2 = get.suit(i.card);
if (!lib.suit.includes(suit2)) continue;
if (i.finished) list.add(suit2);
}
var prompt, filterTarget, ai;
switch (list.length) {
case 2:
prompt = "令一名角色摸两张牌";
filterTarget = function (card, player, target) {
return true;
};
ai = function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (target.hasSkill("nogain")) att /= 10;
return att / Math.sqrt(Math.min(5, 1 + target.countCards("h")));
};
break;
case 3:
prompt = "弃置一名角色区域内的一张牌";
filterTarget = function (card, player, target) {
return target.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, target);
}, "hej");
};
ai = function (target) {
var player = _status.event.player;
return get.effect(target, { name: "guohe_copy" }, player, player);
};
break;
case 4:
prompt = "对一名其他角色造成1点伤害";
filterTarget = function (card, player, target) {
return target != player;
};
ai = function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
};
break;
default:
event.finish();
return;
}
event.num = list.length;
player.chooseTarget(get.prompt("bingqing"), prompt, filterTarget).set("ai", ai);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("bingqing", target);
event.target = target;
event.goto(num);
} else event.finish();
"step 2";
target.draw(2);
event.finish();
"step 3";
player.discardPlayerCard(target, true, "hej");
event.finish();
"step 4";
target.damage();
},
},
yingfeng: {
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("yingfeng"), "令一名角色获得“奉”标记", function (card, player, target) {
return !target.hasSkill("yingfeng_mark");
})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (att <= 0) return 0;
var eff = 0.1;
var preTarget = game.findPlayer(function (current) {
return current != target && current.hasSkill("yingfeng_mark");
});
if (preTarget) {
if (get.attitude(player, preTarget) < 0) eff += 4;
else if (preTarget.hasValueTarget({ name: "sha" }, false) && !preTarget.hasValueTarget({ name: "sha" })) eff -= 3;
}
if (target.hasValueTarget({ name: "sha" }, false) && !target.hasValueTarget({ name: "sha" })) eff += 3;
if (player == target) att *= 1.2;
return 0.01 + att * eff;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("yingfeng", target);
target.addAdditionalSkill("yingfeng_" + player.playerid, "yingfeng_mark");
game.countPlayer(function (current) {
if (current != target && current.hasSkill("yingfeng_mark")) {
current.removeSkill("yingfeng_mark");
current.removeAdditionalSkill("yingfeng_" + player.playerid);
}
});
}
},
subSkill: {
mark: {
charlotte: true,
mark: true,
marktext: "奉",
mod: {
targetInRange: () => true,
},
intro: { content: "使用牌无距离限制" },
},
},
},
//猩黄忠
spshidi: {
audio: 2,
trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] },
forced: true,
zhuanhuanji: "number",
filter: function (event, player) {
return player.countMark("spshidi") % 2 == ["phaseJieshu", "phaseZhunbei"].indexOf(event.name);
},
content: function () {
player.changeZhuanhuanji("spshidi");
},
mod: {
globalFrom: function (from, to, distance) {
if (from.countMark("spshidi") % 2 == 0) return distance - 1;
},
globalTo: function (from, to, distance) {
if (to.countMark("spshidi") % 2 == 1) return distance + 1;
},
aiOrder: function (player, card, num) {
if (player.countMark("spshidi") % 2 == 0 && card.name == "sha" && get.color(card) == "black") return num + 0.1;
},
},
mark: true,
marktext: "☯",
intro: {
content: function (storage, player) {
return "已转换过" + (storage || 0) + "次";
},
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
if (!arg || !arg.card || !arg.target || arg.card.name != "sha") return false;
return player.countMark("spshidi") % 2 == 0 && get.color(arg.card) == "black";
},
},
group: ["spshidi_use", "spshidi_beused"],
subSkill: {
use: {
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
return event.card.name == "sha" && player.countMark("spshidi") % 2 == 0 && get.color(event.card, false) == "black";
},
content: function () {
trigger.directHit.addArray(game.players);
},
},
beused: {
trigger: { target: "useCardToTargeted" },
forced: true,
filter: function (event, player) {
return event.card.name == "sha" && player.countMark("spshidi") % 2 == 1 && get.color(event.card, false) == "red";
},
content: function () {
trigger.directHit.add(player);
},
},
},
},
spyishi: {
audio: 2,
trigger: { source: "damageBegin2" },
filter: function (event, player) {
return player != event.player && event.player.countCards("e") > 0;
},
check: function (event, player) {
return (
get.damageEffect(event.player, player, player) <= 0 ||
(get.attitude(player, event.player) <= 0 &&
!event.player.hasSkillTag("noe") &&
event.player.hasCard(function (card) {
return get.value(card) > 9 - event.player.hp;
}, "e"))
);
},
logTarget: "player",
content: function () {
trigger.num--;
player.gainPlayerCard(trigger.player, "e", true);
},
},
spqishe: {
enable: "chooseToUse",
viewAs: { name: "jiu" },
filterCard: { type: "equip" },
position: "hes",
viewAsFilter: function (player) {
return player.hasCard({ type: "equip" }, "ehs");
},
check: function (card) {
if (_status.event.type == "dying") return 1 / (get.value(card) || 0.5);
return 5 - get.value(card);
},
locked: false,
mod: {
maxHandcard: function (player, num) {
return num + player.countCards("e");
},
},
},
//虞翻
rezongxuan: {
inherit: "zongxuan",
group: "rezongxuan_place",
},
rezongxuan_place: {
audio: "rezongxuan",
enable: "phaseUse",
usable: 1,
content: function () {
"step 0";
player.draw();
"step 1";
player.chooseCard("he", true, "将一张牌置于牌堆顶");
"step 2";
if (result && result.cards) {
event.card = result.cards[0];
player.lose(result.cards, ui.cardPile, "insert");
game.log(player, "将", get.position(event.card) == "h" ? "一张牌" : event.card, "置于牌堆顶");
game.broadcastAll(function (player) {
var cardx = ui.create.card();
cardx.classList.add("infohidden");
cardx.classList.add("infoflip");
player.$throw(cardx, 1000, "nobroadcast");
}, player);
} else event.finish();
},
ai: {
order: 1,
result: { player: 1 },
},
},
//孙寒华
chongxu: {
enable: "phaseUse",
usable: 1,
content: function () {
"step 0";
player.chooseToPlayBeatmap(lib.skill.chongxu.beatmaps.randomGet());
"step 1";
var score = Math.floor(Math.min(5, result.accuracy / 17));
event.score = score;
game.log(player, "的演奏评级为", "#y" + result.rank[0], ",获得积分点数", "#y" + score, "分");
if (score < 3) {
if (score >= 2) player.draw();
event.finish();
return;
}
var list = [];
if (player.countMark("miaojian") < 2 && player.hasSkill("miaojian")) list.push("修改【妙剑】");
if (player.countMark("shhlianhua") < 2 && player.hasSkill("shhlianhua")) list.push("修改【莲华】");
if (list.length) {
list.push("全部摸牌");
player.chooseControl(list).set("prompt", "冲虚:修改技能" + (score == 5 ? "并摸一张牌" : "") + ";或摸" + Math.floor(score / 2) + "张牌");
} else event._result = { control: "全部摸牌" };
"step 2";
var score = event.score;
if (result.control != "全部摸牌") {
score -= 3;
var skill = result.control == "修改【妙剑】" ? "miaojian" : "shhlianhua";
player.addMark(skill, 1, false);
game.log(player, "修改了技能", "#g【" + get.translation(skill) + "】");
}
if (score > 1) player.draw(Math.floor(score / 2));
},
ai: {
order: 10,
result: {
player: 1,
},
},
beatmaps: [
{
//歌曲名称
name: "鳥の詩",
//歌曲文件名(默认在audio/effect文件夹下 若要重定向到扩展 请写为'ext:扩展名称/文件名'的格式)
filename: "tori_no_uta",
//每个音符的开始时间点(毫秒,相对未偏移的开始播放时间)
timeleap: [1047, 3012, 4978, 5469, 5961, 6452, 6698, 7435, 8909, 10875, 12840],
//开始播放时间的偏移量(毫秒)
current: -110,
//判定栏高度(相对整个对话框高度比例)
judgebar_height: 0.16,
//Good/Great/Prefect的位置判定范围(百分比,相对于整个对话框。以滑条的底部作为判定基准)
range1: [84, 110],
range2: [90, 104],
range3: [94, 100],
//滑条每相对于整个对话框下落1%所需的时间(毫秒)
speed: 25,
},
{
name: "竹取飛翔 ~ Lunatic Princess",
filename: "taketori_hishou",
timeleap: [1021, 1490, 1959, 2896, 3834, 4537, 4771, 5709, 6646, 7585, 8039, 8494, 9403, 10291, 11180, 11832, 12049, 12920, 13345, 13771, 14196],
current: -110,
judgebar_height: 0.16,
range1: [84, 110],
range2: [90, 104],
range3: [94, 100],
speed: 25,
node_color: "linear-gradient(rgba(250, 170, 190, 1), rgba(240, 160, 180, 1))",
judgebar_color: "linear-gradient(rgba(240, 120, 243, 1), rgba(245, 106, 230, 1))",
},
{
name: "ignotus",
filename: "ignotus",
//Number of tracks
//轨道数量
number_of_tracks: 4,
//Customize the track to generate for every note (0 is the first track)
//自定义每个音符生成的轨道(0是第一个轨道)
mapping: [0, 2, 3, 1, 1, 0, 3, 0, 0, 3, 0, 0, 2, 1, 2],
//Convert from beats (0 is the first beat) to timeleap
//将节拍(0是第一拍)转换为开始时间点
timeleap: game.generateBeatmapTimeleap(170, [0, 4, 8, 12, 14, 16, 16.5, 23.5, 24, 31, 32, 40, 45, 46, 47]),
current: -110,
judgebar_height: 0.16,
range1: [84, 110],
range2: [90, 104],
range3: [94, 100],
speed: 25,
node_color: "linear-gradient(rgba(240, 250, 240, 1), rgba(230, 240, 230, 1))",
judgebar_color: "linear-gradient(rgba(161, 59, 150, 1), rgba(58, 43, 74, 1))",
},
{
name: "Super Mario 3D World Theme",
filename: "sm3dw_overworld",
//Random (Randomly choose tracks to generate notes each play)
//随机(每次演奏时音符会随机选择轨道生成)
mapping: "random",
timeleap: [0, 1071, 1518, 2054, 4018, 4286, 5357, 6429, 7500, 8571, 9643, 10714, 11786, 12321, 12589, 12857, 13929, 15000, 16071, 17143, 18214, 18482, 18750, 19018, 19286, 20357],
current: -110,
judgebar_height: 0.16,
range1: [84, 110],
range2: [90, 104],
range3: [94, 100],
speed: 25,
node_color: "linear-gradient(rgba(120, 130, 240, 1), rgba(100, 100, 230, 1))",
judgebar_color: "linear-gradient(rgba(230, 40, 30, 1), rgba(220, 30, 10, 1))",
},
{
name: "只因你太美",
filename: "chicken_you_are_so_beautiful",
number_of_tracks: 7,
mapping: [3, 6, 4, 5, 6, 2, 3, 2, 1, 2, 0, 4, 3, 6, 5, 4, 3, 6, 3, 2, 3, 1, 0, 1, 2, 3, 4, 5, 6],
timeleap: game.generateBeatmapTimeleap(107, [2, 3.5, 4.5, 5.5, 6.5, 8.5, 10, 11.5, 12.5, 13.5, 14.5, 15.5, 18, 19.5, 20.5, 21.5, 22.5, 24.5, 26, 27.5, 28.5, 29.5, 30.5, 31, 31.5, 32, 32.5, 33, 33.5]),
//Hitsound file name (By default in the audio/effect folder. To redirect to the extension, please write in the format of 'ext:extension_name')
//打击音文件名(默认在audio/effect文件夹下 若要重定向到扩展 请写为'ext:扩展名称'的格式)
hitsound: "chickun.wav",
current: -110,
judgebar_height: 0.16,
range1: [84, 110],
range2: [90, 104],
range3: [94, 100],
speed: 25,
node_color: "linear-gradient(#99f, #66c)",
judgebar_color: "linear-gradient(#ccf, #99c)",
},
{
name: "Croatian Rhapsody",
filename: "croatian_rhapsody",
mapping: [4, 1, 2, 1, 0, 0, 4, 5, 1, 3, 2, 1, 0, 0],
timeleap: game.generateBeatmapTimeleap(96, [4, 6, 8, 9, 10, 11, 12, 13.5, 14, 15.5, 16, 17, 18, 19]),
current: -110,
judgebar_height: 0.16,
range1: [84, 110],
range2: [90, 104],
range3: [94, 100],
speed: 25,
node_color: "linear-gradient(#fff, #ccc)",
judgebar_color: "linear-gradient(#fff, #ccc)",
},
{
name: "罗刹海市",
filename: "rakshasa_sea_city",
number_of_tracks: 7,
mapping: "random",
timeleap: game.generateBeatmapTimeleap(150, [0, 2, 4, 6, 7, 9, 11, 13, 14, 16, 18, 20, 21, 23, 25, 27]),
current: -110,
judgebar_height: 0.16,
range1: [84, 110],
range2: [90, 104],
range3: [94, 100],
speed: 25,
node_color: "linear-gradient(#333, #000)",
judgebar_color: "linear-gradient(#c66, #933)",
},
{
name: "Pigstep (Stereo Mix)",
filename: "pigstep",
number_of_tracks: 16,
timeleap: game.generateBeatmapTimeleap(170, [3, 4, 6, 6.5, 7.5, 11, 12, 14, 14.5, 15.5, 19, 20, 22, 22.5, 23.5, 27, 28, 30, 30.5, 31.5, 35, 36, 38, 38.5, 39.5, 43, 44, 46, 46.5, 47.5, 51, 52, 54, 54.5, 55.5, 59, 60, 62, 62.5]),
current: -110,
judgebar_height: 0.16,
range1: [84, 110],
range2: [90, 104],
range3: [94, 100],
speed: 25,
node_color: "linear-gradient(#066, #033)",
judgebar_color: "linear-gradient(#633, #300)",
},
],
derivation: "chongxu_faq",
},
miaojian: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
var level = player.countMark("miaojian");
if (event.filterCard({ name: "sha", nature: "stab" }, player, event)) {
if (level == 2) return true;
if (
level == 1 &&
player.hasCard(function (card) {
return get.type2(card) == "basic";
}, "hs")
)
return true;
if (
level == 0 &&
player.hasCard(function (card) {
return get.name(card) == "sha";
}, "hs")
)
return true;
}
if (event.filterCard({ name: "wuzhong" }, player, event)) {
if (level == 2) return true;
if (
level == 1 &&
player.hasCard(function (card) {
return get.type2(card) != "basic";
}, "hes")
)
return true;
if (
level == 0 &&
player.hasCard(function (card) {
return get.type2(card) == "trick";
}, "hs")
)
return true;
}
return false;
},
chooseButton: {
dialog: function () {
return ui.create.dialog("妙剑", [
[
["基本", "", "sha", "stab"],
["锦囊", "", "wuzhong"],
],
"vcard",
]);
},
filter: function (button, player) {
var event = _status.event.getParent(),
level = player.countMark("miaojian");
if (button.link[2] == "sha") {
if (!event.filterCard({ name: "sha", nature: "stab" }, player, event)) return false;
if (level == 2) return true;
if (level == 1)
return player.hasCard(function (card) {
return get.type2(card) == "basic";
}, "hs");
return (
level == 0 &&
player.hasCard(function (card) {
return get.name(card) == "sha";
}, "hs")
);
}
if (button.link[2] == "wuzhong") {
if (!event.filterCard({ name: "wuzhong" }, player, event)) return false;
if (level == 2) return true;
if (level == 1)
return player.hasCard(function (card) {
return get.type2(card) != "basic";
}, "hes");
return (
level == 0 &&
player.hasCard(function (card) {
return get.type2(card) == "trick";
}, "hs")
);
}
},
check: function (button) {
var card = { name: button.link[2], nature: button.link[3] },
player = _status.event.player;
return get.value(card, player) * get.sgn(player.getUseValue(card));
},
backup: function (links, player) {
var index = links[0][2] == "sha" ? 0 : 1,
level = player.countMark("miaojian");
var next = {
audio: "miaojian",
filterCard: [
[
function (card) {
return get.name(card) == "sha";
},
function (card) {
return get.type(card) == "basic";
},
() => false,
],
[
function (card) {
return get.type2(card) == "trick";
},
function (card) {
return get.type(card) != "basic";
},
() => false,
],
][index][level],
position: "hes",
check: function (card) {
if (card) return 6.5 - get.value(card);
return 1;
},
viewAs: [
{
name: "sha",
nature: "stab",
},
{
name: "wuzhong",
},
][index],
};
if (level == 2) {
next.selectCard = -1;
next.viewAs.isCard = true;
}
return next;
},
prompt: function (links, player) {
var index = links[0][2] == "sha" ? 0 : 1,
level = player.countMark("miaojian");
return [
["将一张【杀】当做刺【杀】使用", "将一张基本牌当做刺【杀】使用", "请选择刺【杀】的目标"],
["将一张锦囊牌当做【无中生有】使用", "将一张非基本牌当做【无中生有】使用", "请选择【无中生有】的目标"],
][index][level];
},
},
onremove: true,
derivation: ["miaojian1", "miaojian2"],
subSkill: { backup: { audio: "miaojian" } },
ai: {
order: 7,
result: { player: 1 },
},
},
shhlianhua: {
audio: 2,
derivation: ["shhlianhua1", "shhlianhua2"],
trigger: { target: "useCardToTargeted" },
forced: true,
locked: false,
filter: event => event.card.name == "sha",
content: function () {
"step 0";
player.draw();
var level = player.countMark("shhlianhua");
if (!level) event.finish();
else if (level == 2) event.goto(2);
else
player
.judge(function (result) {
return get.suit(result) == "spade" ? 1 : -1;
})
.set("judge2", result => result.bool);
"step 1";
if (result.bool) trigger.excluded.add(player);
event.finish();
"step 2";
var eff = get.effect(player, trigger.card, trigger.player, trigger.player);
trigger.player
.chooseToDiscard("he", "弃置一张牌,或令" + get.translation(trigger.card) + "对" + get.translation(player) + "无效")
.set("ai", function (card) {
if (_status.event.eff > 0) {
return 10 - get.value(card);
}
return 0;
})
.set("eff", eff);
"step 3";
if (result.bool == false) {
trigger.getParent().excluded.add(player);
}
},
ai: {
effect: {
target_use(card, player, target, current) {
if (card.name == "sha" && current < 0) return 0.7;
},
},
},
},
//阎圃
huantu: {
audio: 2,
trigger: { global: "phaseDrawBefore" },
direct: true,
filter: function (event, player) {
return player.countCards("he") > 0 && !player.hasSkill("huantu_round") && player.inRange(event.player);
},
checkx: function (event, player) {
var target = event.player;
return get.attitude(player, target) > 0 && (target.hasSkill("pingkou") || target.skipList.includes("phaseUse") || (target.isDamaged() && target.hp <= 2) || target.needsToDiscard());
},
content: function () {
"step 0";
player
.chooseCard(get.prompt("huantu", trigger.player), "交给其一张牌并令其暂时跳过摸牌阶段", "he")
.set("ai", function (card) {
if (!_status.event.checkx) return 0;
return 1 + Math.random();
})
.set("checkx", lib.skill.huantu.checkx(trigger, player));
"step 1";
if (result.bool) {
player.addTempSkill("huantu_round", "roundStart");
player.logSkill("huantu", trigger.player);
player.give(result.cards, trigger.player);
trigger.cancel();
player.addTempSkill("huantu_effect");
}
},
subSkill: {
round: {
charlotte: true,
mark: true,
intro: { content: "本轮已发动" },
},
effect: {
audio: "huantu",
trigger: { global: "phaseJieshuBegin" },
forced: true,
charlotte: true,
logTarget: "player",
filter: function (event, player) {
return event.player.isIn();
},
content: function () {
"step 0";
var str = get.translation(trigger.player);
player
.chooseControl()
.set("choiceList", ["令" + str + "回复1点体力并摸两张牌", "摸三张牌,然后交给" + str + "两张手牌"])
.set("choice", trigger.player.isDamaged() ? 0 : 1);
"step 1";
if (result.index == 0) {
trigger.player.recover();
trigger.player.draw(2);
event.finish();
} else {
event.target = trigger.player;
player.draw(3);
}
"step 2";
var hs = player.getCards("h");
if (hs.length && target.isIn() && player.isIn()) {
if (hs.length <= 2) event._result = { bool: true, cards: hs };
else player.chooseCard("h", 2, true, "交给" + get.translation(target) + "两张手牌");
} else event.finish();
"step 3";
if (result.bool) player.give(result.cards, trigger.player);
},
},
},
},
bihuo: {
trigger: { global: "dyingAfter" },
logTarget: "player",
limited: true,
skillAnimation: true,
animationColor: "gray",
filter: function (event, player) {
return event.player.isIn();
},
check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
content: function () {
player.awakenSkill("bihuo");
trigger.player.draw(3);
trigger.player.addTempSkill("bihuo_effect", "roundStart");
trigger.player.addMark("bihuo_effect", game.countPlayer(), false);
},
subSkill: {
effect: {
onremove: true,
charlotte: true,
mod: {
globalTo: function (from, to, distance) {
return distance + to.countMark("bihuo_effect");
},
},
intro: { content: "其他角色至你的距离+#" },
},
},
},
//马元义
jibing: {
audio: 2,
enable: ["chooseToUse", "chooseToRespond"],
filter: function (event, player) {
return player.getExpansions("jibing").length > 0 && (event.filterCard(get.autoViewAs({ name: "sha" }, "unsure"), player, event) || event.filterCard(get.autoViewAs({ name: "shan" }, "unsure"), player, event));
},
chooseButton: {
dialog: function (event, player) {
var dialog = ui.create.dialog("集兵", "hidden");
if (event.filterCard(get.autoViewAs({ name: "sha" }, "unsure"), player, event) && event.filterCard(get.autoViewAs({ name: "shan" }, "unsure"), player, event)) {
dialog._chooseButton = 2;
var list = ["sha", "shan"];
dialog.add([
list.map(i => {
return [i, get.translation(i)];
}),
"tdnodes",
]);
} else dialog._cardName = event.filterCard(get.autoViewAs({ name: "sha" }, "unsure"), player, event) ? "sha" : "shan";
dialog.add(player.getExpansions("jibing"));
return dialog;
},
filter: function (button) {
var evt = _status.event,
player = _status.event.player;
if (evt.dialog) {
if (!evt.dialog._chooseButton) {
var evt2 = _status.event.getParent();
return evt2.filterCard(get.autoViewAs({ name: evt.dialog._cardName }, [button.link]), player, evt2);
}
if (ui.selected.buttons.length) {
var str = ui.selected.buttons[0].link;
if (typeof str != "string" || typeof button.link == "string") return false;
var evt2 = _status.event.getParent();
return evt2.filterCard(get.autoViewAs({ name: str }, [button.link]), player, evt2);
}
return typeof button.link == "string";
}
return false;
},
select: function () {
return _status.event.dialog ? _status.event.dialog._chooseButton || 1 : 1;
},
backup: function (links, player) {
var card, name;
if (links.length == 2) {
name = links[0];
card = links[1];
} else {
card = links[0];
var event = _status.event;
name = event.filterCard(get.autoViewAs({ name: "sha" }, [card]), player, event) ? "sha" : "shan";
}
return {
audio: "jibing",
filterCard: function (card) {
return card == lib.skill.jibing_backup.card;
},
selectCard: -1,
position: "x",
viewAs: { name: name },
card: card,
};
},
prompt: function (links, player) {
return "请选择【杀】的目标";
},
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter: function (player, tag, arg) {
return player.getExpansions("jibing").length > 0;
},
order: function (item, player) {
if (player.hasSkill("binghuo")) return 6;
return 1;
},
result: {
player: 1,
},
},
group: "jibing_place",
subSkill: {
place: {
audio: "jibing",
trigger: { player: "phaseDrawBegin1" },
prompt2: "摸牌阶段开始时,若你的“兵”数小于势力数,则你可以改为将牌堆顶的两张牌置于你的武将牌上,称为“兵”。",
filter: function (event, player) {
return !event.numFixed && player.getExpansions("jibing").length < game.countGroup();
},
content: function () {
trigger.changeToZero();
var cards = get.cards(2);
player.addToExpansion(cards, "gain2").gaintag.add("jibing");
},
},
backup: { audio: "jibing" },
},
intro: { content: "expansion", markcount: "expansion" },
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
},
wangjing: {
audio: 2,
trigger: { player: ["useCard", "respond"] },
filter: function (event, player) {
if (event.skill != "jibing_backup") return false;
var target = lib.skill.wangjing.logTarget(event, player);
return target && target.isMaxHp();
},
logTarget: function (event, player) {
if (event.name == "respond") return event.source;
if (event.card.name == "sha") return event.targets[0];
return event.respondTo[0];
},
forced: true,
content: function () {
player.draw();
},
ai: {
combo: "jibing",
mingzhi: false,
effect: {
target: function (card, player, target, current) {
if ((get.tag(card, "respondShan") || get.tag(card, "respondSha")) && target.getExpansions("jibing").length > 0 && player.isMaxHp()) {
if (get.attitude(target, player) <= 0) {
return [0, 0, 1, 0.3];
}
}
},
},
},
},
moucuan: {
audio: 2,
derivation: "binghuo",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "metal",
filter: function (event, player) {
return player.getExpansions("jibing").length >= game.countGroup();
},
content: function () {
player.awakenSkill("moucuan");
player.loseMaxHp();
player.addSkills("binghuo");
},
ai: { combo: "jibing" },
},
binghuo: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return (
player.hasHistory("useCard", function (evt) {
return evt.skill == "jibing_backup";
}) ||
player.hasHistory("respond", function (evt) {
return evt.skill == "jibing_backup";
})
);
},
content: function () {
"step 0";
player.chooseTarget(get.prompt2("binghuo")).set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("binghuo", target);
target.judge(function (card) {
if (get.color(card) == "black") return -2;
return 0.1;
}).judge2 = function (result) {
return result.bool === false ? true : false;
};
} else event.finish();
"step 2";
if (result.bool == false) target.damage("thunder");
},
ai: { combo: "jibing", expose: 0.2 },
},
//傅佥
jueyong: {
audio: 2,
trigger: { target: "useCardToTarget" },
forced: true,
filter: function (event, player) {
return event.card.name != "jiu" && event.card.name != "tao" && event.targets.length == 1 && event.card.isCard && event.cards.length == 1 && event.getParent(2).name != "jueyong_timeout" && get.position(event.cards[0], true) == "o" && event.card.name == event.cards[0].name && (!player.storage.jueyong || player.storage.jueyong[0].length < player.getHp());
},
content: function () {
trigger.targets.remove(player);
trigger.getParent().triggeredTargets2.remove(player);
trigger.untrigger();
var card = trigger.cards[0];
player.addToExpansion(card, "gain2").gaintag.add("jueyong");
if (!player.storage.jueyong) player.storage.jueyong = [[], []];
player.storage.jueyong[0].push(card);
player.storage.jueyong[1].push(trigger.player);
game.delayx();
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
delete player.storage[skill];
},
intro: {
markcount: function (storage) {
if (!storage) return 0;
return storage[0].length;
},
mark: function (dialog, storage, player) {
if (!storage) return;
dialog.addAuto(storage[0]);
dialog.addText(get.translation(storage[1]));
},
onunmark: function (storage, player) {
player.storage.jueyong = [[], []];
},
},
ai: {
reverseEquip: true,
effect: {
target_use(card, player, target, current) {
if (get.type(card) == "equip" && !get.tag(card, "gifts") && target.storage.jueyong && target.storage.jueyong[1].length) {
var result1 = get.equipResult(player, target, card.name),
subtype = get.subtype(card);
for (var i of target.storage.jueyong[0]) {
if (get.subtype(i, false) == subtype && get.equipResult(target, target, i.name) >= result1) return "zerotarget";
}
}
},
},
},
group: "jueyong_timeout",
subSkill: {
timeout: {
audio: "jueyong",
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return player.storage.jueyong && player.storage.jueyong[0].length > 0; //=Math.max(1,player.getDamagedHp());
},
content: function () {
var list = player.storage.jueyong,
card = list[0].shift(),
source = list[1].shift();
if (player.getExpansions("jueyong").includes(card)) {
if (source && source.isIn() && source.canUse(card, player, false)) source.useCard(card, player, false);
else player.loseToDiscardpile(card);
}
if (list[0].length) event.redo();
},
},
},
},
poxiang: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: (event, player) => player.countCards("he") > 0,
filterCard: true,
filterTarget: lib.filter.notMe,
position: "he",
discard: false,
lose: false,
delay: false,
check: function (card) {
var player = _status.event.player;
if (
!player.storage.jueyong ||
!player.storage.jueyong[0].length ||
(player.hp <= 1 &&
!player.storage.jueyong[0].some(function (card) {
return get.tag(card, "damage") > 0;
})) ||
!player.storage.jueyong[0].some(function (card) {
return get.effect(player, card, player.storage.jueyong[1][player.storage.jueyong[0].indexOf(card)], player) < 0;
})
)
return -1;
return 20 - get.value(card);
},
content: function () {
"step 0";
player.give(cards, target);
player.draw(3).gaintag = ["poxiang"];
player.addTempSkill("poxiang_mark");
"step 1";
var cards = player.getExpansions("jueyong");
if (cards.length) player.loseToDiscardpile(cards);
player.unmarkSkill("jueyong");
player.loseHp();
"step 2";
//player.skip('phaseDiscard');
game.delayx();
},
ai: {
order: 12,
result: {
player: 4,
target: 1,
},
},
subSkill: {
mark: {
charlotte: true,
onremove: function (player) {
player.removeGaintag("poxiang");
},
mod: {
ignoredHandcard: function (card, player) {
if (card.hasGaintag("poxiang")) {
return true;
}
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("poxiang")) {
return false;
}
},
},
},
},
},
//曹真
disordersidi: { audio: 2 },
discretesidi: {
audio: "disordersidi",
trigger: { player: "useCardAfter" },
direct: true,
filter: function (event, player) {
return (
get.type(event.card, false) != "delay" &&
game.hasPlayer(function (current) {
return player != current && (!player.storage.discretesidi || !player.storage.discretesidi.includes(current));
})
);
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("discretesidi"), "选择两名角色a,b建立二元序偶,或仅选择一名角色,建立二元序偶", [1, 2], function (card, player, target) {
if (ui.selected.targets.length) return true;
return target != player && (!player.storage.discretesidi || !player.storage.discretesidi.includes(target));
})
.set("complexTarget", true)
.set("complexSelect", true)
.set("targetprompt", ["第一元素", "第二元素"])
.set("ai", function (target) {
var player = _status.event.player;
if (!ui.selected.targets.length) {
if (target.getEnemies().length == 1) return 2 + Math.random();
return 1 + Math.random();
}
var targetx = ui.selected.targets[0];
if (targetx.getEnemies().includes(target) && targetx.inRange(target)) return Math.random() - 0.5;
return 0;
}).animate = false;
"step 1";
if (result.bool && result.targets.length) {
var targets = result.targets;
player.logSkill("discretesidi", targets[0]);
if (targets.length == 1) targets.push(targets[0]);
if (!player.storage.discretesidi) player.storage.discretesidi = [];
if (!player.storage.discretesidi2) player.storage.discretesidi2 = [];
player.storage.discretesidi.push(targets[0]);
player.storage.discretesidi2.push(targets[1]);
player.markSkill("discretesidi");
game.delayx();
}
},
intro: {
content: function (storage, player) {
if ((player == game.me || player.isUnderControl()) && !game.observe) {
var str = "R={ ";
for (var i = 0; i < storage.length; i++) {
str += "<" + get.translation(storage[i]) + ", " + get.translation(player.storage.discretesidi2[i]) + ">";
if (i < storage.length - 1) str += ", ";
}
str += " }";
return str;
}
return "已指定" + get.translation(storage) + "为目标";
},
},
onremove: function (player) {
delete player.storage.discretesidi;
delete player.storage.discretesidi2;
},
group: ["discretesidi_clear", "discretesidi_exec"],
subSkill: {
clear: {
trigger: { global: ["useCardToPlayered", "die"] },
forced: true,
popup: false,
locked: false,
filter: function (event, player) {
if (!player.storage.discretesidi || !player.storage.discretesidi.includes(event.player)) return false;
if (event.name == "die") return true;
if (get.type(event.card, false) != "delay") {
var index = player.storage.discretesidi.indexOf(event.player);
return index != -1 && (player.storage.discretesidi2[index] != event.target || event.targets.length != 1);
}
return false;
},
content: function () {
player.storage.discretesidi2.splice(player.storage.discretesidi.indexOf(trigger.player), 1);
player.unmarkAuto("discretesidi", [trigger.player]);
},
},
exec: {
audio: "disordersidi",
trigger: { global: "useCardToPlayered" },
forced: true,
locked: false,
filter: function (event, player) {
if (get.type(event.card, false) == "delay" || !player.storage.discretesidi || event.targets.length != 1) return false;
var index = player.storage.discretesidi.indexOf(event.player);
return index != -1 && player.storage.discretesidi2[index] == event.target;
},
logTarget: "player",
content: function () {
"step 0";
player.storage.discretesidi2.splice(player.storage.discretesidi.indexOf(trigger.player), 1);
player.unmarkAuto("discretesidi", [trigger.player]);
if (trigger.target == player) {
player.draw();
event.finish();
return;
}
var target = trigger.player;
event.target = target;
player
.chooseControl("cancel2")
.set("choiceList", ["取消" + get.translation(trigger.card) + "的所有目标并对" + get.translation(target) + "造成1点伤害", "摸两张牌"])
.set("ai", function () {
var player = _status.event.player,
evt = _status.event.getTrigger();
if (get.damageEffect(evt.player, player, player) > 0 && get.effect(evt.target, evt.card, evt.player, player) < 0) return 0;
return 1;
});
"step 1";
if (result.index == 0) {
trigger.cancel();
trigger.targets.length = 0;
trigger.getParent().triggeredTargets1.length = 0;
if (!_status.dying.length) target.damage();
} else if (result.index == 1) player.draw(2);
},
