"use strict"; game.import("mode", function (lib, game, ui, get, ai, _status) { return { name: "guozhan", startBefore: function () { var playback = localStorage.getItem(lib.configprefix + "playback"); for (var i in lib.characterPack.mode_guozhan) { if (!get.config("onlyguozhan") && !playback) { if (lib.character[i.slice(3)]) continue; } lib.character[i] = lib.characterPack.mode_guozhan[i]; if (!lib.translate[i]) { lib.translate[i] = lib.translate[i.slice(3)]; } } for (var i in lib.character) { if (lib.character[i].group == "shen") { lib.character[i].group = (lib.character[i].groupInGuozhan || "qun"); } } }, onreinit: function () { var pack = lib.characterPack.mode_guozhan; for (var i in pack) { lib.character[i] = pack[i]; if (!lib.translate[i]) { lib.translate[i] = lib.translate[i.slice(3)]; } } for (var i in lib.character) { if (lib.character[i].group == "shen") { lib.character[i].group = (lib.character[i].groupInGuozhan || "qun"); } } }, start: function () { "step 0"; var playback = localStorage.getItem(lib.configprefix + "playback"); if (playback) { ui.create.me(); ui.arena.style.display = "none"; ui.system.style.display = "none"; _status.playback = playback; localStorage.removeItem(lib.configprefix + "playback"); var store = lib.db.transaction(["video"], "readwrite").objectStore("video"); store.get(parseInt(playback)).onsuccess = function (e) { if (e.target.result) { game.playVideoContent(e.target.result.video); } else { alert("播放失败:找不到录像"); game.reload(); } }; event.finish(); } else if (_status.connectMode) { game.waitForPlayer(); } else { _status.mode = get.config("guozhan_mode"); if (!["normal", "yingbian", "old", "free"].includes(_status.mode)) _status.mode = "normal"; //决定牌堆 switch (_status.mode) { case "old": lib.card.list = lib.guozhanPile_old.slice(0); break; case "yingbian": lib.card.list = lib.guozhanPile_yingbian.slice(0); delete lib.translate.shuiyanqijunx_info_guozhan; const pack = lib.yingbian_guozhan; for (const i in pack) { lib.character[i] = pack[i]; lib.characterPack.mode_guozhan[i] = pack[i]; if (!lib.translate[i]) lib.translate[i] = lib.translate[i.slice(3)]; } break; case "normal": lib.card.list = lib.guozhanPile.slice(0); break; } if (_status.mode != "free") game.fixedPile = true; else { delete lib.translate.shuiyanqijunx_info_guozhan; } game.prepareArena(); // game.delay(); game.showChangeLog(); } if (!_status.connectMode) { _status.mode = get.config("guozhan_mode"); if (_status.brawl && _status.brawl.submode) { _status.mode = _status.brawl.submode; } if (get.config("separatism")) _status.separatism = true; } "step 1"; if (_status.connectMode) { _status.mode = lib.configOL.guozhan_mode; if (!["normal", "yingbian", "old"].includes(_status.mode)) _status.mode = "normal"; if (lib.configOL.separatism) _status.separatism = true; //决定牌堆 switch (_status.mode) { case "old": lib.card.list = lib.guozhanPile_old.slice(0); break; case "yingbian": lib.card.list = lib.guozhanPile_yingbian.slice(0); delete lib.translate.shuiyanqijunx_info_guozhan; break; default: lib.card.list = lib.guozhanPile.slice(0); break; } game.fixedPile = true; game.broadcastAll( (mode, separatism) => { _status.mode = mode; if (separatism) _status.separatism = true; var pack = lib.characterPack.mode_guozhan; if (mode == "yingbian") { delete lib.translate.shuiyanqijunx_info_guozhan; const pack2 = lib.yingbian_guozhan; for (const i in pack2) { pack[i] = pack2[i]; } } for (var i = 0; i < game.players.length; i++) { game.players[i].node.name.hide(); game.players[i].node.name2.hide(); } for (var i in pack) { lib.character[i] = pack[i]; if (!lib.translate[i]) { lib.translate[i] = lib.translate[i.slice(3)]; } } for (var i in lib.character) { if (lib.character[i][1] == "shen") { lib.character[i].group = (lib.character[i].groupInGuozhan || "qun"); } } //lib.characterReplace={}; }, _status.mode, _status.separatism ); game.randomMapOL(); } else { //lib.characterReplace={}; for (var i = 0; i < game.players.length; i++) { game.players[i].node.name.hide(); game.players[i].node.name2.hide(); game.players[i].getId(); } if (_status.brawl && _status.brawl.chooseCharacterBefore) { _status.brawl.chooseCharacterBefore(); } game.chooseCharacter(); } "step 2"; //game.broadcastAll(function(){ // lib.inpile.removeArray(['gz_haolingtianxia','gz_kefuzhongyuan','gz_guguoanbang','gz_wenheluanwu']); //}); if (ui.coin) { _status.coinCoeff = get.coinCoeff([game.me.name1, game.me.name2]); } var player; if (_status.cheat_seat) { var seat = _status.cheat_seat.link; if (seat == 0) { player = game.me; } else { player = game.players[game.players.length - seat]; } if (!player) player = game.me; delete _status.cheat_seat; } else { player = game.players[Math.floor(Math.random() * game.players.length)]; } event.playerx = player; event.trigger("gameStart"); "step 3"; game.gameDraw(event.playerx); game.broadcastAll(function (player) { for (var i = 0; i < game.players.length; i++) { var seatNum = get.distance(player, game.players[i], "absolute"); game.players[i].name = `unknown${seatNum}`; game.players[i].node.name_seat = ui.create.div( ".name.name_seat", get.seatTranslation(seatNum), game.players[i] ); // if(game.players[i]==game.me){ // lib.translate[game.players[i].name]+='(你)'; // } } }, event.playerx); var players = get.players(lib.sort.position); var info = []; for (var i = 0; i < players.length; i++) { info.push({ name: game.players[i].name, translate: lib.translate[game.players[i].name], name1: players[i].name1, name2: players[i].name2, }); } (_status.videoInited = true), game.addVideo("init", null, info); if (_status.mode == "mingjiang") { game.showIdentity(true); } else { for (var i = 0; i < game.players.length; i++) { game.players[i].ai.shown = 0; } } if (_status.connectMode && lib.configOL.change_card) game.replaceHandcards(game.players.slice(0)); game.phaseLoop(event.playerx); }, card: { junling1: { type: "junling", vanish: true, derivation: "guozhan", }, junling2: { type: "junling", vanish: true, derivation: "guozhan", }, junling3: { type: "junling", vanish: true, derivation: "guozhan", }, junling4: { type: "junling", vanish: true, derivation: "guozhan", }, junling5: { type: "junling", vanish: true, derivation: "guozhan", }, junling6: { type: "junling", vanish: true, derivation: "guozhan", }, zhulian_card: { cardimage: "wuzhong", }, }, aozhanRank: { 8: ["gz_panjun"], 7: ["gz_zhongyan", "gz_yangyan"], 6: [], 5: [ "gz_lukang", "gz_caoren", "gz_lvfan", "gz_machao", "gz_ganfuren", "gz_madai", "gz_jiling", "gz_pangde", "gz_huangzu", ], 4: [ "gz_re_lidian", "gz_yuejin", "gz_huangzhong", "gz_menghuo", "gz_sunshangxiang", "gz_lvmeng", "gz_lvbu", "gz_xiahouba", "gz_chendao", "gz_tw_tianyu", ], 3: [ "gz_simayi", "gz_luxun", "gz_wuguotai", "gz_caiwenji", "gz_shibao", "gz_xuyou", "gz_zhugeke", "gz_re_nanhualaoxian", "gz_zhouyi", ], 2: ["gz_re_lusu", "gz_zhangzhang", "gz_jin_simashi", "gz_jin_zhangchunhua", "gz_zhugejin"], 1: [ "gz_caocao", "gz_guojia", "gz_xiahoudun", "gz_xunyu", "gz_caopi", "gz_liubei", "gz_fazheng", "gz_dongzhuo", "gz_yuji", "gz_liqueguosi", "gz_huanggai", "gz_re_xushu", "gz_panjun", "gz_yangxiu", ], }, guozhanRank: { 8: [ "gz_xunyou", "gz_re_lidian", "gz_caopi", "gz_shamoke", "gz_lifeng", "gz_wangping", "gz_xiaoqiao", "gz_zhoutai", "gz_lvfan", "gz_beimihu", "gz_mateng", "gz_jiaxu", "gz_jin_wangyuanji", "gz_huaxin", "gz_duyu", "gz_zhonghui", "gz_xuyou", "gz_simazhao", ], 7: [ "gz_zhanghe", "gz_jianggan", "gz_simayi", "gz_weiyan", "gz_huangyueying", "gz_zhugeliang", "gz_lingtong", "gz_sunshangxiang", "gz_sunce", "gz_re_yuanshao", "gz_yuanshu", "gz_hetaihou", "gz_jin_simashi", "gz_sp_duyu", "gz_shibao", "gz_gongsunyuan", "gz_panjun", "gz_re_nanhualaoxian", "gz_wangji", "gz_xin_zhuran", "gz_jin_jiachong", "gz_jin_yanghu", ], 6: [ "gz_zhenji", "gz_guojia", "gz_yujin", "gz_jiangwei", "gz_zhangfei", "gz_sp_zhugeliang", "gz_zhouyu", "gz_lingcao", "gz_daqiao", "gz_dingfeng", "gz_yuji", "gz_caiwenji", "gz_diaochan", "gz_zuoci", "gz_key_ushio", "gz_jin_simazhao", "gz_dongzhao", "gz_liuba", "gz_zhouyi", "gz_re_xunchen", "gz_fuwan", "gz_zhugejin", "gz_yangxiu", "gz_yangyan", "gz_tw_tianyu", "gz_yangwan", "gz_wangling", ], 5: [ "gz_zhangliao", "gz_caocao", "gz_xuhuang", "gz_liushan", "gz_pangtong", "gz_zhaoyun", "gz_re_lusu", "gz_sunquan", "gz_ganning", "gz_zhangxiu", "gz_liqueguosi", "gz_huatuo", "gz_zhanghuyuechen", "gz_re_xushu", "gz_mifangfushiren", "gz_huangzu", "gz_weiguan", "gz_miheng", "gz_wenqin", "gz_zumao", "gz_xuangongzhu", "gz_tw_xiahoushang", ], 4: [ "gz_dianwei", "gz_dengai", "gz_xunyu", "gz_madai", "gz_liubei", "gz_mifuren", "gz_wuguotai", "gz_luxun", "gz_re_taishici", "gz_zhangjiao", "gz_pangde", "gz_liuqi", "gz_jin_zhangchunhua", "gz_zongyu", "gz_shixie", "gz_jin_yanghuiyu", "gz_tangzi", "gz_yanbaihu", "gz_wujing", "gz_zhugeke", "gz_sunchen", "gz_liaohua", "gz_zhongyan", "gz_xinchang", "gz_tw_liufuren", ], 3: [ "gz_xiahoudun", "gz_yuejin", "gz_caoren", "gz_machao", "gz_masu", "gz_fazheng", "gz_zhangzhang", "gz_lvmeng", "gz_huanggai", "gz_jiling", "gz_lvbu", "gz_dongzhuo", "gz_jin_xiahouhui", "gz_simazhou", "gz_zhanglu", "gz_chendao", "gz_yangzhi", "gz_old_huaxiong", "gz_gaoshun", ], 2: [ "gz_cuimao", "gz_xiahouyuan", "gz_caohong", "gz_zhurong", "gz_zhurong", "gz_jiangfei", "gz_xusheng", "gz_luyusheng", "gz_sunjian", "gz_zhangren", "gz_kongrong", "gz_yanwen", "gz_jin_simayi", "gz_mengda", "gz_xiahouba", ], 1: [ "gz_zangba", "gz_bianfuren", "gz_xuzhu", "gz_menghuo", "gz_ganfuren", "gz_guanyu", "gz_lukang", "gz_jiangqing", "gz_chendong", "gz_zoushi", "gz_panfeng", "gz_tianfeng", "gz_sufei", "gz_yanyan", ], }, yingbian_guozhan: { gz_sp_duyu: ["male", "qun", 4, ["fakezhufu"]], gz_wangji: ["male", "wei", 3, ["fakeqizhi", "fakejinqu"]], gz_yangyan: ["female", "jin", 3, ["fakexuanbei", "xianwan"]], gz_shibao: ["male", "jin", 4, ["fakezhuosheng", "fakejuhou"]], gz_simazhou: ["male", "jin", 4, ["fakecaiwang", "fakenaxiang"]], }, characterSort: { mode_guozhan: { guozhan_default: [ "gz_caocao", "gz_simayi", "gz_xiahoudun", "gz_zhangliao", "gz_xuzhu", "gz_guojia", "gz_zhenji", "gz_xiahouyuan", "gz_zhanghe", "gz_xuhuang", "gz_caoren", "gz_dianwei", "gz_xunyu", "gz_caopi", "gz_yuejin", "gz_liubei", "gz_guanyu", "gz_zhangfei", "gz_zhugeliang", "gz_zhaoyun", "gz_machao", "gz_huangyueying", "gz_huangzhong", "gz_weiyan", "gz_pangtong", "gz_sp_zhugeliang", "gz_liushan", "gz_menghuo", "gz_zhurong", "gz_ganfuren", "gz_sunquan", "gz_ganning", "gz_lvmeng", "gz_huanggai", "gz_zhouyu", "gz_daqiao", "gz_luxun", "gz_sunshangxiang", "gz_sunjian", "gz_xiaoqiao", "gz_re_taishici", "gz_zhoutai", "gz_re_lusu", "gz_zhangzhang", "gz_dingfeng", "gz_huatuo", "gz_lvbu", "gz_diaochan", "gz_re_yuanshao", "gz_yanwen", "gz_jiaxu", "gz_pangde", "gz_zhangjiao", "gz_caiwenji", "gz_mateng", "gz_kongrong", "gz_jiling", "gz_tianfeng", "gz_panfeng", "gz_zoushi", ], guozhan_zhen: [ "gz_dengai", "gz_caohong", "gz_jiangfei", "gz_jiangwei", "gz_xusheng", "gz_jiangqing", "gz_hetaihou", "gz_yuji", ], guozhan_shi: [ "gz_re_lidian", "gz_zangba", "gz_madai", "gz_mifuren", "gz_sunce", "gz_chendong", "gz_sp_dongzhuo", "gz_zhangren", ], guozhan_bian: [ "gz_liqueguosi", "gz_zuoci", "gz_bianfuren", "gz_xunyou", "gz_lingtong", "gz_lvfan", "gz_masu", "gz_shamoke", ], guozhan_quan: [ "gz_cuimao", "gz_yujin", "gz_wangping", "gz_fazheng", "gz_wuguotai", "gz_lukang", "gz_yuanshu", "gz_zhangxiu", ], guozhan_jun: ["gz_jun_caocao", "gz_jun_sunquan", "gz_jun_liubei", "gz_jun_zhangjiao"], guozhan_single: [ "gz_re_xushu", "gz_yanbaihu", "gz_wujing", "gz_dongzhao", "gz_huangzu", "gz_zhugeke", "gz_liuba", "gz_zhuling", ], guozhan_double: [ "gz_tangzi", "gz_liuqi", "gz_mengda", "gz_mifangfushiren", "gz_zhanglu", "gz_shixie", "gz_xuyou", "gz_xiahouba", "gz_panjun", "gz_xf_sufei", "gz_wenqin", "gz_pengyang", ], guozhan_yexinjia: ["gz_zhonghui", "gz_simazhao", "gz_gongsunyuan", "gz_sunchen"], guozhan_jin: [ "gz_jin_simayi", "gz_jin_simazhao", "gz_jin_simashi", "gz_jin_zhangchunhua", "gz_jin_wangyuanji", "gz_jin_xiahouhui", "gz_duyu", "gz_zhanghuyuechen", "gz_jin_yanghuiyu", "gz_simazhou", "gz_shibao", "gz_weiguan", "gz_zhongyan", "gz_yangyan", "gz_zuofen", "gz_xinchang", "gz_xuangongzhu", "gz_yangzhi", ], guozhan_zongheng: [ "gz_jianggan", "gz_huaxin", "gz_luyusheng", "gz_zongyu", "gz_miheng", "gz_fengxi", "gz_dengzhi", "gz_re_xunchen", "gz_dc_yanghu", ], guozhan_decade: [ "gz_zhouyi", "gz_lvlingqi", "gz_yangwan", "gz_wangling", "gz_wangji", "gz_yanyan", "gz_xin_zhuran", "gz_gaoshun", "gz_jin_jiachong", "gz_jin_yanghu", ], guozhan_mobile: ["gz_lingcao", "gz_lifeng", "gz_sp_duyu"], guozhan_qunxiong: [ "gz_xf_huangquan", "gz_guohuai", "gz_guanqiujian", "gz_zhujun", "gz_chengong", "gz_re_xugong", ], guozhan_tw: [ "gz_yangxiu", "gz_tw_tianyu", "gz_tw_xiahoushang", "gz_liaohua", "gz_chendao", "gz_zhugejin", "gz_zumao", "gz_fuwan", "gz_tw_liufuren", "gz_old_huaxiong", ], guozhan_others: ["gz_beimihu", "gz_key_ushio", "gz_re_nanhualaoxian"], }, }, characterPack: { mode_guozhan: { gz_shibing1wei: ["male", "wei", 0, [], ["unseen"]], gz_shibing2wei: ["female", "wei", 0, [], ["unseen"]], gz_shibing1shu: ["male", "shu", 0, [], ["unseen"]], gz_shibing2shu: ["female", "shu", 0, [], ["unseen"]], gz_shibing1wu: ["male", "wu", 0, [], ["unseen"]], gz_shibing2wu: ["female", "wu", 0, [], ["unseen"]], gz_shibing1qun: ["male", "qun", 0, [], ["unseen"]], gz_shibing2qun: ["female", "qun", 0, [], ["unseen"]], gz_shibing1jin: ["male", "jin", 0, [], ["unseen"]], gz_shibing2jin: ["female", "jin", 0, [], ["unseen"]], gz_shibing1ye: ["male", "ye", 0, [], ["unseen"]], gz_shibing2ye: ["female", "ye", 0, [], ["unseen"]], gz_shibing1key: ["male", "key", 0, [], ["unseen"]], gz_shibing2key: ["female", "key", 0, [], ["unseen"]], gz_zhonghui: ["male", "ye", 4, ["fakequanji", "fakepaiyi"], ["gzskin"]], gz_simazhao: ["male", "ye", 3, ["gzzhaoxin", "gzsuzhi"], ["gzskin"]], gz_gongsunyuan: ["male", "ye", 4, ["gzrehuaiyi", "gzrezisui"], ["gzskin"]], gz_sunchen: ["male", "ye", 4, ["fakeshilu", "fakexiongnve"]], gz_tangzi: ["male", "wu", 4, ["gzxingzhao"], ["doublegroup:wei:wu", "gzskin"]], gz_mengda: ["male", "wei", 4, ["qiuan", "liangfan"], ["doublegroup:wei:shu"]], gz_liuqi: ["male", "qun", 3, ["gzwenji", "gztunjiang"], ["doublegroup:shu:qun", "gzskin"]], gz_mifangfushiren: ["male", "shu", 4, ["mffengshi"], ["doublegroup:shu:wu"]], gz_shixie: ["male", "qun", 3, ["gzbiluan", "gzrelixia"], ["doublegroup:wu:qun", "gzskin"]], gz_zhanglu: ["male", "qun", 3, ["gzrebushi", "gzremidao"], ["doublegroup:wei:qun", "gzskin"]], gz_dongzhao: ["male", "wei", 3, ["quanjin", "zaoyun"]], gz_re_xushu: ["male", "shu", 4, ["gzzhuhai", "gzpozhen", "gzjiancai"], ["gzskin"]], gz_wujing: ["male", "wu", 4, ["donggui", "fengyang"], ["gzskin"]], gz_yanbaihu: ["male", "qun", 4, ["gzzhidao", "gzyjili"], ["gzskin"]], gz_xuyou: ["male", "wei", 3, ["gzchenglve", "gzshicai"], ["doublegroup:wei:qun", "gzskin"]], gz_xiahouba: ["male", "shu", 4, ["gzbaolie"], ["doublegroup:wei:shu", "gzskin"]], gz_panjun: [ "male", "wu", 3, ["gzcongcha", "xinfu_gongqing"], ["doublegroup:shu:wu", "gzskin"], ], gz_huangzu: ["male", "qun", 4, ["gzxishe"], ["gzskin"]], gz_zhugeke: ["male", "wu", 3, ["aocai", "gzduwu"], ["gzskin"]], gz_wenqin: ["male", "wei", 4, ["gzjinfa"], ["doublegroup:wei:wu", "gzskin"]], gz_xf_sufei: ["male", "wu", 4, ["gzlianpian"], ["doublegroup:wu:qun", "gzskin"]], gz_liuba: ["male", "shu", 3, ["gztongduo", "qingyin"], ["gzskin"]], gz_pengyang: ["male", "shu", 3, ["gztongling", "gzjinyu"], ["doublegroup:shu:qun", "gzskin"]], gz_zhuling: ["male", "wei", 4, ["gzjuejue", "gzfangyuan"], ["gzskin"]], gz_caocao: ["male", "wei", 4, ["rejianxiong_old"]], gz_simayi: ["male", "wei", 3, ["fankui", "guicai"]], gz_xiahoudun: ["male", "wei", 4, ["reganglie"]], gz_zhangliao: ["male", "wei", 4, ["new_retuxi"]], gz_xuzhu: ["male", "wei", 4, ["gzluoyi"]], gz_guojia: ["male", "wei", 3, ["tiandu", "gzyiji"], ["gzskin"]], gz_zhenji: ["female", "wei", 3, ["luoshen", "qingguo"], ["gzskin"]], gz_xiahouyuan: ["male", "wei", 4, ["gzshensu"], ["gzskin"]], gz_zhanghe: ["male", "wei", 4, ["qiaobian"]], gz_xuhuang: ["male", "wei", 4, ["new_duanliang"]], gz_caoren: ["male", "wei", 4, ["gzjushou"]], gz_dianwei: ["male", "wei", 5, ["reqiangxi"], ["gzskin"]], gz_xunyu: ["male", "wei", 3, ["quhu", "gzjieming"]], gz_caopi: ["male", "wei", 3, ["xingshang", "gzfangzhu"], ["gzskin"]], gz_yuejin: ["male", "wei", 4, ["fakexiaoguo"], ["gzskin"]], gz_liubei: ["male", "shu", 4, ["rerende"]], gz_guanyu: ["male", "shu", 5, ["new_rewusheng"], ["gzskin"]], gz_zhangfei: ["male", "shu", 4, ["gzpaoxiao"]], gz_zhugeliang: ["male", "shu", 3, ["guanxing", "new_kongcheng"], ["gzskin"]], gz_zhaoyun: ["male", "shu", 4, ["new_longdan"]], gz_machao: ["male", "shu", 4, ["mashu", "new_tieji"]], gz_huangyueying: ["female", "shu", 3, ["jizhi", "qicai"], ["gzskin"]], gz_huangzhong: ["male", "shu", 4, ["gzliegong"], ["gzskin"]], gz_weiyan: ["male", "shu", 4, ["xinkuanggu"]], gz_pangtong: ["male", "shu", 3, ["lianhuan", "oldniepan"]], gz_sp_zhugeliang: ["male", "shu", 3, ["huoji", "bazhen", "kanpo"], ["gzskin"]], gz_liushan: ["male", "shu", 3, ["xiangle", "fangquan"]], gz_menghuo: ["male", "shu", 4, ["huoshou", "rezaiqi"]], gz_zhurong: ["female", "shu", 4, ["juxiang", "lieren"]], gz_ganfuren: ["female", "shu", 3, ["new_shushen", "shenzhi"], ["gzskin"]], gz_yuji: ["male", "qun", 3, ["qianhuan"], ["gzskin"]], gz_sunquan: ["male", "wu", 4, ["gzzhiheng"]], gz_ganning: ["male", "wu", 4, ["qixi"]], gz_lvmeng: ["male", "wu", 4, ["new_keji", "new_mouduan"]], gz_huanggai: ["male", "wu", 4, ["new_kurou"]], gz_zhouyu: ["male", "wu", 3, ["reyingzi", "refanjian"], ["gzskin"]], gz_daqiao: ["female", "wu", 3, ["guose", "liuli"]], gz_luxun: ["male", "wu", 3, ["gzqianxun", "fakeduoshi"], ["gzskin"]], gz_sunshangxiang: ["female", "wu", 3, ["jieyin", "gzxiaoji"], ["gzskin"]], gz_sunjian: ["male", "wu", 5, ["yinghun"], ["gzskin"]], gz_xiaoqiao: ["female", "wu", 3, ["gztianxiang", "gzhongyan"], ["gzskin"]], gz_re_taishici: [ "male", "wu", 4, ["tianyi", "fakehanzhan"], ["tempname:re_taishici", "die_audio:re_taishici"], ], gz_zhoutai: ["male", "wu", 4, ["buqu", "new_fenji"]], gz_re_lusu: ["male", "wu", 3, ["haoshi", "dimeng"]], gz_zhangzhang: ["male", "wu", 3, ["zhijian", "guzheng"]], gz_dingfeng: ["male", "wu", 4, ["fakeduanbing", "fenxun"], ["gzskin"]], gz_huatuo: ["male", "qun", 3, ["new_chuli", "jijiu"]], gz_lvbu: ["male", "qun", 5, ["gzwushuang"], ["gzskin"]], gz_diaochan: ["female", "qun", 3, ["lijian", "biyue"], ["gzskin"]], gz_re_yuanshao: ["male", "qun", 4, ["new_luanji"], ["gzskin"]], gz_yanwen: ["male", "qun", 4, ["fakeshuangxiong"]], gz_jiaxu: ["male", "qun", 3, ["wansha", "luanwu", "gzweimu"], ["gzskin"]], gz_pangde: ["male", "qun", 4, ["mashu", "jianchu"]], gz_zhangjiao: ["male", "qun", 3, ["leiji", "guidao"]], gz_caiwenji: ["female", "qun", 3, ["beige", "gzduanchang"]], gz_mateng: ["male", "qun", 4, ["mashu2", "xiongyi"]], gz_kongrong: ["male", "qun", 3, ["gzmingshi", "lirang"]], gz_jiling: ["male", "qun", 4, ["shuangren"]], gz_tianfeng: ["male", "qun", 3, ["sijian", "gzsuishi"]], gz_panfeng: ["male", "qun", 4, ["gzkuangfu"], ["gzskin"]], gz_zoushi: ["female", "qun", 3, ["huoshui", "new_qingcheng"]], gz_dengai: ["male", "wei", 4, ["tuntian", "ziliang", "gzjixi"], ["gzskin", "die_audio"]], gz_caohong: ["male", "wei", 4, ["fakehuyuan", "heyi"], ["gzskin"]], gz_jiangfei: ["male", "shu", 3, ["shengxi", "gzshoucheng"]], gz_jiangwei: ["male", "shu", 4, ["tiaoxin", "yizhi", "tianfu"], ["gzskin"]], gz_xusheng: ["male", "wu", 4, ["fakeyicheng"], ["gzskin"]], gz_jiangqing: ["male", "wu", 4, ["gzshangyi", "niaoxiang"]], gz_hetaihou: ["female", "qun", 3, ["zhendu", "qiluan"], ["gzskin"]], gz_re_lidian: ["male", "wei", 3, ["xunxun", "wangxi"]], gz_zangba: ["male", "wei", 4, ["rehengjiang"]], gz_madai: ["male", "shu", 4, ["mashu2", "qianxi"], ["gzskin"]], gz_mifuren: ["female", "shu", 3, ["gzguixiu", "gzcunsi"]], gz_sunce: ["male", "wu", 4, ["jiang", "yingyang", "baka_hunshang"], ["gzskin"]], gz_chendong: ["male", "wu", 4, ["duanxie", "fakefenming"]], gz_sp_dongzhuo: ["male", "qun", 4, ["hengzheng", "fakebaoling"]], gz_zhangren: ["male", "qun", 4, ["chuanxin", "fengshi"]], gz_jun_liubei: ["male", "shu", 4, ["zhangwu", "jizhao", "shouyue", "wuhujiangdaqi"]], gz_jun_zhangjiao: ["male", "qun", 4, ["wuxin", "hongfa", "wendao", "huangjintianbingfu"]], gz_jun_sunquan: ["male", "wu", 4, ["jiahe", "lianzi", "jubao", "yuanjiangfenghuotu"]], gz_liqueguosi: ["male", "qun", 4, ["gzxiongsuan"]], gz_zuoci: ["male", "qun", 3, ["fakeyigui", "fakejihun"], ["gzskin"]], gz_bianfuren: ["female", "wei", 3, ["wanwei", "gzyuejian"]], gz_xunyou: ["male", "wei", 3, ["gzqice", "zhiyu"], ["gzskin"]], gz_lingtong: ["male", "wu", 4, ["xuanlve", "yongjin"], ["gzskin"]], gz_lvfan: ["male", "wu", 3, ["gzdiaodu", "gzdiancai"]], gz_masu: ["male", "shu", 3, ["gzsanyao", "gzzhiman"], ["gzskin"]], gz_shamoke: ["male", "shu", 4, ["gzjili"], ["gzskin"]], gz_lingcao: ["male", "wu", 4, ["fakedujin"]], gz_lifeng: ["male", "shu", 3, ["faketunchu", "fakeshuliang"]], gz_beimihu: ["female", "qun", 3, ["fakeguishu", "fakeyuanyu"]], gz_jianggan: ["male", "wei", 3, ["weicheng", "daoshu"]], gz_sp_duyu: ["male", "qun", 4, ["spwuku", "spmiewu"]], gz_huaxin: ["male", "wei", 3, ["wanggui", "fakexibing"]], gz_luyusheng: ["female", "wu", 3, ["fakezhente", "fakezhiwei"]], gz_zongyu: ["male", "shu", 3, ["zyqiao", "fakechengshang"]], gz_miheng: ["male", "qun", 3, ["fakekuangcai", "gzshejian"], ["gzskin"]], gz_fengxi: ["male", "wu", 3, ["gzyusui", "gzboyan"], ["gzskin"]], gz_dengzhi: ["male", "shu", 3, ["gzjianliang", "gzweimeng"], ["gzskin"]], gz_re_nanhualaoxian: ["male", "qun", 3, ["gzgongxiu", "gztaidan", "gzrejinghe"]], gz_zhouyi: ["female", "wu", 3, ["gzzhukou", "gzduannian", "gzlianyou"]], gz_re_xunchen: ["male", "qun", 3, ["gzfenglve", "gzanyong"]], gz_lvlingqi: ["female", "qun", 4, ["guowu", "gzshenwei", "gzzhuangrong"], ["gzskin"]], gz_dc_yanghu: ["male", "wei", 3, ["gzdeshao", "gzmingfa"]], gz_cuimao: ["male", "wei", 3, ["gzzhengbi", "gzfengying"], []], gz_yujin: ["male", "wei", 4, ["gzjieyue"], ["gzskin"]], gz_wangping: ["male", "shu", 4, ["jianglue"], ["gzskin"]], gz_fazheng: ["male", "shu", 3, ["gzxuanhuo", "gzenyuan"], ["gzskin"]], gz_wuguotai: ["female", "wu", 3, ["gzbuyi", "ganlu"], ["gzskin"]], gz_lukang: ["male", "wu", 4, ["fakejueyan", "fakekeshou"], ["gzskin"]], gz_yuanshu: ["male", "qun", 4, ["gzweidi", "gzyongsi"], ["gzskin"]], gz_zhangxiu: ["male", "qun", 4, ["gzfudi", "gzcongjian"], ["gzskin"]], gz_jun_caocao: ["male", "wei", 4, ["jianan", "huibian", "gzzongyu", "wuziliangjiangdao"], []], gz_jin_zhangchunhua: ["female", "jin", 3, ["gzhuishi", "fakeqingleng"]], gz_jin_simayi: ["male", "jin", 3, ["fakequanbian", "smyyingshi", "fakezhouting"]], gz_jin_wangyuanji: ["female", "jin", 3, ["fakeyanxi", "fakeshiren"]], gz_jin_simazhao: ["male", "jin", 3, ["zhaoran", "gzchoufa"]], gz_jin_xiahouhui: ["female", "jin", 3, ["fakebaoqie", "jyishi", "shiduo"]], gz_jin_simashi: ["male", "jin", 5, ["gzyimie", "gztairan"]], gz_duyu: ["male", "jin", 4, ["gzsanchen", "gzpozhu"]], gz_zhanghuyuechen: ["male", "jin", 4, ["fakexijue"]], gz_jin_yanghuiyu: ["female", "jin", 3, ["fakeciwei", "fakehuirong"]], gz_simazhou: ["male", "jin", 4, ["caiwang", "gznaxiang"]], gz_shibao: ["male", "jin", 4, ["gzzhuosheng"]], gz_weiguan: ["male", "jin", 3, ["zhongyun", "shenpin"]], gz_zhongyan: ["female", "jin", 3, ["gzbolan", "yifa"]], gz_yangyan: ["female", "jin", 3, ["gzxuanbei", "xianwan"]], gz_zuofen: ["female", "jin", 3, ["gzzhaosong", "gzlisi"]], gz_xuangongzhu: ["female", "jin", 3, ["fakeqimei", "ybzhuiji"]], gz_xinchang: ["male", "jin", 3, ["fakecanmou", "congjian"]], gz_yangzhi: ["female", "jin", 3, ["gzwanyi", "gzmaihuo"]], gz_liaohua: ["male", "shu", 4, ["gzdangxian"]], gz_zhugejin: ["male", "wu", 3, ["gzhuanshi", "gzhongyuan", "gzmingzhe"]], gz_yangxiu: ["male", "wei", 3, ["gzdanlao", "gzjilei"]], gz_zumao: ["male", "wu", 4, ["yinbing", "juedi"]], gz_fuwan: ["male", "qun", 4, ["moukui"]], gz_chendao: ["male", "shu", 4, ["drlt_wanglie"], []], gz_tw_tianyu: ["male", "wei", 4, ["gzzhenxi", "gzjiansu"], []], gz_tw_liufuren: ["female", "qun", 3, ["gzzhuidu", "gzshigong"], []], gz_old_huaxiong: ["male", "qun", 4, ["gzyaowu", "gzshiyong"], []], gz_tw_xiahoushang: ["male", "wei", 4, ["gztanfeng"], []], gz_xf_huangquan: ["male", "wei", 3, ["gzdianhu", "gzjianji"], ["doublegroup:wei:shu"]], gz_guohuai: ["male", "wei", 4, ["gzduanshi", "gzjingce"], ["gzskin"]], gz_guanqiujian: ["male", "wei", 4, ["gzzhengrong", "gzhongju"], []], gz_zhujun: ["male", "qun", 4, ["gzgongjian", "gzkuimang"], []], gz_chengong: ["male", "qun", 3, ["gzyinpan", "gzxingmou"], ["doublegroup:wei:qun", "gzskin"]], gz_re_xugong: ["male", "wu", 3, ["gzbiaozhao", "gzyechou"], ["doublegroup:wu:qun"]], gz_yangwan: ["female", "shu", 3, ["gzyouyan", "gzzhuihuan"], ["gzskin"]], gz_key_ushio: [ "female", "key", 3, ["ushio_huanxin", "ushio_xilv"], ["doublegroup:key:wei:shu:wu:qun:jin"], ], gz_wangling: ["male", "wei", 4, ["fakemibei"]], gz_yanyan: ["male", "shu", 4, ["fakejuzhan"]], gz_xin_zhuran: ["male", "wu", 4, ["fakedanshou"]], gz_gaoshun: ["male", "qun", 4, ["fakexunxi", "fakehuanjia"], ["gzskin"]], gz_jin_jiachong: ["male", "jin", 3, ["fakexiongshu", "fakejianhui"]], gz_jin_yanghu: ["male", "jin", 4, ["fakechongxin", "fakeweirong"]], }, }, skill: { //官盗2023 fakexiaoguo: { audio: "xiaoguo", trigger: { global: "phaseZhunbeiBegin" }, filter(event, player) { return ( event.player != player && player.countCards("h", (card) => { if (_status.connectMode) return true; return get.type(card) == "basic" && lib.filter.cardDiscardable(card, player); }) ); }, async cost(event, trigger, player) { event.result = await player .chooseToDiscard( get.prompt2("fakexiaoguo", trigger.player), (card, player) => { return get.type(card) == "basic"; }, [1, Infinity] ) .set("complexSelect", true) .set("ai", (card) => { const player = get.event("player"), target = get.event().getTrigger().player; const effect = get.damageEffect(target, player, player); const cards = target.getCards( "e", (card) => get.attitude(player, target) * get.value(card, target) < 0 ); if (effect <= 0 && !cards.length) return 0; if (ui.selected.cards.length > cards.length - (effect <= 0 ? 1 : 0)) return 0; return 1 / (get.value(card) || 0.5); }) .set("logSkill", ["fakexiaoguo", trigger.player]) .setHiddenSkill("fakexiaoguo") .forResult(); }, popup: false, preHidden: true, async content(event, trigger, player) { const num = trigger.player.countCards("e"), num2 = event.cards.length; await player.discardPlayerCard(trigger.player, "e", num2, true); if (num2 > num) await trigger.player.damage(); }, }, fakeduanbing: { audio: "duanbing", inherit: "reduanbing", preHidden: ["fakeduanbing_sha"], group: ["fakeduanbing_sha"], get content() { let content = get.info("reduanbing").content; content = content.toString().replaceAll("reduanbing", "fakeduanbing"); content = new Function("return " + content)(); delete this.content; this.content = content; return content; }, subSkill: { sha: { audio: "duanbing", trigger: { player: "useCardToPlayered" }, filter(event, player) { return ( event.card.name == "sha" && !event.getParent().directHit.includes(event.target) && event.targets.length == 1 ); }, forced: true, logTarget: "target", content() { var id = trigger.target.playerid; var map = trigger.getParent().customArgs; if (!map[id]) map[id] = {}; if (typeof map[id].shanRequired == "number") map[id].shanRequired++; else map[id].shanRequired = 2; }, ai: { directHit_ai: true, skillTagFilter(player, tag, arg) { if ( !arg || !arg.card || !arg.target || arg.card.name != "sha" || arg.target.countCards("h", "shan") > 1 || get.distance(player, arg.target) > 1 ) return false; }, }, }, }, }, fakeduoshi: { audio: "duoshi", global: "fakeduoshi_global", subSkill: { global: { audio: "duoshi", forceaudio: true, enable: "chooseToUse", filter(event, player) { const info = get.info("fakeduoshi").subSkill.global; return ( game.hasPlayer((target) => { return info.filterTarget(null, player, target); }) && player.countCards("hs", (card) => { return info.filterCard(card, player); }) ); }, filterTarget(card, player, target) { return ( target.hasSkill("fakeduoshi") && !target.isTempBanned("fakeduoshi") && target.isFriendOf(player) ); }, filterCard(card, player) { if (!game.checkMod(card, player, "unchanged", "cardEnabled2", player)) return false; return ( get.color(card) == "red" && player.hasUseTarget(get.autoViewAs({ name: "yiyi" }, [card])) ); }, discard: false, lose: false, delay: false, line: false, prompt: "选择一张红色手牌当作【以逸待劳】使用,并选择一名拥有【度势】的角色", async content(event, trigger, player) { const target = event.target; target.tempBanSkill("fakeduoshi", "roundStart", false); let { result } = await player.chooseUseTarget( true, { name: "yiyi" }, event.cards ); if (result.bool && result.targets.length && target.isNotMajor()) { const num = result.targets.length, str = "将" + get.cnNumber(num) + "张手牌当作不可被响应的【火烧连营】使用?"; const { result: { bool, targets }, } = await player .chooseTarget("是否令一名友方角色" + str, (card, player, target) => { return ( target.isFriendOf(player) && target.countCards("h", (card) => { if ( !target.hasUseTarget( get.autoViewAs({ name: "huoshaolianying" }, [card]) ) ) return false; return ( target != player || game.checkMod( card, player, "unchanged", "cardEnabled2", player ) ); }) >= get.event("num") ); }) .set("num", num) .set("ai", (target) => { return target.getUseValue( new lib.element.VCard({ name: "huoshaolianying" }) ); }); if (bool) { player.line(targets[0]); game.broadcastAll((num) => { lib.skill.fakeduoshi_backup.selectCard = num; lib.skill.fakeduoshi.subSkill.backup.selectCard = num; }, num); await targets[0] .chooseToUse() .set("openskilldialog", "度势:是否" + str) .set("norestore", true) .set("_backupevent", "fakeduoshi_backup") .set("custom", { add: {}, replace: { window: function () {} }, }) .set("addCount", false) .set("oncard", () => _status.event.directHit.addArray(game.players)) .backup("fakeduoshi_backup"); } } }, ai: { order(item, player) { const card = new lib.element.VCard({ name: "huoshaolianying" }); return get.order(card, player) + 0.1; }, result: { target: 1 }, }, }, backup: { filterCard: true, position: "hs", check(card) { return 7 - get.value(card); }, log: false, viewAs: { name: "huoshaolianying" }, precontent() { delete event.result.skill; }, }, }, }, fakehanzhan: { audio: "hanzhan", trigger: { player: ["chooseToCompareAfter", "compareMultipleAfter"], target: ["chooseToCompareAfter", "compareMultipleAfter"], }, filter(event, player) { if (event.preserve) return false; const list = [event.player, event.target]; const targets = list .slice() .filter((i) => (event.num1 - event.num2) * get.sgn(0.5 - list.indexOf(i)) <= 0); return targets.some((i) => { const target = list[1 - list.indexOf(i)]; return target.hasCard((card) => { return lib.filter.canBeGained(card, i, target); }, "e"); }); }, async cost(event, trigger, player) { let users = []; const list = [trigger.player, trigger.target]; let targets = list .slice() .filter((i) => (trigger.num1 - trigger.num2) * get.sgn(0.5 - list.indexOf(i)) <= 0); targets = targets.filter((i) => { const target = list[1 - list.indexOf(i)]; return target.hasCard((card) => { return lib.filter.canBeGained(card, i, target); }, "e"); }).sortBySeat(player); for (const i of targets) { const aim = list[1 - list.indexOf(i)]; const { result: { bool }, } = await i.chooseBool( get.prompt("fakehanzhan"), "获得" + get.translation(aim) + "装备区的一张牌" ).set("choice", aim.hasCard((card) => { return get.value(card, aim) * get.attitude(i, aim) < 0; }, "e")); if (bool) users.push(i); } event.result = { bool: Boolean(users.length), targets: users }; }, logLine: false, async content(event, trigger, player) { const list = [trigger.player, trigger.target]; let targets = list .slice() .filter((i) => (trigger.num1 - trigger.num2) * get.sgn(0.5 - list.indexOf(i)) <= 0); targets = targets .filter((i) => { const target = list[1 - list.indexOf(i)]; return target.hasCard((card) => { return lib.filter.canBeGained(card, i, target); }, "e"); }) .sortBySeat(player); for (const i of targets) { const aim = list[1 - list.indexOf(i)]; i.line(aim, "green"); await i.gainPlayerCard(aim, "e", true); } }, }, fakeshuangxiong: { audio: "shuangxiong", subfrequent: ["tiandu"], group: ["fakeshuangxiong_effect", "fakeshuangxiong_tiandu"], subSkill: { effect: { audio: "shuangxiong1", inherit: "shuangxiong1", content() { player .judge() .set("callback", get.info("fakeshuangxiong").subSkill.effect.callback); trigger.changeToZero(); }, callback() { player.addTempSkill("shuangxiong2"); player.markAuto("shuangxiong2", [event.judgeResult.color]); }, }, tiandu: { audio: "shuangxiong", inherit: "tiandu", filter(event, player) { return _status.currentPhase == player && get.info("tiandu").filter(event, player); }, }, }, }, fakeyicheng: { audio: "yicheng", inherit: "yicheng", async content(event, trigger, player) { const target = trigger.target; await target.draw(); await target.chooseToUse(function (card) { if (get.type(card) != "equip") return false; return lib.filter.cardEnabled(card, _status.event.player, _status.event); }, "疑城:是否使用装备牌?"); if (!target.storage.fakeyicheng) { target.when({ global: "phaseEnd" }).then(() => { player.chooseToDiscard("he", player.countMark("fakeyicheng"), true); delete player.storage.fakeyicheng; }); } target.addMark("fakeyicheng", 1, false); }, }, fakefenming: { audio: "fenming", enable: "phaseUse", filter(event, player) { return player.isLinked(); }, filterTarget(card, player, target) { return target.isLinked(); }, selectTarget: -1, usable: 1, multiline: true, multitarget: true, async content(event, trigger, player) { for (const target of event.targets) { if (player == target) await player.chooseToDiscard(true, "he"); else await player.discardPlayerCard(true, "he", target); } }, ai: { order(item, player) { return get.order({ name: "sha" }, player) + 0.1; }, result: { target(player, target) { return ( get.sgn(get.attitude(player, target)) * get.effect(target, { name: "guohe_copy2" }, player, player) ); }, }, }, }, fakebaoling: { audio: "baoling", inherit: "baoling", init(player) { player.checkMainSkill("fakebaoling"); }, content() { "step 0"; player.removeCharacter(1); "step 1"; player.gainMaxHp(3); player.recover(3); "step 2"; player.addSkills("fakebenghuai"); }, derivation: "fakebenghuai", }, fakebenghuai: { audio: "benghuai", inherit: "benghuai", async content(event, trigger, player) { const { result: { control }, } = await player .chooseControl("体力", "上限", "背水!") .set("prompt", "崩坏:请选择一项") .set("choiceList", [ "失去1点体力", "减1点体力上限", "背水!依次执行前两项,然后执行一个额外的摸牌阶段", ]) .set("ai", () => { const player = get.event("player"); if (player.maxHp > 1 && (player.getHp() == 2 || !player.countCards("h"))) return "背水!"; return player.isDamaged() ? "上限" : "体力"; }); player.popup(control); game.log(player, "选择了", "#g" + control); if (control != "上限") await player.loseHp(); if (control != "体力") await player.loseMaxHp(); if (control == "背水!") { const next = player.phaseDraw(); event.next.remove(next); trigger.getParent().next.push(next); } }, }, fakediaodu: { audio: "diaodu", inherit: "xindiaodu", group: "fakediaodu_use", get content() { let content = get.info("xindiaodu").content; content = content.toString().replaceAll("xindiaodu", "fakediaodu"); content = new Function("return " + content)(); delete this.content; this.content = content; return content; }, subSkill: { use: { trigger: { global: "useCard" }, filter(event, player) { if ( !lib.skill.xindiaodu.isFriendOf(player, event.player) || !(event.targets || []).includes(player) ) return false; return ( (player == event.player || player.hasSkill("fakediaodu")) && !event.player.getStorage("fakediaodu_temp").includes(get.type2(event.card)) ); }, direct: true, async content(event, trigger, player) { const target = trigger.target, next = await target.chooseBool(get.prompt("fakediaodu"), "摸一张牌?"); if (player.hasSkill("fakediaodu")) next.set("frequentSkill", "fakediaodu"); if (player == trigger.player) next.setHiddenSkill("fakediaodu"); const { result: { bool }, } = next; if (bool) { player.logSkill("fakediaodu", target); target.draw("nodelay"); target.addTempSkill("fakediaodu_temp"); target.markAuto("fakediaodu_temp", [get.type2(trigger.card)]); } }, }, temp: { charlotte: true, onremove: true, }, }, }, fakeyigui: { audio: "yigui", hiddenCard(player, name) { if (["shan", "wuxie"].includes(name) || !["basic", "trick"].includes(get.type(name))) return false; return ( lib.inpile.includes(name) && player.getStorage("fakeyigui").length && !player.getStorage("fakeyigui2").includes(get.type2(name)) ); }, enable: "chooseToUse", filter(event, player) { if (event.type == "wuxie" || event.type == "respondShan") return false; const storage = player.getStorage("fakeyigui"), storage2 = player.getStorage("fakeyigui2"); if (!storage.length || storage2.length > 1) return false; if (event.type == "dying") { if (storage2.includes("basic")) return false; if ( !event.filterCard({ name: "tao" }, player, event) && !event.filterCard({ name: "jiu" }, player, event) ) return false; const target = event.dying; return ( target.identity == "unknown" || target.identity == "ye" || storage.some((i) => { var group = get.character(i, 1); if (group == "ye" || target.identity == group) return true; var double = get.is.double(i, true); if (double && double.includes(target.identity)) return true; }) ); } return get .inpileVCardList((info) => { const name = info[2]; if (storage2.includes(get.type(name))) return false; return get.type(name) == "basic" || get.type(name) == "trick"; }) .some((cardx) => { const card = { name: cardx[2], nature: cardx[3] }, info = get.info(card); return storage.some((character) => { if (!lib.filter.filterCard(card, player, event)) return false; if (event.filterCard && !event.filterCard(card, player, event)) return false; const group = get.character(character, 1), double = get.is.double(character, true); if (info.changeTarget) { const list = game.filterPlayer((current) => player.canUse(card, current)); for (let i = 0; i < list.length; i++) { let giveup = false, targets = [list[i]]; info.changeTarget(player, targets); for (let j = 0; j < targets.length; j++) { if ( group != "ye" && targets[j].identity != "unknown" && targets[j].identity != "ye" && targets[j].identity != group && (!double || !double.includes(targets[j].identity)) ) { giveup = true; break; } } if (giveup) continue; if (!giveup) return true; } return false; } return game.hasPlayer((current) => { return ( event.filterTarget(card, player, current) && (group == "ye" || current.identity == "unknown" || current.identity == "ye" || current.identity == group || (double && double.includes(current.identity))) ); }); }); }); }, chooseButton: { select: 2, dialog(event, player) { var dialog = ui.create.dialog("役鬼", "hidden"); dialog.add([player.getStorage("fakeyigui"), "character"]); const list = get.inpileVCardList((info) => { const name = info[2]; if (player.getStorage("fakeyigui2").includes(get.type(name))) return false; return get.type(name) == "basic" || get.type(name) == "trick"; }); dialog.add([list, "vcard"]); return dialog; }, filter(button, player) { var evt = _status.event.getParent("chooseToUse"); if (!ui.selected.buttons.length) { if (typeof button.link != "string") return false; if (evt.type == "dying") { if (evt.dying.identity == "unknown" || evt.dying.identity == "ye") return true; var double = get.is.double(button.link, true); return ( evt.dying.identity == lib.character[button.link][1] || lib.character[button.link][1] == "ye" || (double && double.includes(evt.dying.identity)) ); } return true; } else { if (typeof ui.selected.buttons[0].link != "string") return false; if (typeof button.link != "object") return false; var name = button.link[2]; if (player.getStorage("fakeyigui2").includes(get.type(name))) return false; var card = { name: name }; if (button.link[3]) card.nature = button.link[3]; var info = get.info(card); var group = lib.character[ui.selected.buttons[0].link][1]; var double = get.is.double(ui.selected.buttons[0].link, true); if (evt.type == "dying") return evt.filterCard(card, player, evt); if (!lib.filter.filterCard(card, player, evt)) return false; else if (evt.filterCard && !evt.filterCard(card, player, evt)) return false; if (info.changeTarget) { var list = game.filterPlayer(function (current) { return player.canUse(card, current); }); for (var i = 0; i < list.length; i++) { var giveup = false; var targets = [list[i]]; info.changeTarget(player, targets); for (var j = 0; j < targets.length; j++) { if ( group != "ye" && targets[j].identity != "unknown" && targets[j].identity != "ye" && targets[j].identity != group && (!double || !double.includes(targets[j].identity)) ) { giveup = true; break; } } if (giveup) continue; if (giveup == false) return true; } return false; } else return game.hasPlayer(function (current) { return ( evt.filterTarget(card, player, current) && (group == "ye" || current.identity == "unknown" || current.identity == "ye" || current.identity == group || (double && double.includes(current.identity))) ); }); } }, check(button) { if (ui.selected.buttons.length) { var evt = _status.event.getParent("chooseToUse"); var name = button.link[2]; var group = lib.character[ui.selected.buttons[0].link][1]; var double = get.is.double(ui.selected.buttons[0].link, true); var player = _status.event.player; if (evt.type == "dying") { if ( evt.dying != player && get.effect(evt.dying, { name: name }, player, player) <= 0 ) return 0; if (name == "jiu") return 2.1; return 2; } if ( ![ "tao", "juedou", "guohe", "shunshou", "wuzhong", "xietianzi", "yuanjiao", "taoyuan", "wugu", "wanjian", "nanman", "huoshaolianying", ].includes(name) ) return 0; if (["taoyuan", "wugu", "wanjian", "nanman", "huoshaolianying"].includes(name)) { var list = game.filterPlayer(function (current) { return ( (group == "ye" || current.identity == "unknown" || current.identity == "ye" || current.identity == group || (double && double.includes(current.identity))) && player.canUse({ name: name }, current) ); }); var num = 0; for (var i = 0; i < list.length; i++) { num += get.effect(list[i], { name: name }, player, player); } if (num <= 0) return 0; if (list.length > 1) return (1.7 + Math.random()) * Math.max(num, 1); } } return 1 + Math.random(); }, backup(links, player) { var name = links[1][2], nature = links[1][3] || null; var character = links[0], group = lib.character[character][1]; var next = { character: character, group: group, filterCard: () => false, selectCard: -1, popname: true, audio: "yigui", viewAs: { name: name, nature: nature, isCard: true, }, filterTarget(card, player, target) { var xx = lib.skill.fakeyigui_backup; var evt = _status.event; var group = xx.group; var double = get.is.double(xx.character, true); var info = get.info(card); if ( !(info.singleCard && ui.selected.targets.length) && group != "ye" && target.identity != "unknown" && target.identity != "ye" && target.identity != group && (!double || !double.includes(target.identity)) ) return false; if (info.changeTarget) { var targets = [target]; info.changeTarget(player, targets); for (var i = 0; i < targets.length; i++) { if ( group != "ye" && targets[i].identity != "unknown" && targets[i].identity != "ye" && targets[i].identity != group && (!double || !double.includes(targets[i].identity)) ) return false; } } if (evt._backup && evt._backup.filterTarget) return evt._backup.filterTarget(card, player, target); return lib.filter.filterTarget(card, player, target); }, onuse(result, player) { var character = lib.skill.fakeyigui_backup.character; player.flashAvatar("fakeyigui", character); player.unmarkAuto("fakeyigui", [character]); _status.characterlist.add(character); game.log(player, "移除了", "#g“魂”", "#y" + get.translation(character)); if (!player.storage.fakeyigui2) { player .when({ global: "phaseBefore" }) .then(() => delete player.storage.fakeyigui2); } player.markAuto("fakeyigui2", [get.type(result.card.name)]); }, }; return next; }, prompt(links, player) { var name = links[1][2], character = links[0], nature = links[1][3]; return ( "移除「" + get.translation(character) + "」并视为使用" + (get.translation(nature) || "") + get.translation(name) ); }, }, ai: { order: () => 1 + 10 * Math.random(), result: { player: 1 }, }, group: "fakeyigui_init", marktext: "魂", intro: { onunmark(storage) { _status.characterlist.addArray(storage); storage = []; }, mark(dialog, storage, player) { if (storage && storage.length) { if (player.isUnderControl(true)) dialog.addSmall([storage, "character"]); else return "共有" + get.cnNumber(storage.length) + "张“魂”"; } else return "没有“魂”"; }, content(storage) { return "共有" + get.cnNumber(storage.length) + "张“魂”"; }, }, gainHun(player, num) { const list = _status.characterlist.randomGets(num); if (list.length) { _status.characterlist.removeArray(list); player.markAuto("fakeyigui", list); get.info("rehuashen").drawCharacter(player, list); game.log(player, "获得了" + get.cnNumber(list.length) + "张", "#g“魂”"); } }, subSkill: { backup: {}, init: { audio: "fakeyigui", trigger: { player: "showCharacterAfter" }, filter(event, player) { if (!event.toShow.some((i) => get.character(i, 3).includes("fakeyigui"))) return false; return ( game .getAllGlobalHistory( "everything", (evt) => { return ( evt.name == "showCharacter" && evt.player == player && evt.toShow.some((i) => get.character(i, 3).includes("fakeyigui") ) ); }, event ) .indexOf(event) == 0 ); }, forced: true, locked: false, content() { get.info("fakeyigui").gainHun(player, 2); }, }, }, }, fakejihun: { audio: "jihun", inherit: "jihun", content() { get.info("fakeyigui").gainHun(player, 1); }, ai: { combo: "fakeyigui" }, group: "fakejihun_zhiheng", subSkill: { zhiheng: { audio: "jihun", trigger: { player: "phaseZhunbeiBegin" }, filter(event, player) { return player.getStorage("fakeyigui").length; }, async cost(event, trigger, player) { const { result: { bool, links }, } = await player .chooseButton( [ get.prompt("fakejihun"), '
弃置至多两张“魂”,然后获得等量的“魂”
', [player.getStorage("fakeyigui"), "character"], ], [1, 2] ) .set("ai", (button) => { const getNum = (character) => { return ( game.countPlayer((target) => { const group = get.character(character, 1); if (group == "ye" || target.identity == group) return true; const double = get.is.double(character, true); if (double && double.includes(target.identity)) return true; }) + 1 ); }; return game.countPlayer() - getNum(button.link); }); event.result = { bool: bool, cost_data: links }; }, async content(event, trigger, player) { player.unmarkAuto("fakeyigui", event.cost_data); _status.characterlist.addArray(event.cost_data); game.log( player, "移除了" + get.cnNumber(event.cost_data.length) + "张", "#g“魂”" ); get.info("fakeyigui").gainHun(player, event.cost_data.length); }, }, }, }, fakejueyan: { mainSkill: true, init(player) { if (player.checkMainSkill("fakejueyan")) player.removeMaxHp(); }, audio: "drlt_jueyan", derivation: "fakejizhi", trigger: { player: "phaseZhunbeiBegin" }, async cost(event, trigger, player) { const { result: { control }, } = await player .chooseControl("判定区", "装备区", "手牌区", "cancel2") .set( "prompt", "###" + get.prompt("fakejueyan") + '###
于本回合结束阶段弃置一个区域的所有牌,然后…
' ) .set("choiceList", [ "判定区:跳过判定阶段,获得〖集智〗直到回合结束", "装备区:摸三张牌,本回合手牌上限+3", "手牌区:本回合使用【杀】的额定次数+3", ]) .set("ai", () => { const player = get.event("player"); if (player.countCards("j", { type: "delay" })) return "判定区"; if (player.countCards("h") < 3) return "装备区"; if ( player.countCards("hs", (card) => { return get.name(card) == "sha" && player.hasUseTarget(card); }) > player.getCardUsable("sha") ) return "手牌区"; return "判定区"; }); event.result = { bool: control != "cancel2", cost_data: control }; }, async content(event, trigger, player) { const position = { 判定区: "j", 装备区: "e", 手牌区: "h" }[event.cost_data]; switch (position) { case "j": player.skip("phaseJudge"); player.addTempSkills("fakejizhi"); break; case "e": await player.draw(3); player.addTempSkill("drlt_jueyan3"); break; case "h": player.addTempSkill("drlt_jueyan1"); break; } player .when("phaseJieshuBegin") .then(() => { if (player.countCards(pos)) player.discard(player.getCards(pos)); }) .vars({ pos: position }); }, }, fakejizhi: { audio: "rejizhi", audioname: ["lukang"], inherit: "jizhi", }, fakequanji: { audio: "gzquanji", inherit: "gzquanji", filter(event, player, name) { return !player.hasHistory("useSkill", (evt) => { return evt.skill == "fakequanji" && evt.event.triggername == name; }); }, content() { "step 0"; const num = Math.max( 1, Math.min(player.maxHp, player.getExpansions("fakequanji").length) ); event.num = num; player.draw(num); "step 1"; var hs = player.getCards("he"); if (hs.length > 0) { if (hs.length <= event.num) event._result = { bool: true, cards: hs }; else player.chooseCard( "he", true, "选择" + get.cnNumber(event.num) + "张牌作为“权”", event.num ); } else event.finish(); "step 2"; if (result.bool) { var cs = result.cards; player.addToExpansion(cs, player, "give").gaintag.add("fakequanji"); } }, mod: { maxHandcard(player, num) { return num + player.getExpansions("fakequanji").length; }, }, }, fakepaiyi: { audio: "gzpaiyi", enable: "phaseUse", filterTarget: true, usable: 1, async content(event, trigger, player) { const target = event.target; const { result: { junling, targets }, } = await player.chooseJunlingFor(target); if (junling) { const str = get.translation(player), num = get.cnNumber(player.getExpansions("fakequanji").length); const { result: { index }, } = await target .chooseJunlingControl(player, junling, targets) .set("prompt", "排异") .set("choiceList", [ "执行此军令,然后" + str + "摸" + num + "张牌并将一张“权”置入弃牌堆", "不执行此军令,然后" + str + "可以对至多" + num + "名与你势力相同的角色各造成1点伤害并移去等量的“权”", ]) .set("ai", () => { const all = player.getExpansions("fakequanji").length; const effect = get.junlingEffect(player, junling, target, targets, target); const eff1 = effect - get.effect(player, { name: "draw" }, player, target) * all; const eff2 = ((source, player, num) => { let targets = game .filterPlayer((current) => { return ( current.isFriendOf(player) && get.damageEffect(current, source, source) > 0 && get.damageEffect(current, source, player) < 0 ); }) .sort((a, b) => { return ( (get.damageEffect(b, source, source) > 0 - get.damageEffect(b, source, player)) - (get.damageEffect(a, source, source) > 0 - get.damageEffect(a, source, player)) ); }) .slice(0, num); return targets.reduce((sum, target) => { return ( sum + (get.damageEffect(target, source, source) - get.damageEffect(target, source, player)) / 2 ); }, 0); })(player, target, all); return Math.max(0, get.sgn(eff1 - eff2)); }); const cards = player.getExpansions("fakequanji"); if (index == 0) { await target.carryOutJunling(player, junling, targets); if (cards.length) { await player.draw(cards.length); const { result: { bool, links }, } = await player.chooseButton(["排异:请移去一张“权”", cards], true); if (bool) await player.loseToDiscardpile(links); } } else if (cards.length) { const { result } = await player .chooseTarget( "排异:是否对至多" + get.cnNumber(cards.length) + "名与" + get.translation(target) + "势力相同的角色各造成1点伤害并移去等量的“权”?", (card, player, target) => { return target.isFriendOf(get.event("target")); }, [1, cards.length] ) .set("target", target) .set("ai", (target) => { return get.damageEffect(target, get.event("player"), get.event("player")); }); if (result.bool) { const targetx = result.targets.sortBySeat(); player.line(targetx); for (const i of targetx) await i.damage(); const { result: { bool, links }, } = await player.chooseButton( ["排异:请移去" + get.cnNumber(targetx.length) + "张“权”", cards], targetx.length, true ); if (bool) await player.loseToDiscardpile(links); } } } }, ai: { order: 1, result: { target(player, target) { return -game.countPlayer((current) => { return current == target || current.isFriendOf(target); }); }, }, }, }, fakeshilu: { audio: "gzshilu", trigger: { player: ["phaseZhunbeiBegin", "phaseUseEnd"] }, filter(event, player) { if (event.name == "phaseZhunbei") return player.getStorage("fakeshilu").length; if (!player.hasViceCharacter()) return false; const skills = get.character(player.name2, 3).filter((i) => !get.is.locked(i, player)); return !player.hasHistory( "useSkill", (evt) => evt.event.getParent("phaseUse") == event && skills.includes(evt.sourceSkill || evt.skill) ); }, forced: true, locked: false, async content(event, trigger, player) { if (trigger.name == "phaseZhunbei") { const num = player.getStorage("fakeshilu").length; await player.chooseToDiscard(num, "h", true); await player.draw(num); } else { await player.changeVice().setContent(get.info("fakeshilu").changeVice); } }, getGroups(player) { return player .getStorage("fakeshilu") .map((i) => { const double = get.is.double(i, true); return double ? double : [get.character(i, 1)]; }) .reduce((all, groups) => { all.addArray(groups); return all; }, []); }, changeVice() { "step 0"; player.showCharacter(2); if (!event.num) event.num = 3; var group = player.identity; if (!lib.group.includes(group)) group = lib.character[player.name1][1]; _status.characterlist.randomSort(); event.tochange = []; for (var i = 0; i < _status.characterlist.length; i++) { if (_status.characterlist[i].indexOf("gz_jun_") == 0) continue; var goon = false, group2 = lib.character[_status.characterlist[i]][1]; if (group == "ye") { if (group2 != "ye") goon = true; } else { if (group == group2) goon = true; else { var double = get.is.double(_status.characterlist[i], true); if (double && double.includes(group)) goon = true; } } if (goon) { event.tochange.push(_status.characterlist[i]); } } event.tochange = event.tochange .filter((character) => { const groups = get.info("fakeshilu").getGroups(player); const doublex = get.is.double(character, true); const group = doublex ? doublex : [get.character(character, 1)]; return !group.some((j) => groups.includes(j)); }) .randomGets(event.num); if (!event.tochange.length) event.finish(); else { if (event.tochange.length == 1) event._result = { bool: true, links: event.tochange, }; else player.chooseButton(true, [ "请选择要变更的武将牌,并将原副将武将牌置于武将牌上", [event.tochange, "character"], ]).ai = function (button) { return get.guozhanRank(button.link); }; } "step 1"; var name = result.links[0]; _status.characterlist.remove(name); if (player.hasViceCharacter()) event.change = true; event.toRemove = player.name2; event.toChange = name; if (event.change) event.trigger("removeCharacterBefore"); if (event.hidden) { if (!player.isUnseen(1)) player.hideCharacter(1); } "step 2"; var name = event.toChange; if (event.hidden) game.log(player, "替换了副将", "#g" + get.translation(player.name2)); else game.log( player, "将副将从", "#g" + get.translation(player.name2), "变更为", "#g" + get.translation(name) ); player.viceChanged = true; player.reinitCharacter(player.name2, name, false); "step 3"; if (event.change && event.toRemove) { const list = [event.toRemove]; player.markAuto("fakeshilu", list); game.log(player, "将", "#g" + get.translation(list), "置于武将牌上作为", "#y“戮”"); game.broadcastAll( (player, list) => { var cards = []; for (var i = 0; i < list.length; i++) { var cardname = "huashen_card_" + list[i]; lib.card[cardname] = { fullimage: true, image: "character:" + list[i], }; lib.translate[cardname] = get.rawName2(list[i]); cards.push(game.createCard(cardname, "", "")); } player.$draw(cards, "nobroadcast"); }, player, list ); } }, marktext: "戮", intro: { content: "character", onunmark(storage, player) { if (storage && storage.length) { _status.characterlist.addArray(storage); storage = []; } }, mark(dialog, storage, player) { if (storage && storage.length) dialog.addSmall([storage, "character"]); else return "没有“戮”"; }, }, }, fakexiongnve: { audio: "gzxiongnve", trigger: { source: "damageBegin1", player: ["damageBegin3", "damageBegin4"], }, filter(event, player, name) { if (!event.source) return false; const num = parseInt(name.slice("damageBegin".length)); const groups = get.info("fakeshilu").getGroups(player); const goon = event.card && event.card.name == "sha"; if (num != 4) return ( goon && [event.player, event.source].some((target) => groups.includes(target.identity)) ); return !goon && groups.includes(event.source.identity); }, forced: true, locked: false, logTarget(event, player) { return event.source == player ? event.player : event.source; }, async content(event, trigger, player) { trigger[parseInt(name.slice("damageBegin".length)) == 4 ? "decrease" : "increase"]("num"); }, ai: { combo: "fakeshilu", effect: { target(card, player, target) { if (card && card.name == "sha") return; if (player.hasSkillTag("jueqing", false, target)) return; const groups = get.info("fakeshilu").getGroups(target); if (groups.includes(player.identity)) { var num = get.tag(card, "damage"); if (num) { if (num > 1) return 0.5; return 0; } } }, }, }, }, fakehuaiyi: { audio: "gzhuaiyi", enable: "phaseUse", filter(event, player) { if (!game.hasPlayer((target) => target.isMajor())) return false; return ( player.hasViceCharacter() || ["h", "e", "j"].some((pos) => player.getCards(pos).every((card) => lib.filter.cardDiscardable(card, player)) ) ); }, usable: 1, chooseButton: { dialog() { return ui.create.dialog("###怀异###" + get.translation("fakehuaiyi_info")); }, chooseControl(event, player) { let list = [], map = { h: "手牌区", e: "装备区", j: "判定区" }; list.addArray( ["h", "e", "j"] .filter((pos) => { return player .getCards(pos) .every((card) => lib.filter.cardDiscardable(card, player)); }) .map((i) => map[i]) ); if (player.hasViceCharacter()) list.push("移除副将"); list.push("cancel2"); return list; }, check() { const player = get.event("player"); if (player.getCards("j").every((card) => lib.filter.cardDiscardable(card, player))) return "判定区"; if (player.hasViceCharacter() && get.guozhanRank(player.name2, player) <= 3) return "移除副将"; if ( player.getCards("e").every((card) => lib.filter.cardDiscardable(card, player)) && player.getCards("e") <= 1 ) return "装备区"; if ( player.getCards("h").every((card) => lib.filter.cardDiscardable(card, player)) && player.getCards("h") <= 1 ) return "手牌区"; return "cancel2"; }, backup(result, player) { return { audio: "gzhuaiyi", filterCard: () => false, selectCard: -1, info: result.control, async content(event, trigger, player) { const control = get.info("fakehuaiyi_backup").info; if (info == "移除副将") { await player.removeCharacter(1); } else { const map = { 手牌区: "h", 装备区: "e", 判定区: "j" }; await player.discard(player.getCards(map[control])); } let num = {}; const targetx = game.filterPlayer((target) => target.isMajor()); for (const target of targetx) { if (typeof num[target.identity] != "number") num[target.identity] = 0; } let groups = Object.keys(num); const competition = groups.length > 1; for (const target of targetx) { if (target == player) continue; const { result: { bool, cards }, } = await target .chooseToGive( player, "he", true, [1, Infinity], "怀异:交给" + get.translation(player) + "至少一张牌" ) .set("ai", (card) => { const player = get.event("player"), targets = get.event("targetx"); if ( !get.event("competition") || !game.hasPlayer((target) => { return ( target.isFriendOf(player) && target.hasViceCharacter() && get.guozhanRank(target.name2, target) > 4 ); }) ) return -get.value(card); if (ui.selected.cards.length >= get.rand(2, 3)) return 0; return 7.5 - get.value(card); }) .set("targets", targetx) .set("num", num) .set( "prompt2", competition ? "交牌最少的势力的一名角色的副将会被移除" : "" ) .set("complexCard", true) .set("competition", competition); if (bool) { num[target.identity] += cards.length; } } groups.sort((a, b) => num[a] - num[b]); const group = groups[0]; if (num[group] < num[groups[groups.length - 1]]) { player.line(targetx.filter((target) => target.identity == group)); if ( targetx.some( (target) => target.identity == group && target.hasViceCharacter() ) ) { const { result: { bool, targets }, } = await player .chooseTarget( "怀异:移除" + get.translation(group) + "势力的其中一名角色的副将", (card, player, target) => { return ( target.identity == get.event("group") && target.hasViceCharacter() ); }, true ) .set("group", group) .set("ai", (target) => -get.guozhanRank(target.name2, target)); if (bool) { const target = targets[0]; player.line(target); game.log(player, "选择了", target); await target.removeCharacter(1); } } } }, ai: { result: { player: 1 } }, }; }, }, ai: { order: 10, result: { player(player, target) { if (!game.hasPlayer((i) => i.isMajor() && get.attitude(player, i) < 0)) return 0; if ( player.getCards("j").every((card) => lib.filter.cardDiscardable(card, player)) ) return 1; if (player.hasViceCharacter() && get.guozhanRank(player.name2, player) <= 3) return 1; if ( player .getCards("e") .every((card) => lib.filter.cardDiscardable(card, player)) && player.getCards("e") <= 1 ) return 1; if ( player .getCards("h") .every((card) => lib.filter.cardDiscardable(card, player)) && player.getCards("h") <= 1 ) return 1; return 0; }, }, }, subSkill: { backup: {} }, }, fakezisui: { audio: "gzzisui", trigger: { global: "removeCharacterEnd" }, filter(event, player) { return event.getParent().player == player; }, forced: true, content() { const list = [trigger.toRemove]; player.markAuto("fakezisui", list); game.log(player, "将", "#g" + get.translation(list), "置于武将牌上作为", "#y“异”"); game.broadcastAll( (player, list) => { var cards = []; for (var i = 0; i < list.length; i++) { var cardname = "huashen_card_" + list[i]; lib.card[cardname] = { fullimage: true, image: "character:" + list[i], }; lib.translate[cardname] = get.rawName2(list[i]); cards.push(game.createCard(cardname, "", "")); } player.$draw(cards, "nobroadcast"); }, player, list ); }, marktext: "异", intro: { content: "character", onunmark(storage, player) { if (storage && storage.length) { _status.characterlist.addArray(storage); storage = []; } }, mark(dialog, storage, player) { if (storage && storage.length) dialog.addSmall([storage, "character"]); else return "没有“异”"; }, }, group: "fakezisui_effect", subSkill: { effect: { audio: "gzzisui", trigger: { player: ["phaseDrawBegin2", "phaseJieshuBegin"] }, filter(event, player) { const num = player.getStorage("fakezisui").length; if (!num) return false; if (event.name == "phaseDraw") return !event.numFixed; return num > player.maxHp; }, forced: true, content() { const num = player.getStorage("fakezisui").length; if (trigger.name == "phaseDraw") trigger.num += num; else player.die(); }, }, }, }, fakejujian: { audio: "gzjujian", init(player) { if (player.checkViceSkill("fakejujian") && !player.viceChanged) player.removeMaxHp(); }, viceSkill: true, filter(event, player) { return player.countCards("he", (card) => { return ( _status.connectMode || (get.type(card) != "basic" && lib.filter.cardDiscardable(card, player)) ); }); }, async cost(event, trigger, player) { event.result = await player.chooseCardTarget({ prompt: get.prompt2("fakejujian"), filterTarget(card, player, target) { return target.isFriendOf(player); }, filterCard(card, player) { return get.type(card) != "basic" && lib.filter.cardDiscardable(card, player); }, position: "he", ai1(card) { return 7.5 - get.value(card); }, ai2(target) { const player = get.event("player"); return Math.max( get.effect(target, { name: "wuzhong" }, player, player), get.recoverEffect(target, player, player) ); }, }); }, async content(event, trigger, player) { await player.discard(event.cards); const target = event.targets[0]; await target.chooseDrawRecover(2, "举荐:摸两张牌或回复1点体力", true); await target.mayChangeVice(); }, }, fakexibing: { audio: "xibing", filter: function (event, player) { if (player == event.player || event.targets.length != 1 || event.player.countCards("h") >= event.player.hp) return false; var bool = function (card) { return (card.name == "sha" || get.type(card, false) == "trick") && get.color(card, false) == "black"; }; if (!bool(event.card)) return false; var evt = event.getParent("phaseUse"); if (evt.player != event.player) return false; return event.player.getHistory("useCard", function (evtx) { return bool(evtx.card) && evtx.getParent("phaseUse") == evt; })[0] == event.getParent(); }, logTarget: "player", check: function (event, player) { var target = event.player; var att = get.attitude(player, target); var num2 = Math.min(5, target.hp) - target.countCards("h"); if (num2 <= 0) return att <= 0; var num = target.countCards("h", function (card) { return target.hasValueTarget(card, null, true); }); if (!num) return att > 0; return (num - num2) * att < 0; }, preHidden: true, content() { "step 0"; var num = trigger.player.hp - trigger.player.countCards("h"); if (num > 0) trigger.player.draw(num); "step 1"; trigger.player.addTempSkill("fakexibing_banned"); if (get.mode() != "guozhan" || player.isUnseen(2) || trigger.player.isUnseen(2)) event.finish(); "step 2"; var target = trigger.player; var players1 = [player.name1, player.name2]; var players2 = [target.name1, target.name2]; player .chooseButton(2, [ "是否暗置自己和" + get.translation(target) + "的各一张武将牌?", '