},
},
},
//孙鲁班
xinzenhui: {
audio: 2,
trigger: { player: "useCardToPlayer" },
filter: function (event, player) {
if (event.targets.length != 1) return false;
var card = event.card;
if (card.name != "sha" && (get.type(card, null, false) != "trick" || get.color(card, false) != "black")) return false;
if (!player.isPhaseUsing() || player.hasSkill("xinzenhui2")) return false;
return game.hasPlayer(function (current) {
return current != player && current != event.target && lib.filter.targetEnabled2(card, player, current) && lib.filter.targetInRange(card, player, current);
});
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("xinzenhui"), function (card, player, target) {
if (player == target) return false;
var evt = _status.event.getTrigger();
return !evt.targets.includes(target) && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target);
})
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return Math.max(target.countGainableCards(player, "he") ? get.effect(target, { name: "shunshou_copy2" }, player, player) : 0, get.effect(target, trigger.card, player, player));
});
"step 1";
if (result.bool) {
player.addTempSkill("xinzenhui2", "phaseUseAfter");
var target = result.targets[0],
str = get.translation(target);
event.target = target;
player.logSkill("xinzenhui", target);
if (!target.countGainableCards(player, "he")) event._result = { index: 0 };
else
player
.chooseControl()
.set("choiceList", ["令" + str + "也成为" + get.translation(trigger.card) + "的目标", "获得" + str + "的一张牌,然后其成为" + get.translation(trigger.card) + "的使用者"])
.set("ai", function () {
var trigger = _status.event.getTrigger();
var player = _status.event.player,
target = _status.event.getParent().target;
return (target.countGainableCards(player, "he") ? get.effect(target, { name: "shunshou_copy2" }, player, player) : 0) > get.effect(target, trigger.card, player, player) ? 1 : 0;
});
} else event.finish();
"step 2";
if (result.index == 1) {
trigger.untrigger();
trigger.getParent().player = event.target;
game.log(event.target, "成为了", trigger.card, "的使用者");
player.gainPlayerCard(target, true, "he");
} else {
game.log(event.target, "成为了", trigger.card, "的额外目标");
trigger.getParent().targets.push(event.target);
}
},
},
xinzenhui2: {},
xinjiaojin: {
audio: 2,
trigger: { player: "damageBegin4" },
filter: function (event, player) {
return player.countCards("he", { type: "equip" }) && event.source && event.source.hasSex("male");
},
direct: true,
content: function () {
"step 0";
var next = player.chooseToDiscard("he", "骄矜:是否弃置一张装备牌防止伤害?", function (card, player) {
return get.type(card) == "equip";
});
next.set("ai", function (card) {
var player = _status.event.player;
if (player.hp == 1 || _status.event.getTrigger().num > 1) {
return 9 - get.value(card);
}
if (player.hp == 2) {
return 8 - get.value(card);
}
return 7 - get.value(card);
});
next.logSkill = "xinjiaojin";
"step 1";
if (result.bool) {
game.delay(0.5);
trigger.cancel();
}
},
},
//新华歆
yuanqing: {
audio: 2,
trigger: { player: "phaseUseEnd" },
forced: true,
filter: function (event, player) {
return player.hasHistory("useCard", function (evt) {
return evt.getParent("phaseUse") == event;
});
},
content: function () {
var map = {},
cards = [];
player.getHistory("useCard", function (evt) {
if (evt.getParent("phaseUse") == trigger) {
var type = get.type2(evt.card, false);
if (!map[type]) map[type] = [];
}
});
for (var i = 0; i < ui.discardPile.childNodes.length; i++) {
var card = ui.discardPile.childNodes[i],
type = get.type2(card, false);
if (map[type]) map[type].push(card);
}
for (var i in map) {
if (map[i].length) cards.push(map[i].randomGet());
}
if (cards.length) {
player.$gain2(cards, false);
game.cardsGotoSpecial(cards, "toRenku");
game.log(player, "将", cards, "置入了仁库");
game.delayx();
}
},
init: function (player) {
player.storage.renku = true;
},
},
shuchen: {
audio: 2,
init: function (player) {
player.storage.renku = true;
},
trigger: { global: "dying" },
forced: true,
filter: function (event, player) {
return _status.renku.length > 3;
},
logTarget: "player",
content: function () {
player.gain(_status.renku, "gain2", "fromRenku");
_status.renku.length = 0;
game.updateRenku();
trigger.player.recover();
},
},
//谯周
zhiming: {
audio: 2,
trigger: { player: ["phaseZhunbeiBegin", "phaseDiscardEnd"] },
frequent: true,
content: function () {
"step 0";
player.draw();
"step 1";
if (player.countCards("he") > 0) {
var next = player.chooseCard("he", "是否将一张牌置于牌堆顶?");
if (trigger.name == "phaseZhunbei") {
next.set("ai", function (card) {
var player = _status.event.player,
js = player.getCards("j");
if (js.length) {
var judge = get.judge(js[0]);
if (judge && judge(card) >= 0) return 20 - get.value(card);
}
return 0;
});
} else
next.set("ai", function (card) {
var player = _status.event.player,
js = player.next.getCards("j");
if (js.length) {
var judge = get.judge(js[0]);
if (judge && (judge(card) + 0.01) * get.attitude(player, player.next) > 0) return 20 - get.value(card);
}
return 0;
});
} else event.finish();
"step 2";
if (result.bool) {
player.$throw(get.position(result.cards[0]) == "e" ? result.cards[0] : 1, 1000);
game.log(player, "将", get.position(result.cards[0]) == "e" ? result.cards[0] : "#y一张手牌", "置于了牌堆顶");
player.lose(result.cards, ui.cardPile, "insert");
} else event.finish();
"step 3";
game.updateRoundNumber();
game.delayx();
},
ai: { guanxing: true },
},
xingbu: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
prompt2: "亮出牌堆顶的三张牌,并可以根据其中红色牌的数量,令一名其他角色获得一种效果",
content: function () {
"step 0";
var cards = get.cards(3);
//for(var i=cards.length-1;i--;i>=0){
// ui.cardPile.insertBefore(cards[i],ui.cardPile.firstChild);
//}
game.updateRoundNumber();
event.cards = cards;
//game.cardsGotoOrdering(cards);
player.showCards(cards, get.translation(player) + "发动了【星卜】");
"step 1";
var num = 0;
for (var i of cards) {
if (get.color(i, false) == "red") num++;
}
player.chooseTarget("是否选择一名其他角色获得星卜效果(" + get.cnNumber(num) + "张)?", lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player,
num = _status.event.getParent().num;
var att = get.attitude(player, target);
if (num < 3) att *= -1;
if (num == 2 && target.hasJudge("lebu")) att *= -1.4;
return att;
});
if (num == 0) num = 1;
event.num = num;
"step 2";
if (result.bool) {
var skill = "xingbu_effect" + num,
target = result.targets[0];
player.line(target, "green");
game.log(player, "选择了", target);
target.addTempSkill(skill, { player: "phaseEnd" });
target.addMark(skill, 1, false);
game.delayx();
}
},
subSkill: {
effect1: {
charlotte: true,
onremove: true,
intro: { content: "准备阶段开始时弃置#张手牌" },
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
player.chooseToDiscard("h", true, player.countMark("xingbu_effect1"));
},
},
effect2: {
charlotte: true,
onremove: true,
intro: { content: "使用【杀】的次数上限-#,跳过弃牌阶段" },
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num - player.countMark("xingbu_effect2");
},
},
trigger: { player: "phaseDiscardBegin" },
forced: true,
content: function () {
trigger.cancel();
},
},
effect3: {
charlotte: true,
onremove: true,
intro: { content: "摸牌阶段多摸2*#张牌,使用【杀】的次数上限+#。" },
trigger: { player: ["phaseDrawBegin2"] },
forced: true,
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
if (trigger.name == "phaseDraw") trigger.num += player.countMark("xingbu_effect3") * 2;
},
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("xingbu_effect3");
},
},
},
},
},
//顾雍
xinshenxing: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return (player.getStat("skill").xinshenxing || 0) < player.hp && player.countCards("he") > 1;
},
selectCard: 2,
position: "he",
check: function (card) {
if (!ui.selected.cards.length || get.color(card) != get.color(ui.selected.cards[0])) return 6.5 - get.value(card);
return 6.5 - get.value(card) - get.value(ui.selected.cards[0]);
},
filterCard: true,
content: function () {
player.draw(get.color(cards) == "none" ? 2 : 1);
},
ai: {
order: 1,
result: { player: 1 },
},
},
xinbingyi: {
audio: "bingyi",
audioname: ["xin_guyong"],
trigger: { player: "phaseJieshuBegin" },
filter: function (event, player) {
return player.countCards("h") > 0;
},
filterx: function (event, player) {
var cards = player.getCards("h");
if (cards.length == 1) return true;
var color = get.color(cards[0], player),
type = get.type2(cards[0], player);
for (var i = 1; i < cards.length; i++) {
if (color && get.color(cards[i], player) != color) color = false;
if (type && get.type2(cards[i], player) != type) type = false;
if (!color && !type) return false;
}
return true;
},
direct: true,
content: function () {
"step 0";
if (lib.skill.xinbingyi.filterx(trigger, player)) {
player
.chooseTarget(get.prompt("xinbingyi"), "展示所有手牌,并选择至多" + get.cnNumber(player.countCards("h")) + "名角色各摸一张牌", [0, player.countCards("h")], function (card, player, target) {
return true;
})
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
} else
player.chooseBool(get.prompt("bingyi"), "展示所有手牌").ai = function () {
return false;
};
"step 1";
if (result.bool) {
player.logSkill("xinbingyi");
player.showHandcards(get.translation(player) + "发动了【秉壹】");
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
if (targets && targets.length) {
player.line(targets, "green");
targets.sortBySeat();
game.asyncDraw(targets);
}
},
ai: {
expose: 0.1,
},
},
//钟会
requanji: {
audio: 2,
trigger: { player: ["damageEnd", "phaseUseEnd"] },
frequent: true,
locked: false,
notemp: true,
filter: function (event, player) {
if (event.name == "phaseUse") return player.countCards("h") > player.hp;
return event.num > 0;
},
content: function () {
"step 0";
event.count = trigger.num || 1;
"step 1";
event.count--;
player.draw();
"step 2";
if (player.countCards("h")) {
player.chooseCard("将一张手牌置于武将牌上作为“权”", true);
} else {
event.goto(4);
}
"step 3";
if (result.cards && result.cards.length) {
player.addToExpansion(result.cards, player, "give").gaintag.add("quanji");
}
"step 4";
if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
player.chooseBool(get.prompt2("requanji")).set("frequentSkill", event.name);
} else event.finish();
"step 5";
if (result.bool) {
player.logSkill("requanji");
event.goto(1);
}
},
mod: {
maxHandcard(player, num) {
return num + player.getExpansions("quanji").length;
},
aiOrder(player, card, num) {
if (num <= 0 || typeof card !== "object" || !player.isPhaseUsing() || !player.hasSkill("zili") || player.needsToDiscard()) return num;
if (player.getExpansions("quanji").length < 3 && player.getUseValue(card) < Math.min(4, (player.hp * player.hp) / 4)) return 0;
},
},
onremove: function (player, skill) {
var cards = player.getExpansions("quanji");
if (cards.length) player.loseToDiscardpile(cards);
},
ai: {
maixie: true,
maixie_hp: true,
threaten: 0.8,
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (!target.hasFriend()) return;
if (target.hp >= 4) return [0.5, get.tag(card, "damage") * 2];
if (!target.hasSkill("paiyi") && target.hp > 1) return [0.5, get.tag(card, "damage") * 1.5];
if (target.hp == 3) return [0.5, get.tag(card, "damage") * 1.5];
if (target.hp == 2) return [1, get.tag(card, "damage") * 0.5];
}
},
},
},
},
//蔡夫人
xinqieting: {
audio: 2,
trigger: { global: "phaseEnd" },
direct: true,
filter: function (event, player) {
return (
player != event.player &&
event.player.getHistory("sourceDamage", function (evt) {
return evt.player != event.player;
}).length == 0
);
},
content: function () {
"step 0";
var list = ["摸一张牌"],
target = trigger.player,
str = get.translation(target);
event.target = target;
event.addIndex = 0;
if (target.countCards("h") > 0) list.push("观看" + str + "的两张手牌并获得其中一张");
else event.addIndex++;
if (
target.countCards("e", function (card) {
return player.canEquip(card);
}) > 0
)
list.push("将" + str + "装备区内的一张牌移动至自己的装备区");
player
.chooseControl("cancel2")
.set("choiceList", list)
.set("prompt", get.prompt("xinqieting", target))
.set("ai", function () {
var evt = _status.event.getParent();
if (get.attitude(evt.player, evt.target) > 0) return 0;
var val = evt.target.hasSkillTag("noe") ? 6 : 0;
if (
evt.target.countCards("e", function (card) {
return evt.player.canEquip(card) && get.value(card, evt.target) > val && get.effect(evt.player, card, evt.player, evt.player) > 0;
}) > 0
)
return 2 - evt.addIndex;
if (evt.target.countCards("h") > 0) return 1;
return 0;
});
"step 1";
if (result.control != "cancel2") {
player.logSkill("xinqieting", target);
if (result.index == 0) {
player.draw();
event.finish();
} else if (result.index + event.addIndex == 1) {
player.choosePlayerCard(target, "h", 2, true);
player.addExpose(0.2);
event.goto(3);
} else {
player.addExpose(0.1);
player
.choosePlayerCard(target, "e", true)
.set("filterButton", function (button) {
return _status.event.player.canEquip(button.link);
})
.set("ai", function (button) {
var player = _status.event.player;
return get.effect(player, button.link, player, player);
});
}
} else event.finish();
"step 2";
if (result.bool) {
var card = result.cards[0];
target.$give(card, player, false);
game.delay(0.5);
player.equip(card);
}
event.finish();
"step 3";
if (result.bool) player.chooseButton(["选择获得一张牌", result.cards], true);
else event.finish();
"step 4";
if (result.bool) {
var card = result.links[0];
if (lib.filter.canBeGained(card, player, target)) player.gain(card, target, "giveAuto", "bySelf");
else game.log("但", card, "不能被", player, "获得!");
}
},
},
mobilezhongyong: {
audio: 2,
trigger: { player: "useCardAfter" },
direct: true,
filter: function (event, player) {
if (event.card.name != "sha" || !event.isPhaseUsing(player)) return false;
if (event.cards.filterInD().length > 0) return true;
var list = lib.skill.mobilezhongyong.getResponds(event);
if (list.length) {
for (var evt of list) {
if (evt.cards.filterInD("od").length > 0) return true;
}
}
return false;
},
getResponds: function (event) {
var list = [];
for (var i of event.targets) {
list.addArray(
i.getHistory("useCard", function (evt) {
return evt.card.name == "shan" && evt.respondTo && evt.respondTo[1] == event.card;
})
);
}
return list;
},
content: function () {
"step 0";
event.shas = trigger.cards.filterInD();
var list = lib.skill.mobilezhongyong.getResponds(trigger);
if (list.length) {
event.shans = [];
for (var evt of list) {
event.shans.addArray(evt.cards.filterInD("od"));
}
event.goto(2);
} else
player.chooseBool(get.prompt("mobilezhongyong"), "获得" + get.translation(event.shas)).set("ai", function () {
var evt = _status.event.getParent();
return get.value(evt.shas, evt.player) > 0;
});
"step 1";
if (result.bool) {
player.logSkill("mobilezhongyong");
player.addTempSkill("mobilezhongyong_buff");
player.gain(event.shas, "gain2").gaintag.add("mobilezhongyong");
}
event.finish();
"step 2";
var shans = get.translation(event.shans),
choiceList = ["获得" + shans];
if (
game.hasPlayer(function (current) {
return current != player && !trigger.targets.includes(current);
})
) {
if (event.shas.length) choiceList[0] += ",然后可以令另一名其他角色获得" + get.translation(event.shas);
choiceList.push("令另一名其他角色获得" + shans + ",然后你于本回合内使用【杀】的次数上限+1且下一张【杀】的伤害值基数+1");
}
player
.chooseControl("cancel2")
.set("choiceList", choiceList)
.set("prompt", get.prompt("mobilezhongyong"))
.set("ai", function () {
var evt = _status.event.getParent(),
player = evt.player,
tri = _status.event.getTrigger();
if (
game.hasPlayer(function (current) {
return current != player && !tri.targets.includes(current) && get.attitude(player, current) > 0;
}) &&
player.countCards("hs", function (card) {
return get.name(card) == "sha" && player.hasValueTarget(card);
}) > player.getCardUsable({ name: "sha" })
)
return 1;
return 0;
});
"step 3";
if (result.index == 0) {
player.logSkill("mobilezhongyong");
player.addTempSkill("mobilezhongyong_buff");
player.gain(event.shans, "gain2").gaintag.add("mobilezhongyong");
} else event.goto(6);
"step 4";
event.shas = event.shas.filterInD("od");
if (
event.shas.length &&
game.hasPlayer(function (current) {
return current != player && !trigger.targets.includes(current);
})
) {
player
.chooseTarget("是否令一名其他角色获得" + get.translation(event.shas) + "?", function (card, player, target) {
return target != player && !_status.event.getTrigger().targets.includes(target);
})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (att <= 0) return att;
if (target.hasSkillTag("nogain")) return att / 10;
if (!target.hasSha()) return 2 * att;
return att;
});
} else event.finish();
"step 5";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.gain(event.shas, "gain2");
}
event.finish();
"step 6";
player
.chooseTarget("令一名其他角色获得" + get.translation(event.shans), true, function (card, player, target) {
return target != player && !_status.event.getTrigger().targets.includes(target);
})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (att <= 0) return att;
if (target.hasSkillTag("nogain")) return att / 10;
if (!target.hasShan()) return 2 * att;
return att;
});
"step 7";
if (result.bool) {
var target = result.targets[0];
player.logSkill("mobilezhongyong", target);
target.gain(event.shans, "gain2");
player.addTempSkill("mobilezhongyong_buff");
player.addMark("mobilezhongyong_buff", 1, false);
player.addMark("mobilezhongyong_damage", 1, false);
}
},
subSkill: {
buff: {
mod: {
cardEnabled2: function (card, player) {
if (get.itemtype(card) == "card" && card.hasGaintag("mobilezhongyong")) return false;
},
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("mobilezhongyong_buff");
},
},
trigger: { player: "useCard1" },
firstDo: true,
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
return event.card.name == "sha" && player.countMark("mobilezhongyong_damage") > 0;
},
content: function () {
trigger.baseDamage += player.storage.mobilezhongyong_damage;
delete player.storage.mobilezhongyong_damage;
},
onremove: function (player) {
delete player.storage.mobilezhongyong_buff;
delete player.storage.mobilezhongyong_damage;
player.removeGaintag("mobilezhongyong");
},
},
},
},
rejieyue: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("he") > 0;
},
content: function () {
"step 0";
player.chooseCardTarget({
prompt: get.prompt2("rejieyue"),
filterCard: true,
position: "he",
filterTarget: lib.filter.notMe,
ai1: function (card) {
var player = _status.event.player;
if (get.name(card) == "du") return 20;
if (get.position(card) == "e" && get.value(card) <= 0) return 14;
if (
get.position(card) == "h" &&
game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 0 && current.getUseValue(card) > player.getUseValue(card) && current.getUseValue(card) > player.getUseValue(card);
})
)
return 12;
if (
game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 0;
})
) {
if (card.name == "wuxie") return 11;
if (card.name == "shan" && player.countCards("h", "shan") > 1) return 9;
}
return 6 / Math.max(1, get.value(card));
},
ai2: function (target) {
var player = _status.event.player;
var card = ui.selected.cards[0];
var att = get.attitude(player, target);
if (card.name == "du") return -6 * att;
if (att > 0) {
if (get.position(card) == "h" && target.getUseValue(card) > player.getUseValue(card)) return 4 * att;
if (get.value(card, target) > get.value(card, player)) return 2 * att;
return 1.2 * att;
}
return (-att * Math.min(4, target.countCards("he"))) / 4;
},
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("rejieyue", target);
player.give(result.cards, target);
} else event.finish();
"step 2";
var num = 0;
if (target.countCards("h")) num++;
if (target.countCards("e")) num++;
if (num > 0) {
var next = target.chooseCard("he", num, "选择保留每个区域的各一张牌,然后弃置其余的牌。或点取消,令" + get.translation(player) + "摸三张牌", function (card) {
for (var i = 0; i < ui.selected.cards.length; i++) {
if (get.position(ui.selected.cards[i]) == get.position(card)) return false;
}
return true;
});
next.set("complexCard", true);
next.set("goon", get.attitude(target, player) >= 0);
next.set("maxNum", num);
next.set("ai", function (card) {
if (_status.event.goon) return -1;
var num = _status.event.maxNum;
if (ui.selected.cards.length >= num - 1) {
var cards = player.getCards("he", function (cardx) {
return cardx != card && !ui.selected.cards.includes(cardx);
});
var val = 0;
for (var cardx of cards) val += get.value(cardx);
if (val >= 14) return 0;
}
return get.value(card);
});
} else event._result = { bool: false };
"step 3";
if (!result.bool) player.draw(3);
else {
var cards = target.getCards("he");
cards.removeArray(result.cards);
if (cards.length) target.discard(cards);
}
},
ai: {
threaten: 1.3,
expose: 0.2,
},
},
tiansuan: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return !player.storage.tiansuan2;
},
content: function () {
"step 0";
player
.chooseControl("上上签", "上签", "中签", "下签", "下下签", "cancel2")
.set("prompt", "天算:是否增加其中一个命运签的权重?")
.set("ai", function () {
return Math.random() < 0.5 ? 0 : 4;
});
"step 1";
var list = [0, 1, 1, 2, 2, 2, 3, 3, 4];
if (result.control != "cancel2") list.push(result.index);
var num = list.randomGet();
event.num = num;
var str = get.translation(player) + "抽取的命运签为:" + lib.skill["tiansuan2_" + num].name;
game.log(player, "抽取出了", "#g" + lib.skill["tiansuan2_" + num].name);
event.dialog = ui.create.dialog(str);
event.videoId = lib.status.videoId++;
game.broadcast("createDialog", event.videoId, str);
game.pause();
setTimeout(function () {
game.resume();
}, 1500);
"step 2";
event.dialog.close();
game.broadcast("closeDialog", event.videoId);
player.chooseTarget(true, "令一名角色获得“" + lib.skill["tiansuan2_" + num].name + "”").set("ai", lib.skill["tiansuan2_" + num].aiCheck);
"step 3";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
game.log(player, "令", target, "获得了命运签");
player.storage.tiansuan2 = target;
player.storage.tiansuan3 = "tiansuan2_" + num;
player.addTempSkill("tiansuan2", { player: "phaseBegin" });
target.addSkill("tiansuan2_" + num);
if (num < 2 && target.countGainableCards(player, target == player ? "e" : "he") > 0) {
var next = player.gainPlayerCard(target, target == player ? "e" : "he", true);
if (num == 0) next.visible = true;
} else game.delayx();
}
},
derivation: "tiansuan_faq",
ai: {
order: 7,
result: {
player: 1,
},
},
},
tiansuan2: {
charlotte: true,
onremove: function (player, skill) {
if (player.storage.tiansuan2) player.storage.tiansuan2.removeSkill(player.storage.tiansuan3);
delete player.storage.tiansuan2;
delete player.storage.tiansuan3;
},
},
tiansuan2_0: {
name: "上上签",
trigger: { player: "damageBegin4" },
forced: true,
charlotte: true,
content: function () {
trigger.cancel();
},
mark: true,
intro: {
content: "当你受到伤害时,防止此伤害。",
},
aiCheck: function (target) {
if (target.hasSkill("tiansuan2_0")) return 0;
var player = _status.event.player;
var att = get.attitude(player, target);
if (
target.countCards("e", function (card) {
return get.value(card, target) <= 0;
})
)
att *= 2;
return att / Math.sqrt(Math.max(1, target.hp));
},
ai: {
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage") && !player.hasSkillTag("jueqing", false, target)) return "zerotarget";
},
},
},
},
tiansuan2_1: {
name: "上签",
trigger: { player: "damageBegin4" },
forced: true,
charlotte: true,
filter: function (event, player) {
return event.num > 1;
},
content: function () {
trigger.num = 1;
},
group: "tiansuan2_damage",
mark: true,
intro: {
content: "当你受到伤害时,你令伤害值改为1;当你受到1点伤害后,你摸一张牌。",
},
aiCheck: function (target) {
if (target.hasSkill("tiansuan2_1")) return 0;
var player = _status.event.player;
var att = get.attitude(player, target);
if (
target.countCards("e", function (card) {
return get.value(card, target) <= 0;
})
)
att *= 2;
if (target.hp == 1) return att / 2;
return att / Math.sqrt(Math.max(1, target.hp));
},
ai: {
filterDamage: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.player) {
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
}
},
effect: {
target: function (card, player, target, current) {
if (target && target.hp > 1 && get.tag(card, "damage") && !player.hasSkillTag("jueqing", false, target)) return 0.8;
},
},
},
},
tiansuan2_damage: {
trigger: { player: "damageEnd" },
charlotte: true,
content: function () {
player.draw(trigger.num);
},
},
tiansuan2_2: {
name: "中签",
trigger: { player: "damageBegin4" },
forced: true,
charlotte: true,
filter: function (event, player) {
return event.num > 1;
},
content: function () {
trigger.num = 1;
},
mark: true,
intro: {
content: "当你受到伤害时,你令伤害属性改为火属性并将伤害值改为1。",
},
aiCheck: function (target) {
if (target.hasSkill("tiansuan2_2")) return 0;
var player = _status.event.player;
target.addSkill("tiansuan2_ai");
var num = get.damageEffect(target, player, player, "fire");
target.removeSkill("tiansuan2_ai");
return num;
},
group: ["tiansuan2_fire", "tiansuan2_ai"],
},
tiansuan2_ai: {
ai: {
filterDamage: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.player) {
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
}
},
},
},
tiansuan2_fire: {
trigger: { player: "damageBefore" },
forced: true,
charlotte: true,
filter: function (event, player) {
return !event.hasNature("fire");
},
content: function () {
game.setNature(trigger, "fire");
},
},
tiansuan2_3: {
name: "下签",
trigger: { player: "damageBegin3" },
forced: true,
charlotte: true,
content: function () {
trigger.num++;
},
mark: true,
intro: {
content: "当你受到伤害时,你令此伤害+1。",
},
aiCheck: function (target) {
if (target.hasSkill("tiansuan2_3")) return 0;
var player = _status.event.player;
var att = get.attitude(player, target);
return -att / Math.sqrt(Math.max(1, target.hp));
},
ai: {
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage") && !player.hasSkillTag("jueqing", false, target) && current < 0) return 1.3;
},
},
},
},
tiansuan2_4: {
name: "下下签",
trigger: { player: "damageBegin3" },
forced: true,
charlotte: true,
content: function () {
trigger.num++;
},
mod: {
cardEnabled: function (card, player) {
if (card.name == "tao" || card.name == "jiu") return false;
},
cardSavable: function (card, player) {
if (card.name == "tao" || card.name == "jiu") return false;
},
},
mark: true,
intro: {
content: "当你受到伤害时,你令此伤害+1。你不能使用【酒】或【桃】。",
},
aiCheck: function (target) {
if (target.hasSkill("tiansuan2_4")) return 0;
var player = _status.event.player;
var att = get.attitude(player, target);
return -att / Math.sqrt(Math.max(1, target.hp));
},
ai: {
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage") && !player.hasSkillTag("jueqing", false, target) && current < 0) return 1.3;
},
},
},
},
relieren: {
shaRelated: true,
audio: 2,
audioname: ["boss_lvbu3"],
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
return event.card.name == "sha" && player.canCompare(event.target);
},
check: function (event, player) {
return get.attitude(player, event.target) < 0;
},
//priority:5,
content: function () {
"step 0";
player.chooseToCompare(trigger.target).clear = false;
"step 1";
if (result.bool) {
if (trigger.target.countGainableCards(player, "he")) player.gainPlayerCard(trigger.target, true, "he");
ui.clear();
} else {
var card1 = result.player;
var card2 = result.target;
if (get.position(card1) == "d") trigger.target.gain(card1, "gain2");
if (get.position(card2) == "d") player.gain(card2, "gain2");
}
},
},
retiaoxin: {
audio: "tiaoxin",
audioname: ["sp_jiangwei", "xiahouba", "re_jiangwei"],
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target != player && target.countCards("he");
},
content: function () {
"step 0";
target
.chooseToUse(
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
"挑衅:对" + get.translation(player) + "使用一张杀,或令其弃置你的一张牌"
)
.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);
"step 1";
if (result.bool == false && target.countCards("he") > 0) {
player.discardPlayerCard(target, "he", true);
} else {
event.finish();
}
},
ai: {
order: 4,
expose: 0.2,
result: {
target: -1,
player: function (player, target) {
if (!target.canUse("sha", player)) return 0;
if (target.countCards("h") == 0) return 0;
if (target.countCards("h") == 1) return -0.1;
if (player.hp <= 2) return -2;
if (player.countCards("h", "shan") == 0) return -1;
return -0.5;
},
},
threaten: 1.1,
},
},
//南华老仙
yufeng: {
inherit: "yufeng_old",
content: function () {
"step 0";
if (_status.connectMode) event.time = lib.configOL.choose_timeout;
event.videoId = lib.status.videoId++;
var maxScore = Math.max(2, 1 + player.countMark("yufeng"));
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
game.pause();
game.countChoose();
setTimeout(function () {
_status.imchoosing = false;
var max = Math.max(2, 1 + player.countMark("yufeng"));
var score = Math.random() < 0.5 ? max : get.rand(1, max);
event._result = {
bool: true,
score: score,
win: score >= max,
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
game.resume();
}, 5000);
};
var createDialog = function (player, id) {
if (_status.connectMode) lib.configOL.choose_timeout = "30";
if (player == game.me) return;
var str = get.translation(player) + "正在表演《御风飞行》...
";
ui.create.dialog(str).videoId = id;
};
var chooseButton = function (maxScore) {
lib.skill.yufeng.$playFlappyBird(maxScore);
};
//event.switchToAuto=switchToAuto;
game.broadcastAll(createDialog, player, event.videoId);
if (event.isMine()) {
chooseButton(maxScore);
} else if (event.isOnline()) {
event.player.send(chooseButton, maxScore);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 1";
game.broadcastAll(
function (id, time) {
if (_status.connectMode) lib.configOL.choose_timeout = time;
var dialog = get.idDialog(id);
if (dialog) {
dialog.close();
}
},
event.videoId,
event.time
);
var result = event.result || result;
player.popup(get.cnNumber(result.score) + "分", result.win ? "wood" : "fire");
game.log(player, "御风飞行", result.win ? "#g成功" : "#y失败");
game.log(player, "获得了", "#g" + result.score + "分");
var max = player.countMark("yufeng");
if (!result.win) {
if (result.score) player.draw(result.score);
if (max) player.removeMark("yufeng", max, false);
event.finish();
} else {
if (max < 2) player.addMark("yufeng", 1, false);
event.score = result.score;
player
.chooseTarget("请选择【御风】的目标", [1, result.score], function (card, player, target) {
return target != player && !target.hasSkill("yufeng2");
})
.set("ai", function (target) {
var player = _status.event.player;
var att = -get.attitude(player, target),
attx = att * 2;
if (att <= 0 || target.hasSkill("xinfu_pdgyingshi")) return 0;
if (target.hasJudge("lebu")) attx -= att;
if (target.hasJudge("bingliang")) attx -= att;
return attx / Math.max(2.25, Math.sqrt(target.countCards("h") + 1));
});
}
"step 2";
if (result.bool) {
result.targets.sortBySeat();
player.line(result.targets, "green");
game.log(result.targets, "获得了", "#y“御风”", "效果");
for (var i of result.targets) i.addSkill("yufeng2");
if (event.score > result.targets.length) player.draw(event.score - result.targets.length);
} else player.draw(event.score);
},
$playFlappyBird: function (maxScore, title) {
//Forked from: https://github.com/aaarafat/JS-Flappy-Bird
const event = _status.event;
const dialog = ui.create.dialog("forcebutton", "hidden");
dialog.textPrompt = dialog.add('准备好了吗?