你的武将牌
', [players1, "character"], '
' + get.translation(target) + "的武将牌
", [players2, "character"], ]) .set("players", players1) .set("complexSelect", true) .set("filterButton", function (button) { return ( !get.is.jun(button.link) && (ui.selected.buttons.length == 0) == _status.event.players.includes(button.link) ); }); "step 3"; if (result.bool) { var target = trigger.player; player.hideCharacter(player.name1 == result.links[0] ? 0 : 1); target.hideCharacter(target.name1 == result.links[1] ? 0 : 1); player.addTempSkill("fakexibing_nomingzhi"); target.addTempSkill("fakexibing_nomingzhi"); } }, subSkill: { banned: { mod: { cardEnabled2: function (card) { if (get.position(card) == "h") return false; }, }, }, nomingzhi: { ai: { nomingzhi: true }, }, }, }, fakechengshang: { audio: "chengshang", trigger: { player: "useCardAfter" }, filter(event, player) { if ( !lib.suit.includes(get.suit(event.card, false)) || typeof get.number(event.card) != "number" ) return false; if ( player.getHistory("sourceDamage", (evt) => { return evt.card == event.card; }).length ) return false; const phsu = event.getParent("phaseUse"); if (!phsu || phsu.player != player) return false; return event.targets.some((i) => i.isEnemyOf(player)); }, usable: 1, preHidden: true, async content(event, trigger, player) { await player.draw(); player.tempBanSkill("fakechengshang", "phaseUseAfter", false); player.addTempSkill("fakechengshang_effect"); player.markAuto("fakechengshang_effect", [ [get.suit(trigger.card), get.number(trigger.card), trigger.card.name], ]); }, subSkill: { effect: { charlotte: true, onremove: true, hiddenCard(player, name) { const type = get.type(name); if (type != "basic" && type != "trick") return false; const storage = player.getStorage("fakechengshang_effect"); return lib.card.list.some((list) => { return ( name == list[2] && storage.some((card) => { return card[0] == list[0] && card[1] == list[1] && card[2] != list[2]; }) ); }); }, audio: "chengshang", enable: "phaseUse", chooseButton: { dialog(event, player) { const storage = player.getStorage("fakechengshang_effect"); const list = lib.card.list .filter((list) => { const type = get.type(list[2]); if (type != "basic" && type != "trick") return false; return storage.some( (card) => card[0] == list[0] && card[1] == list[1] && card[2] != list[2] ); }) .map((card) => [get.translation(get.type2(card[2])), "", card[2], card[3]]); return ui.create.dialog("承赏", [list, "vcard"]); }, filter(button, player) { return get .event() .getParent() .filterCard( { name: button.link[2], nature: button.link[3] }, player, event ); }, check(button) { const player = get.event("player"); const card = { name: button.link[2], nature: button.link[3] }; if (player.countCards("hes", (cardx) => cardx.name == card.name)) return 0; return player.getUseValue(card); }, backup(links, player) { return { audio: "chengshang", filterCard: true, position: "hs", popname: true, precontent() { player.logSkill("fakechengshang_effect"); delete event.result.skill; const cardx = event.result.card; const removes = player .getStorage("fakechengshang_effect") .filter((card) => { return lib.card.list.some((list) => { return ( cardx.name == list[2] && card[0] == list[0] && card[1] == list[1] && card[2] != list[2] ); }); }); player.unmarkAuto("fakechengshang_effect", removes); }, viewAs: { name: links[0][2], nature: links[0][3], }, }; }, prompt(links, player) { return ( "将一张手牌当作" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用" ); }, }, }, }, }, fakezhente: { audio: "zhente", inherit: "zhente", filter(event, player) { var color = get.color(event.card), type = get.type(event.card); if (player == event.player || event.player.isDead() || color == "none") return false; return type == "trick" || (type == "basic" && color == "black"); }, }, fakezhiwei: { unique: true, audio: "zhiwei", inherit: "zhiwei", filter: function (event, player, name) { if (!game.hasPlayer(current => current != player)) return false; return event.name == "showCharacter" && event.toShow.some(name => { return get.character(name, 3).includes("fakezhiwei"); }); }, content() { "step 0"; player .chooseTarget("请选择【至微】的目标", true, lib.filter.notMe) .set("ai", (target) => { var att = get.attitude(_status.event.player, target); if (att > 0) return 1 + att; return Math.random(); }) .set("prompt2", lib.translate.fakezhiwei_info); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("fakezhiwei", target); player.storage.fakezhiwei_effect = target; player.addSkill("fakezhiwei_effect"); } }, subSkill: { effect: { charlotte: true, onremove: true, audio: "zhiwei", trigger: { player: "hideCharacterBefore" }, filter(event, player) { return get.character(event.toHide, 3).includes("fakezhiwei"); }, forced: true, content() { trigger.cancel(); }, mark: "character", intro: { content: "已选择$" }, group: [ "fakezhiwei_draw", "fakezhiwei_discard", "fakezhiwei_gain", "fakezhiwei_clear", ], }, draw: { audio: "zhiwei", trigger: { global: "damageSource" }, forced: true, filter(event, player) { return event.source == player.storage.fakezhiwei_effect; }, logTarget: "source", content() { player.draw(); }, }, discard: { audio: "zhiwei", trigger: { global: "damageEnd" }, forced: true, filter(event, player) { return ( event.player == player.storage.fakezhiwei_effect && player.hasCard((card) => { return _status.connectMode || lib.filter.cardDiscardable(card, player); }, "h") ); }, logTarget: "player", content() { player.chooseToDiscard("h", true); }, }, gain: { audio: "zhiwei", trigger: { player: "loseAfter", global: "loseAsyncAfter", }, forced: true, filter(event, player) { if ( event.type != "discard" || event.getlx === false || event.getParent("phaseDiscard").player != player || !player.storage.fakezhiwei_effect || !player.storage.fakezhiwei_effect.isIn() ) return false; var evt = event.getl(player); return evt && evt.cards2.filterInD("d").length > 0; }, logTarget(event, player) { return player.storage.fakezhiwei_effect; }, content() { if (trigger.delay === false) game.delay(); player.storage.fakezhiwei_effect.gain( trigger.getl(player).cards2.filterInD("d"), "gain2" ); }, }, clear: { audio: "zhiwei", trigger: { global: "die", player: ["hideCharacterEnd", "removeCharacterEnd"], }, forced: true, filter(event, player) { if (event.name == "die") return event.player == player.storage.fakezhiwei_effect; if (event.name == "removeCharacter") return get.character(event.toRemove, 3).includes("fakezhiwei"); return get.character(event.toHide, 3).includes("fakezhiwei"); }, content() { "step 0"; player.removeSkill("fakezhiwei_effect"); if (trigger.name != "die") event.finish(); "step 1"; if (get.character(player.name1, 3).includes("fakezhiwei")) player.hideCharacter(0); if (get.character(player.name2, 3).includes("fakezhiwei")) player.hideCharacter(1); }, }, }, }, fakekuangcai: { inherit: "gzrekuangcai", content() { const goon = Boolean(player.getHistory("useCard").length); get.info("rekuangcai").change(player, goon ? -1 : 1); player .when({ global: "phaseAfter" }) .then(() => { get.info("rekuangcai").change(player, goon ? 1 : -1); }) .vars({ goon: goon }); }, }, faketunchu: { audio: "tunchu", trigger: { player: "phaseDrawBegin2" }, filter(event, player) { return !event.numFixed; }, check(event, player) { return player.countCards("h") <= 2; }, locked: false, preHidden: true, content() { trigger.num += 2; player .when(["phaseDrawEnd", "phaseDrawSkipped", "phaseDrawCancelled"]) .filter((evt) => evt == trigger) .then(() => { var nh = player.countCards("h"); if (nh) { player .chooseCard( "h", [1, Math.min(nh, 2)], "将至多两张手牌置于你的武将牌上", true ) .set("ai", (card) => { return 7.5 - get.value(card); }); } else { player.addTempSkill("faketunchu_effect"); event.finish(); } }) .then(() => { if (result.bool) player .addToExpansion(result.cards, player, "giveAuto") .gaintag.add("faketunchu"); }) .then(() => { player.addTempSkill("faketunchu_effect"); }); }, intro: { content: "expansion", markcount: "expansion", }, marktext: "粮", onremove(player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, subSkill: { effect: { charlotte: true, mod: { cardEnabled(card, player) { if (card.name == "sha") return false; }, }, mark: true, intro: { content: "本回合不能使用【杀】" }, }, }, }, fakeshuliang: { audio: "shuliang", trigger: { global: "phaseJieshuBegin" }, filter(event, player) { const num = player.getExpansions("faketunchu").length; if (!num || !event.player.isFriendOf(player)) return false; return event.player.isIn() && get.distance(player, event.player) <= num; }, async cost(event, trigger, player) { const { result: { bool, links }, } = await player .chooseButton([ get.prompt2("fakeshuliang", trigger.player), player.getExpansions("faketunchu"), ]) .set("ai", (button) => { if (get.attitude(get.event("player"), get.event().getTrigger().player) <= 0) return 0; return 1 + Math.random(); }) .set("hiddenSkill", "fakeshuliang"); event.result = { bool: bool, cost_data: links }; }, preHidden: true, logTarget: "player", content() { player.loseToDiscardpile(event.cost_data); trigger.player.draw(2); }, ai: { combo: "faketunchu" }, }, fakedujin: { audio: "dujin", inherit: "dujin", filter(event, player) { return player.countCards("e") && !event.numFixed; }, content() { trigger.num += Math.ceil(player.countCards("e") / 2); }, group: "fakedujin_first", subSkill: { first: { audio: "dujin", trigger: { player: "showCharacterEnd" }, filter(event, player) { if ( game .getAllGlobalHistory( "everything", (evt) => { return ( evt.name == "showCharacter" && evt.player == player && evt.toShow.some((i) => get.character(i, 3).includes("fakedujin") ) ); }, event ) .indexOf(event) != 0 ) return false; return ( game.getAllGlobalHistory("everything", (evt) => { return evt.name == "showCharacter" && evt.player.isFriendOf(player); })[0].player == player ); }, forced: true, locked: false, content() { player.addMark("xianqu_mark", 1); }, }, }, }, fakezhufu: { audio: "spwuku", enable: "phaseUse", filter(event, player) { return player.hasCard((card) => { return get.info("fakezhufu").filterCard(card, player); }, "he"); }, filterCard(card, player) { if (!lib.suit.includes(get.suit(card))) return false; return ( lib.filter.cardDiscardable(card, player) && !player.getStorage("fakezhufu_effect").includes(get.suit(card)) ); }, position: "he", check(card) { const player = get.event("player"); let cards = player.getCards("hs", (card) => player.hasValueTarget(card, true, true)); let discards = player.getCards("he", (card) => get.info("fakezhufu").filterCard(card, player) ); for (let i = 1; i < discards.length; i++) { if (discards.slice(0, i).some((card) => get.suit(card) == get.suit(discards[i]))) discards.splice(i--, 1); } cards.removeArray(discards); if (!cards.length || !discards.length) return 0; cards.sort((a, b) => { return ( (player.getUseValue(b, true, true) > 0 ? get.order(b) : 0) - (player.getUseValue(a, true, true) > 0 ? get.order(a) : 0) ); }); const cardx = cards[0]; if (get.order(cardx, player) > 0 && discards.includes(card)) { if ( (get.suit(card) == "heart" && get.type(cardx) != "equip" && (function (card, player) { const num = get.info("fakezhufu").getMaxUseTarget(card, player); return ( num != -1 && game.countPlayer( (target) => player.canUse(card, target, true, true) && get.effect(target, card, player, player) > 0 ) > num ); })(cardx, player) && game.hasPlayer((target) => { return ( target.isFriendOf(player) && target.hasCard((cardy) => { return ( lib.filter.cardDiscardable(cardy, target) && get.type2(cardy) == get.type2(cardx) ); }, "h") ); })) || (get.suit(card) == "diamond" && get.type(cardx) != "equip" && !game.hasPlayer((target) => { return ( target.countCards("h") > player.countCards("h") - (get.position(card) == "h" ? 1 : 0) - (get.position(cardx) == "h" ? 1 : 0) ); })) || (get.suit(card) == "spade" && player.getHp() == 1) || (get.suit(card) == "club" && get.tag(cardx, "damage") && player.countCards("h") - (get.position(card) == "h" ? 1 : 0) - (get.position(cardx) == "h" ? 1 : 0) == 0) ) return 1 / (getvalue(card) || 0.5); } return 0; }, async content(event, trigger, player) { const suit = get.suit(event.cards[0], player); player.addTempSkill("fakezhufu_effect", "phaseUseAfter"); player.markAuto("fakezhufu_effect", [[suit, false]]); }, ai: { order(item, player) { let cards = player.getCards("hs", (card) => player.hasValueTarget(card, true, true)); let discards = player.getCards("he", (card) => get.info("fakezhufu").filterCard(card, player) ); for (let i = 1; i < discards.length; i++) { if (discards.slice(0, i).some((card) => get.suit(card) == get.suit(discards[i]))) discards.splice(i--, 1); } cards.removeArray(discards); if (!cards.length || !discards.length) return 0; cards.sort((a, b) => { return ( (player.getUseValue(b, true, true) > 0 ? get.order(b) : 0) - (player.getUseValue(a, true, true) > 0 ? get.order(a) : 0) ); }); const cardx = cards[0]; return get.order(cardx, player) > 0 && ((discards.some((card) => { return get.suit(card) == "heart"; }) && get.type(cardx) != "equip" && (function (card, player) { const num = get.info("fakezhufu").getMaxUseTarget(card, player); return ( num != -1 && game.countPlayer( (target) => player.canUse(card, target, true, true) && get.effect(target, card, player, player) > 0 ) > num ); })(cardx, player) && game.hasPlayer((target) => { return ( target.isFriendOf(player) && target.hasCard((cardy) => { return ( lib.filter.cardDiscardable(cardy, target) && get.type2(cardy) == get.type2(cardx) ); }, "h") ); })) || (get.type(cardx) != "equip" && discards.some((card) => { return ( get.suit(card) == "diamond" && !game.hasPlayer((target) => { return ( target.countCards("h") > player.countCards("h") - (get.position(card) == "h" ? 1 : 0) - (get.position(cardx) == "h" ? 1 : 0) ); }) ); })) || (discards.some((card) => { return get.suit(card) == "spade"; }) && player.getHp() == 1) || (get.tag(cardx, "damage") && discards.some((card) => { return ( get.suit(card) == "club" && player.countCards("h") - (get.position(card) == "h" ? 1 : 0) - (get.position(cardx) == "h" ? 1 : 0) == 0 ); }))) ? get.order(cardx, player) + 0.00001 : 0; }, result: { player(player, target) { let cards = player.getCards("hs", (card) => player.hasValueTarget(card, true, true) ); let discards = player.getCards("he", (card) => get.info("fakezhufu").filterCard(card, player) ); discards = discards.sort((a, b) => get.value(a) - get.value(b)); for (let i = 1; i < discards.length; i++) { if ( discards .slice(0, i) .some((card) => get.suit(card) == get.suit(discards[i])) ) discards.splice(i--, 1); } cards.removeArray(discards); if (!cards.length || !discards.length) return 0; if ( (discards.some((card) => { return get.suit(card) == "heart"; }) && cards.some((card) => { return ( get.type(card) != "equip" && (function (card, player) { const num = get .info("fakezhufu") .getMaxUseTarget(card, player); return ( num != -1 && game.countPlayer( (target) => player.canUse(card, target, true, true) && get.effect(target, card, player, player) > 0 ) > num ); })(card, player) && game.hasPlayer((target) => { return ( target.isFriendOf(player) && target.hasCard((cardx) => { return ( lib.filter.cardDiscardable(cardx, target) && get.type2(cardx) == get.type2(card) ); }, "h") ); }) ); })) || discards.some((card) => { return ( get.suit(card) == "diamond" && cards.some((cardx) => { return ( get.type(cardx) != "equip" && !game.hasPlayer((target) => { return ( target.countCards("h") > player.countCards("h") - (get.position(card) == "h" ? 1 : 0) - (get.position(cardx) == "h" ? 1 : 0) ); }) ); }) ); }) || (discards.some((card) => { return get.suit(card) == "spade"; }) && player.getHp() == 1) || discards.some((card) => { return ( get.suit(card) == "club" && cards.some((cardx) => { return ( get.tag(cardx, "damage") && player.countCards("h") - (get.position(card) == "h" ? 1 : 0) - (get.position(cardx) == "h" ? 1 : 0) == 0 ); }) ); }) ) return 1; return 0; }, }, }, subSkill: { effect: { charlotte: true, onremove: true, intro: { content(storage) { const suitStorage = storage .slice() .sort((a, b) => lib.suit.indexOf(a[0]) - lib.suit.indexOf(b[0])); const suits = suitStorage.reduce( (str, list) => str + get.translation(list[0]), "" ); const usedSuits = suitStorage .filter((list) => list[1]) .reduce((str, list) => str + get.translation(list[0]), ""); let str = ""; str += "
  • 已弃置过的花色:"; str += suits; if (usedSuits.length) { str += "
  • 已触发过的花色:"; str += usedSuits; } return str; }, }, audio: "spwuku", trigger: { player: "yingbian" }, filter(event, player) { return player.getStorage("fakezhufu_effect").some((list) => !list[1]); }, forced: true, firstDo: true, async content(event, trigger, player) { const list = player.getStorage("fakezhufu_effect").filter((i) => !i[1]); const forced = (function (trigger, player) { if (trigger.forceYingbian || player.hasSkillTag("forceYingbian")) return true; const list = trigger.temporaryYingbian || []; return list.includes("force") || get.cardtag(trigger.card, "yingbian_force"); })(trigger, player); if (forced) { player.popup("yingbian_force_tag", lib.yingbian.condition.color.get("force")); game.log( player, "触发了", "#g【注傅】", "为", trigger.card, "添加的应变条件" ); } const hasYingBian = trigger.temporaryYingbian || [], map = get.info("fakezhufu").YingBianMap; for (const j of list) { player.storage.fakezhufu_effect[ player.getStorage("fakezhufu_effect").indexOf(j) ][1] = true; const tag = map[j[0]][0], eff = map[j[0]][1]; if (get.cardtag(trigger.card, `yingbian_${tag}`)) continue; if (j[0] == "heart") { if (!forced && !hasYingBian.includes("add")) { const { result } = await lib.yingbian.condition.complex.get( "zhuzhan" )(trigger); if (result.bool) { game.log( player, "触发了", "#g【注傅】", "为", trigger.card, "添加的应变条件(", "#g" + get.translation(j[0]), ")" ); trigger.yingbian_addTarget = true; player.addTempSkill("yingbian_changeTarget"); } } else { if (!forced) { game.log( player, "触发了", "#g【注傅】", "为", trigger.card, "添加的应变条件(", "#g" + get.translation(j[0]), ")" ); } trigger.yingbian_addTarget = true; player.addTempSkill("yingbian_changeTarget"); } } else { const goon = hasYingBian.includes(eff) || lib.yingbian.condition.simple.get(tag)(trigger); if (!forced && goon) { player.popup( "yingbian_force_tag", lib.yingbian.condition.color.get(eff) ); game.log( player, "触发了", "#g【注傅】", "为", trigger.card, "添加的应变条件(", "#g" + get.translation(j[0]), ")" ); } if (forced || goon) await game.yingbianEffect(trigger, lib.yingbian.effect.get(eff)); } } }, }, }, YingBianMap: { heart: ["zhuzhan", "add"], diamond: ["fujia", "hit"], spade: ["canqu", "draw"], club: ["kongchao", "damage"], }, getMaxUseTarget(card, player) { let range; const select = get.copy(get.info(card).selectTarget); if (select == undefined) range = [1, 1]; else if (typeof select == "number") range = [select, select]; else if (get.itemtype(select) == "select") range = select; else if (typeof select == "function") range = select(card, player); game.checkMod(card, player, range, "selectTarget", player); return range; }, }, fakeguishu: { inherit: "hmkguishu", usable: 1, }, fakeyuanyu: { inherit: "hmkyuanyu", filter(event, player) { if (event.num <= 0 || !event.source) return false; return !event.source.inRange(player); }, content() { trigger.num--; }, ai: { effect: { target(card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return; if (player.inRange(target)) return; const num = get.tag(card, "damage"); if (num) { if (num > 1) return 0.5; return "zeroplayertarget"; } }, }, }, }, fakemibei: { audio: "mibei", trigger: { player: "phaseZhunbeiBegin" }, filter(event, player) { return !player.isMaxHandcard(); }, async cost(event, trigger, player) { const filterTarget = (card, player, target) => { return target != player && target.isMaxHandcard(); }, targetx = game.filterPlayer((current) => filterTarget(null, player, current)); if (targetx.length == 1) event.result = { bool: true, targets: targetx }; else event.result = await player .chooseTarget(filterTarget, true) .set("prompt2", lib.translate.fakemibei_info) .set("prompt", "请选择【秘备】的目标") .set("ai", (target) => { const player = get.event("player"); return get.attitude(player, target); }) .forResult(); }, preHidden: true, async content(event, trigger, player) { const target = event.targets[0]; const { result: { junling, targets }, } = await target.chooseJunlingFor(player); const { result: { index }, } = await player .chooseJunlingControl(target, junling, targets) .set("prompt", "秘备:是否执行军令?"); if (index == 0) await player.carryOutJunling(target, junling, targets); }, group: "fakemibei_junling", subSkill: { junling: { audio: "mibei", trigger: { player: ["carryOutJunlingEnd", "chooseJunlingControlEnd"] }, filter(event, player) { if (event.name == "carryOutJunling") { return event.source.countCards("h") > player.countCards("h"); } return event.result.index == 1 && player.countCards("h"); }, forced: true, locked: false, async content(event, trigger, player) { if (trigger.name == "carryOutJunling") { const num = Math.min( 5, trigger.source.countCards("h") - player.countCards("h") ); await player.draw(num); } else { const { result: { bool, cards }, } = await player .chooseCard( "秘备:展示一至三张手牌,本回合你可以将其中一张牌当作另一张基本牌或普通锦囊牌使用一次", [1, 3], true ) .set("ai", (card) => { const player = get.event("player"), goon = _status.currentPhase == player; if (goon) return player.getUseValue(card) / get.value(card); return get.value(card); }); if (bool) { await player.showCards(cards, get.translation(player) + "发动了【秘备】"); player.addGaintag(cards, "fakemibei_effect"); player.addTempSkill("fakemibei_effect"); } } }, }, effect: { charlotte: true, onremove(player) { player.removeGaintag("fakemibei_effect"); }, hiddenCard(player, name) { const cards = player.getCards("h", (card) => card.hasGaintag("fakemibei_effect")); if (cards.length < 2) return false; const type = get.type(name); if (type != "basic" && type != "trick") return false; return cards .slice() .map((i) => i.name) .includes(name); }, audio: "mibei", enable: "phaseUse", chooseButton: { dialog(event, player) { const list = player .getCards("h", (card) => { const type = get.type(card); if (type != "basic" && type != "trick") return false; return card.hasGaintag("fakemibei_effect"); }) .sort((a, b) => { return ( lib.inpile.indexOf(a.name) + get.natureList(a, false).reduce((sum, nature) => { return sum + lib.inpile_nature.indexOf(nature); }, 0) - lib.inpile.indexOf(b.name) - get.natureList(b, false).reduce((sum, nature) => { return sum + lib.inpile_nature.indexOf(nature); }, 0) ); }) .slice() .map((card) => [ get.translation(get.type(card)), "", card.name, card.nature, ]); return ui.create.dialog("秘备", [list, "vcard"]); }, filter(button, player) { const event = get.event().getParent(); return event.filterCard( { name: button.link[2], nature: button.link[3] }, player, event ); }, check(button) { const player = get.event("player"); const card = { name: button.link[2], nature: button.link[3] }; if (player.countCards("hes", (cardx) => cardx.name == card.name)) return 0; return player.getUseValue(card); }, backup(links, player) { return { audio: "chengshang", filterCard(card, player) { const cardx = get.info("fakemibei_effect_backup").viewAs; if (cardx.name == card.name && cardx.nature == card.nature) return false; return card.hasGaintag("fakemibei_effect"); }, position: "h", popname: true, precontent() { player.logSkill("fakemibei_effect"); delete event.result.skill; player.tempBanSkill("fakemibei_effect", null, false); }, viewAs: { name: links[0][2], nature: links[0][3], }, }; }, prompt(links, player) { return ( "将一张“秘备”牌当作" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用" ); }, }, }, }, }, fakeqizhi: { audio: "qizhi", inherit: "qizhi", trigger: { player: "useCard1" }, filter(event, player) { if (!event.targets || !event.targets.length) return false; if (_status.currentPhase != player) return false; if (get.type(event.card) == "equip") return false; return game.hasPlayer( (target) => !event.targets.includes(target) && target.countCards("he") > 0 ); }, direct: false, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt2("fakeqizhi"), (card, player, target) => { return ( !get.event().getTrigger().targets.includes(target) && target.countCards("he") > 0 ); }) .set("ai", (target) => { const player = get.event("player"); if (target == player) return 2; if (get.attitude(player, target) <= 0) return 1; return 0.5; }) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; const { result: { bool, cards }, } = await player.discardPlayerCard(target, "he", true); if (bool) { await target.draw(); if (cards.some((i) => get.suit(i, target) == get.suit(trigger.card))) { trigger.forceYingbian = true; } } }, }, fakejinqu: { audio: "jinqu", trigger: { player: "phaseJieshuBegin" }, check(event, player) { return ( player.getHistory("useSkill", (evt) => { return evt.skill == "fakeqizhi"; }).length >= player.countCards("h") ); }, prompt2(event, player) { const num = player.getHistory("useSkill", (evt) => evt.skill == "fakeqizhi").length; return "摸两张牌,然后将手牌弃置至" + get.cnNumber(num) + "张"; }, content() { "step 0"; player.draw(2); "step 1"; var dh = player.countCards("h") - player.getHistory("useSkill", (evt) => { return evt.skill == "fakeqizhi"; }).length; if (dh > 0) player.chooseToDiscard(dh, true); }, ai: { combo: "fakeqizhi" }, }, fakejuzhan: { zhuanhuanji: true, locked: false, marktext: "☯", intro: { content(storage) { if (storage) return "当你使用【杀】指定目标后,你可以获得其X张牌,然后若你的武将牌均明置,则其可以暗置此武将牌,且你本回合不能明置此武将牌(X为你已损失的体力值且至少为1)"; return "当你成为【杀】的目标后,你可以与其各摸X张牌,然后其武将牌均明置,则你可以暗置其一张武将牌,且其本回合不能明置此武将牌(X为其已损失的体力值且至少为1)"; }, }, audio: "nzry_juzhan_1", trigger: { player: "useCardToPlayered", target: "useCardToTargeted", }, filter(event, player) { if (event.card.name != "sha") return false; const storage = player.storage.fakejuzhan; if ((event.player == player) != Boolean(storage)) return false; if (storage && !event.target.countCards("he")) return false; return true; }, logTarget(event, player) { const storage = player.storage.fakejuzhan; return event[Boolean(storage) ? "target" : "player"]; }, async content(event, trigger, player) { const storage = player.storage.fakejuzhan; player.changeZhuanhuanji("fakejuzhan"); const target = trigger[Boolean(storage) ? "target" : "player"]; const num = Math.max(target.getDamagedHp(), 1); if (!storage) { await player.draw(num, "nodelay"); await target.draw(num); if (!target.isUnseen(2)) { const { result: { bool, links }, } = await player .chooseButton([ "拒战:是否暗置" + get.translation(target) + "的一张武将牌?", '
    ' + get.translation(target) + "的武将牌
    ", [[target.name1, target.name2], "character"], ]) .set("filterButton", (button) => !get.is.jun(button.link)); if (bool) { await target.hideCharacter(target.name1 == links[0] ? 0 : 1); target.addTempSkill("donggui2"); } } } else { await player.gainPlayerCard(target, num, "he", true); const names = [player.name1, player.name2].filter((i) => { return get.character(i, 3).includes("fakejuzhan"); }); if (!player.isUnseen(2) && names.length) { const { result: { bool, links }, } = await target.chooseBool( "拒战:是否暗置" + get.translation(player) + "的" + (names.includes(player.name1) ? "主将" : "") + (names.length > 1 ? "和" : "") + (names.includes(player.name2) ? "副将" : "") + "?" ); if (bool) { if (names.includes(player.name1)) await player.hideCharacter(0); if (names.includes(player.name2)) await player.hideCharacter(1); player.addTempSkill("donggui2"); } } } }, group: "fakejuzhan_mark", subSkill: { mark: { charlotte: true, trigger: { player: ["hideCharacterEnd", "showCharacterEnd"] }, filter(event, player) { return get .character(event[event.name == "hideCharacter" ? "toHide" : "toShow"], 3) .includes("fakejuzhan"); }, forced: true, popup: false, firstDo: true, content() { player[(trigger.name == "hideCharacter" ? "un" : "") + "markSkill"]("fakejuzhan"); }, }, }, }, fakedanshou: { audio: "mobiledanshou", trigger: { global: "phaseZhunbeiBegin" }, filter(event, player) { return ["h", "e", "j"].some((pos) =>{ const cards = player.getCards(pos); return cards.length > 0 && cards.every((card) => lib.filter.cardDiscardable(card, player)); }); }, async cost(event, trigger, player) { let list = [], map = { h: "手牌区", e: "装备区", j: "判定区" }; list.addArray( ["h", "e", "j"].filter((pos) => { const cards = player.getCards(pos); return cards.length > 0 && cards.every((card) => lib.filter.cardDiscardable(card, player)); }).map((i) => map[i]) ); list.push("cancel2"); const { result: { control }, } = await player .chooseControl(list) .set("prompt", get.prompt2("fakedanshou", trigger.player)) .set("ai", () => { const player = get.event().player, controls = get.event().controls.slice(); if (controls.includes("判定区")) return "判定区"; if (controls.includes("装备区") && player.countCards("e") < 3) return "装备区"; if (controls.includes("手牌区") && player.countCards("e") < 5) return "手牌区"; return "cancel2"; }); event.result = { bool: control != "cancel2", cost_data: control }; }, round: 1, logTarget: "player", async content(event, trigger, player) { player.popup(event.cost_data); await player.discard( player.getCards({ 手牌区: "h", 装备区: "e", 判定区: "j" }[event.cost_data]) ); player.addTempSkill("fakedanshou_effect"); player.addMark("fakedanshou_effect", 1, false); }, subSkill: { effect: { charlotte: true, onremove(player) { delete player.storage.fakedanshou_effect; delete player._fakedanshou_effect; }, audio: "mobiledanshou", trigger: { global: [ "phaseJudgeBegin", "phaseDrawBegin", "phaseUseBegin", "phaseDiscardBegin", ], }, async cost(event, trigger, player) { const { result: { control }, } = await player .chooseControl("摸牌", "增加摸牌数") .set("prompt", `胆守:请选择一项(当前为${get.translation(trigger.name)})`) .set("ai", () => { const player = get.event().player, trigger = get.event().getTrigger(); if (trigger.name == "phaseJudge") return "增加摸牌数"; if (trigger.name == "phaseDiscard") return "摸牌"; if (trigger.name == "phaseDraw") { if (get.damageEffect(trigger.player, player, player) > 0) { player._fakedanshou_effect = true; return "增加摸牌数"; } } return player._fakedanshou_effect ? "增加摸牌数" : "摸牌"; }); event.result = { bool: true, cost_data: control }; }, logTarget: "player", async content(event, trigger, player) { if (event.cost_data == "增加摸牌数") { player.addMark("fakedanshou_effect", 1, false); } else { const num = player.countMark("fakedanshou_effect"); await player.draw(num); if (num >= 4) { const { result: { bool }, } = await player .chooseBool( "胆守:是否对" + get.translation(trigger.player) + "造成1点伤害?" ) .set("choice", get.damageEffect(trigger.player, player, player) > 0); if (bool) { player.line(trigger.player); await trigger.player.damage(); } } } }, }, }, }, fakexunxi: { trigger: { global: "showCharacterEnd" }, filter(event, player) { const card = new lib.element.VCard({ name: "sha" }); return ( event.player != player && event.player != _status.currentPhase && player.canUse(card, event.player, false) ); }, check(event, player) { const card = new lib.element.VCard({ name: "sha" }); return get.effect(event.player, card, player, player) > 0; }, logTarget: "player", async content(event, trigger, player) { const card = new lib.element.VCard({ name: "sha" }); await player.useCard(card, trigger.player, false); }, }, fakehuanjia: { trigger: { player: "useCardToPlayered", target: "useCardToTargeted", }, filter(event, player) { if (event.card.name != "sha") return false; if (event.target == player) { if (player.getStorage("fakehuanjia_used").includes(2)) return false; return event.player.getEquips(2).length; } if (event.targets.length != 1) return false; if (player.getStorage("fakehuanjia_used").includes(1)) return false; return event.target.getEquips(1).length; }, logTarget(event, player) { return event.target == player ? event.player : event.target; }, forced: true, async content(event, trigger, player) { player.addTempSkill("fakehuanjia_used"); if (trigger.target == player) { player.markAuto("fakehuanjia_used", [2]); if (!player.getEquips(2).length && player.hasEmptySlot(2)) { player.addSkill("fakehuanjia_equip2"); player.markAuto("fakehuanjia_equip2", [trigger.player]); player .when({ global: "phaseAfter", player: ["equipEnd", "disableEquipEnd", "die"], }) .filter((evt, player) => { if (evt.name == "phase" || evt.name == "die") return true; if (evt.name == "discardEquip") return !player.hasEmptySlot(2); return get.type(evt.card) == "equip2"; }) .then(() => player.removeSkill("fakehuanjia_equip2")); const cards = trigger.player.getEquips(2); if (cards.length) { const skills = cards.reduce((list, card) => { if (get.info(card) && get.info(card).skills) list.addArray(get.info(card).skills); return list; }, []); if (skills.length) player.addAdditionalSkill("fakehuanjia_equip2", skills); } } } else { player.markAuto("fakehuanjia_used", [1]); if (!player.getEquips(1).length && player.hasEmptySlot(1)) { player.addSkill("fakehuanjia_equip1"); player.markAuto("fakehuanjia_equip1", [trigger.target]); player .when({ global: "phaseAfter", player: ["equipEnd", "disableEquipEnd", "die"], }) .filter((evt, player) => { if (evt.name == "phase" || evt.name == "die") return true; if (evt.name == "discardEquip") return !player.hasEmptySlot(1); return get.type(evt.card) == "equip1"; }) .then(() => player.removeSkill("fakehuanjia_equip1")); const cards = trigger.target.getEquips(1); if (cards.length) { const skills = cards.reduce((list, card) => { if (get.info(card) && get.info(card).skills) list.addArray(get.info(card).skills); return list; }, []); if (skills.length) player.addAdditionalSkill("fakehuanjia_equip1", skills); } } } }, subSkill: { used: { charlotte: true, onremove: true, }, equip1: { charlotte: true, onremove: true, mark: true, marktext: "攻", mod: { attackRange(player, num) { const targets = player .getStorage("fakehuanjia_equip1") .filter((i) => i.isIn()); return ( num + targets.reduce((sum, target) => { return sum + target.getEquipRange(); }, 0) ); }, }, intro: { content: "视为装备$的武器" }, trigger: { global: [ "loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", "die", ], }, filter(event, player) { return game.hasPlayer((target) => { if (!player.getStorage("fakehuanjia_equip1").includes(target)) return false; if (event.name == "die" && event.player == target) return true; if (event.name == "equip" && event.player == target) return get.subtype(event.card) == "equip1"; if (event.getl) { const evt = event.getl(target); return ( evt && evt.player == target && evt.es && evt.es.some((i) => get.subtype(i) == "equip1") ); } return false; }); }, forced: true, popup: false, content() { const targets = player.getStorage("fakehuanjia_equip1").filter((i) => i.isIn()); const skills = targets.reduce((list, target) => { const cards = target.getEquips(1); if (cards.length) { const skills = cards.reduce((listx, card) => { if (get.info(card) && get.info(card).skills) listx.addArray(get.info(card).skills); return listx; }, []); if (skills.length) list.addArray(skills); } return list; }, []); player.addAdditionalSkill("fakehuanjia_equip1", skills); }, }, equip2: { charlotte: true, onremove: true, mark: true, marktext: "防", intro: { content: "视为装备$的防具" }, trigger: { global: [ "loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", "die", ], }, filter(event, player) { return game.hasPlayer((target) => { if (!player.getStorage("fakehuanjia_equip2").includes(target)) return false; if (event.name == "die" && event.player == target) return true; if (event.name == "equip" && event.player == target) return get.subtype(event.card) == "equip2"; if (event.getl) { const evt = event.getl(target); return ( evt && evt.player == target && evt.es && evt.es.some((i) => get.subtype(i) == "equip2") ); } return false; }); }, forced: true, popup: false, content() { const targets = player.getStorage("fakehuanjia_equip2").filter((i) => i.isIn()); const skills = targets.reduce((list, target) => { const cards = target.getEquips(2); if (cards.length) { const skills = cards.reduce((listx, card) => { if (get.info(card) && get.info(card).skills) listx.addArray(get.info(card).skills); return listx; }, []); if (skills.length) list.addArray(skills); } return list; }, []); player.addAdditionalSkill("fakehuanjia_equip2", skills); }, }, }, }, fakexiongshu: { audio: "xiongshu", trigger: { global: "useCardToPlayered" }, filter(event, player) { if (!event.isFirstTarget) return false; if (event.player == player && game.countPlayer() < 2) return false; if (event.player != player && !player.countDiscardableCards(player, "he")) return false; return ( event.card.name == "sha" || (get.type(event.card) == "trick" && get.tag(event.card, "damage")) ); }, check(event, player) { if (event.player == player) { if (event.targets.some((i) => i.hasSkill("gzduanchang"))) return true; return !event.targets.some( (i) => i.getHp() == 1 && !i.hasSkill("gzbuqu") && i.isEnemyOf(player) ); } if (event.targets.some((i) => i.hasSkill("gzduanchang"))) return false; return event.targets.some( (i) => i.getHp() == 1 && !i.hasSkill("gzbuqu") && i.isEnemyOf(player) ); }, usable: 1, async content(event, trigger, player) { if (trigger.player == player) { await player.draw(); const { result: { bool, targets }, } = await player .chooseTarget( "令一名其他角色成为" + get.translation(trigger.card) + "的伤害来源", true, lib.filter.notMe ) .set("ai", (target) => { const player = get.event("player"), targets = get.event().getTrigger().targets; const goon = player.hasSkill("fakejianhui") && targets.some((i) => i != target && i.isFriendOf(target)); return ( targets.reduce((sum, i) => sum + get.damageEffect(i, target, player), 0) * (goon ? 3 : 1) ); }); if (bool) { const target = targets[0]; player.line(target); game.log(target, "成为了", trigger.card, "的伤害来源"); trigger.getParent().customArgs.default.customSource = target; } } else { await player.chooseToDiscard("he", true); game.log(player, "成为了", trigger.card, "的伤害来源"); trigger.getParent().customArgs.default.customSource = player; } }, }, fakejianhui: { audio: "jianhui", trigger: { global: "damageSource" }, filter(event, player) { if ( !event.source || !event.player || !event.source.isIn() || !event.player.isIn() || event.source == event.player ) return false; return ( event.source.isFriendOf(event.player) && [event.source, event.player].some((target) => target.countCards("he")) ); }, async cost(event, trigger, player) { event.result = await player .chooseTarget( get.prompt2("fakejianhui"), (card, player, target) => { const trigger = get.event().getTrigger(); if (!(trigger.source == target || trigger.player == target)) return false; if (!ui.selected.targets.length) return true; return target.countCards("he"); }, 2 ) .set("targetprompt", ["摸牌", "拆牌"]) .set("ai", (target) => { const player = get.event("player"), trigger = get.event().getTrigger(); const source = trigger.source, playerx = trigger.player; const min = -Math.min( get.effect(source, { name: "draw" }, player, player), get.effect(playerx, { name: "draw" }, player, player) ); const max = Math.max( get.effect(source, { name: "guohe_copy" }, player, player), get.effect(playerx, { name: "guohe_copy" }, player, player) ); if (min > max) return 0; if (!ui.selected.targets.length) return ( -1 / Math.min(get.effect(target, { name: "draw" }, player, player), -0.001) ); return get.effect(target, { name: "guohe_copy" }, player, player); }) .set("complexSelect", true) .set("complexTarget", true) .forResult(); }, popup: false, async content(event, trigger, player) { player.logSkill("fakejianhui", event.targets, false); player.line2(event.targets); await event.targets[0].draw(); await player.discardPlayerCard(event.targets[1], "he", true); }, }, fakechongxin: { audio: "chongxin", enable: "phaseUse", filter(event, player) { const card = new lib.element.VCard({ name: "yiyi" }); return ( lib.filter.targetEnabled2(card, player, player) && game.hasPlayer((target) => { return ( lib.filter.targetEnabled2(card, player, target) && target.isEnemyOf(player) ); }) ); }, filterTarget(cardx, player, target) { const card = new lib.element.VCard({ name: "yiyi" }); return lib.filter.targetEnabled2(card, player, target) && target.isEnemyOf(player); }, usable: 1, async content(event, trigger, player) { const card = new lib.element.VCard({ name: "yiyi" }); await player.useCard(card, [player].concat(event.targets), false); }, ai: { order(item, player) { return get.order({ name: "yiyi" }, player) + 0.1; }, result: { target(player, target) { const card = new lib.element.VCard({ name: "yiyi" }); const num = get.sgn(get.attitude(player, target)); return ( num * (get.effect(player, card, player, player) - get.effect(target, card, player, player)) ); }, }, }, }, fakeweirong: { zhuanhuanji: true, locked: false, marktext: "☯", intro: { content(storage) { if (storage) return "出牌阶段,你可以摸X张牌,然后当你于本轮不因此法失去牌后,你弃置一张牌。(X为你上一轮以此法摸和弃置的牌数之和,且X至少为1,至多为你的体力上限)"; return "出牌阶段,你可以弃置X张牌,然后当你于本轮不因此法得到牌后,你摸一张牌。(X为你上一轮以此法摸和弃置的牌数之和,且X至少为1,至多为你的体力上限)"; }, }, audio: "weishu", enable: "phaseUse", filter(event, player) { if (!get.info("fakeweirong").getNum(player)) return false; const storage = player.storage.fakeweirong; return ( storage || player.countCards("he", (card) => lib.filter.cardDiscardable) >= get.info("fakeweirong").getNum(player) ); }, filterCard(card, player) { return !Boolean(player.storage.fakeweirong) && lib.filter.cardDiscardable(card, player); }, selectCard() { const player = get.event("player"); return player.storage.fakeweirong ? -1 : get.info("fakeweirong").getNum(player); }, check(card) { return 7.5 - get.value(card); }, prompt() { const player = get.event("player"); const num = get.info("fakeweirong").getNum(player); if (player.storage.fakeweirong) return ( "摸" + get.cnNumber(num) + "张牌,然后当你于本轮不因此法失去牌后,你弃置一张牌" ); return "弃置" + get.cnNumber(num) + "张牌,然后当你于本轮不因此法得到牌后,你摸一张牌"; }, round: 1, async content(event, trigger, player) { const storage = player.storage.fakeweirong; player.changeZhuanhuanji("fakeweirong"); if (storage) await player.draw(get.info("fakeweirong").getNum(player)); player.addTempSkill("fakeweirong_" + (storage ? "lose" : "gain"), "roundStart"); }, ai: { order(item, player) { const storage = player.storage.fakeweirong; return storage ? 