');
dialog.classList.add("fixed");
dialog.classList.add("scroll1");
dialog.classList.add("scroll2");
dialog.classList.add("fullwidth");
dialog.classList.add("fullheight");
dialog.classList.add("noupdate");
const updateText = function (str) {
dialog.textPrompt.innerHTML = '' + str + "
";
};
const canvas = document.createElement("canvas");
dialog.appendChild(canvas);
canvas.style.position = "absolute";
canvas.style.width = "276px";
canvas.style.height = "414px";
canvas.style.left = "calc(50% - 141px)";
canvas.style.top = "calc(50% - 200px)";
canvas.width = 276;
canvas.height = 414;
canvas.style.border = "3px solid";
const RAD = Math.PI / 180;
const ctx = canvas.getContext("2d");
let frames = 0;
let dx = 0.1;
let previousDOMHighResTimeStamp = performance.now();
let deltaTime = 0;
const state = {
curr: 0,
getReady: 0,
Play: 1,
gameOver: 2,
gameSuccess: 3,
};
const SFX = {
start: new Audio(),
flap: new Audio(),
score: new Audio(),
hit: new Audio(),
die: new Audio(),
played: false,
};
const gnd = {
sprite: new Image(),
x: 0,
y: 0,
draw: function () {
this.y = parseFloat(canvas.height - this.sprite.height);
ctx.drawImage(this.sprite, this.x, this.y);
},
update: function () {
if (state.curr == state.gameOver || state.curr == state.gameSuccess) return;
this.x -= dx * deltaTime;
const halfWidth = this.sprite.width / 4;
if (this.x <= -halfWidth) this.x += halfWidth;
},
};
const bg = {
sprite: new Image(),
x: 0,
y: 0,
draw: function () {
let y = parseFloat(canvas.height - this.sprite.height);
ctx.drawImage(this.sprite, this.x, y);
},
};
const pipe = {
top: { sprite: new Image() },
bot: { sprite: new Image() },
gap: 127,
moved: true,
pipes: [],
numberOfPipes: 1,
timeElapsed: 0,
draw: function () {
for (let i = 0; i < this.pipes.length; i++) {
let p = this.pipes[i];
ctx.drawImage(this.top.sprite, p.x, p.y);
ctx.drawImage(this.bot.sprite, p.x, p.y + parseFloat(this.top.sprite.height) + this.gap);
}
},
update: function () {
if (state.curr != state.Play) return;
this.timeElapsed += deltaTime;
if (this.timeElapsed >= 1600) {
this.timeElapsed -= 1600;
this.pipes.push({
x: parseFloat(canvas.width),
y: -210 * Math.min(Math.random() * 0.8 + 1.2, 1.8),
});
}
this.pipes.forEach(pipe => {
pipe.x -= dx * deltaTime;
});
if (this.pipes.length && this.pipes[0].x < -this.top.sprite.width) {
this.pipes.shift();
this.moved = true;
}
},
};
const bird = {
animations: [{ sprite: new Image() }, { sprite: new Image() }, { sprite: new Image() }, { sprite: new Image() }],
rotatation: 0,
x: 50,
y: 100,
speed: 0,
gravity: 0.0004,
thrust: 0.18,
frame: 0,
timeElapsed: 0,
totalTimeElapsed: 0,
draw: function () {
let h = this.animations[this.frame].sprite.height;
let w = this.animations[this.frame].sprite.width;
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.rotatation * RAD);
ctx.drawImage(this.animations[this.frame].sprite, -w / 2, -h / 2);
ctx.restore();
},
update: function () {
this.totalTimeElapsed += deltaTime;
let r = parseFloat(this.animations[0].sprite.width) / 2;
switch (state.curr) {
case state.getReady:
case state.gameSuccess:
this.rotatation = 0;
this.timeElapsed += deltaTime;
if (this.timeElapsed >= 200) {
this.timeElapsed -= 200;
this.y += Math.sin((this.totalTimeElapsed / 10) * RAD);
this.frame++;
}
break;
case state.Play:
this.timeElapsed += deltaTime;
if (this.timeElapsed >= 100) {
this.timeElapsed -= 100;
this.frame++;
}
this.y += this.speed * deltaTime;
this.setRotation();
this.speed += this.gravity * deltaTime;
if (UI.score.curr >= maxScore) {
state.curr = state.gameSuccess;
this.timeElapsed = 0;
updateText(`${title || "御风飞行"}表演成功!`);
setTimeout(switchToAuto, 2000);
} else if (this.y + r >= gnd.y || this.collisioned()) {
state.curr = state.gameOver;
this.timeElapsed = 0;
updateText(`${title || "御风飞行"}表演失败……`);
setTimeout(switchToAuto, 2000);
}
break;
case state.gameOver:
this.frame = 1;
if (this.y + r < gnd.y) {
this.y += this.speed * deltaTime;
this.setRotation();
this.speed += this.gravity * deltaTime;
} else {
this.speed = 0;
this.y = gnd.y - r;
this.rotatation = 90;
if (!SFX.played) {
Promise.resolve(SFX.die.play()).catch(() => void 0);
SFX.played = true;
}
}
break;
}
const animationsLength = this.animations.length;
if (this.frame >= animationsLength) this.frame -= animationsLength;
},
flap: function () {
if (this.y <= 0) return;
const flap = SFX.flap;
flap.currentTime = 0;
if (flap.paused) Promise.resolve(flap.play()).catch(() => void 0);
this.speed = -this.thrust;
},
setRotation: function () {
if (this.speed <= 0) {
this.rotatation = Math.max(-25, (-25 * this.speed) / (-1 * this.thrust));
} else if (this.speed > 0) {
this.rotatation = Math.min(90, (90 * this.speed) / (this.thrust * 2));
}
},
collisioned: function () {
if (!pipe.pipes.length) return;
let bird = this.animations[0].sprite;
let x = pipe.pipes[0].x;
let y = pipe.pipes[0].y;
let r = bird.height / 4 + bird.width / 4;
let roof = y + parseFloat(pipe.top.sprite.height);
let floor = roof + pipe.gap;
let w = parseFloat(pipe.top.sprite.width);
if (this.x + r >= x) {
if (this.x + r < x + w) {
if (this.y - r <= roof || this.y + r >= floor) {
Promise.resolve(SFX.hit.play()).catch(() => void 0);
return true;
}
} else if (pipe.moved) {
updateText(`当前分数:${++UI.score.curr}`);
const score = SFX.score;
score.currentTime = 0;
if (score.paused) Promise.resolve(score.play()).catch(() => void 0);
pipe.moved = false;
}
}
},
};
const UI = {
getReady: { sprite: new Image() },
gameOver: { sprite: new Image() },
gameClear: { sprite: new Image() },
tap: [{ sprite: new Image() }, { sprite: new Image() }],
score: {
curr: 0,
best: 0,
},
x: 0,
y: 0,
tx: 0,
ty: 0,
frame: 0,
timeElapsed: 0,
draw: function () {
switch (state.curr) {
case state.getReady:
this.y = parseFloat(canvas.height - this.getReady.sprite.height) / 2;
this.x = parseFloat(canvas.width - this.getReady.sprite.width) / 2;
this.tx = parseFloat(canvas.width - this.tap[0].sprite.width) / 2;
this.ty = this.y + this.getReady.sprite.height - this.tap[0].sprite.height;
ctx.drawImage(this.getReady.sprite, this.x, this.y);
ctx.drawImage(this.tap[this.frame].sprite, this.tx, this.ty);
break;
case state.gameOver:
case state.gameSuccess:
this.y = parseFloat(canvas.height - this.gameOver.sprite.height) / 2;
this.x = parseFloat(canvas.width - this.gameOver.sprite.width) / 2;
this.tx = parseFloat(canvas.width - this.tap[0].sprite.width) / 2;
this.ty = this.y + this.gameOver.sprite.height - this.tap[0].sprite.height;
ctx.drawImage((state.curr == state.gameOver ? this.gameOver : this.gameClear).sprite, this.x, this.y);
}
},
update: function () {
if (state.curr == state.Play) return;
this.timeElapsed += deltaTime;
if (this.timeElapsed >= 200) {
this.timeElapsed -= 200;
this.frame++;
}
const tapLength = this.tap.length;
if (this.frame >= tapLength) this.frame -= tapLength;
},
};
gnd.sprite.src = lib.assetURL + "image/flappybird/ground.png";
bg.sprite.src = lib.assetURL + "image/flappybird/BG.png";
pipe.top.sprite.src = lib.assetURL + "image/flappybird/toppipe.png";
pipe.bot.sprite.src = lib.assetURL + "image/flappybird/botpipe.png";
UI.gameOver.sprite.src = lib.assetURL + "image/flappybird/gameover.png";
UI.gameClear.sprite.src = lib.assetURL + "image/flappybird/gameclear.png";
UI.getReady.sprite.src = lib.assetURL + "image/flappybird/getready.png";
UI.tap[0].sprite.src = lib.assetURL + "image/flappybird/tap/t0.png";
UI.tap[1].sprite.src = lib.assetURL + "image/flappybird/tap/t1.png";
bird.animations[0].sprite.src = lib.assetURL + "image/flappybird/bird/b0.png";
bird.animations[1].sprite.src = lib.assetURL + "image/flappybird/bird/b1.png";
bird.animations[2].sprite.src = lib.assetURL + "image/flappybird/bird/b2.png";
bird.animations[3].sprite.src = lib.assetURL + "image/flappybird/bird/b0.png";
SFX.start.src = lib.assetURL + "audio/effect/flappybird_start.wav";
SFX.flap.src = lib.assetURL + "audio/effect/flappybird_flap.wav";
SFX.score.src = lib.assetURL + "audio/effect/flappybird_score.wav";
SFX.hit.src = lib.assetURL + "audio/effect/flappybird_hit.wav";
SFX.die.src = lib.assetURL + "audio/effect/flappybird_die.wav";
const gameLoop = domHighResTimeStamp => {
if (frames < 0) return;
deltaTime = domHighResTimeStamp - previousDOMHighResTimeStamp;
previousDOMHighResTimeStamp = domHighResTimeStamp;
update();
draw();
frames++;
window.requestAnimationFrame(gameLoop);
};
const update = function () {
bird.update();
gnd.update();
pipe.update();
UI.update();
};
const draw = function () {
ctx.fillStyle = "#30c0df";
ctx.fillRect(0, 0, canvas.width, canvas.height);
bg.draw();
pipe.draw();
bird.draw();
gnd.draw();
UI.draw();
};
const click = function () {
switch (state.curr) {
case state.getReady:
state.curr = state.Play;
bird.timeElapsed = 0;
Promise.resolve(SFX.start.play()).catch(() => void 0);
updateText(`当前分数:${UI.score.curr}`);
break;
case state.Play:
bird.flap();
}
};
const switchToAuto = function () {
event._result = {
bool: true,
score: UI.score.curr,
win: UI.score.curr >= maxScore,
};
dialog.close();
game.resume();
_status.imchoosing = false;
frames = -1;
document.removeEventListener(lib.config.touchscreen ? "touchstart" : "mousedown", click);
};
dialog.open();
game.pause();
game.countChoose();
document.addEventListener(lib.config.touchscreen ? "touchstart" : "mousedown", click);
window.requestAnimationFrame(gameLoop);
},
},
yufeng_old: {
audio: 2,
enable: "phaseUse",
usable: 1,
content: function () {
"step 0";
if (_status.connectMode) event.time = lib.configOL.choose_timeout;
event.videoId = lib.status.videoId++;
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
game.pause();
game.countChoose();
setTimeout(function () {
_status.imchoosing = false;
var max = Math.max(2, 1 + game.me.countMark("yufeng"));
var score = Math.random() < 0.5 ? max : get.rand(1, max);
event._result = {
bool: true,
score: score,
win: score >= max,
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
game.resume();
}, 5000);
};
var createDialog = function (player, id) {
if (_status.connectMode) lib.configOL.choose_timeout = "30";
if (player == game.me) return;
var str = get.translation(player) + "正在表演《御风飞行》...
";
ui.create.dialog(str).videoId = id;
};
var chooseButton = function () {
var roundmenu = false;
if (ui.roundmenu && ui.roundmenu.display != "none") {
roundmenu = true;
ui.roundmenu.style.display = "none";
}
var event = _status.event;
event.settleed = false;
event.score = 0;
event.dialog = ui.create.dialog("forcebutton", "hidden");
event.dialog.textPrompt = event.dialog.add('准备好了吗?准备好了的话就点击屏幕开始吧!
');
var max = Math.max(2, 1 + game.me.countMark("yufeng"));
event.dialog.textPrompt.style["z-index"] = 10;
event.switchToAuto = function () {
event._result = {
bool: true,
score: event.score,
win: event.score >= max,
};
event.dialog.close();
game.resume();
_status.imchoosing = false;
if (roundmenu) ui.roundmenu.style.display = "";
};
event.dialog.classList.add("fixed");
event.dialog.classList.add("scroll1");
event.dialog.classList.add("scroll2");
event.dialog.classList.add("fullwidth");
event.dialog.classList.add("fullheight");
event.dialog.classList.add("noupdate");
event.dialog.style.overflow = "hidden";
event.dialog.open();
var height = event.dialog.offsetHeight;
var width = event.dialog.offsetWidth;
var top = 50;
var speed = 0;
var start = false;
var bird = ui.create.div("");
bird.style["background-image"] = "linear-gradient(rgba(240, 235, 3, 1), rgba(230, 225, 5, 1))";
bird.style["border-radius"] = "3px";
var pipes = [];
bird.style.position = "absolute";
bird.style.height = "40px";
bird.style.width = "40px";
bird.style.left = Math.ceil(width / 3) + "px";
bird.style.top = (top / 100) * height + "px";
bird.updatePosition = function () {
bird.style.transform = "translateY(" + ((top / 100) * height - bird.offsetTop) + "px)";
};
event.dialog.appendChild(bird);
var isDead = function () {
if (top > 100 || top < 0) return true;
var btop = top;
var bleft = 100 / 3;
var bdown = btop + 5;
var bright = bleft + 5;
for (var i of pipes) {
var left2 = i.left;
var right2 = left2 + 10;
var bottom2 = i.height1;
var top2 = i.height2;
if (left2 > bright || right2 < bleft) continue;
if (btop < bottom2) return true;
if (bdown > top2) return true;
return false;
}
return false;
};
var fly = function () {
if (!start) {
start = true;
event.dialog.textPrompt.innerHTML = '当前分数:' + event.score + "
";
speed = -4;
event.fly = setInterval(function () {
top += speed;
if (top < 0) top = 0;
bird.updatePosition();
for (var i of pipes) {
i.left -= 0.5;
i.updateLeft();
}
speed += 0.5;
if (speed > 2.5) speed = 2.5;
if (isDead() == true) {
event.settle();
}
}, 35);
var addPipe = function () {
var num = get.rand(5, 55);
var pipe1 = ui.create.div("");
pipe1.style["background-image"] = "linear-gradient(rgba(57, 133, 4, 1), rgba(60, 135, 6, 1))";
pipe1.style["border-radius"] = "3px";
pipe1.style.position = "absolute";
pipe1.height1 = num;
pipe1.height2 = num + 50;
pipe1.left = 110;
pipe1.num = 1;
pipe1.style.height = Math.ceil((height * num) / 100) + "px";
pipe1.style.width = width / 10 + "px";
pipe1.style.left = (pipe1.left * width) / 100 + "px";
pipe1.style.top = "0px";
var pipe2 = ui.create.div("");
pipe2.style["background-image"] = "linear-gradient(rgba(57, 133, 4, 1), rgba(60, 135, 6, 1))";
pipe2.style["border-radius"] = "3px";
pipe1.pipe2 = pipe2;
pipe2.style.position = "absolute";
pipe2.style.height = Math.ceil(((100 - pipe1.height2) * height) / 100) + "px";
pipe2.style.width = width / 10 + "px";
pipe2.style.left = (pipe1.left * width) / 100 + "px";
pipe2.style.top = Math.ceil((pipe1.height2 * height) / 100) + "px";
pipes.add(pipe1);
event.dialog.appendChild(pipe1);
event.dialog.appendChild(pipe2);
pipe1.updateLeft = function () {
this.style.transform = "translateX(" + ((this.left / 100) * width - this.offsetLeft) + "px)";
this.pipe2.style.transform = "translateX(" + ((this.left / 100) * width - this.pipe2.offsetLeft) + "px)";
if (this.left < 25 && !this.score) {
this.score = true;
event.score++;
event.dialog.textPrompt.innerHTML = '当前分数:' + event.score + "
";
if (event.score >= max) {
event.settle();
}
}
if (this.left < -15) {
this.remove();
this.pipe2.remove();
pipes.remove(this);
}
};
};
event.addPipe = setInterval(addPipe, 2500);
} else if (speed > 0) {
speed = -4;
}
};
document.addEventListener(lib.config.touchscreen ? "touchstart" : "mousedown", fly);
event.settle = function () {
clearInterval(event.fly);
clearInterval(event.addPipe);
document.removeEventListener(lib.config.touchscreen ? "touchstart" : "mousedown", fly);
setTimeout(function () {
event.switchToAuto();
}, 1000);
};
game.pause();
game.countChoose();
};
//event.switchToAuto=switchToAuto;
game.broadcastAll(createDialog, player, event.videoId);
if (event.isMine()) {
chooseButton();
} else if (event.isOnline()) {
event.player.send(chooseButton);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 1";
game.broadcastAll(
function (id, time) {
if (_status.connectMode) lib.configOL.choose_timeout = time;
var dialog = get.idDialog(id);
if (dialog) {
dialog.close();
}
},
event.videoId,
event.time
);
var result = event.result || result;
player.popup(get.cnNumber(result.score) + "分", result.win ? "wood" : "fire");
game.log(player, "御风飞行", result.win ? "#g成功" : "#y失败");
game.log(player, "获得了", "#g" + result.score + "分");
var max = player.countMark("yufeng");
if (!result.win) {
if (result.score) player.draw(result.score);
if (max) player.removeMark("yufeng", max, false);
event.finish();
} else {
if (max < 2) player.addMark("yufeng", 1, false);
event.score = result.score;
player
.chooseTarget("请选择【御风】的目标", [1, result.score], function (card, player, target) {
return target != player && !target.hasSkill("yufeng2");
})
.set("ai", function (target) {
var player = _status.event.player;
var att = -get.attitude(player, target),
attx = att * 2;
if (att <= 0 || target.hasSkill("xinfu_pdgyingshi")) return 0;
if (target.hasJudge("lebu")) attx -= att;
if (target.hasJudge("bingliang")) attx -= att;
return attx / Math.max(2.25, Math.sqrt(target.countCards("h") + 1));
});
}
"step 2";
if (result.bool) {
result.targets.sortBySeat();
player.line(result.targets, "green");
game.log(result.targets, "获得了", "#y“御风”", "效果");
for (var i of result.targets) i.addSkill("yufeng2");
if (event.score > result.targets.length) player.draw(event.score - result.targets.length);
} else player.draw(event.score);
},
ai: {
order: 10,
result: { player: 1 },
threaten: 3.2,
},
},
yufeng2: {
trigger: { player: "phaseZhunbeiBegin" },
audio: false,
forced: true,
charlotte: true,
content: function () {
"step 0";
player.removeSkill("yufeng2");
player.judge();
"step 1";
if (result.color == "red") player.skip("phaseDraw");
else {
player.skip("phaseUse");
player.skip("phaseDiscard");
}
},
mark: true,
intro: {
content: "准备阶段时进行判定,结果为红则跳过摸牌阶段,为黑则跳过出牌阶段和弃牌阶段",
},
ai: {
order: 7,
result: {
player: 1,
},
},
},
tianshu: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return (
player.countCards("he") &&
!game.hasPlayer(function (current) {
return current.countCards("ej", "taipingyaoshu");
})
);
},
direct: true,
content: function () {
"step 0";
player.chooseCardTarget({
prompt: get.prompt2("tianshu"),
filterCard: true,
position: "he",
ai1: function (card) {
return 5 - get.value(card);
},
ai2: function (target) {
var player = _status.event.player;
if (get.attitude(player, target) > 0 && !target.hasEmptySlot(2)) return 0;
return get.attitude(player, target);
},
});
"step 1";
if (!result.bool) {
event.finish();
return;
}
var target = result.targets[0];
event.target = target;
player.logSkill("tianshu", target);
player.discard(result.cards);
if (!lib.inpile.includes("taipingyaoshu")) {
lib.inpile.push("taipingyaoshu");
event.card = game.createCard2("taipingyaoshu", "heart", 3);
} else {
event.card = get.cardPile(function (card) {
return card.name == "taipingyaoshu";
});
}
if (!event.card) event.finish();
else target.gain(event.card, "gain2");
"step 2";
if (target.getCards("h").includes(card) && get.name(card, target) == "taipingyaoshu") target.chooseUseTarget(card, "nopopup", true);
},
},
//界伏寿
xinzhuikong: {
audio: 2,
trigger: { global: "phaseZhunbeiBegin" },
check: function (event, player) {
if (get.attitude(player, event.player) < -2) {
var cards = player.getCards("h");
if (cards.length > player.hp) return true;
for (var i = 0; i < cards.length; i++) {
var useful = get.useful(cards[i]);
if (useful < 5) return true;
if (cards[i].number > 7 && useful < 7) return true;
}
}
return false;
},
logTarget: "player",
filter: function (event, player) {
return !player.hasSkill("xinzhuikong2") && player.hp <= event.player.hp && player.canCompare(event.player);
},
content: function () {
"step 0";
player.addTempSkill("xinzhuikong2", "roundStart");
player.chooseToCompare(trigger.player).set("small", player.hp > 1 && get.effect(player, { name: "sha" }, trigger.player, player) > 0 && Math.random() < 0.9);
"step 1";
if (result.bool) {
trigger.player.addTempSkill("zishou2");
event.finish();
} else if (result.target && get.position(result.target) == "d") player.gain(result.target, "gain2", "log");
"step 2";
var card = { name: "sha", isCard: true };
if (trigger.player.canUse(card, player, false)) trigger.player.useCard(card, player, false);
},
},
xinzhuikong2: { charlotte: true },
xinqiuyuan: {
audio: 2,
trigger: { target: "useCardToTarget" },
direct: true,
filter: function (event, player) {
return (
event.card.name == "sha" &&
game.hasPlayer(function (current) {
return current != player && !event.targets.includes(current) && lib.filter.targetEnabled(event.card, event.player, current);
})
);
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("xinqiuyuan"), function (card, player, target) {
var evt = _status.event.getTrigger();
return target != player && !evt.targets.includes(target) && lib.filter.targetEnabled(evt.card, evt.player, target);
})
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, trigger.player, player) + 0.1;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("xinqiuyuan", target);
event.target = target;
target
.chooseCard(
function (card, player) {
var name = get.name(card, player);
return name != "sha" && get.type(name) == "basic";
},
"h",
"交给" + get.translation(player) + "一张不为【杀】的基本牌,或成为此杀的额外目标"
)
.set("ai", function (card) {
return get.attitude(target, _status.event.sourcex) >= 0 ? 1 : -1;
})
.set("sourcex", player);
game.delay();
} else {
event.finish();
}
"step 2";
if (result.bool) {
target.give(result.cards, player);
game.delay();
} else {
trigger.getParent().targets.push(event.target);
trigger.getParent().triggeredTargets2.push(event.target);
game.log(event.target, "成为了", trigger.card, "的额外目标");
}
},
ai: {
expose: 0.2,
effect: {
target_use(card, player, target) {
if (card.name != "sha") return;
var players = game.filterPlayer();
if (get.attitude(player, target) <= 0) {
for (var i = 0; i < players.length; i++) {
var target2 = players[i];
if (player != target2 && target != target2 && player.canUse(card, target2, false) && get.effect(target2, { name: "shacopy", nature: card.nature, suit: card.suit }, player, target) > 0 && get.effect(target2, { name: "shacopy", nature: card.nature, suit: card.suit }, player, player) < 0) {
if (target.hp == target.maxHp) return 0.3;
return 0.6;
}
}
} else {
for (var i = 0; i < players.length; i++) {
var target2 = players[i];
if (player != target2 && target != target2 && player.canUse(card, target2, false) && get.effect(target2, { name: "shacopy", nature: card.nature, suit: card.suit }, player, player) > 0) {
if (player.canUse(card, target2)) return;
if (target.hp == target.maxHp) return [0, 1];
return [0, 0];
}
}
}
},
},
},
},
//界潘璋马忠
xinduodao: {
audio: 2,
trigger: { player: "damageEnd" },
logTarget: "source",
filter: function (event, player) {
var source = event.source;
if (!source) return false;
var cards = source.getEquips(1);
return cards.some(card => lib.filter.canBeGained(card, player, source));
},
prompt2: function (event, player) {
var source = event.source;
var cards = source.getEquips(1).filter(card => lib.filter.canBeGained(card, player, source));
return "获得其装备区中的" + get.translation(cards);
},
check: function (event, player) {
return (get.attitude(player, event.source) + 0.1) * get.value(event.source.getEquip(1), event.source);
},
content: function () {
var source = trigger.source;
var cards = source.getEquips(1).filter(card => lib.filter.canBeGained(card, player, source));
player.gain(cards, source, "give", "bySelf");
},
},
xinanjian: {
audio: 2,
trigger: { player: "useCardToPlayered" },
forced: true,
logTarget: "target",
filter: function (event, player) {
return event.card.name == "sha" && !player.inRangeOf(event.target);
},
content: function () {
"step 0";
var card = get.translation(trigger.card);
var target = get.translation(trigger.target);
player
.chooseControl()
.set("prompt", "暗箭:请选择一项")
.set("choiceList", ["令" + target + "不能响应" + card, "令" + card + "对" + target + "的伤害值基数+1"])
.set("ai", function () {
var target = _status.event.getTrigger().target;
var player = _status.event.player;
var num = target.mayHaveShan(
player,
"use",
target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
)
? 0
: 1;
if (get.attitude(player, target) > 0) num = 1 - num;
return num;
});
"step 1";
if (result.index == 0) {
game.log(player, "令", trigger.card, "不能被", trigger.target, "响应");
trigger.directHit.push(trigger.target);
} else {
game.log(player, "令", trigger.card, "对", trigger.target, "的伤害+1");
var id = trigger.target.playerid;
var map = trigger.customArgs;
if (!map[id]) map[id] = {};
if (!map[id].extraDamage) map[id].extraDamage = 0;
map[id].extraDamage++;
}
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
if (!arg || !arg.card || !arg.target || arg.card.name != "sha" || arg.target.inRange(player) || get.attitude(player, arg.target) > 0) return false;
},
},
},
//界郭笨
mobilejingce: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
frequent: true,
filter: function (event, player) {
var num = 0;
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name != "cardsDiscard") return;
var evtx = evt.getParent();
if (evtx.name != "orderingDiscard") return false;
var evt2 = evtx.relatedEvent || evtx.getParent();
if (evt2 && (evt2.name == "useCard" || evt2.name == "respond")) num += evt.cards.length;
});
return num >= player.hp;
},
content: function () {
player.draw(2);
},
group: "mobilejingce_count",
intro: {
content: function (num, player) {
if (num == 0) return "一张都没有?就这?";
if (num < player.hp) return "才" + get.cnNumber(num) + "张?就这?";
return "卧槽,牛逼啊,居然" + get.cnNumber(num) + "张了!";
},
},
},
mobilejingce_count: {
trigger: {
global: ["cardsDiscardEnd", "phaseBefore"],
player: "phaseAfter",
},
silent: true,
firstDo: true,
filter: function (evt, player) {
if (evt.name == "phase") return true;
if (player != _status.currentPhase) return false;
var evtx = evt.getParent();
if (evtx.name != "orderingDiscard") return false;
var evt2 = evtx.relatedEvent || evtx.getParent();
return evt2 && (evt2.name == "useCard" || evt2.name == "respond");
},
content: function () {
if (trigger.name == "phase") player.unmarkSkill("mobilejingce");
else {
var num = 0;
game.getGlobalHistory("cardMove", function (evt) {
if (evt.name != "cardsDiscard") return;
var evtx = evt.getParent();
if (evtx.name != "orderingDiscard") return false;
var evt2 = evtx.relatedEvent || evtx.getParent();
if (evt2 && (evt2.name == "useCard" || evt2.name == "respond")) num += evt.cards.length;
});
player.storage.mobilejingce = num;
player.markSkill("mobilejingce");
}
},
},
//公孙康
juliao: {
mod: {
globalTo: function (from, to, distance) {
return distance + game.countGroup() - 1;
},
},
},
taomie: {
audio: 3,
group: ["taomie1", "taomie2", "taomie3"],
trigger: { source: "damageBegin1" },
forced: true,
locked: false,
direct: true,
filter: function (event, player) {
return event.player.hasMark("taomie");
},
content: function () {
"step 0";
player.logSkill(Math.random() < 0.5 ? "taomie2" : "taomie3", trigger.player);
var target = get.translation(trigger.player);
player
.chooseControl()
.set("prompt", "讨灭:请选择一项")
.set("choiceList", ["令即将对" + target + "造成的伤害+1", "获得" + target + "的一张牌,并可将其交给另一名其他角色", "依次执行以上所有选项,并移去" + target + "的“讨灭”标记"])
.set("ai", function () {
var evt = _status.event.getTrigger();
var player = _status.event.player;
var target = evt.player;
var bool1 = !target.hasSkillTag("filterDamage", null, {
player: player,
card: evt.card,
});
var bool2 = get.effect(target, { name: "shunshou" }, player, player) > 0;
if (bool1 && bool2 && target.hp <= evt.num + 1) return 2;
if (bool1) return 0;
return 1;
});
"step 1";
if (result.index == 2) {
trigger.taomie_player = trigger.player;
trigger.player.addTempSkill("taomie4");
}
if (result.index != 1) {
trigger.num++;
}
if (result.index != 0 && trigger.player.countGainableCards(player, "hej") > 0) {
player.gainPlayerCard(trigger.player, "hej", true);
} else event.finish();
"step 2";
var card = result.cards[0];
if (
card &&
player.getCards("h").includes(card) &&
game.hasPlayer(function (current) {
return current != player && current != trigger.player;
})
) {
event.card = card;
player
.chooseTarget("是否将" + get.translation(card) + "交给一名其他角色?", function (card, player, target) {
return target != player && target != _status.event.getTrigger().player;
})
.set("ai", function (target) {
var player = _status.event.player;
var card = _status.event.getParent().card;
if (target.hasSkillTag("nogain") || !player.needsToDiscard() || (get.tag(card, "damage") && player.hasValueTarget(card, null, false) && get.effect(_status.event.getTrigger().player, card, null, false) > 0)) return 0;
return get.attitude(player, target) / (1 + target.countCards("h"));
});
} else event.finish();
"step 3";
if (result.bool) {
var target = result.targets[0];
player.line(target);
player.give(card, target);
}
},
mod: {
inRangeOf: function (from, to) {
if (from.hasMark("taomie")) return true;
},
inRange: function (from, to) {
if (to.hasMark("taomie")) return true;
},
},
intro: {
content: "mark",
},
ai: {
effect: {
player: function (card, player, target) {
if (target && get.tag(card, "damage") && target.hasMark("taomie")) {
if (player.hasSkillTag("jueqing", false, target)) return;
if (get.attitude(player, target) > 0) {
return 0.7;
}
return 1.2;
}
},
},
},
},
taomie1: {
audio: true,
trigger: {
player: "damageEnd",
source: "damageSource",
},
logTarget: function (trigger, player) {
if (player == trigger.player) return trigger.source;
return trigger.player;
},
filter: function (event, player) {
var target = lib.skill.taomie1.logTarget(event, player);
return target && target.isIn() && !target.hasMark("taomie");
},
check: function (event, player) {
var target = lib.skill.taomie1.logTarget(event, player);
if (get.attitude(player, target) > 0) return false;
var target0 = game.findPlayer(function (current) {
return current.hasMark("taomie");
});
if (!target0) return true;
var eff1 = 0,
eff2 = 0;
player.countCards("h", function (card) {
if (!get.tag(card, "damage")) return false;
if (player.hasValueTarget(card, null, true) > 0) {
if (player.canUse(card, target, null, true)) {
var eff = get.effect(target, card, player, player);
if (eff > 0) eff1 += eff;
}
if (player.canUse(card, target0, null, true)) {
var eff = get.effect(target0, card, player, player);
if (eff > 0) eff2 += eff;
}
}
});
return eff1 > eff2;
},
prompt2: function (event, player) {
var target = lib.skill.taomie1.logTarget(event, player);
var str = "令" + get.translation(target) + "获得“讨灭”标记";
if (
game.hasPlayer(function (current) {
return current.hasMark("taomie");
})
)
str += ",并移去场上已有的“讨灭”标记";
return str;
},
content: function () {
game.countPlayer(function (current) {
var num = current.countMark("taomie");
if (num) current.removeMark("taomie");
});
lib.skill.taomie1.logTarget(trigger, player).addMark("taomie", 1);
},
},
taomie2: { audio: true },
taomie3: { audio: true },
taomie4: {
trigger: {
global: ["damageAfter", "damageCancelled", "damageZero"],
player: "dieBegin",
},
forced: true,
popup: false,
charlotte: true,
filter: function (event, player) {
return player.hasMark("taomie") && (event.name == "die" || event.taomie_player == player);
},
content: function () {
player.removeMark("taomie", player.countMark("taomie"));
player.removeSkill("taomie2");
},
},
//铁骑飞
liyong: {
audio: "retishen",
trigger: { player: "shaMiss" },
forced: true,
filter: function (event, player) {
return player.isPhaseUsing();
},
content: function () {
trigger.getParent().liyong = true;
player.addTempSkill("liyong2", "phaseUseEnd");
},
},
liyong2: {
audio: "retishen",
mark: true,
intro: {
content: "铁骑!强命!加伤!然后掉血嘞…",
},
trigger: { player: "useCardToPlayered" },
forced: true,
filter: function (event, player) {
if (!event.card || event.card.name != "sha") return false;
var evt = event.getParent();
if (evt.liyong) return false;
var history = player.getHistory("useCard", function (evt) {
return evt.card.name == "sha";
});
var evt2 = history[history.indexOf(evt) - 1];
return evt2 && evt2.liyong;
},
logTarget: "target",
content: function () {
var target = trigger.target;
target.addTempSkill("fengyin");
trigger.directHit.add(target);
var id = target.playerid;
var map = trigger.customArgs;
if (!map[id]) map[id] = {};
if (!map[id].extraDamage) map[id].extraDamage = 0;
map[id].extraDamage++;
trigger.getParent().liyong2 = true;
},
group: ["liyong3", "liyong4"],
},
liyong3: {
trigger: { source: "damageSource" },
forced: true,
popup: false,
filter: function (event, player) {
return event.card && event.card.name == "sha" && event.player.isIn() && event.getParent(2).liyong2 == true;
},
content: function () {
player.loseHp();
},
},
liyong4: {
trigger: { player: "useCardAfter" },
forced: true,
silent: true,
filter: function (evt, player) {
if (!evt.card || evt.card.name != "sha") return false;
if (evt.liyong) return false;
var history = player.getHistory("useCard", function (evt) {
return evt.card.name == "sha";
});
var evt2 = history[history.indexOf(evt) - 1];
return evt2 && evt2.liyong;
},
content: function () {
player.removeSkill("liyong2");
},
},
//韩遂
xinniluan: {
trigger: { global: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return (
player != event.player &&
event.player.isIn() &&
event.player.getHistory("useCard", function (evt) {
if (evt.targets && evt.targets.length) {
var targets = evt.targets.slice(0);
while (targets.includes(event.player)) targets.remove(event.player);
return targets.length > 0;
}
return false;
}).length > 0 &&
(_status.connectMode || player.hasSha())
);
},
content: function () {
"step 0";
player.chooseToUse({
logSkill: "xinniluan",
preTarget: trigger.player,
prompt: "是否发动【逆乱】,对" + get.translation(trigger.player) + "使用一张【杀】?",
filterCard: function (card, player) {
return get.name(card) == "sha" && lib.filter.filterCard.apply(this, arguments);
},
filterTarget: function (card, player, target) {
return target == _status.event.preTarget && lib.filter.targetEnabled.apply(this, arguments);
},
addCount: false,
});
"step 1";
if (
result.bool &&
player.getHistory("sourceDamage", function (evt) {
return evt.getParent(4) == event;
}).length &&
trigger.player.countDiscardableCards(player, "he") > 0
)
player.discardPlayerCard(trigger.player, true, "he").boolline = true;
},
},
xiaoxi_hansui: {
audio: 2,
enable: ["chooseToRespond", "chooseToUse"],
filterCard: function (card, player) {
return get.color(card) == "black";
},
position: "hse",
viewAs: { name: "sha" },
viewAsFilter: function (player) {
if (!player.countCards("hse", { color: "black" })) return false;
},
prompt: "将一张黑色牌当杀使用或打出",
check: function (card) {
return 4.5 - get.value(card);
},
ai: {
skillTagFilter: function (player) {
if (!player.countCards("hes", { color: "black" })) return false;
},
respondSha: true,
},
},
//胡车儿
daoji: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return (
player.countCards("he", function (card) {
return get.type(card) != "basic";
}) &&
game.hasPlayer(function (target) {
return target != player && target.countCards("e") > 0;
})
);
},
filterCard: function (card) {
return get.type(card) != "basic";
},
position: "he",
filterTarget: function (card, player, target) {
return target != player && target.countCards("e") > 0;
},
check: function (card) {
var player = _status.event.player;
if (
game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) < 0 && get.damageEffect(current, player, player) > 0 && current.getEquip(1);
})
)
return 8 - get.value(card);
return 5 - get.value(card);
},
content: function () {
"step 0";
player.gainPlayerCard(target, "e", true).set("ai", function (button) {
var card = button.link;
var player = _status.event.player;
if (get.subtype(card) == "equip1" && get.damageEffect(_status.event.target, player, player) > 0) return 6 + get.value(card);
return get.value(card);
});
"step 1";
if (!result || !result.bool || !result.cards || !result.cards.length) {
event.finish();
return;
}
var card = result.cards[0];
event.card = card;
if (player.getCards("h").includes(card) && get.type(card) == "equip") player.chooseUseTarget(card, true).nopopup = true;
"step 2";
if (get.subtype(card, false) == "equip1") target.damage();
},
ai: {
order: 6,
result: {
target: function (player, current) {
if (get.damageEffect(current, player, player) > 0 && current.getEquip(1)) return -1.5;
return -1;
},
},
},
},
//司马师夫妇
//垃圾
baiyi: {
enable: "phaseUse",
usable: 1,
filterTarget: lib.filter.notMe,
selectTarget: 2,
limited: true,
skillAnimation: false,
//animationColor:'thunder',
filter: function (event, player) {
return player.isDamaged() && game.players.length > 2;
},
multitarget: true,
multiline: true,
changeSeat: true,
contentBefore: function () {
player.$fullscreenpop("败移", "thunder");
},
content: function () {
player.awakenSkill("baiyi");
game.broadcastAll(
function (target1, target2) {
game.swapSeat(target1, target2);
},
targets[0],
targets[1]
);
},
ai: {
order: function () {
return get.order({ name: "tao" }) + 1;
},
result: {
target: function (player, target) {
if (player.hasUnknown() && target != player.next && target != player.previous) return 0;
var distance = Math.pow(get.distance(player, target, "absolute"), 2);
if (!ui.selected.targets.length) return distance;
var distance2 = Math.pow(get.distance(player, ui.selected.targets[0], "absolute"), 2);
return Math.min(0, distance - distance2);
},
},
},
},
jinglve: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
if (player.hasSkill("jinglve2")) return false;
return game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
});
},
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 0;
},
content: function () {
"step 0";
if (!player.storage.jinglve4) player.storage.jinglve4 = [];
player.storage.jinglve4.add(target);
player.chooseButton(["选择一张牌作为「死士」", target.getCards("h")], true).set("ai", function (button) {
var target = _status.event.getParent().target;
var card = button.link;
var val = target.getUseValue(card);
if (val > 0) return val;
return get.value(card);
});
"step 1";
if (result.bool) {
player.storage.jinglve2 = target;
player.storage.jinglve3 = result.links[0];
player.addSkill("jinglve2");
}
},
ai: {
order: 12,
result: {
target: -1,
},
},
},
jinglve2: {
mark: true,
intro: {
name: "死士",
mark: function (dialog, content, player) {
dialog.addText("记录目标");
dialog.add([content]);
if (player == game.me || player.isUnderControl()) {
dialog.addText("死士牌");
dialog.add([player.storage.jinglve3]);
}
},
},
onremove: function (player) {
delete player.storage.jinglve2;
delete player.storage.jinglve3;
},
trigger: { global: ["dieEnd", "loseEnd", "gainEnd"] },
silent: true,
lastDo: true,
charlotte: true,
filter: function (event, player) {
if (event.name != "gain" && event.player != player.storage.jinglve2) return false;
return event.name == "die" || (event.cards.includes(player.storage.jinglve3) && (event.name == "gain" || (event.position != ui.ordering && event.position != ui.discardPile)));
},
content: function () {
player.removeSkill("jinglve2");
},
group: "jinglve3",
},
jinglve3: {
audio: "jinglve",
trigger: {
global: ["loseAfter", "useCard", "phaseAfter", "cardsDiscardAfter", "loseAsyncAfter"],
},
filter: function (event, player) {
if (event.player && event.player != player.storage.jinglve2) return false;
var card = player.storage.jinglve3;
if (event.name == "phase") return event.player.getCards("hej").includes(card);
if (event.name == "useCard") return event.cards.includes(card);
return get.position(card, true) == "d" && event.getd().includes(card);
},
forced: true,
charlotte: true,
logTarget: "player",
content: function () {
if (trigger.name == "useCard") {
trigger.all_excluded = true;
trigger.targets.length = 0;
} else {
if (trigger.name == "phase") {
player.gain(player.storage.jinglve3, trigger.player, "giveAuto", "bySelf");
} else if (get.position(player.storage.jinglve3, true) == "d") player.gain(player.storage.jinglve3, "gain2");
}
player.removeSkill("jinglve2");
},
},
shanli: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
juexingji: true,
forced: true,
skillAnimation: true,
animationColor: "thunder",
filter: function (event, player) {
return player.storage.baiyi && player.getStorage("jinglve4").length > 1;
},
content: function () {
"step 0";
player.awakenSkill("shanli");
player.loseMaxHp();
player.chooseTarget(true, "选择【擅立】的目标").set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (target == game.me || (target.isUnderControl() && target.isOnline())) return 2 * att;
return att;
});
"step 1";
var target = result.targets[0];
event.target = target;
player.line(target, "green");
game.log(player, "拥立", target);
var list = [];
if (!_status.characterlist) {
if (_status.connectMode) var list = get.charactersOL();
else {
var list = [];
for (var i in lib.character) {
if (lib.filter.characterDisabled2(i) || lib.filter.characterDisabled(i)) continue;
list.push(i);
}
}
game.countPlayer2(function (current) {
list.remove(current.name);
list.remove(current.name1);
list.remove(current.name2);
if (current.storage.rehuashen && current.storage.rehuashen.character) list.removeArray(current.storage.rehuashen.character);
});
_status.characterlist = list;
}
_status.characterlist.randomSort();
var chara = [];
var skills = [];
for (var i of _status.characterlist) {
if (i == "key_yuri") continue;
var character = lib.character[i];
if (character && character[3]) {
for (var j of character[3]) {
if (skills.includes(j) || j == "yuri_wangxi" || target.hasSkill("j")) continue;
var info = get.info(j);
if (info && info.zhuSkill) {
skills.add(j);
chara.add(i);
continue;
}
}
}
if (skills.length >= 3) break;
}
if (!skills.length) {
event.finish();
return;
}
event.chara = chara;
event.skills = skills;
player.chooseControl(skills).set("dialog", ["选择令" + get.translation(target) + "获得一个技能", [chara, "character"]]);
"step 2";
target.addSkills(result.control);
target.setAvatarQueue(target.name1 || target.name, [event.chara[event.skills.indexOf(result.control)]]);
},
ai: {
combo: "baiyi",
},
},
hongyi: {
audio: 2,
enable: "phaseUse",
usable: 1,
//filter:function(event,player){
// return player.countCards('he')>=Math.min(2,game.dead.length);
//},
//selectCard:function(){
// return Math.min(2,game.dead.length);
//},
//filterCard:true,
filterTarget: lib.filter.notMe,
check: function (card) {
var num = Math.min(2, game.dead.length);
if (!num) return 1;
if (num == 1) return 7 - get.value(card);
return 5 - get.value(card);
},
position: "he",
content: function () {
player.addTempSkill("hongyi2", { player: "phaseBeginStart" });
player.storage.hongyi2.add(target);
player.markSkill("hongyi2");
},
ai: {
order: 1,
result: {
target: function (player, target) {
if (target.hasJudge("lebu")) return -0.5;
return -1 - target.countCards("h");
},
},
},
},
hongyi2: {
audio: "hongyi",
trigger: { global: "damageBegin1" },
charlotte: true,
forced: true,
logTarget: "source",
filter: function (event, player) {
return player.storage.hongyi2.includes(event.source);
},
content: function () {
"step 0";
trigger.source.judge();
"step 1";
if (result.color == "black") trigger.num--;
else trigger.player.draw();
},
onremove: true,
intro: {
content: "已选中$为技能目标",
},
init: function (player, skill) {
if (!player.storage[skill]) player.storage[skill] = [];
},
},
requanfeng: {
audio: "quanfeng",
enable: "chooseToUse",
limited: true,
skillAnimation: true,
animationColor: "thunder",
filter: function (event, player) {
return event.type == "dying" && player == event.dying;
},
content: function () {
player.awakenSkill("requanfeng");
player.gainMaxHp(2);
player.recover(4);
},
ai: {
save: true,
skillTagFilter: function (player, tag, arg) {
return player == arg;
},
order: 10,
result: {
player: 1,
},
},
group: "requanfeng_gain",
},
requanfeng_gain: {
audio: "quanfeng",
trigger: { global: "die" },
filter: function (event, player) {
return (
player.hasSkill("hongyi") &&
event.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) {
var info = get.info(skill);
return info && !info.hiddenSkill && !info.zhuSkill && !info.charlotte;
}).length > 0
);
},
logTarget: "player",
skillAnimation: true,
animationColor: "thunder",
prompt2: "(限定技)失去技能【劝封】,并获得该角色武将牌上的所有技能,然后加1点体力上限并回复1点体力",
check: (event, player) => {
if (
event.player
.getStockSkills("仲村由理", "天下第一")
.filter(skill => {
let info = get.info(skill);
return info && !info.hiddenSkill && !info.zhuSkill && !info.charlotte;
})
.some(i => {
let info = get.info(i);
if (info && info.ai) return info.ai.neg || info.ai.halfneg;
})
)
return false;
return true;
},
content: function () {
player.awakenSkill("requanfeng");
player.removeSkills("hongyi");
var skills = trigger.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) {
var info = get.info(skill);
return info && !info.hiddenSkill && !info.zhuSkill && !info.charlotte;
});
if (skills.length) {
player.addSkills(skills);
game.broadcastAll(function (list) {
game.expandSkills(list);
for (var i of list) {
var info = lib.skill[i];
if (!info) continue;
if (!info.audioname2) info.audioname2 = {};
info.audioname2.yanghuiyu = "quanfeng";
}
}, skills);
}
player.gainMaxHp();
player.recover();
},
},
quanfeng: {
audio: 2,
trigger: { global: "die" },
filter: function (event, player) {
return (
event.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) {
var info = get.info(skill);
return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill;
}).length > 0
);
},
logTarget: "player",
skillAnimation: true,
limited: true,
forced: true,
animationColor: "thunder",
content: function () {
"step 0";
player.awakenSkill("quanfeng");
var list = trigger.player.getStockSkills("仲村由理", "天下第一").filter(function (skill) {
var info = get.info(skill);
return info && !info.juexingji && !info.hiddenSkill && !info.zhuSkill && !info.charlotte && !info.limited && !info.dutySkill;
});
if (list.length == 1) event._result = { control: list[0] };
else
player
.chooseControl(list)
.set("prompt", "选择获得" + get.translation(trigger.player) + "的一个技能")
.set("forceDie", true)
.set("ai", function () {
return list.randomGet();
});
"step 1";
player.addSkills(result.control);
game.broadcastAll(function (skill) {
var list = [skill];
game.expandSkills(list);
for (var i of list) {
var info = lib.skill[i];
if (!info) continue;
if (!info.audioname2) info.audioname2 = {};
info.audioname2.yanghuiyu = "quanfeng";
}
}, result.control);
player.gainMaxHp();
player.recover();
},
},
//手杀界朱然
//设计师你改技能有瘾🐴
mobiledanshou: {
trigger: { global: "phaseJieshuBegin" },
audio: 2,
direct: true,
filter: function (event, player) {
if (player == event.player) return false;
var num = event.player.getHistory("useCard", function (evt) {
return evt.targets.includes(player);
}).length;
return num == 0 || (event.player.isIn() && num <= player.countCards("he"));
},
content: function () {
"step 0";
var num = trigger.player.getHistory("useCard", function (evt) {
return evt.targets.includes(player);
}).length;
event.num = num;
if (num == 0) {
if (player.hasSkill("mobiledanshou")) event._result = { bool: true };
else player.chooseBool("是否发动【胆守】摸一张牌?", lib.translate.mobiledanshou_info);
} else event.goto(2);
"step 1";
if (result.bool) {
player.logSkill("mobiledanshou");
player.draw();
}
event.finish();
"step 2";
player
.chooseToDiscard(num, get.prompt("mobiledanshou", trigger.player), "弃置" + get.translation(num) + "张牌并对其造成1点伤害", "he")
.set("ai", function (card) {
if (!_status.event.goon) return 0;
var num = _status.event.getParent().num;
if (num == 1) return 8 - get.value(card);
if (num == 2) return 6.5 - get.value(card);
return 5 - get.value(card);
})
.set("goon", get.damageEffect(trigger.player, player, player) > 0).logSkill = ["mobiledanshou", trigger.player];
"step 3";
if (result.bool) {
player.addExpose(0.2);
trigger.player.damage();
}
},
},
//丁原
//程序员和设计师至少有一个脑子有坑
beizhu: {
audio: 3,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(function (target) {
return lib.skill.beizhu.filterTarget(null, player, target);
});
},
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 0;
},
content: function () {
"step 0";
player.addTempSkill("beizhu_draw");
player.viewHandcards(target);
"step 1";
var cards = target.getCards("h", "sha");
if (cards.length) {
event.cards = cards;
event.goto(5);
} else player.discardPlayerCard("he", target, "visible", true);
"step 2";
player.chooseBool("是否令" + get.translation(target) + "获得一张【杀】?").set("choice", get.attitude(player, target) > 0);
"step 3";
if (result.bool) {
var card = get.cardPile2(function (card) {
return card.name == "sha";
});
if (card) target.gain(card, "gain2");
} else event.finish();
"step 4";
game.updateRoundNumber();
event.finish();
"step 5";
var hs = target.getCards("h");
cards = cards.filter(function (card) {
return (
hs.includes(card) &&
get.name(card, target) == "sha" &&
target.canUse(
{
name: "sha",
isCard: true,
cards: [card],
},
player,
false
)
);
});
if (cards.length) {
var card = cards.randomRemove(1)[0];
target.useCard(player, false, card).card.beizhu = true;
event.redo();
}
},
ai: {
order: 7,
threaten: 1.14 + 5.14,
result: {
player: function (player, target) {
var eff = get.effect(target, { name: "guohe_copy2" }, player, player);
var cards = target.getCards("h", { name: "sha" });
if (!cards.length) return eff;
return eff / (cards.length + 3);
},
},
},
},
beizhu_draw: {
trigger: { player: "damageEnd" },
forced: true,
popup: false,
charlotte: true,
filter: function (event, player) {
return event.card && event.card.beizhu;
},
content: function () {
player.draw(trigger.num);
},
},
//新简雍
xinqiaoshui: {
audio: 2,
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) player.addTempSkill("qiaoshui3", "phaseUseEnd");
else {
player.addTempSkill("qiaoshui2", "phaseUseEnd");
}
},
ai: {
order: function (item, player) {
if (
player.countCards("h", function (card) {
return player.hasValueTarget(card);
})
)
return 10;
return 1;
},
result: {
target: function (player, target) {
if (
player.countCards("h", function (card) {
return player.hasValueTarget(card);
})
) {
if (player.hasSkill("qiaoshui3")) return 0;
var nd = !player.needsToDiscard();
if (
player.hasCard(function (card) {
if (get.position(card) != "h") return false;
var val = get.value(card);
if (nd && val < 0) return true;
if (val <= 5) {
return card.number >= 12;
}
if (val <= 6) {
return card.number >= 13;
}
return false;
})
)
return -1;
return 0;
}
return -1;
},
},
},
},
xinjyzongshi: {
audio: 2,
trigger: {
player: ["chooseToCompareAfter", "compareMultipleAfter"],
target: ["chooseToCompareAfter", "compareMultipleAfter"],
},
filter: function (event, player) {
if (event.preserve) return false;
if (event.name == "compareMultiple") return true;
return !event.compareMultiple;
},
frequent: true,
content: function () {
"step 0";
var str = '牌堆顶';
var cards = get.cards();
if (trigger.name == "chooseToCompare" && trigger.compareMeanwhile) {
var result = trigger.result;
var list = [[result.num1[0], result.player]];
list.addArray(
result.num2.map(function (card, i) {
return [card, result.targets[i]];
})
);
list.sort(function (a, b) {
return a[0] - b[0];
});
if (list[0][0] < list[1][0] && get.position(list[0][1], true) == "o") {
str += "/拼点牌";
cards.push(list[0][1]);
}
} else {
if (player == trigger.player) {
if (trigger.num1 > trigger.num2 && get.position(trigger.card2, true) == "o") {
str += "/拼点牌";
cards.push(trigger.card2);
} else if (trigger.num1 < trigger.num2 && get.position(trigger.card1, true) == "o") {
str += "/拼点牌";
cards.push(trigger.card1);
}
} else {
if (trigger.num1 < trigger.num2 && get.position(trigger.card1, true) == "o") {
str += "/拼点牌";
cards.push(trigger.card1);
} else if (trigger.num1 > trigger.num2 && get.position(trigger.card2, true) == "o") {
str += "/拼点牌";
cards.push(trigger.card2);
}
}
}
str += "
";
event.cards = cards;
player.chooseButton(["纵适:选择要获得的牌", str, cards], true).set("ai", get.buttonValue);
"step 1";
if (result.bool) {
var draw = result.links[0] == cards[0];
player.gain(result.links, draw ? "draw" : "gain2").log = false;
game.log(player, "获得了", draw ? "牌堆顶的一张牌" : result.links);
if (!draw) {
cards[0].fix();
ui.cardPile.insertBefore(cards[0], ui.cardPile.firstChild);
game.updateRoundNumber();
}
}
},
},
//通渠张恭
rezhenxing: {
audio: "xinfu_zhenxing",
trigger: {
player: ["damageEnd", "phaseJieshuBegin"],
},
frequent: true,
content: function () {
"step 0";
event.cards = get.cards(3);
player
.chooseButton(["【镇行】:请选择要获得的牌", event.cards])
.set("filterButton", function (button) {
var cards = _status.event.cards;
for (var i = 0; i < cards.length; i++) {
if (button.link != cards[i] && get.suit(cards[i]) == get.suit(button.link)) return false;
}
return true;
})
.set("ai", function (button) {
return get.value(button.link);
})
.set("cards", event.cards);
"step 1";
for (var i = event.cards.length - 1; i >= 0; i--) {
if (result.bool && result.links.includes(event.cards[i])) {
player.gain(event.cards[i], "gain2");
} else {
event.cards[i].fix();
ui.cardPile.insertBefore(event.cards[i], ui.cardPile.childNodes[0]);
}
}
game.updateRoundNumber();
},
},
//芙蓉,手杀界廖化,手杀界曹彰
rejiangchi: {
audio: 2,
trigger: {
player: "phaseUseBegin",
},
direct: true,
content: function () {
"step 0";
var list = ["弃牌", "摸牌", "取消"];
if (!player.countCards("he")) list.remove("弃牌");
player
.chooseControl(list, function () {
var player = _status.event.player;
if (list.includes("弃牌")) {
if (player.countCards("h") > 3 && player.countCards("h", "sha") > 1) {
return "弃牌";
}
if (player.countCards("h", "sha") > 2) {
return "弃牌";
}
}
if (!player.countCards("h", "sha")) {
return "摸牌";
}
return "cancel2";
})
.set("prompt", get.prompt2("rejiangchi"));
"step 1";
if (result.control == "弃牌") {
player.chooseToDiscard(true, "he");
player.addTempSkill("jiangchi2", "phaseUseEnd");
player.logSkill("rejiangchi");
} else if (result.control == "摸牌") {
player.draw();
player.addTempSkill("rejiangchi3", "phaseUseEnd");
player.logSkill("rejiangchi");
}
},
},
rejiangchi3: {
mod: {
cardEnabled: function (card) {
if (card.name == "sha") return false;
},
},
},
refuli: {
skillAnimation: true,
animationColor: "soil",
audio: 2,
unique: true,
limited: true,
enable: "chooseToUse",
mark: true,
filter: function (event, player) {
if (event.type != "dying") return false;
if (player != event.dying) return false;
return true;
},
content: function () {
"step 0";
player.awakenSkill("refuli");
event.num = game.countGroup();
if (event.num > player.hp) player.recover(event.num - player.hp);
"step 1";
if (player.isMaxHp(true)) player.turnOver();
},
ai: {
save: true,
skillTagFilter: function (player, arg, target) {
return player == target;
},
result: {
player: 10,
},
threaten: function (player, target) {
if (!target.storage.refuli) return 0.9;
},
},
},
redangxian: {
trigger: { player: "phaseBegin" },
forced: true,
audio: "dangxian",
audioname: ["guansuo", "xin_liaohua"],
content: function () {
"step 0";
var card = get.discardPile(function (card) {
return card.name == "sha";
});
if (card) player.gain(card, "gain2");
"step 1";
game.updateRoundNumber();
var next = player.phaseUse();
event.next.remove(next);
trigger.next.push(next);
},
},
xuewei: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("xuewei"), lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player;
if (player == get.zhu(player) && player.hp <= 2) return 0;
return get.attitude(player, target) - 4;
}).animate = false;
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("xuewei");
player.addTempSkill("xuewei2", { player: "phaseBegin" });
player.storage.xuewei2 = target;
}
},
ai: {
threaten: 1.05,
},
},
xuewei2: {
audio: "xuewei",
forced: true,
onremove: true,
trigger: { global: "damageBegin4" },
charlotte: true,
filter: function (event, player) {
return event.player == player.storage.xuewei2;
},
logTarget: "player",
content: function () {
player.removeSkill("xuewei2");
trigger.cancel();
player.damage(trigger.num, trigger.source || "nosource");
if (trigger.source && trigger.source.isIn()) trigger.source.damage(trigger.num, trigger.nature, player);
},
},
liechi: {
trigger: { player: "dying" },
forced: true,
filter: function (event, player) {
return event.getParent().name == "damage" && event.source && event.source.countCards("he");
},
audio: 2,
content: function () {
trigger.source.chooseToDiscard("he", true);
},
},
rejiuchi: {
group: ["jiuchi"],
audioname: ["re_dongzhuo"],
trigger: { source: "damage" },
forced: true,
popup: false,
locked: false,
audio: "jiuchi",
filter: function (event, player) {
return event.card && event.card.name == "sha" && event.getParent(2).jiu == true && !player.hasSkill("rejiuchi_air");
},
content: function () {
player.logSkill("jiuchi");
player.addTempSkill("rejiuchi_air");
},
subSkill: {
air: {},
},
},
//苏飞,新贾逵
tongqu: {
audio: 2,
trigger: {
global: ["phaseBefore", "dying", "phaseDrawBegin2"],
player: ["enterGame", "phaseZhunbeiBegin"],
},
direct: true,
filter: function (event, player) {
if (event.name == "phaseDraw") return event.player.hasMark("tongqu");
if (event.name == "dying") return event.player.hasMark("tongqu");
if (event.name == "phaseZhunbei")
return game.hasPlayer(function (current) {
return !current.hasMark("tongqu");
});
return !player.hasMark("tongqu") && (event.name != "phase" || game.phaseNumber == 0);
},
content: function () {
"step 0";
if (trigger.name == "phaseDraw") {
player.logSkill("tongqu", trigger.player);
trigger.player.draw("nodelay");
trigger.player.addTempSkill("tongqu2", "phaseDrawAfter");
event.finish();
} else if (trigger.name == "dying") {
player.logSkill("tongqu", trigger.player);
trigger.player.removeMark("tongqu", 1);
event.finish();
} else if (trigger.name == "phaseZhunbei") {
player
.chooseTarget(get.prompt2("tongqu"), function (card, player, target) {
return !target.hasMark("tongqu");
})
.set("ai", function (target) {
if (_status.event.player.hp < 3) return 0;
return get.attitude(_status.event.player, target);
});
} else {
player.logSkill("tongqu");
player.addMark("tongqu", 1);
event.finish();
}
"step 1";
if (result.bool) {
var target = result.targets[0];
player.loseHp();
player.logSkill("tongqu", target);
target.addMark("tongqu", 1);
}
},
marktext: "渠",
intro: { content: "mark", name2: "渠" },
},
tongqu2: {
trigger: { player: "phaseDrawEnd" },
forced: true,
silent: true,
filter: function (event, player) {
var bool = game.hasPlayer(function (current) {
return current != player && current.hasMark("tongqu");
});
return (
player.countCards("he", function (card) {
if (bool) return true;
return lib.filter.cardDiscardable(card, player);
}) > 0
);
},
content: function () {
"step 0";
player.chooseCardTarget({
forced: true,
position: "he",
filterCard: true,
filterTarget: function (card, player, target) {
return player != target && target.hasMark("tongqu");
},
selectTarget: function () {
if (ui.selected.cards.length && !lib.filter.cardDiscardable(ui.selected.cards[0], _status.event.player)) return [1, 1];
return [0, 1];
},
prompt: "弃置一张牌,或将一张牌交给一名有“渠”的其他角色",
ai1: function (card) {
var player = _status.event.player;
if (get.name(card) == "du") return 20;
if (get.position(card) == "e" && get.value(card) <= 0) return 14;
if (
get.position(card) == "h" &&
game.hasPlayer(function (current) {
return current != player && current.hasMark("tongqu") && get.attitude(player, current) > 0 && current.getUseValue(card) > player.getUseValue(card) && current.getUseValue(card) > player.getUseValue(card);
})
)
return 12;
if (
game.hasPlayer(function (current) {
return current != player && current.hasMark("tongqu") && get.attitude(player, current) > 0;
})
) {
if (card.name == "wuxie") return 11;
if (card.name == "shan" && player.countCards("h", "shan") > 1) return 9;
}
return 6 / Math.max(1, get.value(card));
},
ai2: function (target) {
var player = _status.event.player;
var card = ui.selected.cards[0];
var att = get.attitude(player, target);
if (card.name == "du") return -6 * att;
if (att > 0) {
if (get.position(card) == "h" && target.getUseValue(card) > player.getUseValue(card)) return 4 * att;
if (target.hasUseTarget(card)) return 2 * att;
return 1.2 * att;
}
return 0;
},
});
"step 1";
if (result.bool) {
if (result.targets.length) {
event.target = result.targets[0];
player.give(result.cards, event.target);
event.card = result.cards[0];
} else {
player.discard(result.cards);
event.finish();
}
}
"step 2";
if (target.getCards("h").includes(card) && get.type(card) == "equip") {
target.chooseUseTarget(card, true);
}
},
},
xinwanlan: {
audio: "wanlan",
trigger: { global: "damageBegin4" },
filter: function (event, player) {
return event.player.hp <= event.num && player.countCards("e") >= 1;
},
logTarget: "player",
check: function (event, player) {
if (get.attitude(player, event.player) < 4) return false;
if (player.countCards("hs", card => player.canSaveCard(card, event.player)) >= 1 + event.num - event.player.hp) return false;
if (event.player == player || event.player == get.zhu(player)) return true;
return !player.hasUnknown();
},
content: function () {
player.discard(player.getCards("e"));
trigger.cancel();
},
},
zhengjian: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
locked: true,
direct: true,
content: function () {
"step 0";
player.chooseTarget("请选择【诤荐】的目标", lib.translate.zhengjian_info).set("ai", function (target) {
if (target.hasSkill("zhengjian_mark")) return 0;
if (player == target) return 0.5;
return get.attitude(_status.event.player, target) * (1 + target.countCards("h"));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("zhengjian", target);
target.addSkill("zhengjian_mark");
}
},
group: "zhengjian_draw",
ai: {
notemp: true,
},
},
zhengjian_draw: {
audio: "zhengjian",
trigger: { player: "phaseBegin" },
forced: true,
filter: function (event) {
return game.hasPlayer(function (current) {
return current.hasSkill("zhengjian_mark");
});
},
logTarget: function (event) {
return game.filterPlayer(function (current) {
return current.hasSkill("zhengjian_mark");
});
},
content: function () {
"step 0";
var list = game.filterPlayer(function (current) {
return current.countMark("zhengjian_mark") > 0;
});
if (list.length > 1) {
event.delay = true;
game.asyncDraw(list, function (target) {
return Math.min(5, target.maxHp, target.countMark("zhengjian_mark"));
});
} else if (list.length == 1) list[0].draw(Math.min(5, list[0].maxHp, list[0].countMark("zhengjian_mark")));
"step 1";
game.countPlayer(function (current) {
current.removeSkill("zhengjian_mark");
});
if (event.delay) game.delayx();
},
},
zhengjian_mark: {
trigger: { player: ["useCard1", "respond"] },
silent: true,
firstDo: true,
onremove: true,
charlotte: true,
content: function () {
player.addMark("zhengjian_mark", 1, false);
},
init: function (player, skill) {
if (!player.storage[skill]) player.storage[skill] = 0;
},
mark: true,
intro: {
content: "已使用/打出过#张牌",
},
},
gaoyuan: {
audio: 2,
trigger: { target: "useCardToTarget" },
direct: true,
filter: function (event, player) {
if (event.card.name != "sha") return false;
if (player.countCards("he") == 0) return false;
return game.hasPlayer(function (current) {
return current != event.player && current != player && current.hasSkill("zhengjian_mark") && lib.filter.targetEnabled(event.card, event.player, current);
});
},
content: function () {
"step 0";
var next = player.chooseCardTarget({
position: "he",
filterCard: lib.filter.cardDiscardable,
filterTarget: function (card, player, target) {
var trigger = _status.event;
if (target != player && target != trigger.source) {
if (target.hasSkill("zhengjian_mark") && lib.filter.targetEnabled(trigger.card, trigger.source, target)) return true;
}
return false;
},
ai1: function (card) {
return get.unuseful(card) + 9;
},
ai2: function (target) {
if (_status.event.player.countCards("h", "shan")) {
return -get.attitude(_status.event.player, target);
}
if (get.attitude(_status.event.player, target) < 5) {
return 6 - get.attitude(_status.event.player, target);
}
if (_status.event.player.hp == 1 && player.countCards("h", "shan") == 0) {
return 10 - get.attitude(_status.event.player, target);
}
if (_status.event.player.hp == 2 && player.countCards("h", "shan") == 0) {
return 8 - get.attitude(_status.event.player, target);
}
return -1;
},
prompt: get.prompt("gaoyuan"),
prompt2: "弃置一张牌,将此【杀】转移给一名有“诤”的角色",
source: trigger.player,
card: trigger.card,
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill(event.name, target);
player.discard(result.cards);
var evt = trigger.getParent();
evt.triggeredTargets2.remove(player);
evt.targets.remove(player);
evt.targets.push(target);
}
},
ai: {
combo: "zhengjian",
},
},
//一 将 成 名
zhilve: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
content: function () {
"step 0";
if (!player.canMoveCard()) event._result = { index: 1 };
else
player
.chooseControl()
.set("choiceList", ["移动场上的一张牌", "本回合的摸牌阶段多摸一张牌且第一张杀无距离次数限制"])
.set("ai", function () {
return 1;
});
"step 1";
if (result.index == 1) {
player.addTempSkill("zhilve_yingzi");
if (
!player.getHistory("useCard", function (card) {
return card.card.name == "sha";
}).length
)
player.addTempSkill("zhilve_xiandeng");
event.finish();
} else player.moveCard(true);
"step 2";
if (result.position == "e") player.loseHp();
else player.addTempSkill("zhilve_dis");
},
subSkill: {
dis: {
mod: {
maxHandcard: function (player, num) {
return num - 1;
},
},
},
yingzi: {
trigger: { player: "phaseDrawBegin2" },
popup: false,
forced: true,
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
trigger.num++;
},
},
xiandeng: {
mod: {
targetInRange: function (card, player) {
if (card.name == "sha") return true;
},
},
trigger: { player: "useCard1" },
forced: true,
popup: false,
firstDo: true,
filter: function (event, player) {
return event.card.name == "sha";
},
content: function () {
player.removeSkill(event.name);
if (trigger.addCount !== false) {
trigger.addCount = false;
var stat = player.getStat("card");
if (stat && stat.sha) stat.sha--;
}
},
},
},
},
xhzhiyan: {
enable: "phaseUse",
audio: 2,
filter: function (event, player) {
return player.countCards("h") != player.maxHp;
},
filterCard: true,
selectCard: function () {
var player = _status.event.player;
var num = Math.max(0, player.countCards("h") - player.maxHp);
return [num, num];
},
check: function (card) {
var player = _status.event.player;
if (
player.getUseValue(card) <= 0 &&
game.hasPlayer(function (current) {
return current != player && get.value(card, current) * get.attitude(player, current) > 0;
})
)
return 1;
return 0;
},
content: function () {
"step 0";
if (!cards.length) {
player.draw(player.maxHp - player.countCards("h"));
player.addTempSkill("zishou2");
event.finish();
} else {
cards = cards.filterInD("d");
if (cards.length)
player.chooseButton(["是否将其中的一张牌交给一名其他角色?", cards]).set("", function (button) {
var player = _status.event.player;
if (
game.hasPlayer(function (current) {
return current != player && get.value(button.link, current) * get.attitude(player, current) > 0;
})
)
return Math.abs(get.value(button.link));
return 0;
});
else event.finish();
}
"step 1";
if (result.bool && game.hasPlayer(current => current != player)) {
event.card = result.links[0];
player.chooseTarget(true, lib.filter.notMe, "选择一名其他角色获得" + get.translation(event.card)).set("ai", function (target) {
return get.value(_status.event.getParent().card, target) * get.attitude(_status.event.player, target);
});
} else event.finish();
"step 2";
var target = result.targets[0];
player.line(target, "green");
target.gain(card, "gain2", "log");
},
ai: {
order: function (obj, player) {
if (player.countCards("h") > player.maxHp) return 10;
return 0.5;
},
result: {
player: 1,
},
},
},
//水 果 忍 者
zhengjing_guanju: { audio: true },
zhengjing: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return !player.hasSkill("zhengjing3");
},
content: function () {
"step 0";
//game.trySkillAudio('zhengjing_guanju',player);
if (_status.connectMode) event.time = lib.configOL.choose_timeout;
var cards = [];
var names = [];
while (true) {
var card = get.cardPile(function (carde) {
return carde.name != "du" && !names.includes(carde.name);
});
if (card) {
cards.push(card);
names.push(card.name);
if (get.mode() == "doudizhu") {
if (cards.length == 1 && !get.isLuckyStar(player) && Math.random() < 0.33) break;
if (cards.length == 2 && !get.isLuckyStar(player) && Math.random() < 0.5) break;
if (cards.length >= 3) break;
} else {
if (cards.length == 3 && !get.isLuckyStar(player) && Math.random() < 0.33) break;
if (cards.length == 4 && !get.isLuckyStar(player) && Math.random() < 0.5) break;
if (cards.length >= 5) break;
}
} else break;
}
event.cards = cards;
if (!cards.length) {
event.finish();
return;
}
event.videoId = lib.status.videoId++;
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
names.remove("du");
game.pause();
game.countChoose();
setTimeout(function () {
_status.imchoosing = false;
event._result = {
bool: true,
links: names.slice(0),
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
game.resume();
}, 5000);
};
var createDialog = function (player, id) {
if (_status.connectMode) lib.configOL.choose_timeout = "30";
if (player == game.me) return;
var str = get.translation(player) + "正在整理经书...