0.01 : 9; }, result: { player: 1 }, }, group: "fakeweirong_mark", subSkill: { mark: { charlotte: true, trigger: { player: ["hideCharacterEnd", "showCharacterEnd"] }, filter(event, player) { return get .character(event[event.name == "hideCharacter" ? "toHide" : "toShow"], 3) .includes("fakeweirong"); }, forced: true, popup: false, firstDo: true, content() { player[(trigger.name == "hideCharacter" ? "un" : "") + "markSkill"]( "fakeweirong" ); }, }, gain: { charlotte: true, mark: true, marktext: "↑", intro: { content: "不因此法得到牌后,你摸一张牌" }, audio: "weishu", trigger: { player: "gainAfter", global: "loseAsyncAfter" }, filter(event, player) { if (!event.getg || !event.getg(player).length) return false; return event.getParent(2).name != "fakeweirong_gain"; }, forced: true, content() { player.draw(); }, }, lose: { charlotte: true, mark: true, marktext: "↓", intro: { content: "不因此法失去牌后,你弃置一张牌" }, audio: "weishu", trigger: { player: "loseAfter", global: "loseAsyncAfter" }, filter(event, player) { if (!player.countCards("he")) return false; const evt = event.getl(player); if (!evt || !evt.cards2 || !evt.cards2.length) return false; return event.getParent(3).name != "fakeweirong_lose"; }, forced: true, content() { player.chooseToDiscard("he", true); }, }, }, getNum(player) { let num = 0, count = false; const history = player.actionHistory; for (let i = history.length - 1; i >= 0; i--) { if (history[i].isRound) { if (!count) { count = true; continue; } else break; } if (!count) continue; const allHistory = history[i].gain .filter((evt) => { return ( evt.getParent(2).name == "fakeweirong" || evt.getParent(2).name == "fakeweirong_gain" ); }) .slice() .concat( history[i].lose.filter((evt) => { return ( evt.getParent(2).skill == "fakeweirong" || evt.getParent(3).name == "fakeweirong_lose" ); }) ); for (const evt of allHistory) num += evt.cards.length; } return Math.max(1, Math.min(player.maxHp, num)); }, }, fakequanbian: { audio: "quanbian", trigger: { player: ["useCard", "respond"] }, filter(event, player) { if (!Array.from(ui.cardPile.childNodes).length) return false; return player.countCards("h") && _status.currentPhase == player; }, async cost(event, trigger, player) { const cards = Array.from(ui.cardPile.childNodes); const { result: { bool, moved }, } = await player .chooseToMove(get.prompt2("fakequanbian")) .set("list", [ [ "牌堆顶", cards.slice(0, Math.min(player.maxHp, cards.length)), "fakequanbian_tag", ], ["手牌", player.getCards("h")], ]) .set("filterOk", (moved) => moved[1].filter((i) => !get.owner(i)).length == 1) .set("filterMove", (from, to) => typeof to != "number") .set("processAI", (list) => { const player = get.event("player"), goon = player.hasSkill("fakezhouting"); let cards1 = list[0][1].slice(), cards2 = list[1][1].slice(); let card1 = cards1 .slice() .sort( (a, b) => get[goon ? "useful" : "value"](goon ? a : b) - get[goon ? "useful" : "value"](goon ? b : a) )[0]; let card2 = cards2 .slice() .sort( (a, b) => get[goon ? "useful" : "value"](goon ? b : a) - get[goon ? "useful" : "value"](goon ? a : b) )[0]; if ( get[goon ? "useful" : "value"](card1) * (goon ? -1 : 1) < get[goon ? "useful" : "value"](card2) * (goon ? -1 : 1) ) { cards1.remove(card1); cards2.remove(card2); return [cards1.concat(card2), cards2.concat(card1)]; } }); if (bool) { event.result = { bool: true, cost_data: [ moved[0].filter((i) => get.owner(i))[0], moved[1].filter((i) => !get.owner(i))[0], ], }; } else event.result = { bool: false }; }, async content(event, trigger, player) { await player .lose(event.cost_data[0], ui.cardPile) .set("insert_index", () => { return ui.cardPile.childNodes[ Array.from(ui.cardPile.childNodes).indexOf(get.event("card2")) ]; }) .set("card2", event.cost_data[1]); await player.gain(event.cost_data[1], "gain2"); }, }, fakezhouting: { unique: true, limited: true, audio: "xiongzhi", enable: "phaseUse", skillAnimation: true, animationColor: "thunder", async content(event, trigger, player) { player.awakenSkill("fakezhouting"); let gains = []; const cards = Array.from(ui.cardPile.childNodes).slice( 0, Math.min(player.maxHp, Array.from(ui.cardPile.childNodes).length) ); await game.cardsGotoOrdering(cards); for (const card of cards) { if (player.hasUseTarget(card, false, false)) { await player.chooseUseTarget(card, true, false, "nodistance"); } else gains.push(card); } if (gains.length) await player.gain(gains, "gain2"); if ( game.getGlobalHistory("everything", (evt) => { return ( evt.name == "die" && evt.getParent(6).name == "fakezhouting" && evt.getParent(6).player == player ); }).length ) player.restoreSkill("fakezhouting"); }, ai: { order: 1, result: { player(player) { return player.hasUnknown() ? 0 : 1; }, }, }, }, fakexuanbei: { audio: "xuanbei", trigger: { player: "showCharacterEnd" }, filter(event, player) { return ( game .getAllGlobalHistory( "everything", (evt) => { return ( evt.name == "showCharacter" && evt.player == player && evt.toShow.some((i) => get.character(i, 3).includes("fakexuanbei")) ); }, event ) .indexOf(event) == 0 ); }, forced: true, locked: false, async content(event, trigger, player) { await player.draw(2); player.addTempSkill("fakexuanbei_effect"); }, group: ["fakexuanbei_change", "fakexuanbei_give"], subSkill: { effect: { charlotte: true, mark: true, intro: { content: "使用应变牌时直接获得强化" }, }, give: { audio: "xuanbei", trigger: { player: "useCardAfter" }, filter(event, player) { return ( (event.card.yingbian || get.is.yingbian(event.card)) && event.cards.filterInD().length ); }, usable: 1, async cost(event, trigger, player) { const cards = trigger.cards.filterInD(); const { result: { bool, targets }, } = await player .chooseTarget( get.prompt("fakexuanbei"), "令一名其他角色获得" + get.translation(event.cards), lib.filter.notMe ) .set("ai", (target) => { const att = get.attitude(get.event("player"), target); if (att < 0) return 0; if (target.hasJudge("lebu")) att /= 2; if (target.hasSkillTag("nogain")) att /= 10; return att / (1 + get.distance(player, target, "absolute")); }); event.result = { bool: bool, targets: targets, cards: cards }; }, async content(event, trigger, player) { await event.targets[0].gain(event.cards, "gain2").set("giver", player); }, }, change: { audio: "xuanbei", trigger: { player: "die" }, direct: true, forceDie: true, skillAnimation: true, animationColor: "thunder", async cost(event, trigger, player) { const { result: { bool, targets }, } = await player .chooseTarget( get.prompt("fakexuanbei"), "令一名其他角色变更副将", lib.filter.notMe ) .set("ai", (target) => { const player = get.event("player"); const rank = get.guozhanRank(target.name2, target) <= 3; const att = get.attitude(player, target); if (att > 0) return (4 - rank) * att; return -(rank - 6) * att; }) .set("forceDie", true); event.result = { bool: bool, targets: targets }; }, async content(event, trigger, player) { await event.targets[0].changeVice(); }, }, }, }, fakeqingleng: { audio: "qingleng", trigger: { global: "phaseEnd" }, filter(event, player) { var target = event.player; return ( target != player && target.isIn() && !target.isUnseen(2) && player.countCards("he") && player.canUse({ name: "sha", nature: "ice" }, target, false) ); }, direct: true, preHidden: true, async content(event, trigger, player) { const target = trigger.player; const { result: { bool }, } = await player .chooseToUse() .set("openskilldialog", get.prompt2("fakeqingleng", target)) .set("norestore", true) .set("_backupevent", "fakeqingleng_backup") .set("custom", { add: {}, replace: { window: function () {} }, }) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if ( target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex) ) return false; return lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", target) .set("addCount", false) .set("hiddenSkill", "fakeqingleng") .backup("fakeqingleng_backup") .set("logSkill", ["fakeqingleng", target]); if ( bool && !player.getHistory("sourceDamage", (evt) => { return evt.getParent(4) == event; }).length ) { const { result: { bool, links }, } = await player .chooseButton( [ "清冷:暗置" + get.translation(target) + "的一张武将牌", '
    ' + get.translation(target) + "的武将牌
    ", [[target.name1, target.name2], "character"], ], true ) .set("filterButton", (button) => !get.is.jun(button.link)); if (bool) { player.line(target); player.addSkill("fakeqingleng_effect"); if (player.getStorage("fakeqingleng_effect").some((list) => list[0] == target)) { player.storage.fakeqingleng_effect .indexOf( player .getStorage("fakeqingleng_effect") .find((list) => list[0] == target) )[1] .addArray(links); } else player.markAuto("fakeqingleng_effect", [[target, links[0]]]); target .when(["phaseBegin", "die"]) .vars({ target: player }) .then(() => { const removes = target .getStorage("fakeqingleng_effect") .filter((list) => list[0] == player); target.unmarkAuto("fakeqingleng_effect", removes); if (!target.getStorage("fakeqingleng_effect").length) { target.removeSkill("fakeqingleng_effect"); } }); await target.hideCharacter(target.name1 == links[0] ? 0 : 1); } } }, subSkill: { backup: { filterCard: true, check(card) { return 7.5 - get.value(card); }, position: "he", popname: true, viewAs: { name: "sha", nature: "ice" }, precontent() { delete event.result.skill; }, }, effect: { charlotte: true, onremove: true, intro: { content(storage) { return ( "•" + storage .map((list) => { return ( get.translation(list[0]) + "明置" + get.translation(list[1]) + "后,对其造成1点伤害" ); }) .join("
    •") ); }, }, audio: "qingleng", trigger: { global: "showCharacterEnd" }, filter(event, player) { const list = player .getStorage("fakeqingleng_effect") .find((list) => list[0] == event.player); return list && list[1].includes(event.toShow); }, forced: true, logTarget: "player", content() { trigger.player.damage(); }, }, }, }, fakexijue: { audio: "xijue", trigger: { player: "showCharacterEnd" }, filter(event, player) { return ( game .getAllGlobalHistory( "everything", (evt) => { return ( evt.name == "showCharacter" && evt.player == player && evt.toShow.some((i) => get.character(i, 3).includes("fakexijue")) ); }, event ) .indexOf(event) == 0 ); }, forced: true, locked: false, popup: false, preHidden: ["xijue_tuxi", "fakexijue_xiaoguo"], content() { player.addMark("xijue", 2); }, derivation: ["xijue_tuxi", "fakexijue_xiaoguo"], group: ["fakexijue_effect", "xijue_tuxi", "fakexijue_xiaoguo"], subSkill: { effect: { audio: "xijue", trigger: { player: ["phaseDrawBegin2", "phaseEnd"] }, filter(event, player) { if (event.name == "phaseDraw") return !event.numFixed; return player.getHistory("sourceDamage").length; }, forced: true, popup: false, content() { if (trigger.name == "phaseDraw") trigger.num = Math.min(player.countMark("xijue"), player.maxHp); else player.addMark("xijue", 1); }, }, xiaoguo: { audio: "xijue_xiaoguo", trigger: { global: "phaseZhunbeiBegin" }, filter(event, player) { if (!player.hasMark("xijue")) return false; return ( event.player != player && player.countCards("h", (card) => { if (_status.connectMode) return true; return ( get.type(card) == "basic" && lib.filter.cardDiscardable(card, player) ); }) ); }, async cost(event, trigger, player) { event.result = await player .chooseToDiscard( get.prompt2("fakexijue_xiaoguo", trigger.player), (card, player) => { return get.type(card) == "basic"; }, [1, Math.min(player.countMark("xijue"), player.maxHp)] ) .set("complexSelect", true) .set("ai", (card) => { const player = get.event("player"), target = get.event().getTrigger().player; const effect = get.damageEffect(target, player, player); const cards = target.getCards( "e", (card) => get.attitude(player, target) * get.value(card, target) < 0 ); if (effect <= 0 && !cards.length) return 0; if (ui.selected.cards.length > cards.length - (effect <= 0 ? 1 : 0)) return 0; return 1 / (get.value(card) || 0.5); }) .set("logSkill", ["fakexijue_xiaoguo", trigger.player]) .setHiddenSkill("fakexijue_xiaoguo") .forResult(); }, preHidden: true, popup: false, async content(event, trigger, player) { const num = trigger.player.countCards("e"), num2 = event.cards.length; await player.discardPlayerCard(trigger.player, "e", num2, true); if (num2 > num) await trigger.player.damage(); player.removeMark("xijue", 1); }, }, }, }, fakeqimei: { audio: "qimei", trigger: { player: "phaseZhunbeiBegin" }, direct: true, preHidden: true, content() { "step 0"; player .chooseTarget( get.prompt("fakeqimei"), "选择一名其他角色并获得“齐眉”效果", lib.filter.notMe ) .set("ai", (target) => { var player = _status.event.player; return ( get.attitude(player, target) / (Math.abs(player.countCards("h") + 2 - target.countCards("h")) + 1) ); }) .setHiddenSkill("fakeqimei"); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("fakeqimei", target); player.addTempSkill("fakeqimei_draw"); player.storage.fakeqimei_draw = target; game.delayx(); } }, subSkill: { draw: { audio: "qimei", charlotte: true, forced: true, popup: false, trigger: { global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "loseAfter", "addToExpansionAfter", ], }, filter(event, player) { var target = player.storage.fakeqimei_draw; if (!target || !target.isIn()) return false; if (player.countCards("h") != target.countCards("h")) return false; var hasChange = function (event, player) { var gain = 0, lose = 0; if (event.getg) gain = event.getg(player).length; if (event.getl) lose = event.getl(player).hs.length; return gain != lose; }; return ( (hasChange(event, player) && target.isDamaged()) || (hasChange(event, target) && player.isDamaged()) ); }, content() { "step 0"; if (trigger.delay === false) game.delayx(); "step 1"; var target = player.storage.fakeqimei_draw; player.logSkill("fakeqimei_draw", target); var drawer = []; var hasChange = function (event, player) { var gain = 0, lose = 0; if (event.getg) gain = event.getg(player).length; if (event.getl) lose = event.getl(player).hs.length; return gain != lose; }; if (hasChange(trigger, player)) drawer.push(target); if (hasChange(trigger, target)) drawer.push(player); for (const i of drawer) { if (i.isDamaged()) i.recover(); } }, group: "fakeqimei_hp", onremove: true, mark: true, intro: { content: "已和$组成齐眉组合" }, }, hp: { audio: "qimei", trigger: { global: "changeHp" }, charlotte: true, forced: true, logTarget(event, player) { return player.storage.fakeqimei_draw; }, filter(event, player) { var target = player.storage.fakeqimei_draw; if (!target || !target.isIn()) return false; if (player != event.player && target != event.player) return false; return player.hp == target.hp; }, content() { game.delayx(); (player == trigger.player ? player.storage.fakeqimei_draw : player).draw(); }, }, }, }, fakebaoqie: { unique: true, audio: "baoqie", trigger: { player: "showCharacterEnd" }, filter(event, player) { if ( !game.hasPlayer((target) => { return target .getGainableCards(player, "e") .some((card) => get.subtype(card) == "equip5"); }) ) return false; return ( game .getAllGlobalHistory( "everything", (evt) => { return ( evt.name == "showCharacter" && evt.player == player && evt.toShow.some((i) => get.character(i, 3).includes("fakebaoqie")) ); }, event ) .indexOf(event) == 0 ); }, async cost(event, trigger, player) { event.result = await player .chooseTarget( get.prompt("fakebaoqie"), "获得一名角色装备区里所有的宝物牌,然后你可以使用其中的一张牌", (card, player, target) => { return target .getGainableCards(player, "e") .some((card) => get.subtype(card) == "equip5"); } ) .set("ai", (target) => { const player = get.event("player"); return ( -get.sgn(get.attitude(player, target)) * target .getGainableCards(player, "e") .filter((card) => { return get.subtype(card) == "equip5"; }) .reduce((sum, card) => sum + get.value(card, target), 0) ); }) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; let cards = target .getGainableCards(player, "e") .filter((card) => get.subtype(card) == "equip5"); await player.gain(cards, target, "giveAuto"); cards = cards.filter( (i) => get.owner(i) == player && get.position(i) == "h" && player.hasUseTarget(i) ); if (cards.length) { const { result: { bool, links }, } = await player .chooseButton(["宝箧:是否使用其中的一张宝物牌?", cards]) .set("ai", (button) => { return get.equipValue(button.link, get.event("player")); }); if (bool) await player.chooseUseTarget(links[0], true); } }, ai: { mingzhi_no: true }, group: "fakebaoqie_damage", subSkill: { damage: { audio: "baoqie", trigger: { player: "damageBegin4" }, filter(event, player) { if (!player.getStockSkills(true, true, true).includes("fakebaoqie")) return false; return !game.getAllGlobalHistory("everything", (evt) => { return ( evt.name == "showCharacter" && evt.player == player && evt.toShow.some((i) => get.character(i, 3).includes("fakebaoqie")) ); }).length; }, check(event, player) { return !event.source || get.damageEffect(player, event.source, player) < 0; }, prompt: "宝箧:是否明置此武将牌并防止此伤害?", content() { trigger.cancel(); }, }, }, }, fakeciwei: { audio: "ciwei", trigger: { global: "useCard" }, filter(event, player) { if (event.all_excluded || event.player == player || !player.countCards("he")) return false; return event.player.getHistory("useCard").indexOf(event) % 2 == 1; }, async cost(event, trigger, player) { let str = "弃置一张牌,取消" + get.translation(trigger.card) + "的所有目标"; if (get.type(trigger.card) == "equip") str += ",然后你获得此牌且你可以使用之"; event.result = await player .chooseToDiscard(get.prompt("fakeciwei", trigger.player), str, "he") .set("ai", (card) => { return _status.event.goon / 1.4 - get.value(card); }) .set( "goon", (function () { if (!trigger.targets.length) return -get.attitude(player, trigger.player); var num = 0; for (var i of trigger.targets) { num -= get.effect(i, trigger.card, trigger.player, player); } return num; })() ) .setHiddenSkill("fakeciwei") .set("logSkill", ["fakeciwei", trigger.player]) .forResult(); }, preHidden: true, popup: false, async content(event, trigger, player) { trigger.targets.length = 0; trigger.all_excluded = true; const cards = trigger.cards.filterInD(); if (cards.length && get.type(trigger.card) == "equip") { await player.gain(cards, "gain2"); for (let i of cards) { if (player.getCards("h").includes(i) && player.hasUseTarget(i)) { await player.chooseUseTarget(i); } } } }, global: "fakeciwei_ai", subSkill: { ai: { mod: { aiOrder(player, card, num) { if ( !player.getHistory("useCard").length % 2 || !game.hasPlayer((current) => { return ( current != player && (get.realAttitude || get.attitude)(current, player) < 0 && current.hasSkill("fakeciwei") && current.countCards("he") > 0 ); }) ) return; if (!player._fakeciwei_temp) { player._fakeciwei_temp = true; num /= Math.max(1, player.getUseValue(card)); } delete player._fakeciwei_temp; return num; }, }, }, }, }, fakehuirong: { unique: true, audio: "huirong", trigger: { player: "showCharacterEnd" }, filter(event, player) { if ( !game.hasPlayer((target) => { return target.countCards("h") != target.getHp(); }) ) return false; return ( game .getAllGlobalHistory( "everything", (evt) => { return ( evt.name == "showCharacter" && evt.player == player && evt.toShow.some((i) => get.character(i, 3).includes("fakehuirong")) ); }, event ) .indexOf(event) == 0 ); }, async cost(event, trigger, player) { event.result = await player .chooseTarget( get.prompt("fakehuirong"), "令一名角色将手牌数摸至/弃置至与其体力值相同", (card, player, target) => { return target.countCards("h") != target.getHp(); } ) .set("ai", (target) => { const att = get.attitude(get.event("player"), target); const num = target.countCards("h"); if (num > target.hp) return -att * (num - target.getHp()); return att * Math.max(0, target.getHp() - target.countCards("h")); }) .forResult(); }, preHidden: true, content() { const target = event.targets[0]; if (target.countCards("h") < target.getHp()) target.drawTo(target.getHp()); else target.chooseToDiscard("h", true, target.countCards("h") - target.getHp()); }, ai: { mingzhi_no: true }, group: "fakehuirong_damage", subSkill: { damage: { audio: "huirong", trigger: { player: "damageBegin4" }, filter(event, player) { if (!player.getStockSkills(true, true, true).includes("fakehuirong")) return false; return !game.getAllGlobalHistory("everything", (evt) => { return ( evt.name == "showCharacter" && evt.player == player && evt.toShow.some((i) => get.character(i, 3).includes("fakehuirong")) ); }).length; }, check(event, player) { return !event.source || get.damageEffect(player, event.source, player) < 0; }, prompt: "慧容:是否明置此武将牌并防止此伤害?", content() { trigger.cancel(); }, }, }, }, fakeyanxi: { audio: "yanxi", enable: "phaseUse", filter(event, player) { return game.hasPlayer((target) => { return get.info("fakeyanxi").filterTarget(null, player, target); }); }, filterTarget(card, player, target) { return target != player && target.countCards("h"); }, usable: 1, async content(event, trigger, player) { const target = event.target, str = get.translation(target); const { result: { bool, links }, } = await player.choosePlayerCard(target, "宴戏:展示" + str + "的一张手牌", "h", true); if (bool) { let cards = get.cards(2), gains = []; await game.cardsGotoOrdering(cards); cards = links.slice().concat(cards); await player.showCards(cards, get.translation(player) + "发动了【宴戏】"); for (const card of cards) { gains.unshift(get.color(card)); gains.add(get.type2(card)); } gains = gains.unique().map((i) => (i == "none" ? "none2" : i)); const { result: { control }, } = await player .chooseControl(gains) .set("cards", cards) .set("ai", () => { const player = get.event("player"), cards = get.event("cards"), getNum = function (cards, control, player) { cards = cards.filter( (i) => get.type2(i) == control || get.color(i) == control ); return cards.reduce((sum, card) => sum + get.value(card, player), 0); }; let controls = get .event("controls") .slice() .map((i) => (i == "none2" ? "none" : i)); controls.sort((a, b) => getNum(cards, b, player) - getNum(cards, a, player)); return controls[0] == "none" ? "none2" : controls[0]; }) .set("dialog", [ "获得其中一种颜色或类别的所有牌,然后" + str + "获得剩余牌", "hidden", cards, ]); if (control) { const choice = control == "none2" ? "none" : control; gains = cards.filter((i) => get.type2(i) == choice || get.color(i) == choice); const num = gains.length; cards.removeArray(gains); if (gains.includes(links[0])) { gains.removeArray(links); await player.gain(links, target, "give", "bySelf"); } if (gains.length) await player.gain(gains, "gain2"); player.addTempSkill("fakeyanxi_maxHand"); player.addMark("fakeyanxi_maxHand", num, false); cards = cards.filter((i) => !links.includes(i)); if (cards.length) await target.gain(cards, "gain2"); } } }, ai: { order: 9, result: { target(player, target) { return ( [-1, 1, 2][get.sgn(get.attitude(player, target)) + 1] / target.countCards("h") ); }, }, }, subSkill: { maxHand: { charlotte: true, onremove: true, intro: { content: "手牌上限+#" }, mod: { maxHandcard(player, num) { return num + player.countMark("fakeyanxi_maxHand"); }, }, }, }, }, fakeshiren: { unique: true, audio: "shiren", trigger: { player: "showCharacterEnd" }, filter(event, player) { if ( !game.hasPlayer((target) => { return get.info("fakeyanxi").filterTarget(null, player, target); }) ) return false; return ( game .getAllGlobalHistory( "everything", (evt) => { return ( evt.name == "showCharacter" && evt.player == player && evt.toShow.some((i) => get.character(i, 3).includes("fakeshiren")) ); }, event ) .indexOf(event) == 0 ); }, async cost(event, trigger, player) { event.result = await player .chooseTarget( get.prompt("fakeshiren"), "发动一次【宴戏】", (card, player, target) => { return get.info("fakeyanxi").filterTarget(null, player, target); } ) .set("ai", (target) => { const player = get.event("player"); return ( -get.sgn(get.attitude(player, target)) * get.info("fakeyanxi").ai.result.target(player, target) ); }) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; player.useResult({ skill: "fakeyanxi", target: target, targets: [target] }, event); }, ai: { mingzhi_no: true }, group: "fakeshiren_damage", subSkill: { damage: { audio: "shiren", trigger: { player: "damageBegin4" }, filter(event, player) { if (!player.getStockSkills(true, true, true).includes("fakeshiren")) return false; return !game.getAllGlobalHistory("everything", (evt) => { return ( evt.name == "showCharacter" && evt.player == player && evt.toShow.some((i) => get.character(i, 3).includes("fakeshiren")) ); }).length; }, check(event, player) { return !event.source || get.damageEffect(player, event.source, player) < 0; }, prompt: "识人:是否明置此武将牌并防止此伤害?", content() { trigger.cancel(); }, }, }, }, fakecanmou: { audio: "canmou", trigger: { global: "useCardToPlayer" }, filter(event, player) { if ( !event.player.isMaxHandcard(true) || !event.isFirstTarget || get.type(event.card) != "trick" ) return false; if (event.targets.length > 1 && !player.getStorage("fakecanmou_used").includes("-")) return true; return get.info("fakecanmou").filter_add(event, player); }, filter_add(event, player) { const info = get.info(event.card); if (info.allowMultiple == false) return false; if ( event.targets && !info.multitarget && !player.getStorage("fakecanmou_used").includes("+") ) { if ( game.hasPlayer((current) => { return ( !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, event.player, current) ); }) ) return true; } return false; }, async cost(event, trigger, player) { let str = "", goon = get.info("fakecanmou").filter_add(trigger, player), bool = trigger.targets.length > 1 && !player.getStorage("fakecanmou_used").includes("-"); if (goon) str += "增加"; if (goon && bool) str = "或"; if (bool) str += "减少"; event.result = await player .chooseTarget(get.prompt("fakecanmou"), (card, player, target) => { const trigger = get.event().getTrigger(); if ( trigger.targets.length > 1 && !player.getStorage("fakecanmou_used").includes("-") && trigger.targets.includes(target) ) return true; return ( !player.getStorage("fakecanmou_used").includes("+") && !trigger.targets.includes(target) && lib.filter.targetEnabled2(trigger.card, trigger.player, target) ); }) .set("prompt2", "为" + get.translation(trigger.card) + str + "一个目标") .set("ai", (target) => { const player = get.event("player"), trigger = get.event().getTrigger(); return ( get.effect(target, trigger.card, trigger.player, player) * (trigger.targets.includes(target) ? -1 : 1) ); }) .setHiddenSkill("fakecanmou") .forResult(); }, preHidden: true, async content(event, trigger, player) { const target = event.targets[0], goon = trigger.targets.includes(target); player.addTempSkill("fakecanmou_used"); player.markAuto("fakecanmou_used", [goon ? "-" : "+"]); if (goon) { trigger.targets.remove(target); game.log(target, "被", player, "移除了目标"); } else { trigger.targets.add(target); game.log(target, "成为了", trigger.card, "移除了目标"); } }, subSkill: { used: { charlotte: true, onremove: true } }, }, fakezhuosheng: { hiddenCard(player, name) { return ( player.countCards("hs") > 1 && get.type(name) == "basic" && lib.inpile.includes(name) && !player.getStorage("fakezhuosheng_count").includes(name) ); }, audio: "zhuosheng", enable: "chooseToUse", filter(event, player) { if (event.type == "wuxie") return false; if (player.countCards("hs") < 2) return false; return get .inpileVCardList((info) => { const name = info[2]; return ( !player.getStorage("fakezhuosheng_count").includes(name) && get.type(name) == "basic" ); }) .some((card) => event.filterCard({ name: card[2], nature: card[3] }, player, event)); }, chooseButton: { dialog(event, player) { var list = get .inpileVCardList((info) => { const name = info[2]; return ( !player.getStorage("fakezhuosheng_count").includes(name) && get.type(name) == "basic" ); }) .filter((card) => event.filterCard({ name: card[2], nature: card[3] }, player, event) ); return ui.create.dialog("擢升", [list, "vcard"], "hidden"); }, check(button) { var player = _status.event.player; var evt = _status.event.getParent(); var name = button.link[2], card = { name: name, nature: button.link[3] }; if (name == "shan") return 2; if (evt.type == "dying") { if (get.attitude(player, evt.dying) < 2) return 0; if (name == "jiu") return 2.1; return 1.9; } if (evt.type == "phase") { if (button.link[2] == "jiu") { if (player.getUseValue({ name: "jiu" }) <= 0) return 0; var cards = player.getCards("hs", (cardx) => get.value(cardx) < 8); cards.sort((a, b) => get.value(a) - get.value(b)); if ( cards.some( (cardx) => get.name(cardx) == "sha" && !cards.slice(0, 2).includes(cardx) ) ) return player.getUseValue({ name: "jiu" }); return 0; } return player.getUseValue(card) / 4; } return 1; }, backup(links, player) { return { audio: "zhuosheng", filterCard: true, selectCard: [2, Infinity], position: "hs", complexCard: true, check(card) { if (ui.selected.cards.length >= 2) return 0; return 8 - get.value(card); }, popname: true, viewAs: { name: links[0][2], nature: links[0][3], }, precontent() { var name = event.result.card.name; player.addTempSkill("fakezhuosheng_count"); player.markAuto("fakezhuosheng_count", [name]); player .when("yingbian") .filter((evt) => evt.skill == "fakezhuosheng_backup") .then(() => { if (trigger.cards && trigger.cards.length) { let cards = trigger.cards.slice(); cards = cards.filter((i) => get.is.yingbian(i)); if (cards.length) { if (!Array.isArray(trigger.temporaryYingbian)) trigger.temporaryYingbian = []; trigger.temporaryYingbian.add("force"); trigger.temporaryYingbian.addArray( Array.from(lib.yingbian.effect.keys()).filter((value) => { return cards.some((card) => get.cardtag(card, `yingbian_${value}`) ); }) ); } } }); }, }; }, prompt(links, player) { var name = links[0][2]; var nature = links[0][3]; return ( "将至少两张手牌当作" + (get.translation(nature) || "") + get.translation(name) + "使用" ); }, }, ai: { order(item, player) { if (player && _status.event.type == "phase") { var add = false, max = 0; var names = lib.inpile.filter( (name) => get.type(name) == "basic" && !player.getStorage("fakezhuosheng_count").includes(name) ); if (names.includes("sha")) add = true; names = names.map((namex) => { return { name: namex }; }); if (add) lib.inpile_nature.forEach((nature) => names.push({ name: "sha", nature: nature }) ); names.forEach((card) => { if (player.getUseValue(card) > 0) { var temp = get.order(card); if (card.name == "jiu") { var cards = player.getCards("hs", (cardx) => get.value(cardx) < 8); cards.sort((a, b) => get.value(a) - get.value(b)); if ( !cards.some( (cardx) => get.name(cardx) == "sha" && !cards.slice(0, 2).includes(cardx) ) ) temp = 0; } if (temp > max) max = temp; } }); if (max > 0) max -= 0.001; return max; } return 0.5; }, respondShan: true, respondSha: true, fireAttack: true, skillTagFilter(player, tag, arg) { if (arg == "respond") return false; const name = tag == "respondShan" ? "shan" : "sha"; return get.info("fakezhuosheng").hiddenCard(player, name); }, result: { player(player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, subSkill: { count: { charlotte: true, onremove: true }, backup: {}, }, }, fakejuhou: { zhenfa: "inline", trigger: { global: "useCardToTargeted" }, filter(event, player) { return ( (event.card.name == "sha" || get.type(event.card) == "trick") && event.target.inline(player) ); }, logTarget: "target", async content(event, trigger, player) { const target = trigger.target; const { result: { bool, cards }, } = await target .chooseCard("he", [1, Infinity], "是否将任意张牌置于武将牌上?") .set("ai", (card) => { const trigger = get.event().getTrigger(), player = trigger.target; if ( card.name == "baiyin" && get.position(card) == "e" && player.isDamaged() && get.recoverEffect(player, player, player) > 0 ) return 1; if ( ["guohe", "shunshou", "zhujinqiyuan", "chuqibuyi", "huogong"].includes( trigger.card.name ) && get.effect(player, trigger.card, trigger.player, player) < 0 ) return 1; return 0; }); if (bool) { target.addToExpansion(cards, "giveAuto", target).gaintag.add("fakejuhou"); target.addSkill("fakejuhou"); target .when({ global: "useCardAfter" }) .filter((evt) => evt == trigger.getParent()) .then(() => { const cards = player.getExpansions("fakejuhou"); if (cards.length) player.gain(cards, "gain2"); }); } }, intro: { content: "expansion", markcount: "expansion", }, }, gznaxiang: { audio: "naxiang", inherit: "naxiang", }, fakecaiwang: { audio: "caiwang", trigger: { player: "loseAfter" }, filter(event, player) { const evt = event.getParent(2); if (evt.name != "yingbianZhuzhan") return false; const color = (get.color(evt.card) == get.color(event.cards[0])).toString(); if ( color == "true" && !game.hasPlayer((target) => { return target != player && target.countCards("he"); }) ) return false; return !player.getStorage("fakecaiwang_used").includes(color); }, async cost(event, trigger, player) { const color = ( get.color(trigger.getParent(2).card) == get.color(trigger.cards[0]) ).toString(); if (color == "false") { //event.result=await player.chooseBool(get.prompt('fakecaiwang'),'摸一张牌').forResult(); event.result = { bool: true }; } else { event.result = await player .chooseTarget( get.prompt("fakecaiwang"), "弃置一名其他角色的一张牌", (card, player, target) => { return target != player && target.countCards("he"); } ) .set("ai", (target) => { const player = get.event("player"); return get.effect(target, { name: "guohe_copy2" }, player, player); }) .forResult(); } }, async content(event, trigger, player) { const color = ( get.color(trigger.getParent(2).card) == get.color(trigger.cards[0]) ).toString(); player.addTempSkill("fakecaiwang_used"); player.markAuto("fakecaiwang_used", [color]); if (color == "false") await player.draw(); else await player.discardPlayerCard(event.targets[0], "he", true); }, group: "fakecaiwang_zhuzhan", subSkill: { used: { charlotte: true, onremove: true, }, zhuzhan: { trigger: { player: "yingbianZhuzhanBegin" }, forced: true, locked: false, popup: false, firstDo: true, content() { trigger.setContent(get.info("fakecaiwang").yingbian); }, }, }, yingbian() { "step 0"; event._global_waiting = true; event.send = (player, card, source, targets, id, id2, yingbianZhuzhanAI, skillState) => { if (skillState) player.applySkills(skillState); var type = get.type2(card), str = get.translation(source); if (targets && targets.length) str += `对${get.translation(targets)}`; str += `使用了${get.translation(card)},是否弃置一张${get.translation( type )}为其助战?`; player.chooseCard({ filterCard: (card, player) => get.type2(card) == type && lib.filter.cardDiscardable(card, player), prompt: str, position: "h", _global_waiting: true, id: id, id2: id2, ai: typeof yingbianZhuzhanAI == "function" ? yingbianZhuzhanAI(player, card, source, targets) : (cardx) => { var info = get.info(card); if (info && info.ai && info.ai.yingbian) { var ai = info.ai.yingbian(card, source, targets, player); if (!ai) return 0; return ai - get.value(cardx); } else if (get.attitude(player, source) <= 0) return 0; return 5 - get.value(cardx); }, }); if (!game.online) return; _status.event._resultid = id; game.resume(); }; "step 1"; var type = get.type2(card); event.list = game .filterPlayer( (current) => current.countCards("h") && (_status.connectMode || current.hasCard((cardx) => get.type2(cardx) == type, "h")) ) .sortBySeat(_status.currentPhase || player); event.id = get.id(); "step 2"; if (!event.list.length) event.finish(); else if (_status.connectMode && (event.list[0].isOnline() || event.list[0] == game.me)) event.goto(4); else event.send( (event.current = event.list.shift()), event.card, player, trigger.targets, event.id, trigger.parent.id, trigger.yingbianZhuzhanAI ); "step 3"; if (result.bool) { event.zhuzhanresult = event.current; event.zhuzhanresult2 = result; if (event.current != game.me) game.delayx(); event.goto(8); } else event.goto(2); "step 4"; var id = event.id, sendback = (result, player) => { if (result && result.id == id && !event.zhuzhanresult && result.bool) { event.zhuzhanresult = player; event.zhuzhanresult2 = result; game.broadcast("cancel", id); if ( _status.event.id == id && _status.event.name == "chooseCard" && _status.paused ) return () => { event.resultOL = _status.event.resultOL; ui.click.cancel(); if (ui.confirm) ui.confirm.close(); }; } else if ( _status.event.id == id && _status.event.name == "chooseCard" && _status.paused ) return () => (event.resultOL = _status.event.resultOL); }, withme = false, withol = false, list = event.list; for (var i = 0; i < list.length; i++) { var current = list[i]; if (current.isOnline()) { withol = true; current.wait(sendback); current.send( event.send, current, event.card, player, trigger.targets, event.id, trigger.parent.id, trigger.yingbianZhuzhanAI, get.skillState(current) ); list.splice(i--, 1); } else if (current == game.me) { withme = true; event.send( current, event.card, player, trigger.targets, event.id, trigger.parent.id, trigger.yingbianZhuzhanAI ); list.splice(i--, 1); } } if (!withme) event.goto(6); if (_status.connectMode && (withme || withol)) game.players.forEach((value) => { if (value != player) value.showTimer(); }); event.withol = withol; "step 5"; if (!result || !result.bool || event.zhuzhanresult) return; game.broadcast("cancel", event.id); event.zhuzhanresult = game.me; event.zhuzhanresult2 = result; "step 6"; if (event.withol && !event.resultOL) game.pause(); "step 7"; game.players.forEach((value) => value.hideTimer()); "step 8"; if (event.zhuzhanresult) { var target = event.zhuzhanresult; if (target == player && player.hasSkill("fakecaiwang")) player.logSkill("fakecaiwang"); target.line(player, "green"); target.discard(event.zhuzhanresult2.cards).discarder = target; if (typeof event.afterYingbianZhuzhan == "function") event.afterYingbianZhuzhan(event, trigger); var yingbianCondition = event.name.slice(8).toLowerCase(), yingbianConditionTag = `yingbian_${yingbianCondition}_tag`; target.popup( yingbianConditionTag, lib.yingbian.condition.color.get(yingbianCondition) ); game.log( target, "响应了", '' + (target == player ? "自己" : get.translation(player)) + "", "发起的", yingbianConditionTag ); target.addExpose(0.2); event.result = { bool: true, }; } else event.result = { bool: false, }; }, }, fakenaxiang: { audio: "naxiang", trigger: { source: "damageSource", player: "damageEnd", }, filter(event, player) { if ( !event.source || !event.player || !event.source.isIn() || !event.player.isIn() || !event.source.isEnemyOf(event.player) ) return false; return !player .getStorage("fakenaxiang") .includes(get.info("fakenaxiang").logTarget(event, player)); }, logTarget(event, player) { return event.source == player ? event.player : event.source; }, forced: true, async content(event, trigger, player) { const target = get.info("fakenaxiang").logTarget(trigger, player); const { result: { junling, targets }, } = await player.chooseJunlingFor(target); const { result: { index }, } = await target .chooseJunlingControl(player, junling, targets) .set("prompt", "纳降:是否执行军令?"); if (index == 0) await target.carryOutJunling(player, junling, targets); else { if (!player.storage.fakenaxiang) { player.when(["phaseBegin", "die"]).then(() => { player.unmarkSkill("fakenaxiang"); delete player.storage.fakenaxiang; }); } player.markAuto("fakenaxiang", [target]); } }, onremove: true, marktext: '', intro: { content: "无法对$发动【纳降】" }, group: ["fakenaxiang_discard", "fakenaxiang_yingbian"], subSkill: { discard: { trigger: { player: "chooseCardBegin" }, filter(event, player) { return event.getParent().name == "yingbianZhuzhan"; }, forced: true, popup: false, firstDo: true, content() { trigger.filterCard = lib.filter.cardDiscardable; }, }, yingbian: { trigger: { player: "yingbian" }, filter(event, player) { if (event.card.yingbian) return false; const temporaryYingbian = event.temporaryYingbian || [], card = event.card; if (temporaryYingbian.includes("force") || get.cardtag(card, "yingbian_force")) return true; return get.yingbianConditions(event.card).length; }, forced: true, popup: false, firstDo: true, content() { "step 0"; trigger.card.yingbian = true; event.card = trigger.card; event.temporaryYingbian = trigger.temporaryYingbian || []; if ( event.temporaryYingbian.includes("force") || get.cardtag(event.card, "yingbian_force") || trigger.forceYingbian || player.hasSkillTag("forceYingbian") ) { player.popup("yingbian_force_tag", lib.yingbian.condition.color.get("force")); game.log(player, "触发了", event.card, "的应变条件"); event._result = { bool: true }; } else { trigger.yingbianZhuzhanAI = (player, card, source, targets) => (cardx) => { if (get.attitude(player, source) <= 0) return 0; var info = get.info(card), num = 0; if (info && info.ai && info.ai.yingbian) { var ai = info.ai.yingbian(card, source, targets, player); if (ai) num = ai; } return Math.max(num, 6) - get.value(cardx); }; lib.yingbian.condition.complex.get("zhuzhan")(trigger); } "step 1"; if (!result.bool) return; var yingbianEffectExecuted = false; lib.yingbian.effect.forEach((value, key) => { if ( !event.temporaryYingbian.includes(key) && !get.cardtag(card, `yingbian_${key}`) ) return; game.yingbianEffect(trigger, value); if (!yingbianEffectExecuted) yingbianEffectExecuted = true; }); if (!yingbianEffectExecuted) { var defaultYingbianEffect = get.defaultYingbianEffect(card); if (lib.yingbian.effect.has(defaultYingbianEffect)) { game.yingbianEffect( trigger, lib.yingbian.effect.get(defaultYingbianEffect) ); if (!yingbianEffectExecuted) yingbianEffectExecuted = true; } } if (yingbianEffectExecuted) player.addTempSkill("yingbian_changeTarget"); }, }, }, }, fakehuyuan: { audio: "yuanhu", trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return ( player.countCards("he", (card) => { if (get.position(card) == "h" && _status.connectMode) return true; return get.type(card) == "equip"; }) > 0 ); }, async cost(event, trigger, player) { event.result = await player .chooseCardTarget({ prompt: get.prompt2("yuanhu"), filterCard(card) { return get.type(card) == "equip"; }, position: "he", filterTarget(card, player, target) { return target.canEquip(card); }, ai1(card) { return 6 - get.value(card); }, ai2(target) { return get.attitude(_status.event.player, target) - 3; }, }) .set("hiddenSkill", "fakehuyuan") .forResult(); }, preHidden: true, async content(event, trigger, player) { const card = event.cards[0], target = event.targets[0]; if (target != player) player.