";
ui.create.dialog(str).videoId = id;
};
var chooseButton = function (list) {
var roundmenu = false;
if (ui.roundmenu && ui.roundmenu.display != "none") {
roundmenu = true;
ui.roundmenu.style.display = "none";
}
var event = _status.event;
event.settleed = false;
event.finishedx = [];
event.map = {};
var names = list.slice(0);
event.zhengjing_nodes = [];
names.push("du");
names.randomSort();
var names2 = names.slice(0);
for (var i = 0; i < 2; i++) {
names2.randomSort();
names = names.concat(names2);
}
event.zhengjing = names;
for (var i of list) {
event.map[i] = 0;
}
event.dialog = ui.create.dialog("forcebutton", "hidden");
event.dialog.textPrompt = event.dialog.add('及时点击卡牌,但不要点到毒了!
');
var str = '';
for (var i of list) {
str += get.translation(i) + ":" + Math.min(2, event.map[i]) + "/2 ";
}
str += "
";
event.dialog.textPrompt2 = event.dialog.add(str);
event.switchToAuto = function () {
event._result = {
bool: true,
links: event.finishedx.slice(0),
};
event.dialog.close();
game.resume();
_status.imchoosing = false;
if (roundmenu) ui.roundmenu.style.display = "";
};
event.dialog.classList.add("fixed");
event.dialog.classList.add("scroll1");
event.dialog.classList.add("scroll2");
event.dialog.classList.add("fullwidth");
event.dialog.classList.add("fullheight");
event.dialog.classList.add("noupdate");
event.dialog.open();
event.settle = function (du) {
if (event.settleed) return;
event.settleed = true;
event.dialog.textPrompt2.innerHTML = "";
if (du) {
if (lib.config.background_speak) game.playAudio("skill", "zhengjing_boom");
event.dialog.textPrompt.innerHTML = '叫你别点毒你非得点 这下翻车了吧
';
} else {
if (lib.config.background_speak) game.playAudio("skill", "zhengjing_finish");
event.dialog.textPrompt.innerHTML = '整理经典结束!共整理出' + get.cnNumber(event.finishedx.length) + "份经典
";
}
while (event.zhengjing_nodes.length) {
event.zhengjing_nodes.shift().delete();
}
setTimeout(function () {
event.switchToAuto();
}, 1000);
};
var click = function () {
var name = this.name;
if (name == "du") {
event.zhengjing.length = 0;
event.settle(true);
} else {
if (lib.config.background_speak) game.playAudio("skill", "zhengjing_click");
event.map[name]++;
if (event.map[name] > 1) event.finishedx.add(name);
if (event.finishedx.length < list.length) {
var str = '';
for (var i of list) {
str += get.translation(i) + ":" + Math.min(2, event.map[i]) + "/2 ";
}
str += "
";
event.dialog.textPrompt2.innerHTML = str;
} else {
event.zhengjing.length = 0;
event.settle();
}
}
event.zhengjing_nodes.remove(this);
this.style.transition = "all 0.5s";
this.style.transform = "scale(1.2)";
this.delete();
};
var addNode = function () {
if (event.zhengjing.length) {
var card = ui.create.card(ui.special, "noclick", true);
card.init(["", "", event.zhengjing.shift()]);
card.addEventListener(lib.config.touchscreen ? "touchstart" : "mousedown", click);
event.zhengjing_nodes.push(card);
card.style.position = "absolute";
var rand1 = Math.round(Math.random() * 100);
var rand2 = Math.round(Math.random() * 100);
var rand3 = Math.round(Math.random() * 40) - 20;
card.style.left = "calc(" + rand1 + "% - " + rand1 + "px)";
card.style.top = "calc(" + rand2 + "% - " + rand2 + "px)";
card.style.transform = "scale(0.8) rotate(" + rand3 + "deg)";
card.style.opacity = 0;
event.dialog.appendChild(card);
ui.refresh(card);
card.style.opacity = 1;
card.style.transform = "scale(1) rotate(" + rand3 + "deg)";
}
if (event.zhengjing_nodes.length > (event.zhengjing.length > 0 ? 2 : 0)) event.zhengjing_nodes.shift().delete();
if (event.zhengjing.length || event.zhengjing_nodes.length)
setTimeout(function () {
addNode();
}, 800);
else event.settle();
};
game.pause();
game.countChoose();
addNode();
};
//event.switchToAuto=switchToAuto;
game.broadcastAll(createDialog, player, event.videoId);
if (event.isMine()) {
chooseButton(names);
} else if (event.isOnline()) {
event.player.send(chooseButton, names);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 1";
game.broadcastAll(
function (id, time) {
if (_status.connectMode) lib.configOL.choose_timeout = time;
var dialog = get.idDialog(id);
if (dialog) {
dialog.close();
}
},
event.videoId,
event.time
);
var result = event.result || result;
for (var i = 0; i < cards.length; i++) {
//if(cards.length==1) break;
if (!result.links.includes(cards[i].name)) cards.splice(i--, 1);
}
if (cards.length) {
player.showCards(cards, get.translation(player) + "整理出了以下经典");
game.cardsGotoOrdering(cards);
} else {
game.log(player, "并没有整理出经典");
player.popup("杯具");
event.finish();
}
"step 2";
game.updateRoundNumber();
player.chooseTarget(true, "将整理出的经典置于一名角色的武将牌上").set("ai", function (target) {
if (target.hasSkill("xinfu_pdgyingshi")) return 0;
var player = _status.event.player;
var cards = _status.event.getParent().cards;
var att = get.attitude(player, target);
return -att;
//if(cards.length==1) return -att;
// if(player==target) att/=2;
// if(target.hasSkill('pingkou')) att*=1.4;
// att*=(1+target.countCards('j')/2);
// return att;
});
"step 3";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target, "thunder");
}
"step 4";
if (cards.length == 1) {
event._result = { bool: true, moved: [cards, []] };
return;
}
var next = player.chooseToMove("整经:请分配整理出的经典", true);
next.set("list", [["置于" + get.translation(target) + "的武将牌上", cards], ["自己获得"]]);
next.set("filterMove", function (from, to, moved) {
if (moved[0].length == 1 && to == 1 && from.link == moved[0][0]) return false;
return true;
});
next.set("filterOk", function (moved) {
return moved[0].length > 0;
});
next.set("processAI", function (list) {
var cards = list[0][1].slice(0).sort(function (a, b) {
return get.value(a) - get.value(b);
});
return [cards.splice(0, 1), cards];
});
"step 5";
if (result.bool) {
var cards = result.moved[0],
gains = result.moved[1];
target.addSkill("zhengjing2");
target.addToExpansion(cards, "gain2").gaintag.add("zhengjing2");
if (gains.length) player.gain(gains, "gain2");
}
},
ai: {
order: 10,
result: { player: 1 },
threaten: 3.2,
},
},
//恁就是仲村由理?
zhengjing2: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
charlotte: true,
intro: { content: "expansion", markcount: "expansion" },
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
content: function () {
"step 0";
player.gain(player.getExpansions("zhengjing2"), "gain2");
player.skip("phaseJudge");
player.skip("phaseDraw");
"step 1";
player.removeSkill("zhengjing2");
},
},
zhengjing3: {},
//邓芝
jimeng: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current.countGainableCards(player, "he") > 0;
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("jimeng"), function (card, player, target) {
return target != player && target.countGainableCards(player, "he") > 0;
})
.set("ai", function (target) {
var player = _status.event.player;
if (player.hp > 1 && get.attitude(player, target) < 2) return 0;
return get.effect(target, { name: "shunshou" }, player, player);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("jimeng", target);
player.gainPlayerCard(target, "he", true);
} else event.finish();
"step 2";
var hs = player.getCards("he");
if (player.hp > 0 && hs.length) {
if (hs.length <= player.hp) event._result = { bool: true, cards: hs };
else player.chooseCard(player.hp, true, "交给" + get.translation(target) + get.cnNumber(player.hp) + "张牌", "he", true);
} else event.finish();
"step 3";
player.give(result.cards, target);
},
},
shuaiyan: {
audio: 2,
trigger: { player: "phaseDiscardBegin" },
filter: function (event, player) {
return player.countCards("h") > 1;
},
check: function (event, player) {
return game.hasPlayer(function (current) {
return current != player && current.countCards("he") && lib.skill.shuaiyan.check2(current, player);
});
},
check2: function (target, player) {
if (get.itemtype(player) != "player") player = _status.event.player;
return -get.attitude(player, target) / target.countCards("he");
},
content: function () {
"step 0";
player.showHandcards(get.translation(player) + "发动了【率言】");
"step 1";
var filter = function (card, player, target) {
return player != target && target.countCards("he") > 0;
};
if (
game.hasPlayer(function (current) {
return filter("我约等于白板", player, current);
})
) {
player.chooseTarget(true, filter, "选择一名其他角色,令其交给你一张牌").set("ai", lib.skill.shuaiyan.check2);
} else event.finish();
"step 2";
var target = result.targets[0];
event.target = target;
player.line(target, "green");
target.chooseCard("he", true, "交给" + get.translation(player) + "一张牌");
"step 3";
target.give(result.cards, player);
},
},
relihuo: {
audio: 2,
group: ["relihuo_baigei", "relihuo_damage"],
trigger: { player: "useCard1" },
filter: function (event, player) {
if (event.card.name == "sha" && !game.hasNature(event.card)) return true;
},
check: function (event, player) {
return false;
},
content: function () {
game.setNature(trigger.card, "fire");
trigger.relihuo = true;
},
},
relihuo_damage: {
trigger: { source: "damageBegin1" },
forced: true,
audio: "relihuo",
filter: function (event, player) {
return event.getParent(2).relihuo == true && event.player.isLinked();
},
content: function () {
trigger.num++;
},
},
relihuo_baigei: {
trigger: { player: "useCardAfter" },
forced: true,
audio: "relihuo",
filter: function (event, player) {
if (event.card.name != "sha" || !game.hasNature(event.card, "fire")) return false;
var num = 0;
player.getHistory("sourceDamage", function (evt) {
if (evt.card == event.card) num += evt.num;
});
return num > 1;
},
content: function () {
var num = 0;
player.getHistory("sourceDamage", function (evt) {
if (evt.card == trigger.card) num += evt.num;
});
player.loseHp(Math.floor(num / 2));
},
},
gongsun: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("he") > 1;
},
content: function () {
"step 0";
player.chooseCardTarget({
prompt: get.prompt2("gongsun"),
selectCard: 2,
filterCard: lib.filter.cardDiscardable,
filterTarget: lib.filter.notMe,
position: "he",
ai1: function (card) {
var friend = 0,
enemy = 0,
player = _status.event.player;
var num = game.countPlayer(function (target) {
var att = get.attitude(player, target);
if (att < 0) enemy++;
if (target != player && att > 0) friend++;
return true;
});
if (num > friend + enemy + 2) return 0;
if (friend < enemy) return 0;
if (card.name == "sha") return 10 - enemy;
return 10 - enemy - get.value(card);
},
ai2: function (target) {
return -get.attitude(_status.event.player, target) * (1 + target.countCards("h"));
},
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("gongsun", target);
player.discard(result.cards);
player.addTempSkill("gongsun_shadow", { player: ["phaseBegin", "die"] });
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (get.type(name) == "trick") list.push(["锦囊", "", name]);
else if (get.type(name) == "basic") list.push(["基本", "", name]);
}
player.chooseButton(["请选择一个牌名", [list, "vcard"], true]).set("ai", function (button) {
return button.link[2] == "sha" ? 1 : 0;
});
} else event.finish();
"step 2";
player.storage.gongsun_shadow.push([target, result.links[0][2]]);
player.popup(result.links[0][2], "soil");
game.log(player, "选择了", "" + get.translation(result.links[0][2]));
player.markSkill("gongsun_shadow");
},
},
gongsun_shadow: {
global: "gongsun_shadow2",
init: function (player, skill) {
if (!player.storage[skill]) player.storage[skill] = [];
},
marktext: "损",
onremove: true,
intro: {
content: function (shadow) {
var str = "";
for (var i = 0; i < shadow.length; i++) {
if (i > 0) str += "
";
str += get.translation(shadow[i][0]);
str += ":";
str += get.translation(shadow[i][1]);
}
return str;
},
},
mod: {
cardEnabled: function (card, player) {
var list = player.storage.gongsun_shadow;
for (var i = 0; i < list.length; i++) {
if (list[i][1] == card.name) return false;
}
},
cardRespondable: function (card, player) {
var list = player.storage.gongsun_shadow;
for (var i = 0; i < list.length; i++) {
if (list[i][1] == card.name) return false;
}
},
cardSavable: function (card, player) {
var list = player.storage.gongsun_shadow;
for (var i = 0; i < list.length; i++) {
if (list[i][1] == card.name) return false;
}
},
cardDiscardable: function (card, player) {
var list = player.storage.gongsun_shadow;
for (var i = 0; i < list.length; i++) {
if (list[i][1] == card.name) return false;
}
},
},
},
gongsun_shadow2: {
mod: {
cardEnabled: function (card, player) {
if (
game.hasPlayer(function (current) {
var list = current.storage.gongsun_shadow;
if (!list) return false;
for (var i = 0; i < list.length; i++) {
if (list[i][0] == player && list[i][1] == card.name) return true;
}
return false;
})
)
return false;
},
cardSavable: function (card, player) {
if (
game.hasPlayer(function (current) {
var list = current.storage.gongsun_shadow;
if (!list) return false;
for (var i = 0; i < list.length; i++) {
if (list[i][0] == player && list[i][1] == card.name) return true;
}
return false;
})
)
return false;
},
cardRespondable: function (card, player) {
if (
game.hasPlayer(function (current) {
var list = current.storage.gongsun_shadow;
if (!list) return false;
for (var i = 0; i < list.length; i++) {
if (list[i][0] == player && list[i][1] == card.name) return true;
}
return false;
})
)
return false;
},
cardDiscardable: function (card, player) {
if (
game.hasPlayer(function (current) {
var list = current.storage.gongsun_shadow;
if (!list) return false;
for (var i = 0; i < list.length; i++) {
if (list[i][0] == player && list[i][1] == card.name) return true;
}
return false;
})
)
return false;
},
},
},
duoduan: {
audio: 2,
trigger: { target: "useCardToTargeted" },
direct: true,
filter: function (event, player) {
return event.card.name == "sha" && player.countCards("he") > 0 && !player.hasSkill("duoduan_im");
},
content: function () {
"step 0";
player
.chooseCard("he", get.prompt2("duoduan"), lib.filter.cardRecastable)
.set("ai", function (card) {
if (_status.event.goon) return 8 - get.value(card);
return 0;
})
.set(
"goon",
(function () {
if (get.attitude(trigger.player, player) > 0) return true;
if (!trigger.player.countCards("he")) return true;
if (!player.hasShan()) return true;
return event.getRand() < 0.5;
})()
);
"step 1";
if (result.bool) {
player.addTempSkill("duoduan_im");
player.logSkill("duoduan", trigger.player);
player.recast(result.cards);
} else event.finish();
"step 2";
var sha = get.translation(trigger.card);
if (
!trigger.player.countCards("he", function (card) {
return lib.filter.cardDiscardable(card, trigger.player, "duoduan");
})
)
event.finish();
else
player
.chooseControl()
.set("choiceList", ["令其摸两张牌,然后令" + sha + "对你无效", "令其弃置一张牌,然后你不可响应" + sha])
.set("prompt", "度断:令" + get.translation(trigger.player) + "执行一项")
.set("ai", function () {
var player = _status.event.player;
var source = _status.event.getTrigger().player;
if (get.attitude(player, source) > 0) return 0;
if (!player.hasShan() && player.hp >= 2) return 1;
return 0;
});
"step 3";
if (result.index == 0) event.goto(5);
else trigger.player.chooseToDiscard("弃置一张牌令" + get.translation(player) + "不能闪避此【杀】", "he", true);
"step 4";
if (result.bool) {
trigger.directHit.add(player);
}
event.finish();
"step 5";
trigger.player.draw(2);
trigger.excluded.add(player);
},
},
duoduan_im: {
//'im' refers to 'Iwasawa Masami' in 'Angel Beats!'
//Although she disappeared in the Episode 3 of the anime, but her route in the game is really worth to play.
},
chengzhao: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
var num = 0;
player.getHistory("gain", function (evt) {
num += evt.cards.length;
});
if (num < 2) return false;
return (
player.countCards("h") > 0 &&
game.hasPlayer(function (current) {
return player != current && player.canCompare(current);
})
);
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("chengzhao"), function (card, player, target) {
return player.canCompare(target);
})
.set("ai", function (target) {
return -get.attitude(_status.event.player, target) / target.countCards("h");
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("chengzhao", target);
player.chooseToCompare(target);
} else event.finish();
"step 2";
if (result.bool) {
var card = { name: "sha", isCard: true };
if (player.canUse(card, target, false)) player.useCard(card, target, false).card.chengzhao = true;
}
},
ai: {
unequip: true,
skillTagFilter: function (player, tag, arg) {
if (!arg || !arg.card || arg.card.chengzhao != true) return false;
},
},
},
rezhengrong: {
trigger: { player: "useCardAfter" },
direct: true,
audio: "drlt_zhenrong",
filter: function (event, player) {
if (!event.targets) return false;
if (!event.isPhaseUsing(player)) return false;
var bool = false;
for (var i = 0; i < event.targets.length; i++) {
if (event.targets[i] != player) {
bool = true;
break;
}
}
if (!bool) return false;
return (
player
.getAllHistory("useCard", function (evt) {
if (!evt.isPhaseUsing(player)) return false;
for (var i = 0; i < evt.targets.length; i++) {
if (evt.targets[i] != player) return true;
}
return false;
})
.indexOf(event) %
2 ==
1
);
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("rezhengrong"), "将一名其他角色的随机一张牌置于你的武将牌上,成为「荣」", function (card, player, target) {
return target != player && target.countCards("he") > 0;
})
.set("ai", function (target) {
return (1 - get.attitude(_status.event.player, target)) / target.countCards("he");
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = result.targets[0];
player.logSkill("rezhengrong", target);
var card = target.getCards("he").randomGet();
player.addToExpansion(card, target, "give").gaintag.add("rezhengrong");
}
},
marktext: "荣",
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
intro: {
content: "expansion",
markcount: "expansion",
},
},
rehongju: {
trigger: { player: "phaseZhunbeiBegin" },
audio: "drlt_hongju",
forced: true,
unique: true,
juexingji: true,
skillAnimation: true,
animationColor: "thunder",
derivation: "reqingce",
filter: function (event, player) {
return player.getExpansions("rezhengrong").length >= 3 && game.dead.length > 0;
},
content: function () {
"step 0";
player.awakenSkill("rehongju");
player.draw(player.getExpansions("rezhengrong").length);
"step 1";
if (player.countCards("h") == 0) event.goto(3);
else {
var dialog = ["请选择要交换的手牌和「荣」,或点「取消」", '「征荣」牌
', player.getExpansions("rezhengrong"), '手牌区
', player.getCards("h")];
var next = player.chooseButton(dialog);
next.set("filterButton", function (button) {
var ss = _status.event.player.getExpansions("rezhengrong");
var hs = _status.event.player.getCards("h");
var sn = 0;
var hn = 0;
var ub = ui.selected.buttons;
for (var i = 0; i < ub.length; i++) {
if (ss.includes(ub[i].link)) sn++;
else hn++;
}
return !((sn >= hs.length && ss.includes(button.link)) || (hn >= ss.length && hs.includes(button.link)));
});
next.set("selectButton", function () {
if (ui.selected.buttons.length == 0) return 2;
var ss = _status.event.player.getExpansions("rezhengrong");
var hs = _status.event.player.getCards("h");
var sn = 0;
var hn = 0;
var ub = ui.selected.buttons;
for (var i = 0; i < ub.length; i++) {
if (ss.includes(ub[i].link)) sn++;
else hn++;
}
if (sn != hn) return 2 * Math.max(sn, hn);
else {
if (sn == ss.length || hn == hs.length || sn == hs.length || hn == ss.length) return ub.length;
return [ub.length, ub.length + 1];
}
});
next.set("ai", function () {
return -1;
});
}
"step 2";
if (result.bool) {
var gains = [];
var pushs = [];
var expansions = player.getExpansions("rezhengrong");
for (var i = 0; i < result.links.length; i++) {
var card = result.links[i];
if (expansions.includes(card)) gains.push(card);
else pushs.push(card);
}
player.addToExpansion(pushs, player, "give").gaintag.add("rezhengrong");
player.gain(gains, "gain2");
}
"step 3";
player.addSkills("reqingce");
player.loseMaxHp();
},
ai: {
combo: "rezhengrong",
},
},
reqingce: {
enable: "phaseUse",
audio: "drlt_qingce",
filter: function (event, player) {
return player.getExpansions("rezhengrong").length > 0;
},
chooseButton: {
dialog: function (event, player) {
return ui.create.dialog("请选择要移去的「荣」", player.getExpansions("rezhengrong"), "hidden");
},
backup: function (links, player) {
return {
card: links[0],
filterCard: function () {
return false;
},
selectCard: -1,
filterTarget: function (card, player, target) {
return target.countDiscardableCards(player, "ej") > 0;
},
delay: false,
audio: "drlt_qingce",
content: lib.skill.reqingce.contentx,
ai: {
result: {
target: function (player, target) {
var att = get.attitude(player, target);
if (
att > 0 &&
(target.countCards("j") > 0 ||
target.countCards("e", function (card) {
return get.value(card, target) < 0;
}))
)
return 2;
if (att < 0 && target.countCards("e") > 0 && !target.hasSkillTag("noe")) return -1;
return 0;
},
},
},
};
},
prompt: function (links, player) {
return "弃置一名角色装备区或判定区内的一张牌";
},
},
contentx: function () {
"step 0";
var card = lib.skill.reqingce_backup.card;
player.loseToDiscardpile(card);
"step 1";
if (target.countDiscardableCards(player, "ej") > 0) {
player.discardPlayerCard("ej", true, target);
}
},
ai: {
combo: "rezhengrong",
order: 8,
result: {
player: function (player) {
if (
game.hasPlayer(function (current) {
var att = get.attitude(player, current);
if ((att > 0 && current.countCards("j") > 0) || (att < 0 && current.countCards("e") > 0)) return true;
return false;
})
)
return 1;
return 0;
},
},
},
},
fengji: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return typeof player.storage.fengji == "number" && player.countCards("h") >= player.storage.fengji;
},
content: function () {
player.draw(2);
player.addTempSkill("fengji3");
},
group: "fengji2",
intro: {
content: "上回合结束时的手牌数:#",
},
},
fengji2: {
trigger: { player: "phaseEnd" },
silent: true,
content: function () {
player.storage.fengji = player.countCards("h");
if (player.hasSkill("fengji")) player.markSkill("fengji");
},
},
fengji3: {
mod: {
maxHandcardBase: function (player, num) {
return player.maxHp;
},
},
},
zhouxuan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("he") > 0;
},
filterCard: true,
position: "he",
filterTarget: lib.filter.notMe,
check: function (card) {
return 6 - get.value(card);
},
content: function () {
"step 0";
player.addSkill("zhouxuan2");
target.addTempSkill("zhouxuan_ai", { player: "phaseUseAfter" });
player.storage.zhouxuan2 = {};
player.storage.zhouxuan2.player = target;
var list = [];
var basic = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
var type = get.type(name, "trick");
if (type == "basic") {
list.push(name);
basic.push(name);
} else list.add(type);
}
event.basic = basic;
player
.chooseControl(list)
.set("prompt", "请选择一种基本牌的名称或非基本牌的类别")
.set("ai", function () {
var player = _status.event.player;
var target = player.storage.zhouxuan2.player;
var cards = target.getCards("h", function (card) {
return target.hasUseTarget(card);
});
var map = {};
for (var i = 0; i < cards.length; i++) {
var type = get.type(cards[i], "trick");
map[type == "basic" ? get.name(cards[i]) : type] = true;
}
if (map.equip) return "equip";
if (map.trick) return "trick";
if (map.sha) return "sha";
if (map.tao) return "tao";
return 0;
});
"step 1";
player.storage.zhouxuan2.card = result.control;
if (event.basic.includes(result.control)) player.storage.zhouxuan2.isbasic = true;
player.markSkill("zhouxuan2");
},
ai: {
order: 1,
result: {
player: function (player, target) {
if (get.attitude(player, target) > 0)
return (
Math.max(1, target.hp) *
target.countCards("h", function (card) {
return target.getUseValue(card) > 0;
})
);
return 0;
},
},
},
},
zhouxuan_ai: {
mod: {
aiOrder: function (player, card, num) {
if (
game.hasPlayer(function (current) {
return current.storage.zhouxuan2 && current.storage.zhouxuan2.player == player && get.attitude(player, current) > 0 && (current.storage.zhouxuan2.isbasic ? card.name : get.type(card, "trick")) == current.storage.zhouxuan2.card;
})
)
return num + 10;
},
},
},
zhouxuan2: {
intro: {
mark: function (player, storage) {
return get.translation(storage.player) + "使用或打出下一张牌时,若此牌为" + get.translation(storage.card) + (storage.isbasic ? "" : "牌") + ",你观看牌堆顶的三张牌并分配给任意角色";
},
},
audio: "zhouxuan",
forced: true,
charlotte: true,
trigger: { global: ["useCard", "respond"] },
filter: function (event, player) {
if (event.zhouxuanable) return true;
if (player.storage.zhouxuan2) {
var map = player.storage.zhouxuan2;
if (map.player != event.player) return false;
delete player.storage.zhouxuan2;
player.unmarkSkill("zhouxuan2");
if (map.card != (map.isbasic ? event.card.name : get.type(event.card, "trick"))) return false;
event.zhouxuanable = true;
return true;
}
return false;
},
logTarget: "player",
content: function () {
"step 0";
event.cards = game.cardsGotoOrdering(get.cards(3)).cards;
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
event.given_map = {};
"step 1";
if (event.cards.length > 1) {
player.chooseCardButton("周旋:请选择要分配的牌", true, event.cards, [1, event.cards.length]).set("ai", function (button) {
if (ui.selected.buttons.length == 0) return 1;
return 0;
});
} else if (event.cards.length == 1) {
event._result = { links: event.cards.slice(0), bool: true };
} else {
event.finish();
}
"step 2";
if (result.bool) {
event.cards.removeArray(result.links);
event.togive = result.links.slice(0);
player
.chooseTarget("选择一名角色获得" + get.translation(result.links), true)
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (_status.event.enemy) {
return -att;
} else if (att > 0) {
return att / (1 + target.countCards("h"));
} else {
return att / 100;
}
})
.set("enemy", get.value(event.togive[0], player, "raw") < 0);
}
"step 3";
if (result.targets.length) {
var id = result.targets[0].playerid,
map = event.given_map;
if (!map[id]) map[id] = [];
map[id].addArray(event.togive);
}
if (cards.length > 0) event.goto(1);
"step 4";
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
var list = [];
for (var i in event.given_map) {
var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, "green");
list.push([source, event.given_map[i]]);
}
game.loseAsync({
gain_list: list,
giver: player,
animate: "draw",
}).setContent("gaincardMultiple");
},
},
reshanxi: {
audio: "shanxi",
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return (
player.hp > 0 &&
player.countCards("h", function (card) {
if (_status.connectMode) return true;
return get.color(card) == "red" && get.type(card) == "basic";
}) > 0
);
},
content: function () {
"step 0";
player.chooseCardTarget({
filterCard: function (card) {
return get.color(card) == "red" && get.type(card) == "basic" && lib.filter.cardDiscardable.apply(this, arguments);
},
filterTarget: function (card, player, target) {
return player != target && target.countCards("he") > 0;
},
prompt: get.prompt("reshanxi"),
prompt2: "弃置一张红色基本牌并选择一名其他角色,将其的至多X张牌置于其武将牌上直到回合结束。(X为你的体力值)",
ai1: function () {
return -1;
},
});
"step 1";
if (result.bool) {
event.target = result.targets[0];
player.logSkill("reshanxi", event.target);
player.discard(result.cards);
} else event.finish();
"step 2";
var max = Math.min(player.hp, target.countCards("he"));
if (max > 0 && target.isIn()) {
player
.choosePlayerCard("he", target, true, [1, max])
.set("forceAuto", true)
.set("prompt", "将" + get.translation(target) + "的至多" + get.cnNumber(max) + "张牌置于其武将牌上");
} else event.finish();
"step 3";
target.addSkill("reshanxi2");
target.addToExpansion(result.cards, "giveAuto", target).gaintag.add("reshanxi2");
},
},
reshanxi2: {
trigger: { global: "phaseEnd" },
forced: true,
popup: false,
charlotte: true,
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
content: function () {
"step 0";
var cards = player.getExpansions("reshanxi2");
if (cards.length) player.gain(cards, "draw");
"step 1";
player.removeSkill("reshanxi2");
},
intro: {
markcount: "expansion",
mark: function (dialog, storage, player) {
var cards = player.getExpansions("reshanxi2");
if (player.isUnderControl(true)) dialog.addAuto(cards);
else return "共有" + get.cnNumber(cards.length) + "张牌";
},
},
},
reqizhou: {
trigger: { player: ["equipEnd", "loseEnd"] },
forced: true,
popup: false,
derivation: ["reyingzi", "qixi", "rexuanfeng"],
filter: function (event, player) {
if (player.equiping) return false;
var suits = [];
var es = player.getCards("e");
for (var i = 0; i < es.length; i++) {
suits.add(get.suit(es[i]));
}
if (suits.length > 3) suits.length = 3;
if (player.additionalSkills.reqizhou) {
return player.additionalSkills.reqizhou.length != suits.length;
} else {
return suits.length > 0;
}
},
content: function () {
lib.skill.reqizhou.init(player, "reqizhou");
},
init: function (player, skill) {
var suits = [];
var es = player.getCards("e");
for (var i = 0; i < es.length; i++) {
suits.add(get.suit(es[i]));
}
if (suits.length > 3) suits.length = 3;
player.removeAdditionalSkill(skill);
switch (suits.length) {
case 1:
player.addAdditionalSkill(skill, ["reyingzi"]);
break;
case 2:
player.addAdditionalSkill(skill, ["reyingzi", "qixi"]);
break;
case 3:
player.addAdditionalSkill(skill, ["reyingzi", "qixi", "rexuanfeng"]);
break;
}
},
ai: {
threaten: 1.2,
},
},
zhaohan: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return player.phaseNumber < 8;
},
check: function (event, player) {
return player.phaseNumber < 3;
},
content: function () {
if (player.phaseNumber < 5) {
player.gainMaxHp();
player.recover();
} else player.loseMaxHp();
},
},
rangjie: {
audio: 2,
trigger: { player: "damageEnd" },
direct: true,
content: function () {
"step 0";
event.count = trigger.num;
"step 1";
event.count--;
var choiceList = ["获得一张指定类型的牌"];
if (player.canMoveCard()) choiceList.push("移动场上的一张牌");
player
.chooseControl("cancel2")
.set("choiceList", choiceList)
.set("prompt", get.prompt("rangjie"))
.set("ai", function () {
var player = _status.event.player;
if (player.canMoveCard(true)) return 1;
return 0;
});
"step 2";
if (result.control == "cancel2") event.finish();
else {
player.logSkill("rangjie");
player.draw();
if (result.index == 0) {
player
.chooseControl("basic", "trick", "equip")
.set("prompt", "选择获得一种类型的牌")
.set("ai", function () {
var player = _status.event.player;
if (player.hp <= 3 && !player.countCards("h", { name: ["shan", "tao"] })) return "basic";
if (player.countCards("he", { type: "equip" }) < 2) return "equip";
return "trick";
});
} else {
player.moveCard(true);
event.goto(4);
}
}
"step 3";
var card = get.cardPile2(function (card) {
return get.type(card, "trick") == result.control;
});
if (card) player.gain(card, "gain2", "log");
"step 4";
if (event.count > 0 && player.hasSkill("rangjie")) event.goto(1);
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (!target.hasFriend()) return;
var num = 1;
if (get.attitude(player, target) > 0) {
if (player.needsToDiscard()) num = 0.7;
else num = 0.5;
}
if (target.hp >= 4) return [1, num * 2];
if (target.hp == 3) return [1, num * 1.5];
if (target.hp == 2) return [1, num * 0.5];
}
},
},
},
},
yizheng: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current.hp <= player.hp && player.canCompare(current);
});
},
filterTarget: function (card, player, current) {
return current.hp <= player.hp && player.canCompare(current);
},
content: function () {
"step 0";
player.chooseToCompare(target);
"step 1";
if (result.bool) {
target.skip("phaseDraw");
target.addTempSkill("yizheng2", { player: "phaseDrawSkipped" });
} else player.loseMaxHp();
},
ai: {
order: 1,
result: {
player: (player, target) => {
let hs = player.getCards("h").sort(function (a, b) {
return get.number(b) - get.number(a);
});
if (!hs.length) return 0;
let a = get.number(hs[0]),
b = 4;
if (player.getDamagedHp()) b = 2;
return -b * (1 - Math.pow((a - 1) / 13, target.countCards("h")));
},
target: (player, target) => {
if (target.skipList.includes("phaseDraw") || target.hasSkill("pingkou") || target.hasSkill("xinpingkou")) return 0;
let hs = player.getCards("h").sort(function (a, b) {
return get.number(b) - get.number(a);
});
if (!hs.length) return 0;
return -Math.pow((get.number(hs[0]) - 1) / 13, target.countCards("h")) * 2;
},
},
},
},
yizheng2: {
mark: true,
intro: { content: "跳过下回合的摸牌阶段" },
},
rw_zhuge_skill: {
equipSkill: true,
audio: true,
firstDo: true,
trigger: { player: "useCard1" },
forced: true,
filter: function (event, player) {
return !event.audioed && event.card.name == "sha" && player.countUsed("sha", true) > 1 && event.getParent().type == "phase";
},
content: function () {
trigger.audioed = true;
},
mod: {
cardUsable: function (card, player, num) {
var cards = player.getEquips("rewrite_zhuge");
if (card.name == "sha") {
if (!cards.length || player.hasSkill("rw_zhuge_skill", null, false) || cards.some(card => card != _status.rw_zhuge_temp && !ui.selected.cards.includes(card))) {
if (get.is.versus() || get.is.changban()) {
return num + 3;
}
return Infinity;
}
}
},
cardEnabled2: function (card, player) {
if (!_status.event.addCount_extra || player.hasSkill("rw_zhuge_skill", null, false)) return;
var cards = player.getEquips("rewrite_zhuge");
if (card && cards.includes(card)) {
try {
var cardz = get.card();
} catch (e) {
return;
}
if (!cardz || cardz.name != "sha") return;
_status.rw_zhuge_temp = card;
var bool = lib.filter.cardUsable(get.autoViewAs({ name: "sha" }, ui.selected.cards.concat([card])), player);
delete _status.rw_zhuge_temp;
if (!bool) return false;
}
},
},
},
xinqingjian: {
audio: "qingjian",
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
direct: true,
usable: 1,
filter: function (event, player) {
return event.getg(player).length && event.getParent("phaseDraw").player != player && player.countCards("he") > 0;
},
content: function () {
"step 0";
player.chooseCard(get.prompt2("xinqingjian"), "he", [1, player.countCards("he")]).ai = function () {
return -1;
};
"step 1";
if (result.bool) {
player.logSkill("xinqingjian");
player.addSkill("xinqingjian2");
player.addToExpansion(result.cards, "giveAuto", player).gaintag.add("xinqingjian2");
} else player.storage.counttrigger.xinqingjian--;
},
},
xinqingjian2: {
audio: "xinqingjian",
charlotte: true,
trigger: { global: "phaseEnd" },
forced: true,
filter: function (event, player) {
return player.getExpansions("xinqingjian2").length > 0;
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
content: function () {
"step 0";
var cards = player.getExpansions("xinqingjian2");
player.chooseTarget(true, lib.filter.notMe).set("createDialog", ["清俭:将这些牌交给一名角色" + (cards.length > 1 ? ",然后摸一张牌" : ""), cards]);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.line(target, "thunder");
if (player.give(player.getExpansions("xinqingjian2"), target).cards.length > 1) player.draw();
}
"step 2";
player.removeSkill("xinqingjian2");
},
intro: {
markcount: "expansion",
mark: function (dialog, storage, player) {
var cards = player.getExpansions("xinqingjian2");
if (player.isUnderControl(true)) dialog.addAuto(cards);
else return "共有" + get.cnNumber(cards.length) + "张牌";
},
},
},
zhongzuo: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return player.getHistory("damage").length > 0 || player.getHistory("sourceDamage").length > 0;
},
content: function () {
"step 0";
player.chooseTarget(get.prompt("zhongzuo"), "令一名角色摸两张牌。若其已受伤,则你摸一张牌。").set("ai", function (target) {
if (target.hasSkillTag("nogain")) return target.isDamaged() ? 0 : 1;
let att = get.attitude(_status.event.player, target);
if (att <= 0) return 0;
if (target.isDamaged()) return 1 + att / 5;
return att / 5;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("zhongzuo", target);
target.draw(2);
if (target.isDamaged()) player.draw();
}
},
},
wanlan: {
audio: 2,
trigger: { global: "dying" },
check: function (event, player) {
if (get.attitude(player, event.player) < 4) return false;
if (player.countCards("hs", card => player.canSaveCard(card, event.player)) >= 1 - event.player.hp) return false;
if (event.player == player || event.player == get.zhu(player)) return true;
if (_status.currentPhase && get.damageEffect(_status.currentPhase, player, player) < 0) return false;
return !player.hasUnknown();
},
limited: true,
unique: true,
filter: function (event, player) {
return event.player.hp <= 0;
},
skillAnimation: true,
animationColor: "thunder",
logTarget: "player",
content: function () {
"step 0";
player.awakenSkill("wanlan");
var hs = player.getCards("h");
if (hs.length) player.discard(hs);
"step 1";
var num = 1 - trigger.player.hp;
if (num) trigger.player.recover(num);
"step 2";
if (_status.currentPhase && _status.currentPhase.isIn()) {
var next = _status.currentPhase.damage();
event.next.remove(next);
trigger.after.push(next);
}
},
},
rezhiyi: {
audio: "zhiyi",
trigger: { global: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return (
player.getHistory("useCard", function (card) {
return get.type(card.card) == "basic";
}).length > 0 ||
player.getHistory("respond", function (card) {
return get.type(card.card) == "basic";
}).length > 0
);
},
content: function () {
"step 0";
var list = [];
player.getHistory("useCard", function (evt) {
if (get.type(evt.card) != "basic") return;
var name = evt.card.name;
if (name == "sha") {
var nature = evt.card.nature;
switch (nature) {
case "fire":
name = "huosha";
break;
case "thunder":
name = "leisha";
break;
case "kami":
name = "kamisha";
break;
case "ice":
name = "icesha";
break;
case "stab":
name = "cisha";
break;
}
}
list.add(name);
});
player.getHistory("respond", function (evt) {
if (get.type(evt.card) != "basic") return;
var name = evt.card.name;
if (name == "sha") {
var nature = evt.card.nature;
switch (nature) {
case "fire":
name = "huosha";
break;
case "thunder":
name = "leisha";
break;
case "kami":
name = "kamisha";
break;
case "ice":
name = "icesha";
break;
case "stab":
name = "cisha";
break;
}
}
list.add(name);
});
player.chooseButton(
[
"执义:选择要使用的牌,或点取消摸一张牌",
[
list.map(function (name) {
return ["基本", "", name];
}),
"vcard",
],
],
function (button) {
return _status.event.player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
},
function (button) {
return _status.event.player.hasUseTarget({
name: button.link[2],
nature: button.link[3],
});
}
);
"step 1";
if (!result.bool) player.draw();
else player.chooseUseTarget({ name: result.links[0][2], isCard: true, nature: result.links[0][3] }, true);
},
},
zhiyi: {
audio: 2,
trigger: { player: ["useCard", "respond"] },
forced: true,
filter: function (event, player) {
if (get.type(event.card) != "basic") return false;
var history = player
.getHistory("useCard", function (evt) {
return get.type(evt.card) == "basic";
})
.concat(
player.getHistory("respond", function (evt) {
return get.type(evt.card) == "basic";
})
);
return history.length == 1 && history[0] == event;
},
content: function () {
"step 0";
var info = get.info(trigger.card);
if (!info || !info.enable) event._result = { index: 0 };
else {
var evt = trigger;
if (evt.respondTo && evt.getParent("useCard").name == "useCard") evt = evt.getParent("useCard");
event.evt = evt;
player
.chooseControl()
.set("prompt", "执义:请选择一项")
.set("choiceList", [
"摸一张牌",
"于" +
get.translation(evt.card) +
"的使用结算结束之后视为使用一张" +
get.translation({
name: trigger.card.name,
nature: trigger.card.nature,
isCard: true,
}),
])
.set("ai", function () {
return _status.event.choice;
})
.set(
"choice",
(function () {
var card = {
name: trigger.card.name,
nature: trigger.card.nature,
isCard: true,
};
if (card.name == "sha") {
if (player.getUseValue(card) > 0) return 1;
} else if (card.name == "tao") {
var hp = player.maxHp - player.hp;
if (trigger.targets.includes(player)) hp--;
return hp > 0 ? 1 : 0;
}
return 0;
})()
);
}
"step 1";
if (result.index == 0) {
player.draw();
} else {
var next = player.chooseUseTarget({ name: trigger.card.name, nature: trigger.card.nature, isCard: true }, false, true);
_status.event.next.remove(next);
event.evt.after.push(next);
next.logSkill = "zhiyi";
}
},
},
//表演测试
qiaosi_map: { charlotte: true },
qiaosi: {
audio: "xinfu_qiaosi",
derivation: "qiaosi_map",
enable: "phaseUse",
usable: 1,
content: function () {
"step 0";
event.videoId = lib.status.videoId++;
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
game.pause();
game.countChoose();
setTimeout(function () {
_status.imchoosing = false;
event._result = {
bool: true,
links: ["qiaosi_c1", "qiaosi_c6"].concat(["qiaosi_c2", "qiaosi_c3", "qiaosi_c4", "qiaosi_c5"].randomGets(1)),
};
if (event.dialog) event.dialog.close();
if (event.controls) {
for (var i of event.controls) i.close();
}
game.resume();
}, 5000);
};
var createDialog = function (player, id) {
if (player == game.me) return;
var str = get.translation(player) + "正在表演...
";
for (var i = 1; i < 7; i++) {
str += get.translation("qiaosi_c" + i);
if (i % 3 != 0) str += " ";
if (i == 3) str += "
";
}
ui.create.dialog(str, "forcebutton").videoId = id;
};
var chooseButton = function (player) {
var event = _status.event;
player = player || event.player;
event.status = {
qiaosi_c1: 0,
qiaosi_c2: 0,
qiaosi_c3: 0,
qiaosi_c4: 0,
qiaosi_c5: 0,
qiaosi_c6: 0,
};
event.map = {
qiaosi_c1: [40, 60],
qiaosi_c2: [80, 120],
qiaosi_c3: [90, 110],
qiaosi_c4: [90, 110],
qiaosi_c5: [80, 120],
qiaosi_c6: [40, 60],
};
event.finishedx = [];
event.str = '请开始你的表演
qiaosi_c1% qiaosi_c2% qiaosi_c3%
qiaosi_c4%qiaosi_c5% qiaosi_c6%';
event.dialog = ui.create.dialog(event.str, "forcebutton", "hidden");
event.dialog.addText("点击下方的按钮,可以增加按钮对应的角色的「表演完成度」。对于不同的角色,点击时增加的完成度不同,最终获得的牌也不同。一次表演最多只能完成3名角色的进度。", false);
event.dialog.open();
for (var i in event.status) {
event.dialog.content.childNodes[0].innerHTML = event.dialog.content.childNodes[0].innerHTML.replace(i, event.status[i]);
}
for (var i = 0; i < event.dialog.buttons.length; i++) {
event.dialog.buttons[i].classList.add("pointerdiv");
}
(event.switchToAuto = function () {
event._result = {
bool: true,
links: event.finishedx.slice(0),
};
event.dialog.close();
for (var i of event.controls) i.close();
game.resume();
_status.imchoosing = false;
}),
(event.controls = []);
for (var i = 1; i <= 6; i++)
event.controls.push(
ui.create.control("qiaosi_c" + i, function (link) {
var event = _status.event;
if (event.finishedx.includes(link)) return;
event.status[link] += get.rand.apply(get, event.map[link]);
if (event.status[link] >= 100) {
event.status[link] = 100;
var str = event.str.slice(0);
for (var i in event.status) {
str = str.replace(i, event.status[i]);
}
event.dialog.content.childNodes[0].innerHTML = str;
event.finishedx.push(link);
if (event.finishedx.length >= 3) {
event._result = {
bool: true,
links: event.finishedx.slice(0),
};
event.dialog.close();
for (var i of event.controls) i.close();
game.resume();
_status.imchoosing = false;
}
} else {
var str = event.str.slice(0);
for (var i in event.status) {
str = str.replace(i, event.status[i]);
}
event.dialog.content.childNodes[0].innerHTML = str;
}
})
);
for (var i = 0; i < event.dialog.buttons.length; i++) {
event.dialog.buttons[i].classList.add("selectable");
}
game.pause();
game.countChoose();
};
//event.switchToAuto=switchToAuto;
game.broadcastAll(createDialog, player, event.videoId);
if (event.isMine()) {
chooseButton();
} else if (event.isOnline()) {
event.player.send(chooseButton, event.player);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 1";
game.broadcastAll("closeDialog", event.videoId);
var map = event.result || result;
//game.print(map);
if (!map || !map.bool || !map.links) {
game.log(player, "表演失败");
event.finish();
return;
}
var list = map.links;
if (!list.length) {
game.log(player, "表演失败");
event.finish();
return;
}
var cards = [];
var list2 = [];
if (list.includes("qiaosi_c1")) {
list2.push("trick");
list2.push("trick");
}
if (list.includes("qiaosi_c2")) {
if (list.includes("qiaosi_c1")) list2.push(["sha", "jiu"]);
else list2.push(Math.random() < 0.66 ? "equip" : ["sha", "jiu"]);
}
if (list.includes("qiaosi_c3")) {
list2.push([Math.random() < 0.66 ? "sha" : "jiu"]);
}
if (list.includes("qiaosi_c4")) {
list2.push([Math.random() < 0.66 ? "shan" : "tao"]);
}
if (list.includes("qiaosi_c5")) {
if (list.includes("qiaosi_c6")) list2.push(["shan", "tao"]);
else list2.push(Math.random() < 0.66 ? "trick" : ["shan", "tao"]);
}
if (list.includes("qiaosi_c6")) {
list2.push("equip");
list2.push("equip");
}
while (list2.length) {
var filter = list2.shift();
var card = get.cardPile(function (x) {
if (cards.includes(x)) return false;
if (typeof filter == "string" && get.type(x, "trick") == filter) return true;
if (typeof filter == "object" && filter.includes(x.name)) return true;
});
if (card) cards.push(card);
else {
var card = get.cardPile(function (x) {
return !cards.includes(x);
});
if (card) cards.push(card);
}
}
if (cards.length) {
event.cards = cards;
event.num = cards.length;
player.showCards(cards);
} else event.finish();
"step 2";
player.gain(event.cards, "gain2");
"step 3"
if (!player.countCards("he")) event.finish();
else player.chooseControl().set("choiceList", ["将" + get.cnNumber(event.num) + "张牌交给一名其他角色", "弃置" + get.cnNumber(event.num) + "张牌"]).set("ai", function () {
if (game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 2;
})) return 0;
return 1;
});
"step 4";
if (result.index == 0) {
player.chooseCardTarget({
position: "he",
filterCard: true,
selectCard: Math.min(event.num, player.countCards("he")),
filterTarget: function (card, player, target) {
return player != target;
},
ai1: function (card) {
return 1;
},
ai2: function (target) {
var att = get.attitude(_status.event.player, target);
if (target.hasSkillTag("nogain")) att /= 10;
if (target.hasJudge("lebu")) att /= 5;
return att;
},
prompt: "选择" + get.cnNumber(event.num) + "张牌,交给一名其他角色。",
forced: true,
});
} else {
player.chooseToDiscard(event.num, true, "he");
event.finish();
}
"step 5";
if (result.bool) {
var target = result.targets[0];
player.give(result.cards, target);
}
},
ai: {
order: 10,
result: { player: 1 },
threaten: 3.2,
},
},
refuhai: {
audio: "xinfu_fuhai",
enable: "phaseUse",
usable: 1,
content: function () {
"step 0";
event.current = player.next;
event.upper = [];
event.lower = [];
event.acted = [];
event.num = 0;
event.stopped = false;
"step 1";
event.acted.push(event.current);
event.current.chooseControl("潮起", "潮落").set("prompt", "潮鸣起乎?潮鸣落乎?").ai = function () {
return Math.random() < 0.5 ? 0 : 1;
};
"step 2";
if (!event.chosen) event.chosen = result.control;
if (event.chosen != result.control) event.stopped = true;
if (!event.stopped) event.num++;
if (result.control == "潮起") {
event.upper.push(event.current);
} else event.lower.push(event.current);
event.current = event.current.next;
if (event.current != player && !event.acted.includes(event.current)) event.goto(1);
"step 3";
for (var i = 0; i < event.acted.length; i++) {
var bool = event.upper.includes(event.acted[i]);
game.log(event.acted[i], "选择了", bool ? "#g潮起" : "#y潮落");
event.acted[i].popup(bool ? "潮起" : "潮落", bool ? "wood" : "orange");
}
game.delay(1);
"step 4";
if (num > 1) player.draw(num);
},
ai: {
order: 10,
result: { player: 1 },
},
},
rebiaozhao: {
audio: "biaozhao",
intro: {
content: "expansion",
markcount: "expansion",
},
trigger: {
player: "phaseJieshuBegin",
},
direct: true,
filter: function (event, player) {
return player.countCards("he") > 0 && !player.getExpansions("rebiaozhao").length;
},
content: function () {
"step 0";
player.chooseCard("he", get.prompt("rebiaozhao"), "将一张牌置于武将牌上作为“表”").ai = function (card) {
return 6 - get.value(card);
};
"step 1";
if (result.bool) {
player.logSkill("rebiaozhao");
player.addToExpansion(player, "give", result.cards).gaintag.add("rebiaozhao");
}
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
ai: { notemp: true },
group: ["rebiaozhao2", "rebiaozhao3"],
},
rebiaozhao2: {
trigger: {
global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"],
},
forced: true,
audio: "biaozhao",
filter: function (event, player) {
var cards = player.getExpansions("rebiaozhao"),
cards2 = event.getd();
if (!cards.length || !cards2.length) return false;
var num = get.number(cards[0]);
var cards = event.getd();
for (var card of cards) {
if (get.number(card) == num) return true;
}
return false;
},
content: function () {
player.loseToDiscardpile(player.getExpansions("rebiaozhao"));
player.loseHp();
},
},
rebiaozhao3: {
trigger: {
player: "phaseZhunbeiBegin",
},
forced: true,
charlotte: true,
audio: "biaozhao",
filter: function (event, player) {
return player.getExpansions("rebiaozhao").length > 0;
},
content: function () {
"step 0";
player.loseToDiscardpile(player.getExpansions("rebiaozhao"));
"step 1";
player.chooseTarget("令一名角色摸三张牌并回复1点体力", true).ai = function (target) {
var num = 2;
if (target.isDamaged()) num++;
return num * get.attitude(_status.event.player, target);
};
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.draw(3);
target.recover();
}
},
},
reqianxin: {
audio: "xinfu_qianxin",
enable: "phaseUse",
usable: 1,
filterCard: true,
selectCard: function () {
return [1, Math.min(2, game.players.length - 1)];
},
check: function (card) {
return 6 - get.value(card);
},
discard: false,
lose: false,
delay: false,
content: function () {
var targets = game
.filterPlayer(function (current) {
return current != player;
})
.randomGets(cards.length);
var map = [];
for (var i = 0; i < targets.length; i++) {
var target = targets[i];
target.addSkill("reqianxin2");
target.storage.reqianxin2.push([cards[i], player]);
map.push([target, cards[i]]);
}
game.loseAsync({
gain_list: map,
player: player,
cards: cards,
giver: player,
animate: "giveAuto",
}).setContent("gaincardMultiple");
},
ai: {
order: 1,
result: {
player: 1,
},
},
},
reqianxin2: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
popup: false,
charlotte: true,
init: function (player, skill) {
if (!player.storage[skill]) player.storage[skill] = [];
},
onremove: true,
filter: function (event, player) {
var list = player.storage.reqianxin2;
if (Array.isArray(list)) {
var hs = player.getCards("h");
for (var i = 0; i < list.length; i++) {
if (hs.includes(list[i][0]) && list[i][1].isIn()) return true;
}
}
return false;
},
content: function () {
"step 0";
var current = player.storage.reqianxin2.shift();
event.source = current[1];
if (!event.source.isIn() || !player.getCards("h").includes(current[0])) event.goto(3);
"step 1";
source.logSkill("reqianxin", player);
player
.chooseControl()
.set("choiceList", ["令" + get.translation(source) + "摸两张牌", "令自己本回合的手牌上限-2"])
.set("prompt", get.translation(source) + "发动了【遣信】,请选择一项")
.set("source", source)
.set("ai", function () {
var player = _status.event.player;
if (get.attitude(player, _status.event.source) > 0) return 0;
if (player.maxHp - player.countCards("h") > 1) return 1;
return Math.random() > 0.5 ? 0 : 1;
});
"step 2";
if (result.index == 0) source.draw(2);
else {
player.addTempSkill("reqianxin3");
player.addMark("reqianxin3", 2, false);
}
"step 3";
if (player.storage.reqianxin2.length) event.goto(0);
else player.removeSkill("reqianxin2");
},
},
reqianxin3: {
onremove: true,
mod: {
maxHandcard: function (player, num) {
return num - player.countMark("reqianxin3");
},
},
},
renshi: {
audio: 2,
trigger: { player: "damageBegin4" },
forced: true,
filter: function (event, player) {
return player.isDamaged() && event.card && event.card.name == "sha";
},
content: function () {
"step 0";
trigger.cancel();
if (trigger.cards) {
var cards = trigger.cards.filterInD();
if (cards.length) player.gain(cards, "gain2", "log");
}
"step 1";
player.loseMaxHp();
},
ai: {
halfneg: true,
filterDamage: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.card && arg.card.name == "sha") return true;
return false;
},
},
},
wuyuan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h", "sha") > 0;
},
filterCard: { name: "sha" },
filterTarget: lib.filter.notMe,
check: function (card) {
var player = _status.event.player;
if (
get.color(card) == "red" &&
game.hasPlayer(function (current) {
return current != player && current.isDamaged() && get.attitude(player, current) > 2;
})
)
return 2;
if (get.natureList(card).length) return 1.5;
return 1;
},
discard: false,
lose: false,
delay: false,
content: function () {
"step 0";
player.give(cards, target, "give");
player.recover();
"step 1";
var num = 1;
if (get.natureList(cards[0]).length) num++;
target.draw(num);
if (get.color(cards[0]) == "red") target.recover();
},
ai: {
order: 1,
result: {
player: function (player, target) {
if (player.isDamaged()) return 1;
return 0;
},
target: function (player, target) {
if (ui.selected.cards.length) {
var num = 1;
if (get.natureList(ui.selected.cards[0]).length) num++;
if (target.hasSkillTag("nogain")) num = 0;
if (get.color(ui.selected.cards[0]) == "red") return num + 2;
else return num + 1;
}
return 1;
},
},
},
},
huaizi: {
mod: {
maxHandcardBase: function (player, num) {
return player.maxHp;
},
},
//audio:2,
//trigger:{player:'phaseDiscardBegin'},
forced: true,
firstDo: true,
filter: function (event, player) {
return player.isDamaged() && player.countCards("h") > player.hp;
},
content: function () {},
},
rexushen: {
derivation: ["new_rewusheng", "redangxian"],
audio: "xinfu_xushen",
limited: true,
enable: "phaseUse",
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current.hasSex("male");
});
},
skillAnimation: true,
animationColor: "fire",
content: function () {
player.addSkill("rexushen2");
player.awakenSkill("rexushen");
player.loseHp(
game.countPlayer(function (current) {
return current.hasSex("male");
})
);
},
ai: {
order: 10,
result: {
player: function (player) {
if (
player.hp !=
game.countPlayer(function (current) {
return current.hasSex("male");
})
)
return 0;
return game.hasPlayer(function (current) {
return get.attitude(player, current) > 4 && current.countCards("h", "tao");
})
? 1
: 0;
},
},
},
},
rexushen2: {
charlotte: true,
subSkill: {
count: {
trigger: {
player: "recoverBegin",
},
forced: true,
silent: true,
popup: false,
filter: function (event, player) {
if (!event.source) return false;
if (!player.isDying()) return false;
var evt = event.getParent("dying").getParent(2);
return evt.name == "rexushen" && evt.player == player;
},
content: function () {
trigger.rexushen = true;
},
sub: true,
},
},
group: ["rexushen2_count"],
trigger: {
player: "recoverAfter",
},
filter: function (event, player) {
if (player.isDying()) return false;
return event.rexushen == true;
},
direct: true,
silent: true,
popup: false,
content: function () {
"step 0";
player.removeSkill("rexushen2");
player.chooseBool("是否令" + get.translation(trigger.source) + "获得技能〖武圣〗和〖当先〗").ai = function () {
return get.attitude(player, trigger.source) > 0;
};
"step 1";
if (result.bool) {
player.line(trigger.source, "fire");
trigger.source.addSkills(["new_rewusheng", "redangxian"]);
}
},
},
rezhennan: {
audio: "xinfu_zhennan",
trigger: { target: "useCardToTargeted" },
filter: function (event, player) {
return event.player != player && event.targets && event.targets.length && event.targets.length > event.player.hp;
},
direct: true,
content: function () {
"step 0";
var next = player.chooseToDiscard(get.prompt("rezhennan", trigger.player), "弃置一张牌并对其造成1点伤害", "he");
next.set("logSkill", ["rezhennan", trigger.player]);
next.set("ai", function (card) {
var player = _status.event.player;
var target = _status.event.getTrigger().player;
if (get.damageEffect(target, player, player) > 0) return 7 - get.value(card);
return -1;
});
"step 1";
if (result.bool) trigger.player.damage();
},
},
meiyong: {
inherit: "xinfu_wuniang",
audio: "xinfu_wuniang",
content: function () {
"step 0";
player
.chooseTarget(get.prompt("meiyong"), "获得一名其他角色的一张牌,然后其摸一张牌。", function (card, player, target) {
if (player == target) return false;
return target.countGainableCards(player, "he") > 0;
})
.set("ai", function (target) {
return 10 - get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("meiyong", target);
player.gainPlayerCard(target, "he", true);
} else event.finish();
"step 2";
target.draw();
},
},
relianji: {
audio: "wylianji",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.players.length > 1;
},
filterTarget: lib.filter.notMe,
targetprompt: ["打人", "被打"],
selectTarget: 2,
multitarget: true,
content: function () {
"step 0";
game.delay(0.5);
if (!targets[0].hasEquipableSlot(1)) event.goto(2);
"step 1";
var target = targets[0];
var equip1 = get.cardPile2(function (card) {
return get.subtype(card) == "equip1" && target.canUse(card, target);
});
if (!equip1) {
player.popup("连计失败");
game.log("牌堆中无装备");
event.finish();
return;
}
if (equip1.name == "qinggang" && !lib.inpile.includes("qibaodao")) {
equip1.remove();
equip1 = game.createCard("qibaodao", equip1.suit, equip1.number);
}
target.$draw(equip1);
target.chooseUseTarget(equip1, "noanimate", "nopopup", true);
"step 2";
game.updateRoundNumber();
var list = ["nanman", "wanjian", "huogong", "juedou", "sha"];
var list2 = game.players.slice(0);
list2.remove(player);
for (var i = 0; i < list.length; i++) {
if (!targets[0].canUse(list[i], targets[1], false)) list.splice(i--, 1);
}
if (!list.length) return;
var name = list.randomGet();
if (name == "nanman" || name == "wanjian") {
for (var i = 0; i < list2.length; i++) {
if (!targets[0].canUse(name, list2[i], false)) list2.splice(i--, 1);
}
} else list2 = targets[1];
targets[0].useCard({ name: name, isCard: true }, list2, "noai");
game.delay(0.5);
},
ai: {
order: 8,
result: {
target: function (player, target) {
if (ui.selected.targets.length == 0) {
return 1;
} else {
return -1;
}
},
},
expose: 0.4,
threaten: 3,
},
group: "relianji_count",
subSkill: {
count: {
sub: true,
forced: true,
popup: false,
silent: true,
trigger: { global: "damageEnd" },
filter: function (event, player) {
var evt = event.getParent(3);
return evt && evt.name == "relianji" && evt.player == player;
},
content: function () {
if (!player.storage.relianji) player.storage.relianji = 0;
player.storage.relianji++;
event.trigger("remoucheng_awaken");
},
},
},
},
remoucheng: {
derivation: "jingong",
trigger: {
player: "remoucheng_awaken",
},
forced: true,
filter: function (event, player) {
return player.storage.relianji && player.storage.relianji > 2;
},
audio: "moucheng",
juexingji: true,
skillAnimation: true,
animationColor: "thunder",
content: function () {
player.awakenSkill("remoucheng");
player.changeSkills(["jingong", "relianji"]);
player.gainMaxHp();
player.recover();
},
ai: {
combo: "relianji",
},
},
shouye: {
audio: 2,
group: "shouye_after",
trigger: { target: "useCardToTarget" },
filter: function (event, player) {
return event.player != player && event.targets.length == 1;
},
check: function (event, player) {
if (event.player == game.me || event.player.isOnline()) return get.attitude(player, event.player) < 0;
return get.effect(player, event.card, event.player, player) < 0;
},
usable: 1,
logTarget: "player",
content: function () {
"step 0";
player.line(trigger.player, "green");
player.chooseToDuiben(trigger.player);
"step 1";
if (result.bool) {
trigger.targets.remove(player);
trigger.getParent().triggeredTargets2.remove(player);
trigger.getParent().shouyeer = player;
}
},
subSkill: {
after: {
sub: true,
trigger: { global: "useCardAfter" },
forced: true,
silent: true,
popup: false,
filter: function (event, player) {
if (event.shouyeer != player) return false;
if (event.cards) {
for (var i = 0; i < event.cards.length; i++) {
if (event.cards[i].isInPile()) return true;
}
}
return false;
},
content: function () {
var list = [];
for (var i = 0; i < trigger.cards.length; i++) {
if (trigger.cards[i].isInPile()) {
list.push(trigger.cards[i]);
}
}
player.gain(list, "gain2", "log");
},
},
},
},
liezhi: {
audio: 2,
group: "liezhi_damage",
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
filter: function (event, player) {
return !player.hasSkill("liezhi_disable");
},
content: function () {
"step 0";
player.chooseTarget(get.prompt("liezhi"), "弃置至多两名其他角色区域内的各一张牌", [1, 2], function (card, player, target) {
return target != player && target.countDiscardableCards(player, "hej") > 0;
}).ai = function (target) {
var player = _status.event.player;
return get.effect(target, { name: "guohe" }, player, player);
};
"step 1";
if (result.bool) {
result.targets.sortBySeat();
event.targets = result.targets;
player.line(result.targets, "green");
player.logSkill("liezhi", result.targets);
} else event.finish();
"step 2";
event.current = targets.shift();
player.discardPlayerCard(event.current, "hej", true);
if (targets.length) event.redo();
},
subSkill: {
disable: {
sub: true,
trigger: { player: "phaseAfter" },
forced: true,
silent: true,
popup: false,
charlotte: true,
//filter:function(event){return !event.liezhi},
content: function () {
player.removeSkill("liezhi_disable");
},
},
damage: {
trigger: { player: "damage" },
forced: true,
silent: true,
popup: false,
content: function () {
player.addSkill("liezhi_disable");
},
},
},
},
xinzhanyi: {
audio: "zhanyi",
enable: "phaseUse",
usable: 1,
filterCard: true,
position: "he",
check: function (card) {
var player = _status.event.player;
if (player.hp < 3) return 0;
var type = get.type(card, "trick");
if (type == "trick") {
return 6 - get.value(card);
} else if (type == "equip") {
if (
player.hasSha() &&
game.hasPlayer(function (current) {
return player.canUse("sha", current) && get.attitude(player, current) < 0 && get.effect(current, { name: "sha" }, player, player) > 0;
})
) {
return 6 - get.value(card);
}
}
return 0;
},
content: function () {
player.loseHp();
switch (get.type(cards[0], "trick", cards[0].original == "h" ? player : false)) {
case "basic":
player.addTempSkill("xinzhanyi_basic");
player.addMark("xinzhanyi_basic1", 1, false);
break;
case "equip":
player.addTempSkill("xinzhanyi_equip");
break;
case "trick":
player.addTempSkill("xinzhanyi_trick");
player.draw(3);
break;
}
},
ai: {
order: 9.1,
result: {
player: 1,
},
},
},
xinzhanyi_basic1: {
trigger: { player: "useCard" },
filter: function (event, player) {
return get.type(event.card, false) == "basic" && player.hasMark("xinzhanyi_basic1");
},
forced: true,
silent: true,
popup: false,
content: function () {
if (!trigger.baseDamage) trigger.baseDamage = 1;
var num = player.countMark("xinzhanyi_basic1");
trigger.baseDamage += num;
player.removeMark("xinzhanyi_basic1", num, false);
game.log(trigger.card, "的伤害值/回复值", "#y+" + num);
},
},
xinzhanyi_basic: {
group: ["xinzhanyi_basic1"],
onremove: function (p, s) {
delete p.storage[s + 1];
},
hiddenCard: function (player, name) {
return get.type(name) == "basic" && player.countCards("h", { type: "basic" }) > 0;
},
enable: "chooseToUse",
filter: function (event, player) {
if (
!player.hasCard(function (card) {
return get.type(card) == "basic";
}, "hs")
)
return false;
for (var name of lib.inpile) {
if (get.type(name) != "basic") continue;
if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) return true;
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var name of lib.inpile) {
if (get.type(name) != "basic") continue;
if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["基本", "", name]);
if (name != "sha") continue;
for (var j of lib.inpile_nature) {
if (event.filterCard({ name: name, nature: j }, player, event)) list.push(["基本", "", "sha", j]);
}
}
return ui.create.dialog("战意", [list, "vcard"], "hidden");
},
check: function (button) {
var player = _status.event.player;
var card = { name: button.link[2], nature: button.link[3] };
if (
game.hasPlayer(function (current) {
return player.canUse(card, current) && get.effect(current, card, player, player) > 0;
})
) {
switch (button.link[2]) {
case "tao":
return 5;
case "jiu": {
if (player.countCards("hs", { type: "basic" }) >= 2) return 3;
return 0;
}
case "sha":
if (button.link[3] == "fire") return 2.95;
else if (button.link[3] == "thunder" || button.link[3] == "ice") return 2.92;
else return 2.9;
}
}
return 0;
},
backup: function (links, player) {
return {
audio: "zhanyi",
filterCard: function (card, player, target) {
return get.type(card) == "basic";
},
check: function (card, player, target) {
return 9 - get.value(card);
},
viewAs: { name: links[0][2], nature: links[0][3] },
position: "hs",
popname: true,
};
},
prompt: function (links, player) {
return "将一张基本牌当做" + get.translation(links[0][3] || "") + get.translation(links[0][2]) + "使用";
},
},
ai: {
order: function () {
var player = _status.event.player;
var event = _status.event;
if (event.filterCard({ name: "jiu" }, player, event) && get.effect(player, { name: "jiu" }) > 0 && player.countCards("hs", { type: "basic" }) >= 2) {
return 3.3;
}
return 3.1;
},
respondSha: true,
skillTagFilter: function (player, tag, arg) {
if (
player.hasCard(function (card) {
return get.type(card) == "basic";
}, "hs")
) {
if (tag == "respondSha") {
if (arg != "use") return false;
}
} else {
return false;
}
},
result: {
player: 1,
},
},
},
xinzhanyi_equip: {
audio: "zhanyi",
trigger: { player: "useCardToPlayered" },
forced: true,
filter: function (event, player) {
return event.card.name == "sha" && event.target.countCards("he") > 0 && event.targets.length == 1;
},
check: function (event, player) {
return get.attitude(player, event.target) < 0;
},
content: function () {
"step 0";
trigger.target.chooseToDiscard("he", true, 2);
"step 1";
if (result.bool && result.cards && result.cards.length) {
const cards = result.cards.filterInD("d");
if (cards.length == 1) {
event._result = { bool: true, links: result.cards.slice(0) };
} else if (cards.length > 1) {
player.chooseButton(["选择获得其中的一张牌", result.cards.slice(0)], true).set("ai", function (button) {
return get.value(button.link);
});
} else event.finish();
} else event.finish();
"step 2";
if (result.links) player.gain(result.links, "gain2");
},
},
xinzhanyi_trick: {
mod: {
wuxieRespondable: function () {
return false;
},
},
},
xinfu_daigong: {
usable: 1,
audio: 2,
trigger: {
player: "damageBegin4",
},
filter: function (event, player) {
return event.source != undefined && player.countCards("h") > 0;
},
content: function () {
"step 0";
player.showHandcards();
"step 1";
var cards = player.getCards("h");
var suits = [];
for (var i = 0; i < cards.length; i++) {
suits.add(get.suit(cards[i]));
}
trigger.source
.chooseCard("he", "交给" + get.translation(player) + "一张满足条件的牌,否则防止此伤害。", function (card) {
return !_status.event.suits.includes(get.suit(card));
})
.set("suits", suits).ai = function (card) {
var player = _status.event.player;
var target = _status.event.getParent("xinfu_daigong").player;
if (get.damageEffect(target, player, player) > 0) return 6.5 - get.value(card);
return 0;
};
"step 2";
if (result.bool) {
trigger.source.give(result.cards, player, true);
} else trigger.cancel();
},
},
xinfu_zhaoxin: {
group: ["zhaoxin_give"],
intro: {
content: "expansion",
markcount: "expansion",
},
enable: "phaseUse",
usable: 1,
audio: 2,
filter: function (event, player) {
return player.countCards("h") > 0 && player.getExpansions("xinfu_zhaoxin").length < 3;
},
filterCard: true,
selectCard: function () {
var player = _status.event.player;
return [1, 3 - player.getExpansions("xinfu_zhaoxin").length];
},
discard: false,
lose: false,
delay: false,
content: function () {
player.addToExpansion(player, "give", cards).gaintag.add("xinfu_zhaoxin");
player.draw(cards.length);
},
check: function (card) {
return 6 - get.value(card);
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
ai: {
order: 1,
result: {
player: 1,
},
},
},
zhaoxin_give: {
trigger: {
global: "phaseDrawAfter",
},
filter: function (event, player) {
if (!player.getExpansions("xinfu_zhaoxin").length) return false;
return player == event.player || player.inRange(event.player);
},
direct: true,
content: function () {
"step 0";
player
.chooseCardButton(get.prompt("xinfu_zhaoxin", trigger.player), player.getExpansions("xinfu_zhaoxin"), function (button) {
return true;
})
.set("ai", function (button) {
return 1 + Math.random();
});
"step 1";
if (result.bool) {
event.card = result.links[0];
player.logSkill("xinfu_zhaoxin", target);
player.line(trigger.player, "thunder");
player.showCards(event.card);
} else event.finish();
"step 2";
trigger.player.chooseBool("是否获得" + get.translation(event.card) + "?").ai = function () {
return get.attitude(trigger.player, player) > 0;
};
"step 3";
if (result.bool) {
trigger.player.gain(event.card, "give", player, "bySelf");
player.chooseBool("是否对" + get.translation(trigger.player) + "造成1点伤害?").ai = function () {
return get.damageEffect(trigger.player, player, player) > 0;
};
} else {
trigger.player.chat("拒绝");
event.finish();
}
"step 4";
if (result.bool) {
trigger.player.damage("nocard");
}
},
},
xinfu_qianchong: {
audio: 3,
group: ["qc_weimu", "qc_mingzhe"],
subSkill: {
effect: {
charlotte: true,
onremove: true,
mod: {
cardUsable: function (card, player) {
var type = get.type2(card);
if (player.getStorage("xinfu_qianchong_effect").includes(type)) return Infinity;
},
targetInRange: function (card, player) {
var type = get.type2(card);
if (player.getStorage("xinfu_qianchong_effect").includes(type)) return true;
},
},
},
},
trigger: {
player: "phaseUseBegin",
},
direct: true,
filter: function (event, player) {
var es = player.getCards("e");
if (!es.length) return true;
var col = get.color(es[0]);
for (var i = 0; i < es.length; i++) {
if (get.color(es[i]) != col) return true;
}
return false;
},
content: function () {
"step 0";
var list = ["basic", "trick", "equip", "cancel2"];
list.removeArray(player.getStorage("xinfu_qianchong_effect"));
if (list.length > 1) {
player
.chooseControl(list)
.set("ai", function () {
return list[0];
})
.set("prompt", get.prompt("xinfu_qianchong"))
.set("prompt2", "你可以选择一种类别的牌,然后你本回合内使用该类别的牌时没有次数和距离限制。");
} else event.finish();
"step 1";
if (result.control && result.control != "cancel2") {
player.logSkill("xinfu_qianchong");
var type = result.control;
player.addTempSkill("xinfu_qianchong_effect");
player.markAuto("xinfu_qianchong_effect", [type]);
var str = get.translation(type) + "牌";
game.log(player, "声明了", "#y" + str);
player.popup(str, "thunder");
}
},
},
qc_weimu: {
audio: "xinfu_qianchong",
mod: {
targetEnabled: function (card, player, target) {
var bool = true;
var es = target.getCards("e");
if (!es.length) bool = false;
for (var i = 0; i < es.length; i++) {
if (get.color(es[i]) != "black") bool = false;
}
if (bool && (get.type(card) == "trick" || get.type(card) == "delay") && get.color(card) == "black") return false;
},
},
},
qc_mingzhe: {
audio: "xinfu_qianchong",
trigger: {
player: ["useCard", "respond", "loseAfter"],
global: "loseAsyncAfter",
},
frequent: true,
filter: function (event, player) {
if (player.hasSkill("mingzhe")) return false;
if (player == _status.currentPhase) return false;
var es = player.getCards("e");
if (!es.length) return false;
for (var i = 0; i < es.length; i++) {
if (get.color(es[i]) != "red") return false;
}
if (event.name.indexOf("lose") != 0) return get.color(event.card) == "red";
if (event.type != "discard") return false;
var evt = event.getl(player);
if (evt.cards2) {
for (var i = 0; i < evt.cards2.length; i++) {
if (get.color(evt.cards2[i]) == "red") return true;
}
}
return false;
},
content: function () {
"step 0";
event.count = 1;
if (trigger.name.indexOf("lose") == 0) {
event.count = 0;
var evt = trigger.getl(player);
for (var i = 0; i < evt.cards2.length; i++) {
if (get.color(evt.cards2[i]) == "red") event.count++;
}
}
"step 1";
player.draw();
event.count--;
"step 2";
if (event.count && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) {
player.chooseBool(get.prompt2("mingzhe")).set("frequentSkill", event.name);
} else event.finish();
"step 3";
if (result.bool) {
player.logSkill("qc_mingzhe");
event.goto(1);
}
},
ai: {
threaten: 0.7,
},
},
xinfu_shangjian: {
trigger: {
global: "phaseJieshuBegin",
},
audio: 2,
filter: function (event, player) {
var num = 0;
player.getHistory("lose", function (evt) {
var evt2 = evt.getParent();
if (evt2.name == "useCard" && evt2.player == player && get.type(evt2.card, null, false) == "equip") return;
if (evt.cards2) num += evt.cards2.length;
});
return num > 0 && num <= player.hp;
},
forced: true,
content: function () {
"step 0";
var num = 0;
player.getHistory("lose", function (evt) {
var evt2 = evt.getParent();
if (evt2.name == "useCard" && evt2.player == player && get.type(evt2.card, null, false) == "equip") return;
if (evt.cards2) num += evt.cards2.length;
});
if (num > 0) {
player.draw(num);
}
},
},
rw_bagua_skill: {
inherit: "bagua_skill",
audio: true,
content: function () {
"step 0";
player.judge("rewrite_bagua", function (card) {
return get.suit(card) != "spade" ? 1.5 : -0.5;
}).judge2 = function (result) {
return result.bool;
};
"step 1";
if (result.judge > 0) {
trigger.untrigger();
trigger.set("responded", true);
trigger.result = { bool: true, card: { name: "shan" } };
}
},
},
rw_baiyin_skill: {
inherit: "baiyin_skill",
audio: true,
subSkill: {
lose: {
audio: "rw_baiyin_skill",
forced: true,
charlotte: true,
equipSkill: true,
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filter: (event, player) => {
if (player.hasSkillTag("unequip2")) return false;
var evt = event.getl(player);
return evt && evt.es.some(card => card.name == "rewrite_baiyin");
},
content: function () {
var evt = trigger.getl(player);
evt.es.forEach(card => {
if (card.name == "rewrite_baiyin") {
player.recover();
player.draw(2);
}
});
},
},
},
},
rw_lanyinjia: {
inherit: "lanyinjia",
audio: "lanyinjia",
},
rw_minguangkai_cancel: {
inherit: "minguangkai_cancel",
},
rw_minguangkai_link: {
inherit: "minguangkai_link",
trigger: {
player: "linkBefore",
},
forced: true,
//priority:20,
filter: function (event, player) {
return !player.isLinked();
},
content: function () {
trigger.cancel();
},
ai: {
effect: {
target_use(card, player, target, current) {
if (["tiesuo", "lulitongxin"].includes(card.name)) {
return "zerotarget";
}
},
},
},
},
rw_renwang_skill: {
inherit: "renwang_skill",
audio: true,
filter: function (event, player) {
if (player.hasSkillTag("unequip2")) return false;
if (
event.player.hasSkillTag("unequip", false, {
name: event.card ? event.card.name : null,
target: player,
card: event.card,
})
)
return false;
return event.card.name == "sha" && (get.suit(event.card) == "heart" || get.color(event.card) == "black");
},
ai: {
effect: {
target_use(card, player, target) {
if (typeof card !== "object" || target.hasSkillTag("unequip2")) return;
if (
player.hasSkillTag("unequip", false, {
name: card ? card.name : null,
target: player,
card: card,
}) ||
player.hasSkillTag("unequip_ai", false, {
name: card ? card.name : null,
target: player,
card: card,
})
)
return;
if (card.name == "sha" && ["spade", "club", "heart"].includes(get.suit(card))) return "zeroplayertarget";
},
},
},
},
rw_tengjia1: {
inherit: "tengjia1",
audio: true,
},
rw_tengjia2: {
inherit: "tengjia2",
audio: true,
},
rw_tengjia3: {
audio: "rw_tengjia1",
inherit: "rw_minguangkai_link",
ai: {
effect: {
target_use(card, player, target, current) {
if (["tiesuo", "lulitongxin"].includes(card.name)) {
return "zeroplayertarget";
}
},
},
},
},
rw_tengjia4: {
inherit: "tengjia3",
audio: "rw_tengjia1",
},
xinfu_pingcai: {
subSkill: { backup: {} },
wolong_card: function () {
"step 0";
var ingame = game.hasPlayer(function (current) {
return ["sp_zhugeliang", "re_sp_zhugeliang", "ol_sp_zhugeliang", "prp_zhugeliang"].includes(current.name) || ["sp_zhugeliang", "re_sp_zhugeliang", "ol_sp_zhugeliang", "prp_zhugeliang"].includes(current.name2);
})
? true
: false;
var prompt = "请选择";
prompt += ingame ? "至多两名" : "一名";
prompt += "角色,对其造成1点火焰伤害";
var range = ingame ? [1, 2] : [1, 1];
player.chooseTarget(prompt, range).set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player, "fire");
});
"step 1";
if (result.bool && result.targets.length) {
player.line(result.targets, "fire");
result.targets.sortBySeat();
for (var i = 0; i < result.targets.length; i++) {
result.targets[i].damage("fire");
}
}
},
fengchu_card: function () {
"step 0";
var ingame = game.hasPlayer(function (current) {
return ["re_pangtong", "pangtong", "ol_pangtong"].includes(current.name) || ["re_pangtong", "pangtong", "ol_pangtong"].includes(current.name2);
})
? true
: false;
var prompt = "请选择";
prompt += ingame ? "至多四名" : "至多三名";
prompt += "要横置的角色";
var range = ingame ? [1, 4] : [1, 3];
player.chooseTarget(prompt, range).set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "tiesuo" }, player, player);
});
"step 1";
if (result.bool && result.targets.length) {
player.line(result.targets, "green");
result.targets.sortBySeat();
for (var i = 0; i < result.targets.length; i++) {
result.targets[i].link();
}
}
},
xuanjian_card: function () {
"step 0";
event.ingame = game.hasPlayer(function (current) {
return ["re_xushu", "xin_xushu", "xushu", "dc_xushu"].includes(current.name) || ["re_xushu", "xin_xushu", "xushu", "dc_xushu"].includes(current.name2);
})
? true
: false;
var prompt = "请选择一名角色,令其回复1点体力并摸一张牌";
prompt += event.ingame ? ",然后你摸一张牌。" : "。";
player.chooseTarget(prompt).set("ai", function (target) {
var player = _status.event.player;
return get.attitude(player, target) * (target.isDamaged() ? 2 : 1);
});
"step 1";
if (result.bool && result.targets.length) {
var target = result.targets[0];
player.line(target, "thunder");
target.draw();
target.recover();
if (event.ingame) player.draw();
}
},
shuijing_card: function () {
"step 0";
event.ingame = game.hasPlayer(function (current) {
return current.name == "simahui" || current.name2 == "simahui";
})
? true
: false;
var prompt = "将一名角色装备区中的";
prompt += event.ingame ? "一张牌" : "防具牌";
prompt += "移动到另一名角色的装备区中";
var next = player.chooseTarget(2, function (card, player, target) {
if (ui.selected.targets.length) {
if (!_status.event.ingame) {
var cards = ui.selected.targets[0].getEquips(2);
return cards.some(card => target.canEquip(card));
}
var from = ui.selected.targets[0];
if (target.isMin()) return false;
var es = from.getCards("e");
for (var i = 0; i < es.length; i++) {
if (target.canEquip(es[i])) return true;
}
return false;
} else {
if (!event.ingame) {
if (target.getEquips(2).length) return true;
return false;
}
return target.countCards("e") > 0;
}
});
next.set("ingame", event.ingame);
next.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (ui.selected.targets.length == 0) {
if (att < 0) {
if (
game.hasPlayer(function (current) {
if (get.attitude(player, current) > 0) {
var es = target.getCards("e");
for (var i = 0; i < es.length; i++) {
if (current.canEquip(es[i])) return true;
}
return false;
}
})
)
return -att;
}
return 0;
}
if (att > 0) {
var es = ui.selected.targets[0].getCards("e");
var i;
for (i = 0; i < es.length; i++) {
if (target.canEquip(es[i])) break;
}
if (i == es.length) return 0;
}
return -att * get.attitude(player, ui.selected.targets[0]);
});
next.set("multitarget", true);
next.set("targetprompt", ["被移走", "移动目标"]);
next.set("prompt", prompt);
"step 1";
if (result.bool) {
player.line2(result.targets, "green");
event.targets = result.targets;
} else event.finish();
"step 2";
game.delay();
"step 3";
if (targets.length == 2) {
if (!event.ingame) {
var cards = targets[0].getEquips(2);
if (cards.length == 1)
event._result = {
bool: true,
links: cards,
};
else {
player
.choosePlayerCard(
"e",
true,
function (button) {
return get.equipValue(button.link);
},
targets[0]
)
.set("targets0", targets[0])
.set("targets1", targets[1])
.set("filterButton", function (button) {
if (!get.subtypes(button.link, false).includes("equip2")) return false;
var targets1 = _status.event.targets1;
return targets1.canEquip(button.link);
});
}
} else {
player
.choosePlayerCard(
"e",
true,
function (button) {
return get.equipValue(button.link);
},
targets[0]
)
.set("targets0", targets[0])
.set("targets1", targets[1])
.set("filterButton", function (button) {
var targets1 = _status.event.targets1;
return targets1.canEquip(button.link);
});
}
} else event.finish();
"step 4";
if (result.bool && result.links.length) {
var link = result.links[0];
if (get.position(link) == "e") event.targets[1].equip(link);
else if (link.viewAs) event.targets[1].addJudge({ name: link.viewAs }, [link]);
else event.targets[1].addJudge(link);
event.targets[0].$give(link, event.targets[1], false);
game.delay();
}
},
audio: true,
enable: "phaseUse",
usable: 1,
chooseButton: {
dialog: function () {
var list = ["wolong", "fengchu", "xuanjian", "shuijing"];
for (var i = 0; i < list.length; i++) {
list[i] = ["", "", list[i] + "_card"];
}
return ui.create.dialog("评才", [list, "vcard"]);
},
check: function (button) {
var name = button.link[2];
var player = _status.event.player;
if (name == "xuanjian_card") {
if (
game.hasPlayer(function (current) {
return current.isDamaged() && current.hp < 3 && get.attitude(player, current) > 1;
})
)
return 1 + Math.random();
else return 1;
} else if (name == "wolong_card") {
if (
game.hasPlayer(function (current) {
return get.damageEffect(current, player, player, "fire") > 0;
})
)
return 1.2 + Math.random();
else return 0.5;
} else return 0.6;
},
backup: function (links, player) {
return {
audio: "xinfu_pingcai",
filterCard: () => false,
selectCard: -1,
takara: links[0][2],
content: lib.skill.xinfu_pingcai.contentx,
};
},
},
contentx: function () {
"step 0";
event.pingcai_delayed = true;
var name = lib.skill.xinfu_pingcai_backup.takara;
event.cardname = name;
event.videoId = lib.status.videoId++;
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
game.pause();
game.countChoose();
event.timeout = setTimeout(function () {
_status.imchoosing = false;
event._result = {
bool: true,
};
game.resume();
}, 9000);
};
var createDialog = function (player, id, name) {
if (player == game.me) return;
var dialog = ui.create.dialog("forcebutton", "hidden");
var str = get.translation(player) + "正在擦拭宝物上的灰尘…";
var canSkip = !_status.connectMode;
if (canSkip) str += "
(点击宝物可以跳过等待AI操作)";
dialog.textPrompt = dialog.add('' + str + "
");
dialog.classList.add("fixed");
dialog.classList.add("scroll1");
dialog.classList.add("scroll2");
dialog.classList.add("fullwidth");
dialog.classList.add("fullheight");
dialog.classList.add("noupdate");
dialog.videoId = id;
var canvas2 = document.createElement("canvas");
dialog.canvas_viewer = canvas2;
dialog.appendChild(canvas2);
canvas2.classList.add("grayscale");
canvas2.style.position = "absolute";
canvas2.style.width = "249px";
canvas2.style.height = "249px";
canvas2.style["border-radius"] = "6px";
canvas2.style.left = "calc(50% - 125px)";
canvas2.style.top = "calc(50% - 125px)";
canvas2.width = 249;
canvas2.height = 249;
canvas2.style.border = "3px solid";
var ctx2 = canvas2.getContext("2d");
var img = new Image();
img.src = lib.assetURL + "image/card/" + name + ".png";
img.onload = function () {
ctx2.drawImage(this, 0, 0, this.width, this.height, 0, 0, canvas2.width, canvas2.height);
};
if (canSkip) {
var skip = function () {
if (event.pingcai_delayed) {
delete event.pingcai_delayed;
clearTimeout(event.timeout);
event._result = {
bool: true,
};
game.resume();
canvas2.removeEventListener(lib.config.touchscreen ? "touchend" : "click", skip);
}
};
canvas2.addEventListener(lib.config.touchscreen ? "touchend" : "click", skip);
}
dialog.open();
};
var chooseButton = function (id, name) {
var event = _status.event;
_status.xinfu_pingcai_finished = false;
var dialog = ui.create.dialog("forcebutton", "hidden");
dialog.textPrompt = dialog.add('擦拭掉宝物上的灰尘吧!
');
event.switchToAuto = function () {
event._result = {
bool: _status.xinfu_pingcai_finished,
};
game.resume();
_status.imchoosing = false;
_status.xinfu_pingcai_finished = true;
};
dialog.classList.add("fixed");
dialog.classList.add("scroll1");
dialog.classList.add("scroll2");
dialog.classList.add("fullwidth");
dialog.classList.add("fullheight");
dialog.classList.add("noupdate");
dialog.videoId = id;
var canvas = document.createElement("canvas");
var canvas2 = document.createElement("canvas");
dialog.appendChild(canvas2);
dialog.appendChild(canvas);
canvas.style.position = "absolute";
canvas.style.width = "249px";
canvas.style.height = "249px";
canvas.style["border-radius"] = "6px";
canvas.style.left = "calc(50% - 125px)";
canvas.style.top = "calc(50% - 125px)";
canvas.width = 249;
canvas.height = 249;
canvas.style.border = "3px solid";
canvas2.style.position = "absolute";
canvas2.style.width = "249px";
canvas2.style.height = "249px";
canvas2.style["border-radius"] = "6px";
canvas2.style.left = "calc(50% - 125px)";
canvas2.style.top = "calc(50% - 125px)";
canvas2.width = 249;
canvas2.height = 249;
canvas2.style.border = "3px solid";
var ctx = canvas.getContext("2d");
var ctx2 = canvas2.getContext("2d");
var img = new Image();
img.src = lib.assetURL + "image/card/" + name + ".png";
img.onload = function () {
ctx2.drawImage(this, 0, 0, this.width, this.height, 0, 0, canvas2.width, canvas2.height);
};
ctx.fillStyle = "lightgray";
ctx.fillRect(0, 0, canvas.width, canvas.height);
canvas.onmousedown = function (ev) {
//if(_status.xinfu_pingcai_finished) return;
canvas.onmousemove = function (e) {
if (_status.xinfu_pingcai_finished) return;
ctx.beginPath();
ctx.clearRect(e.offsetX - 16, e.offsetY - 16, 32, 32);
var data = ctx.getImageData(canvas.width * 0.1, canvas.height * 0.1, canvas.width * 0.8, canvas.height * 0.8).data;
var sum = 0;
for (var i = 3; i < data.length; i += 4) {
if (data[i] == 0) {
sum++;
}
}
if (sum >= canvas.width * canvas.height * 0.6) {
//ctx.clearRect(0,0,canvas.width,canvas.height);
if (!_status.xinfu_pingcai_finished) {
_status.xinfu_pingcai_finished = true;
event.switchToAuto();
}
}
};
};
canvas.ontouchstart = function (ev) {
//if(_status.xinfu_pingcai_finished) return;
canvas.ontouchmove = function (e) {
if (_status.xinfu_pingcai_finished) return;
ctx.beginPath();
var rect = canvas.getBoundingClientRect();
var X = ((e.touches[0].clientX - rect.left) / rect.width) * canvas.width;
var Y = ((e.touches[0].clientY - rect.top) / rect.height) * canvas.height;
ctx.clearRect(X - 16, Y - 16, 32, 32);
var data = ctx.getImageData(canvas.width * 0.1, canvas.height * 0.1, canvas.width * 0.8, canvas.height * 0.8).data;
var sum = 0;
for (var i = 3; i < data.length; i += 4) {
if (data[i] == 0) {
sum++;
}
}
if (sum >= canvas.width * canvas.height * 0.6) {
if (!_status.xinfu_pingcai_finished) {
_status.xinfu_pingcai_finished = true;
event.switchToAuto();
}
}
};
};
canvas.onmouseup = function (ev) {
canvas.onmousemove = null;
};
canvas.ontouchend = function (ev) {
canvas.ontouchmove = null;
};
dialog.open();
game.pause();
game.countChoose();
};
//event.switchToAuto=switchToAuto;
game.broadcastAll(createDialog, player, event.videoId, name);
if (event.isMine()) {
chooseButton(event.videoId, name);
} else if (event.isOnline()) {
event.player.send(chooseButton, event.videoId, name);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 1";
var result = event.result || result;
if (!result) result = { bool: false };
event._result = result;
game.broadcastAll(
function (id, result, player) {
_status.xinfu_pingcai_finished = true;
var dialog = get.idDialog(id);
if (dialog) {
dialog.textPrompt.innerHTML = '' + (get.translation(player) + "擦拭宝物" + (result.bool ? "成功!" : "失败…")) + "
";
if (result.bool && dialog.canvas_viewer) dialog.canvas_viewer.classList.remove("grayscale");
}
if (!_status.connectMode) delete event.pingcai_delayed;
},
event.videoId,
result,
player
);
game.delay(2.5);
"step 2";
game.broadcastAll("closeDialog", event.videoId);
if (result.bool) {
player.logSkill("pcaudio_" + event.cardname);
event.insert(lib.skill.xinfu_pingcai[event.cardname], {
player: player,
});
}
},
ai: {
order: 7,
fireAttack: true,
threaten: 1.7,
result: {
player: 1,
},
},
},
xinfu_pdgyingshi: {
mod: {
targetEnabled: function (card, player, target) {
if (get.type(card) == "delay") {
return false;
}
},
},
trigger: {
player: ["phaseZhunbeiBefore", "phaseJieshuBefore"],
},
forced: true,
audio: 2,
group: "xinfu_pdgyingshi2",
content: function () {
trigger.cancel();
game.log(player, "跳过了", event.triggername == "phaseZhunbeiBefore" ? "准备阶段" : "结束阶段");
},
},
xinfu_pdgyingshi2: {
popup: false,
trigger: {
player: "phaseJudgeBefore",
},
forced: true,
content: function () {
trigger.cancel();
game.log(player, "跳过了判定阶段");
},
},
pcaudio_wolong_card: {
audio: true,
},
pcaudio_fengchu_card: {
audio: true,
},
pcaudio_shuijing_card: {
audio: true,
},
pcaudio_xuanjian_card: {
audio: true,
},
yizan_use: {
audio: "yizan_respond_shan",
intro: {
content: "已发动过#次",
},
enable: ["chooseToUse", "chooseToRespond"],
hiddenCard: function (player, name) {
if (get.type(name) != "basic") return false;
if (!player.storage.yizan && player.countCards("hes") < 2) return false;
return player.hasCard(function (card) {
return get.type(card) == "basic";
}, "hs");
},
filter: function (event, player) {
if (!player.storage.yizan && player.countCards("hes") < 2) return false;
if (
!player.hasCard(function (card) {
return get.type(card) == "basic";
}, "hs")
)
return false;
for (var name of lib.inpile) {
if (get.type(name) != "basic") continue;
if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) return true;
if (name == "sha") {
for (var nature of lib.inpile_nature) {
if (event.filterCard(get.autoViewAs({ name, nature }, "unsure"), player, event)) return true;
}
}
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
for (var name of lib.inpile) {
if (get.type(name) != "basic") continue;
if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) {
list.push(["基本", "", name]);
}
if (name == "sha") {
for (var nature of lib.inpile_nature) {
if (event.filterCard(get.autoViewAs({ name, nature }, "unsure"), player, event)) list.push(["基本", "", "sha", nature]);
}
}
}
return ui.create.dialog("翊赞", [list, "vcard"], "hidden");
},
check: function (button) {
var player = _status.event.player;
var card = { name: button.link[2], nature: button.link[3] };
if (
_status.event.getParent().type != "phase" ||
game.hasPlayer(function (current) {
return player.canUse(card, current) && get.effect(current, card, player, player) > 0;
})
) {
switch (button.link[2]) {
case "tao":
case "shan":
return 5;
case "jiu": {
if (player.storage.yizan && player.countCards("hs", { type: "basic" }) > 2) return 3;
return 0;
}
case "sha":
if (button.link[3] == "fire") return 2.95;
else if (button.link[3] == "thunder" || button.link[3] == "ice") return 2.92;
else return 2.9;
}
}
return 0;
},
backup: function (links, player) {
return {
audio: "yizan_respond_shan",
filterCard: function (card, player, target) {
if (player.storage.yizan) return get.type(card) == "basic";
else if (ui.selected.cards.length) {
if (get.type(ui.selected.cards[0]) == "basic") return true;
return get.type(card) == "basic";
}
return true;
},
complexCard: true,
selectCard: function () {
var player = _status.event.player;
if (player.storage.yizan) return 1;
return 2;
},
check: function (card, player, target) {
if (!ui.selected.cards.length && get.type(card) == "basic") return 6;
else return 6 - get.value(card);
},
viewAs: { name: links[0][2], nature: links[0][3] },
position: "hes",
popname: true,
precontent: function () {
player.addMark("yizan_use", 1, false);
},
};
},
prompt: function (links, player) {
var str = player.storage.yizan ? "一张基本牌" : "两张牌(其中至少应有一张基本牌)";
return "将" + str + "当做" + get.translation(links[0][3] || "") + get.translation(links[0][2]) + "使用或打出";
},
},
ai: {
order: function () {
var player = _status.event.player;
var event = _status.event;
if (event.filterCard({ name: "jiu" }, player, event) && get.effect(player, { name: "jiu" }) > 0 && player.storage.yizan && player.countCards("hs", { type: "basic" }) > 2) {
return 3.3;
}
return 3.1;
},
skillTagFilter: function (player, tag, arg) {
if (tag == "fireAttack") return true;
if (!player.storage.yizan && player.countCards("hes") < 2) return false;
if (
!player.hasCard(function (card) {
return get.type(card) == "basic";
}, "hes")
) {
return false;
}
},
result: {
player: 1,
},
respondSha: true,
respondShan: true,
fireAttack: true,
},
},
yizan_respond_shan: {
audio: 2,
},
xinfu_longyuan: {
audio: 2,
forced: true,
unique: true,
juexingji: true,
trigger: {
player: "phaseZhunbeiBegin",
},
skillAnimation: true,
animationColor: "orange",
filter: function (event, player) {
return player.countMark("yizan_use") >= 3;
},
content: function () {
player.awakenSkill("xinfu_longyuan");
player.storage.yizan = true;
},
derivation: "yizan_rewrite",
ai: {
combo: "yizan_use",
},
},
xinfu_jingxie: {
audio: 2,
video: function (player, info) {
var l2 = player.getCards(info[0] ? "e" : "h"),
l1 = info[1];
for (var j = 0; j < l2.length; j++) {
if (l2[j].suit == l1[0] && l2[j].number == l1[1] && l2[j].name == l1[2]) {
l2[j].init([l2[j].suit, l2[j].number, "rewrite_" + l2[j].name]);
break;
}
}
},
},
xinfu_jingxie1: {
group: ["xinfu_jingxie2"],
position: "he",
audio: "xinfu_jingxie",
enable: "phaseUse",
filter: function (event, player) {
var he = player.getCards("he");
for (var i = 0; i < he.length; i++) {
if (["bagua", "baiyin", "lanyinjia", "renwang", "tengjia", "zhuge"].includes(he[i].name)) return true;
}
return false;
},
filterCard: function (card) {
return ["bagua", "baiyin", "lanyinjia", "renwang", "tengjia", "zhuge"].includes(card.name);
},
discard: false,
lose: false,
delay: false,
check: function () {
return 1;
},
content: function () {
"step 0";
player.showCards(cards);
"step 1";
var card = cards[0];
var bool = get.position(card) == "e";
if (bool) player.removeEquipTrigger(card);
game.addVideo("skill", player, ["xinfu_jingxie", [bool, get.cardInfo(card)]]);
game.broadcastAll(function (card) {
card.init([card.suit, card.number, "rewrite_" + card.name]);
}, card);
if (bool) {
var info = get.info(card);
if (info.skills) {
for (var i = 0; i < info.skills.length; i++) {
player.addSkillTrigger(info.skills[i]);
}
}
}
},
ai: {
basic: {
order: 10,
},
result: {
player: 1,
},
},
},
xinfu_jingxie2: {
prompt: "重铸一张防具牌,然后将体力回复至1点。",
audio: "xinfu_jingxie",
enable: "chooseToUse",
filterCard: (card, player) => get.subtype(card) == "equip2" && player.canRecast(card),
filter: (event, player) => {
if (event.type != "dying") return false;
if (player != event.dying) return false;
return player.hasCard(card => lib.skill.xinfu_jingxie2.filterCard(card, player), "he");
},
position: "he",
discard: false,
lose: false,
delay: false,
content: function () {
"step 0";
player.recast(cards);
"step 1";
var num = 1 - player.hp;
if (num) player.recover(num);
},
ai: {
order: 0.5,
skillTagFilter: function (player, arg, target) {
if (player != target) return false;
return player.hasCard(card => (_status.connectMode && get.position(card) == "h") || (get.subtype(card) == "equip2" && player.canRecast(card)), "he");
},
save: true,
result: {
player: function (player) {
return 10;
},
},
},
},
xinfu_qiaosi: {
enable: "phaseUse",
usable: 1,
content: function () {
"step 0";
if (get.isLuckyStar(player)) {
event.num = 6;
player.throwDice(6);
} else player.throwDice();
"step 1";
event.cards = get.cards(event.num);
player.showCards(event.cards);
"step 2";
player.gain(event.cards, "gain2");
player
.chooseControl()
.set("choiceList", ["将" + get.cnNumber(event.num) + "张牌交给一名其他角色", "弃置" + get.cnNumber(event.num) + "张牌"])
.set("ai", function () {
if (
game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 2;
})
)
return 0;
return 1;
});
"step 3";
if (result.index == 0) {
player.chooseCardTarget({
position: "he",
filterCard: true,
selectCard: event.num,
filterTarget: function (card, player, target) {
return player != target;
},
ai1: function (card) {
return 1;
},
ai2: function (target) {
var att = get.attitude(_status.event.player, target);
return att;
},
prompt: "请选择要送人的卡牌",
forced: true,
});
} else {
player.chooseToDiscard(event.num, true, "he");
event.finish();
}
"step 4";
if (result.bool) {
var target = result.targets[0];
player.give(result.cards, target);
}
},
ai: {
order: 7.5,
result: {
player: 1,
},
},
},
zhaohuo: {
audio: 2,
audioname: ["re_taoqian"],
trigger: { global: "dying" },
forced: true,
//priority:12,
filter: function (event, player) {
return event.player != player && player.maxHp > 1;
},
content: function () {
"step 0";
event.num = player.maxHp - 1;
player.loseMaxHp(event.num, true);
"step 1";
player.draw(event.num);
},
ai: {
halfneg: true,
},
},
yixiang: {
audio: 2,
audioname: ["re_taoqian"],
trigger: { target: "useCardToTargeted" },
frequent: true,
filter: function (event, player) {
if (event.player.hp <= player.hp) return false;
//if(event.targets.length>1) return false;
var hs = player.getCards("h");
var names = ["sha", "shan", "tao", "jiu", "du"];
for (var i = 0; i < hs.length; i++) {
names.remove(hs[i].name);
}
if (!names.length) return false;
for (var i = 0; i < ui.cardPile.childElementCount; i++) {
if (names.includes(ui.cardPile.childNodes[i].name)) {
return true;
}
}
return false;
},
usable: 1,
content: function () {
var hs = player.getCards("h");
var list = [];
var names = ["sha", "shan", "tao", "jiu", "du"];
for (var i = 0; i < hs.length; i++) {
names.remove(hs[i].name);
}
for (var i = 0; i < ui.cardPile.childElementCount; i++) {
if (names.includes(ui.cardPile.childNodes[i].name)) {
list.push(ui.cardPile.childNodes[i]);
}
}
if (list.length) {
player.gain(list.randomGet(), "draw");
}
},
},
yirang: {
audio: 2,
audioname: ["re_taoqian"],
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
if (
!player.countCards("he", function (card) {
return get.type(card) != "basic";
})
) {
return false;
}
return game.hasPlayer(function (current) {
return current.maxHp > player.maxHp;
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("yirang"), function (card, player, target) {
return target.maxHp > player.maxHp;
})
.set("ai", function (target) {
return (get.attitude(_status.event.player, target) - 2) * target.maxHp;
});
"step 1";
if (result.bool) {
var cards = player.getCards("he", function (card) {
return get.type(card) != "basic";
});
var target = result.targets[0];
var types = [];
for (var i = 0; i < cards.length; i++) {
types.add(get.type(cards[i], "trick"));
}
player.logSkill("yirang", target);
player.give(cards, target);
player.gainMaxHp(target.maxHp - player.maxHp, true);
player.recover(types.length);
game.delay();
}
},
},
kuangcai: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return !event.player.isMad();
},
content: function () {
game.broadcastAll(function (player) {
player.forceCountChoose = { phaseUse: 5 };
}, player);
player.addSkill("kuangcai_use");
player.addSkill("kuangcai_cancel");
//ui.auto.hide();
},
subSkill: {
use: {
mod: {
cardUsable: function (card) {
if (get.info(card) && get.info(card).forceUsable) return;
return Infinity;
},
targetInRange: function () {
return true;
},
aiOrder: function (player, card, num) {
var name = get.name(card);
if (name == "tao") return num + 7 + Math.pow(player.getDamagedHp(), 2);
if (name == "sha") return num + 6;
if (get.subtype(card) == "equip2") return num + get.value(card) / 3;
},
},
trigger: { player: "useCard" },
forced: true,
charlotte: true,
silent: true,
popup: false,
filter: function (event, player) {
if (!player.forceCountChoose || !player.forceCountChoose.phaseUse) {
return false;
}
return true;
},
content: function () {
player.draw();
if (player.forceCountChoose.phaseUse == 1) {
var evt = event.getParent("phaseUse");
if (evt) evt.skipped = true;
} else
game.broadcastAll(function (player) {
player.forceCountChoose.phaseUse--;
}, player);
},
},
cancel: {
trigger: { player: "phaseUseEnd" },
firstDo: true,
silent: true,
charlotte: true,
content: function () {
game.broadcastAll(function (player) {
delete player.forceCountChoose;
}, player);
//ui.auto.show();
player.removeSkill("kuangcai_use");
player.removeSkill("kuangcai_cancel");
},
},
},
ai: {
threaten: 4.5,
},
},
shejian: {
audio: 2,
trigger: { player: "phaseDiscardEnd" },
direct: true,
filter: function (event, player) {
var cards = [];
player.getHistory("lose", function (evt) {
if (evt.type == "discard" && evt.getParent("phaseDiscard") == event) cards.addArray(evt.cards2);
});
if (cards) {
if (cards.length < 2) return false;
var suits = [];
for (var i = 0; i < cards.length; i++) {
var suit = get.suit(cards[i]);
if (suits.includes(suit)) {
return false;
} else {
suits.push(suit);
}
}
return true;
}
return false;
},
content: function () {
"step 0";
player.chooseTarget(get.prompt("shejian"), "弃置一名其他角色的一张牌", function (card, player, target) {
if (player == target) return false;
return target.countDiscardableCards(player, "he") > 0;
}).ai = function (target) {
return -get.attitude(player, target);
};
"step 1";
if (result.bool) {
player.logSkill("shejian", result.targets);
player.discardPlayerCard(result.targets[0], "he", true);
} else {
event.finish();
}
},
},
shixin: {
audio: 2,
trigger: { player: "damageBegin4" },
filter: function (event) {
return event.hasNature("fire");
},
forced: true,
content: function () {
trigger.cancel();
},
ai: {
nofire: true,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "fireDamage")) return "zerotarget";
},
},
},
},
fenyin: {
locked: false,
mod: {
aiOrder: function (player, card, num) {
if (typeof card == "object" && player == _status.currentPhase) {
var evt = player.getLastUsed();
if (evt && evt.card && get.color(evt.card) != "none" && get.color(card) != "none" && get.color(evt.card) != get.color(card)) {
return num + 10;
}
}
},
},
audio: 2,
trigger: { player: "useCard" },
frequent: true,
//usable:3,
filter: function (event, player) {
if (_status.currentPhase != player) return false;
var evt = player.getLastUsed(1);
if (!evt) return false;
var color1 = get.color(evt.card);
var color2 = get.color(event.card);
return color1 && color2 && color1 != "none" && color2 != "none" && color1 != color2;
},
content: function () {
player.draw();
},
ai: {
threaten: 3,
},
},
dujin: {
audio: 2,
trigger: { player: "phaseDrawBegin2" },
frequent: true,
preHidden: true,
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
trigger.num += 1 + Math.ceil(player.countCards("e") / 2);
},
},
yingjian: {
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
audio: "qingyi",
content: function () {
player.chooseUseTarget("###是否发动【影箭】?###视为使用一张没有距离限制的【杀】", { name: "sha" }, false, "nodistance").logSkill = "yingjian";
},
ai: {
threaten: function (player, target) {
return 1.6;
},
},
},
tunchu: {
audio: 2,
trigger: { player: "phaseDrawBegin2" },
frequent: true,
preHidden: true,
locked: false,
filter: function (event, player) {
if (event.numFixed || player.getExpansions("tunchu").length) return false;
return true;
},
content: function () {
trigger.num += 2;
player.addTempSkill("tunchu_choose", "phaseDrawAfter");
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
intro: {
content: "expansion",
markcount: "expansion",
},
mod: {
cardEnabled: function (card, player) {
if (player.getExpansions("tunchu").length && card.name == "sha") {
return false;
}
},
},
subSkill: {
choose: {
trigger: { player: "phaseDrawEnd" },
forced: true,
popup: false,
charlotte: true,
content: function () {
"step 0";
player.removeSkill("tunchu_choose");
var nh = player.countCards("h");
if (nh) {
player.chooseCard("h", [1, nh], "将任意张手牌置于你的武将牌上").set("ai", function (card) {
var player = _status.event.player;
var count = game.countPlayer(function (current) {
return get.attitude(player, current) > 2 && current.hp - current.countCards("h") > 1;
});
if (ui.selected.cards.length >= count) return -get.value(card);
return 5 - get.value(card);
});
} else {
event.finish();
}
"step 1";
if (result.bool) {
player.addToExpansion(result.cards, player, "giveAuto").gaintag.add("tunchu");
}
},
},
},
},
shuliang: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return player.getExpansions("tunchu").length > 0 && event.player.countCards("h") < event.player.hp && event.player.isIn();
},
content: function () {
"step 0";
var goon = get.attitude(player, trigger.player) > 0;
player
.chooseCardButton(get.prompt("shuliang", trigger.player), player.getExpansions("tunchu"))
.set("ai", function () {
if (_status.event.goon) return 1;
return 0;
})
.set("goon", goon);
"step 1";
if (result.bool) {
player.logSkill("shuliang", trigger.player);
player.loseToDiscardpile(result.links);
trigger.player.draw(2);
}
},
ai: { combo: "tunchu" },
},
choulve: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current != player && current.countCards("he");
});
},
async cost(event, trigger, player){
let str = "令一名其他角色交给你一张牌";
const history = player.getAllHistory("damage", function (evt) {
return evt.card && evt.card.name && lib.card[evt.card.name];
});
if (history.length) event.cardname = history[history.length - 1].card.name;
if (event.cardname) {
str += "。若其如此做,视为你使用【" + get.translation(event.cardname) + "】";
}
let goon = true;
if (event.cardname) {
goon = game.hasPlayer(function (current) {
return player.canUse(event.cardname, current) && get.effect(current, { name: event.cardname }, player, player) > 0;
});
}
const result = await player.chooseTarget(get.prompt("choulve"), str, function (card, player, target) {
return target != player && target.countCards("he");
}).set("ai", function (target) {
const event = get.event();
if (!event.goon) return 0;
var player = event.player;
if (get.attitude(player, target) >= 0 && get.attitude(target, player) >= 0) {
return Math.sqrt(target.countCards("he"));
}
return 0;
}).set("goon", goon).forResult();
if(result.bool){
result.cost_data = {cardname: event.cardname};
event.result = result;
}
},
content: function () {
"step 0";
event.cardname = event.cost_data.cardname;
var target = targets[0];
target.chooseCard("he", "是否交给" + get.translation(player) + "一张牌?", event.cardname ? "若如此做,视为" + get.translation(player) + "使用【" + get.translation(event.cardname) + "】" : null).set("ai", function (card) {
if (_status.event.goon) return 7 - get.value(card);
return 0;
}).set("goon", get.attitude(target, player) > 1);
event.target = target;
"step 1";
if (result.bool) {
event.target.give(result.cards, player);
if (event.cardname) {
player.chooseUseTarget(event.cardname, true, false);
}
}
},
},
polu: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
if (!lib.inpile.includes("ly_piliche")) return true;
return !!get.cardPile(function (card) {
return card.name == "ly_piliche";
});
},
content: function () {
var card;
if (!lib.inpile.includes("ly_piliche")) {
card = game.createCard2("ly_piliche", "diamond", 1);
lib.inpile.push("ly_piliche");
} else
card = get.cardPile(function (card) {
return card.name == "ly_piliche";
});
player.chooseUseTarget(card, true, "nopopup");
},
group: "polu_damage",
subSkill: {
damage: {
trigger: { player: "damageEnd" },
forced: true,
filter: function (event, player) {
return !player.getEquips("ly_piliche").length;
},
content: function () {
"step 0";
event.count = trigger.num;
"step 1";
event.count--;
player.draw();
"step 2";
var card = get.cardPile2(function (card) {
return get.subtype(card, false) == "equip1" && player.canUse(card, player);
});
if (card) player.chooseUseTarget(card, true, "nopopup");
"step 3";
if (event.count > 0 && !player.getEquips("ly_piliche").length) event.goto(1);
},
},
},
},
ly_piliche: {
trigger: { source: "damageSource" },
check: function (event, player) {
return get.attitude(player, event.player) * get.value(event.player.getDiscardableCards(player, "e"), event.player) <= 0;
},
filter: function (event, player) {
return player != event.player && event.player.countDiscardableCards(player, "e") > 0;
},
logTarget: "player",
content: function () {
player.discardPlayerCard(trigger.player, "e", true, trigger.player.countCards("e"));
},
},
xinzhilve: {
enable: "phaseUse",
audio: "zhilve",
usable: 1,
chooseButton: {
dialog: function (event, player) {
var list = ["移动场上的一张牌", "摸一张牌并视为使用一张【杀】"];
var choiceList = ui.create.dialog("知略:失去1点体力并...", "forcebutton", "hidden");
choiceList.add([
list.map((item, i) => {
return [i, item];
}),
"textbutton",
]);
return choiceList;
},
filter: function (button, player) {
if (button.link == 0) return player.canMoveCard();
return player.hasUseTarget({ name: "sha", isCard: true }, false);
},
check: function (button) {
return button.link;
},
backup: function (links) {
return lib.skill["xinzhilve_" + ["move", "use"][links[0]]];
},
prompt: function () {
return "请选择【杀】的目标";
},
},
ai: {
order: function (item, player) {
return get.order({ name: "sha" }) + 0.1;
},
result: {
player: function (player) {
if (player.hp > 2 && player.hasValueTarget({ name: "sha" })) return 1;
return 0;
},
},
},
},
xinzhilve_move: {
audio: "zhilve",
filterCard: function () {
return false;
},
selectCard: -1,
delay: false,
content: function () {
"step 0";
event.forceDie = true;
if (!player.canMoveCard(null, event.nojudge)) {
event.finish();
return;
}
var next = player.chooseTarget(2, function (card, player, target) {
if (ui.selected.targets.length) {
var from = ui.selected.targets[0];
var js = from.getCards("j");
for (var i = 0; i < js.length; i++) {
if (_status.event.nojudge) break;
if (target.canAddJudge(js[i])) return true;
}
if (target.isMin()) return false;
var es = from.getCards("e");
for (var i = 0; i < es.length; i++) {
if (target.canEquip(es[i])) return true;
}
return false;
} else {
var range = "ej";
if (_status.event.nojudge) range = "e";
return target.countCards(range) > 0;
}
});
next.set("nojudge", event.nojudge || false);
next.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
var sgnatt = get.sgn(att);
if (ui.selected.targets.length == 0) {
if (att > 0) {
if (
!_status.event.nojudge &&
target.countCards("j", function (card) {
return game.hasPlayer(function (current) {
return current.canAddJudge(card) && get.attitude(player, current) < 0;
});
})
)
return 14;
if (
target.countCards("e", function (card) {
return (
get.value(card, target) < 0 &&
game.hasPlayer(function (current) {
return current != target && get.attitude(player, current) < 0 && current.canEquip(card);
})
);
}) > 0
)
return 9;
} else if (att < 0) {
if (
game.hasPlayer(function (current) {
if (current != target && get.attitude(player, current) > 0) {
var es = target.getCards("e");
for (var i = 0; i < es.length; i++) {
if (get.value(es[i], target) > 0 && current.canEquip(es[i]) && get.value(es[i], current) > 0) return true;
}
}
})
) {
return -att;
}
}
return 0;
}
var es = ui.selected.targets[0].getCards("e");
var i;
var att2 = get.sgn(get.attitude(player, ui.selected.targets[0]));
for (i = 0; i < es.length; i++) {
if (sgnatt != 0 && att2 != 0 && get.sgn(get.value(es[i], ui.selected.targets[0])) == -att2 && get.sgn(get.value(es[i], target)) == sgnatt && target.canEquip(es[i])) {
return Math.abs(att);
}
}
if (
i == es.length &&
(_status.event.nojudge ||
!ui.selected.targets[0].countCards("j", function (card) {
return target.canAddJudge(card);
}))
) {
return 0;
}
return -att * get.attitude(player, ui.selected.targets[0]);
});
next.set("multitarget", true);
next.set("targetprompt", _status.event.targetprompt || ["被移走", "移动目标"]);
next.set("prompt", event.prompt || "移动场上的一张牌");
if (event.prompt2) next.set("prompt2", event.prompt2);
if (event.forced) next.set("forced", true);
"step 1";
event.result = result;
if (result.bool) {
player.line2(result.targets, "green");
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
game.delay();
"step 3";
if (targets.length == 2) {
player
.choosePlayerCard(
"ej",
true,
function (button) {
var player = _status.event.player;
var targets0 = _status.event.targets0;
var targets1 = _status.event.targets1;
if (get.attitude(player, targets0) > 0 && get.attitude(player, targets1) < 0) {
if (get.position(button.link) == "j") return 12;
if (get.value(button.link, targets0) < 0) return 10;
return 0;
} else {
if (get.position(button.link) == "j") return -10;
return get.equipValue(button.link);
}
},
targets[0]
)
.set("nojudge", event.nojudge || false)
.set("targets0", targets[0])
.set("targets1", targets[1])
.set("filterButton", function (button) {
var targets1 = _status.event.targets1;
if (get.position(button.link) == "j") {
if (_status.event.nojudge) return false;
return targets1.canAddJudge(button.link);
} else {
return targets1.canEquip(button.link);
}
});
} else {
event.finish();
}
"step 4";
if (result.bool && result.links.length) {
player.loseHp();
}
"step 5";
if (result.bool && result.links.length) {
var link = result.links[0];
if (get.position(link) == "e") {
event.targets[1].equip(link);
} else if (link.viewAs) {
event.targets[1].addJudge({ name: link.viewAs }, [link]);
} else {
event.targets[1].addJudge(link);
}
event.targets[0].$give(link, event.targets[1]);
event.result.card = link;
event.result.position = get.position(link);
game.delay();
player.addTempSkill("xinzhilve_mark");
player.addMark("xinzhilve_mark", 1, false);
}
},
},
xinzhilve_use: {
audio: "zhilve",
filterCard: function () {
return false;
},
selectCard: -1,
filterTarget: function (card, player, target) {
return player.canUse({ name: "sha", isCard: true }, target, false);
},
content: function () {
player.loseHp();
player.draw();
player.useCard({ name: "sha", isCard: true }, false, target).forceDie = true;
player.addTempSkill("xinzhilve_mark");
player.addMark("xinzhilve_mark", 1, false);
},
ai: {
result: {
target: function (player, target) {
return get.effect(target, { name: "sha" }, player, target);
},
},
},
},
xinzhilve_mark: {
intro: { content: "本回合手牌上限+#" },
onremove: true,
charlotte: true,
mod: {
maxHandcard: function (player, num) {
return num + player.countMark("xinzhilve_mark");
},
},
},
xinxhzhiyan: {
audio: "xhzhiyan",
enable: "phaseUse",
filter: function (event, player) {
return (!player.hasSkill("xinxhzhiyan_true") && player.countCards("h") > player.hp) || (!player.hasSkill("xinxhzhiyan_false") && player.countCards("h") < player.maxHp);
},
filterCard: true,
selectCard: function () {
var player = _status.event.player;
if (player.hasSkill("xinxhzhiyan_true")) return 0;
var num = Math.max(0, player.countCards("h") - player.hp);
if (ui.selected.cards.length || player.hasSkill("xinxhzhiyan_false") || player.countCards("h") >= player.maxHp) return [num, num];
return [0, num];
},
filterTarget: lib.filter.notMe,
selectTarget: function () {
if (ui.selected.cards.length) return [1, 1];
return [0, 0];
},
check: function (card) {
var player = _status.event.player;
var checkx = function (card) {
if (
player.getUseValue(card, null, true) <= 0 &&
game.hasPlayer(function (current) {
return current != player && get.value(card, current) > 0 && get.attitude(player, current) > 0;
})
)
return 2;
return 1;
};
if (
player.countCards("h", function (card) {
return checkx(card) > 0;
}) <
player.countCards("h") - player.hp
)
return 0;
return checkx(card);
},
delay: false,
discard: false,
lose: false,
content: function () {
var bool = cards && cards.length > 0;
player.addTempSkill("xinxhzhiyan_" + bool, "phaseUseEnd");
if (!bool) {
player.draw(player.maxHp - player.countCards("h"));
} else {
player.give(cards, target);
}
},
ai: {
order: function (obj, player) {
if (player.countCards("h") > player.hp) return 10;
return 0.5;
},
result: {
player: function (player, target) {
if (!ui.selected.cards.length && player.countCards("h") < player.maxHp) return 1;
return 0;
},
target: 1,
},
},
},
xinxhzhiyan_true: {},
xinxhzhiyan_false: {
mod: {
playerEnabled: function (card, player, target) {
if (player != target && (!get.info(card) || !get.info(card).singleCard || !ui.selected.targets.length)) return false;
},
},
mark: true,
intro: {
content: "不能对其他角色使用牌",
},
},
weifeng: {
audio: 2,
trigger: { player: "useCardAfter" },
forced: true,
filter: function (event, player) {
if (
!event.targets ||
!event.targets.filter(function (target) {
return target != player && !target.storage.weifeng2;
}).length
)
return false;
var evt = event.getParent("phaseUse");
if (!evt || evt.player != player) return false;
if (!get.tag(event.card, "damage")) return false;
if (!["basic", "trick"].includes(get.type(event.card))) return false;
return (
player
.getHistory("useCard", function (ev) {
return ev.getParent("phaseUse") == evt && get.tag(ev.card, "damage") && ["basic", "trick"].includes(get.type(ev.card));
})
.indexOf(event) == 0 &&
game.hasPlayer(function (current) {
return current != player && !current.storage.weifeng2 && event.targets.includes(current);
})
);
},
content: function () {
"step 0";
player
.chooseTarget(true, "威风:请选择一个目标,令其获得一个【惧(" + get.translation(trigger.card.name) + ")】标记", function (card, player, target) {
return player != target && !target.storage.weifeng2 && _status.event.getTrigger().targets.includes(target);
})
.set("ai", function (target) {
return -get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
target.storage.weifeng2 = trigger.card.name;
player.line(target, "green");
game.log(target, "获得了一个", "#g【惧(" + get.translation(trigger.card.name) + ")】", "标记");
target.markSkill("weifeng2");
player.addSkill("weifeng3");
}
},
},
weifeng2: {
intro: {
content: "当前“惧”标记名称:$",
onunmark: function (storage, player) {
if (player.storage.weifeng2) {
game.log(player, "移去了一个", "#g【惧(" + get.translation(player.storage.weifeng2) + ")】", "标记");
delete player.storage.weifeng2;
}
},
},
marktext: "惧",
},
weifeng3: {
trigger: {
global: "damageBegin3",
player: ["phaseZhunbeiBegin", "dieBegin"],
},
forced: true,
popup: false,
filter: function (event, player) {
if (event.name != "damage") return true;
return event.player != player && typeof event.player.storage.weifeng2 == "string";
},
content: function () {
if (trigger.name == "damage") {
player.logSkill("weifeng", trigger.player);
if (trigger.card && trigger.card.name == trigger.player.storage.weifeng2) trigger.num++;
else if (trigger.player.countGainableCards(player, "he") > 0) player.gainPlayerCard(trigger.player, "he", true);
trigger.player.unmarkSkill("weifeng2");
} else {
game.countPlayer(function (current) {
if (current.storage.weifeng2) current.unmarkSkill("weifeng2");
});
player.removeSkill("weifeng3");
}
},
},
gnjinfan: {
trigger: { player: "phaseDiscardBegin" },
direct: true,
locked: false,
audio: 2,
filter: function (event, player) {
var list = [];
player.getCards("s", function (card) {
if (card.hasGaintag("gnjinfan")) list.add(get.suit(card));
});
if (list.length >= lib.suit.length) return false;
return (
player.countCards("h", function (card) {
return _status.connectMode || !list.includes(get.suit(card));
}) > 0
);
},
content: function () {
"step 0";
player
.chooseCard(
"h",
get.prompt("gnjinfan"),
"将任意张手牌当做“铃”置于武将牌上",
[
1,
(function () {
var list = [];
var list2 = [];
player.getCards("s", function (card) {
if (card.hasGaintag("gnjinfan")) list.add(get.suit(card));
});
player.getCards("h", function (card) {
list2.add(get.suit(card));
});
list2.removeArray(list);
return Math.max(1, list2.length);
})(),
],
function (card, player) {
return (
!player.countCards("s", function (cardx) {
return cardx.hasGaintag("gnjinfan") && get.suit(cardx, false) == get.suit(card, player);
}) &&
!ui.selected.cards.filter(function (cardx) {
return get.suit(cardx, player) == get.suit(card, player);
}).length
);
}
)
.set("ai", function (card) {
var player = _status.event.player;
if (player.hasUseTarget(card) && !player.hasValueTarget(card)) return 0;
if (["sha", "shan", "wuxie", "caochuan"].includes(card.name)) return 2 + Math.random();
return 1 + Math.random();
})
.set("complexCard", true);
"step 1";
if (result.bool) {
player.logSkill("gnjinfan");
game.log(player, "将", result.cards, "放到了武将牌上");
player.loseToSpecial(result.cards, "gnjinfan").visible = true;
} else event.finish();
"step 2";
player.markSkill("gnjinfan");
},
group: ["gnjinfan_gain"],
marktext: "铃",
intro: {
mark: function (dialog, storage, player) {
dialog.addAuto(
player.getCards("s", function (card) {
return card.hasGaintag("gnjinfan");
})
);
},
markcount: function (storage, player) {
return player.getCards("s", function (card) {
return card.hasGaintag("gnjinfan");
}).length;
},
onunmark: function (storage, player) {
var cards = player.getCards("s", function (card) {
return card.hasGaintag("gnjinfan");
});
if (cards.length) {
player.lose(cards, ui.discardPile);
player.$throw(cards, 1000);
game.log(cards, "进入了弃牌堆");
}
},
},
mod: {
aiOrder: function (player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("gnjinfan")) return num + 0.5;
},
},
},
gnjinfan_gain: {
audio: "gnjinfan",
trigger: { player: "loseAfter" },
forced: true,
filter: function (event, player) {
if (!event.ss || !event.ss.length) return false;
for (var i in event.gaintag_map) {
if (event.gaintag_map[i].includes("gnjinfan")) return true;
return false;
}
},
content: function () {
"step 0";
var cards = [];
for (var i of trigger.ss) {
if (!trigger.gaintag_map[i.cardid] || !trigger.gaintag_map[i.cardid].includes("gnjinfan")) continue;
var suit = get.suit(i, false);
var card = get.cardPile2(function (card) {
return !cards.includes(card) && get.suit(card, false) == suit;
});
if (card) cards.push(card);
}
if (cards.length) player.gain(cards, "gain2");
var num = player.getCards("s", function (card) {
return card.hasGaintag("gnjinfan");
}).length;
if (num) player.markSkill("gnjinfan");
else player.unmarkSkill("gnjinfan");
"step 1";
game.updateRoundNumber();
},
},
gnsheque: {
audio: 2,
trigger: { global: "phaseZhunbeiBegin" },
direct: true,
filter: function (event, player) {
return event.player.isIn() && event.player.countCards("e") > 0 && lib.filter.targetEnabled({ name: "sha" }, player, event.player) && (player.hasSha() || (_status.connectMode && player.countCards("h") > 0));
},
content: function () {
player
.chooseToUse(
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
"射却:是否对" + get.translation(trigger.player) + "使用一张杀?"
)
.set("logSkill", "gnsheque")
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
return lib.filter.targetEnabled.apply(this, arguments);
})
.set("sourcex", trigger.player)
.set("oncard", function (card) {
try {
card.gnsheque_tag = true;
} catch (e) {
alert("发生了一个导致【射却】无法正常触发无视防具效果的错误。请关闭十周年UI/手杀ui等扩展以解决");
}
});
},
ai: {
unequip: true,
unequip_ai: true,
skillTagFilter: function (player, tag, arg) {
if (tag == "unequip_ai") {
if (_status.event.getParent().name != "gnsheque") return false;
} else if (!arg || !arg.card || !arg.card.gnsheque_tag) return false;
},
},
},
_doublegroup_choice: {
trigger: {
global: "gameStart",
player: "enterGame",
},
forced: true,
charlotte: true,
firstDo: true,
popup: false,
filter: function (event, player) {
return get.mode() != "guozhan" && get.is.double(player.name1) && !player._groupChosen;
},
content: function () {
"step 0";
player._groupChosen = true;
player.chooseControl(get.is.double(player.name1, true)).set("prompt", "请选择你的势力");
"step 1";
player.changeGroup(result.control);
},
},
};
export default skills;