$give(card, target, false); await target.equip(card); }, group: "fakehuyuan_discard", subSkill: { discard: { trigger: { global: "equipEnd" }, filter(event, player) { return ( _status.currentPhase == player && game.hasPlayer((target) => { return ( get.distance(event.player, target) <= 1 && target != event.player && target.countCards("hej") ); }) ); }, async cost(event, trigger, player) { event.result = await player .chooseTarget( get.prompt("fakehuyuan"), "弃置一名与" + get.translation(trigger.player) + "距离为1以内的另一名角色区域里的一张牌", (card, player, target) => { const trigger = get.event().getTrigger(); return ( get.distance(trigger.player, target) <= 1 && target != trigger.player && target.countCards("hej") ); } ) .set("ai", (target) => { const player = get.event("player"); return get.effect(target, { name: "guohe" }, player, player); }) .set("hiddenSkill", "fakehuyuan") .forResult(); }, popup: false, async content(event, trigger, player) { const target = event.targets[0]; player.logSkill("fakehuyuan", target); await player.discardPlayerCard(target, "hej", true); }, }, }, }, fakekeshou: { audio: "keshou", trigger: { player: "damageBegin3" }, filter(event, player) { return event.num > 0; }, preHidden: true, async cost(event, trigger, player) { event.result = await player .chooseToDiscard( get.prompt("fakekeshou"), "弃置两张颜色相同的牌,令即将受到的伤害-1", "he", 2, (card) => { return ( !ui.selected.cards.length || get.color(card) == get.color(ui.selected.cards[0]) ); } ) .set("logSkill", "fakekeshou") .set("complexCard", true) .setHiddenSkill("fakekeshou") .set("ai", (card) => { if (!_status.event.check) return 0; var player = _status.event.player; if (player.hp == 1) { if ( !player.countCards("h", function (card) { return get.tag(card, "save"); }) && !player.hasSkillTag("save", true) ) return 10 - get.value(card); return 7 - get.value(card); } return 6 - get.value(card); }) .set( "check", player.countCards("h", { color: "red" }) > 1 || player.countCards("h", { color: "black" }) > 1 ) .forResult(); }, popup: false, async content(event, trigger, player) { trigger.num--; }, group: "fakekeshou_draw", subSkill: { draw: { audio: "keshou", trigger: { player: "loseAfter", global: "loseAsyncAfter", }, filter(event, player) { if (event.type != "discard" || event.getlx === false) return false; if ( !( !player.isUnseen() && !game.hasPlayer((current) => { return current != player && current.isFriendOf(player); }) ) ) return false; const evt = event.getl(player); return evt && evt.cards2 && evt.cards2.length > 1; }, prompt2: "进行一次判定,若为红色,则你摸一张牌", async content(event, trigger, player) { const result = await player .judge((card) => { return get.color(card) == "red" ? 1 : 0; }) .forResult(); if (result.judge > 0) await player.draw(); }, }, }, }, //国战典藏2023补充 //吕范 gzdiaodu: { audio: "diaodu", trigger: { player: "phaseUseBegin" }, filter: function (event, player) { return game.hasPlayer(function (current) { return current.isFriendOf(player) && current.countGainableCards(player, "e") > 0; }); }, direct: true, frequent: true, preHidden: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("gzdiaodu"), function (card, player, current) { return current.isFriendOf(player) && current.countGainableCards(player, "e") > 0; }) .set("ai", function (target) { var num = 0; if (target.hasSkill("gzxiaoji")) num += 2.5; if (target.isDamaged() && target.getEquip("baiyin")) num += 2.5; if (target.hasSkill("xuanlve")) num += 2; return num; }) .setHiddenSkill("gzdiaodu"); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("gzdiaodu", target); player.gainPlayerCard(target, "e", true); } else event.finish(); "step 2"; if (result.bool && player.getCards("h").includes(result.cards[0])) { event.card = result.cards[0]; player .chooseTarget( "将" + get.translation(event.card) + "交给另一名角色", function (card, player, current) { return current != player && current != _status.event.target; }, true ) .set("target", target); } else event.finish(); "step 3"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); player.give(card, target); } }, group: "gzdiaodu_use", subSkill: { use: { trigger: { global: "useCard" }, filter: function (event, player) { return ( get.type(event.card) == "equip" && event.player.isIn() && event.player.isFriendOf(player) && (player == event.player || player.hasSkill("gzdiaodu")) ); }, direct: true, content: function () { "step 0"; var next = trigger.player.chooseBool(get.prompt("gzdiaodu"), "摸一张牌"); if (player.hasSkill("gzdiaodu")) next.set("frequentSkill", "gzdiaodu"); if (player == trigger.player) next.setHiddenSkill("gzdiaodu"); "step 1"; if (result.bool) { player.logSkill("gzdiaodu", trigger.player); trigger.player.draw("nodelay"); } }, }, }, }, //徐庶 gzqiance: { trigger: { global: "useCardToPlayered" }, filter: function (event, player) { if (!event.isFirstTarget || get.type(/*2*/ event.card) != "trick") return false; //延时锦囊不能响应有个锤用 return ( event.player.isFriendOf(player) && event.targets.some((target) => target.isMajor()) ); }, check: function (event, player) { var num = 0, targets = event.targets.filter((target) => target.isMajor()); for (var target of targets) num += get.sgn( get.attitude(player, target) * get.effect(target, event.card, event.player, player) ); return num >= 0; }, logTarget: "player", content: function () { trigger .getParent() .directHit.addArray(trigger.targets.filter((target) => target.isMajor())); }, }, gzjujian: { init: function (player) { if (player.checkViceSkill("gzjujian") && !player.viceChanged) player.removeMaxHp(); }, viceSkill: true, audio: "gzjiancai", trigger: { global: "dying" }, filter: function (event, player) { return event.player.isFriendOf(player); }, forced: true, logTarget: "player", content: function () { trigger.player.recover(1 - trigger.player.hp); player.changeVice(); }, }, //彭羕 gztongling: { audio: "daming", trigger: { source: "damageSource" }, filter: function (event, player) { if (event.player.isFriendOf(player)) return false; return ( player.isPhaseUsing() && event.player.isIn() && !player.hasSkill("gztongling_used") ); }, direct: true, content: function () { "step 0"; var str = ""; if (get.itemtype(trigger.cards) == "cards" && trigger.cards.filterInD().length) str += ";未造成伤害,其获得" + get.translation(trigger.cards.filterInD()); player .chooseTarget( get.prompt("gztongling"), "令一名势力与你相同的角色选择是否对其使用一张牌。若使用且此牌:造成伤害,你与其各摸两张牌" + str, function (card, player, target) { return target.isFriendOf(player); } ) .set("ai", function (target) { var aim = _status.event.aim; var cards = target.getCards("hs", function (card) { return ( target.canUse(card, aim, false) && get.effect(aim, card, target, player) > 0 && get.effect(aim, card, target, target) > 0 ); }); if (cards.length) return cards.some((card) => get.tag(card, "damage")) ? 2 : 1; return 0; }) .set("aim", trigger.player); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("gztongling", target); player.addTempSkill("gztongling_used", "phaseUseAfter"); player.line2([target, trigger.player]); target .chooseToUse(function (card, player, event) { return lib.filter.filterCard.apply(this, arguments); }, "通令:是否对" + get.translation(trigger.player) + "使用一张牌?") .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.targetEnabled.apply(this, arguments); }) .set("sourcex", trigger.player) .set("addCount", false); } else event.finish(); "step 2"; if (result.bool) { if ( target.hasHistory("sourceDamage", (evt) => evt.getParent(4).name == "gztongling") ) { player.draw(2, "nodelay"); target.draw(2); } else { if ( get.itemtype(trigger.cards) == "cards" && trigger.cards.filterInD().length && trigger.player.isIn() ) trigger.player.gain(trigger.cards.filterInD(), "gain2"); } } }, subSkill: { used: { charlotte: true } }, }, gzjinyu: { audio: "xiaoni", trigger: { player: "showCharacterAfter" }, filter: function (event, player) { if ( !game.hasPlayer(function (current) { return get.distance(player, current) <= 1; }) ) return false; return event.toShow.some((name) => get.character(name, 3).includes("gzjinyu")); }, logTarget: function (event, player) { return game .filterPlayer(function (current) { return get.distance(player, current) <= 1; }) .sortBySeat(player); }, forced: true, locked: false, content: function () { "step 0"; event.targets = game .filterPlayer(function (current) { return get.distance(player, current) <= 1; }) .sortBySeat(player); "step 1"; var target = event.targets.shift(); event.target = target; if (!target.isUnseen(2)) { if (get.is.jun(target)) event._result = { control: "副将" }; else { target .chooseControl("主将", "副将") .set("prompt", "近谀:请暗置一张武将牌") .set("ai", function () { var target = _status.event.player; if (get.character(target.name, 3).includes("gzjinyu")) return "主将"; if (get.character(target.name2, 3).includes("gzjinyu")) return "副将"; if ( lib.character[target.name][3].some((skill) => { var info = get.info(skill); return info && info.ai && info.ai.maixie; }) ) return "主将"; if (target.name == "gz_zhoutai") return "副将"; if (target.name2 == "gz_zhoutai") return "主将"; return "副将"; }); } } else { target.chooseToDiscard(2, "he", true); event.goto(3); } "step 2"; if (result.control) target.hideCharacter(result.control == "主将" ? 0 : 1); "step 3"; if (event.targets.length) event.goto(1); }, }, //公孙渊 gzrehuaiyi: { audio: "gzhuaiyi", enable: "phaseUse", locked: false, filter: function (event, player) { return player.countCards("h") > 0; }, usable: 1, delay: false, content: function () { "step 0"; player.showHandcards(); var hs = player.getCards("h"), color = get.color(hs[0], player); if (hs.length === 1 || !hs.some((card,index) => { return index > 0 && get.color(card) !== color; })) { event.finish(); } "step 1"; const list = [], bannedList = [], indexs = Object.keys(lib.color); player.getCards("h").forEach(card => { const color = get.color(card, player); list.add(color); if (!lib.filter.cardDiscardable(card, player, "gzrehuaiyi")) bannedList.add(color); }); list.removeArray(bannedList); list.sort((a, b) => indexs.indexOf(a) - indexs.indexOf(b)); if (!list.length) event.finish(); else if(list.length === 1) event._result = {control: list[0]}; else player.chooseControl(list.map(i => `${i}2`)).set("ai", function () { var player = _status.event.player; if (player.countCards("h", { color: "red" }) == 1 && player.countCards("h", { color: "black" }) > 1) return 1; return 0; }).set("prompt", "请选择弃置一种颜色的所有手牌"); "step 2"; event.control = result.control.slice(0, result.control.length - 1); var cards = player.getCards("h", {color: event.control}); player.discard(cards); event.num = cards.length; "step 3"; player .chooseTarget( "请选择至多" + get.cnNumber(event.num) + "名有牌的其他角色,获得这些角色的各一张牌。", [1, event.num], function (card, player, target) { return target != player && target.countCards("he") > 0; } ) .set("ai", function (target) { return -get.attitude(_status.event.player, target) + 0.5; }); "step 4"; if (result.bool && result.targets) { player.line(result.targets, "green"); event.targets = result.targets; event.targets.sort(lib.sort.seat); event.cards = []; } else event.finish(); "step 5"; if (player.isIn() && event.targets.length) { player.gainPlayerCard(event.targets.shift(), "he", true); } else event.finish(); "step 6"; if (result.bool && result.cards && result.cards.length) event.cards.addArray(result.cards); if (event.targets.length) event.goto(5); "step 7"; var hs = player.getCards("h"); cards = cards.filter(function (card) { return get.type(card) == "equip" && hs.includes(card); }); if (cards.length) { player.$give(cards, player, false); game.log(player, "将", cards, "置于了武将牌上"); player.loseToSpecial(cards, "gzrehuaiyi").visible = true; } else event.finish(); "step 8"; player.addSkill("gzrehuaiyi_unmark"); player.markSkill("gzrehuaiyi"); game.delayx(); }, ai: { order: 10, result: { player: function (player, target) { var map = {}; for (var i of ["red", "black", "none"]) { if (player.countCards("h", { color: i })) map[i] = true; } if (Object.keys(map).length < 2) return 0; var num = player.maxHp - player.countCards("s", function (card) { return card.hasGaintag("gzrehuaiyi"); }); if (player.countCards("h", { color: "red" }) <= num) return 1; if (player.countCards("h", { color: "black" }) <= num) return 1; return 0; }, }, }, marktext: "异", intro: { mark: function (dialog, storage, player) { var cards = player.getCards("s", function (card) { return card.hasGaintag("gzrehuaiyi"); }); if (!cards || !cards.length) return; dialog.addAuto(cards); }, markcount: function (storage, player) { return player.countCards("s", function (card) { return card.hasGaintag("gzrehuaiyi"); }); }, onunmark: function (storage, player) { var cards = player.getCards("s", function (card) { return card.hasGaintag("gzrehuaiyi"); }); if (cards.length) { player.loseToDiscardpile(cards); } }, }, mod: { aiOrder: function (player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("gzrehuaiyi")) return ( num + (player.countCards("s", function (card) { return card.hasGaintag("gzrehuaiyi"); }) > player.maxHp ? 0.5 : -0.5) ); }, }, subSkill: { unmark: { trigger: { player: "loseAfter" }, filter: function (event, player) { if (!event.ss || !event.ss.length) return false; return !player.countCards("s", function (card) { return card.hasGaintag("gzrehuaiyi"); }); }, charlotte: true, forced: true, silent: true, content: function () { player.unmarkSkill("gzrehuaiyi"); player.removeSkill("gzrehuaiyi_unmark"); }, }, }, }, gzrezisui: { audio: "gzzisui", trigger: { player: "phaseDrawBegin2" }, filter: function (event, player) { return ( !event.numFixed && player.countCards("s", function (card) { return card.hasGaintag("gzrehuaiyi"); }) > 0 ); }, forced: true, content: function () { trigger.num += player.countCards("s", function (card) { return card.hasGaintag("gzrehuaiyi"); }); }, group: "gzrezisui_die", subSkill: { die: { audio: "gzzisui", trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return ( player.countCards("s", function (card) { return card.hasGaintag("gzrehuaiyi"); }) > player.maxHp ); }, forced: true, content: function () { player.die(); }, }, }, }, //南华老仙 gztaidan: { derivation: "taipingyaoshu", audio: "tianshu", locked: true, group: "gztaidan_taipingyaoshu", }, gztaidan_taipingyaoshu: { equipSkill: true, mod: { maxHandcard: function (player, num) { if (!player.hasEmptySlot(2)) return; if (player.hasSkill("huangjintianbingfu")) { num += player.getExpansions("huangjintianbingfu").length; } return ( num + game.countPlayer(function (current) { return current.isFriendOf(player); }) ); }, }, audio: "tianshu", inherit: "taipingyaoshu", filter: function (event, player) { if (!player.hasEmptySlot(2)) return false; return lib.skill.taipingyaoshu.filter(event, player); }, noHidden: true, ai: { effect: { target: function (card, player, target) { if (!target.hasEmptySlot(2)) return; if (player == target && get.subtype(card) == "equip2") { if (get.equipValue(card) <= 7.5) return 0; } return lib.skill.taipingyaoshu.ai.effect.target.apply(this, arguments); }, }, }, }, gzrejinghe: { audio: "jinghe", enable: "phaseUse", usable: 1, //delay:0, content: function () { "step 0"; if (!player.storage.gzrejinghe_tianshu) { var list = lib.skill.gzrejinghe.derivation.slice(0); list.remove("gzrejinghe_faq"); var list2 = list.slice(0, get.rand(0, list.length)); list.removeArray(list2); list.addArray(list2); player.storage.gzrejinghe_tianshu = list; } else { var first = player.storage.gzrejinghe_tianshu[0]; player.storage.gzrejinghe_tianshu.remove(first); player.storage.gzrejinghe_tianshu.push(first); } game.log(player, "转动了", "#g“天书”"); player.markSkill("gzrejinghe"); var skill = player.storage.gzrejinghe_tianshu[0]; event.skill = skill; var cardname = "gzrejinghe_" + skill; lib.card[cardname] = { fullimage: true, image: "character:re_nanhualaoxian", }; lib.translate[cardname] = get.translation(skill); event.videoId = lib.status.videoId++; game.broadcastAll( function (player, id, card) { ui.create.dialog(get.translation(player) + "转动了“天书”", [ [card], "card", ]).videoId = id; }, player, event.videoId, game.createCard(cardname, " ", " ") ); game.delay(3); "step 1"; game.broadcastAll("closeDialog", event.videoId); var targets = game.filterPlayer((current) => !current.hasSkill(event.skill)); if (!targets.length) { event.finish(); return; } player .chooseTarget( "经合:令一名角色获得技能【" + get.translation(event.skill) + "】", function (card, player, target) { return _status.event.targets.includes(target); }, true ) .set("ai", function (target) { var player = _status.event.player; return get.attitude(player, target); }) .set("targets", targets); "step 2"; if (result.bool) { var target = result.targets[0], skill = event.skill; player.line(target); player.addTempSkill("gzrejinghe_clear", { player: "phaseBegin" }); target.addAdditionalSkills("gzrejinghe_" + player.playerid, skill); target.popup(skill); } }, intro: { name: "写满技能的天书", markcount: () => 8, mark: function (dialog, storage, player) { dialog.content.style["overflow-x"] = "visible"; var list = player.storage.gzrejinghe_tianshu; var core = document.createElement("div"); var centerX = -10, centerY = 80, radius = 80; var radian = (Math.PI * 2) / list.length; for (var i = 0; i < list.length; i++) { var td = document.createElement("div"); td.innerHTML = get.translation(list[i]).slice(0, 1); td.style.position = "absolute"; core.appendChild(td); td.style.left = centerX + radius * Math.sin(radian * i) + "px"; td.style.top = centerY - radius * Math.cos(radian * i) + "px"; } dialog.content.appendChild(core); }, }, ai: { order: 10, result: { target: 1 }, }, derivation: [ "gzrejinghe_faq", "leiji", "nhyinbing", "nhhuoqi", "nhguizhu", "nhxianshou", "nhlundao", "nhguanyue", "nhyanzheng", ], subSkill: { clear: { onremove: function (player) { game.countPlayer(function (current) { current.removeAdditionalSkills("gzrejinghe_" + player.playerid); }); }, }, }, }, //张鲁·新 gzrebushi: { onremove: true, onunmark: true, intro: { content: "mark" }, group: "gzrebushi_give", audio: "gzbushi", trigger: { player: ["phaseZhunbeiBegin", "phaseAfter"] }, check: function (event, player) { return event.name == "phase"; }, forced: true, locked: false, content: function () { "step 0"; if (trigger.name == "phaseZhunbei") { var num = game.countPlayer() - player.hp - 2; if (num > 0) player.chooseToDiscard(num, "he", true); } else { player.addMark("gzrebushi", player.hp); event.finish(); } "step 1"; player.removeMark("gzrebushi", player.countMark("gzrebushi")); if (!player.hasMark("gzrebushi")) player.unmarkSkill("gzrebushi"); }, ai: { mingzhi_no: true }, subSkill: { give: { trigger: { global: "phaseZhunbeiBegin" }, filter: function (event, player) { if (event.player == player) return false; return player.hasMark("gzrebushi") && player.countCards("he"); }, direct: true, content: function () { "step 0"; player .chooseCard( get.prompt("gzrebushi"), "he", "失去1个“义舍”标记,将一张牌交给" + get.translation(trigger.player) + "并摸两张牌" ) .set("ai", function (card) { var player = _status.event.player; var trigger = _status.event.getTrigger(); var target = trigger.player; var num = 0, current = target; while (current != player) { if (current.isFriendOf(player) && !current.isTurnedOver()) num++; current = current.next; } if (num >= player.countMark("gzrebushi") && !target.isFriendOf(player)) return -1; return 6 - get.value(card); }); "step 1"; if (result.bool) { player.logSkill("gzrebushi", trigger.player); player.removeMark("gzrebushi", 1); if (!player.hasMark("gzrebushi")) player.unmarkSkill("gzrebushi"); trigger.player.gain(result.cards, player, "giveAuto"); player.draw(2); } }, }, }, }, gzremidao: { group: "gzremidao_change", audio: "gzmidao", trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return !player.getExpansions("gzremidao").length; }, content: function () { "step 0"; player.draw(2); "step 1"; var cards = player.getCards("he"); if (!cards.length) event.finish(); else if (cards.length <= 2) event._result = { bool: true, cards: cards }; else player.chooseCard(2, "he", true, "选择两张牌作为“米”"); "step 2"; if (result.bool) player.addToExpansion(result.cards, player, "give").gaintag.add("gzremidao"); }, marktext: "米", intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, subSkill: { change: { trigger: { global: "judge" }, filter: function (event, player) { return player.getExpansions("gzremidao").length && event.player.isAlive(); }, direct: true, content: function () { "step 0"; var list = player.getExpansions("gzremidao"); player .chooseButton( [ get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("gzremidao"), list, "hidden", ], function (button) { var card = button.link; var trigger = _status.event.getTrigger(); var player = _status.event.player; var judging = _status.event.judging; var result = trigger.judge(card) - trigger.judge(judging); var attitude = get.attitude(player, trigger.player); if (result == 0) return 0.5; return result * attitude; } ) .set("judging", trigger.player.judging[0]) .set("filterButton", function (button) { var player = _status.event.player; var card = button.link; var mod2 = game.checkMod( card, player, "unchanged", "cardEnabled2", player ); if (mod2 != "unchanged") return mod2; var mod = game.checkMod( card, player, "unchanged", "cardRespondable", player ); if (mod != "unchanged") return mod; return true; }); "step 1"; if (result.bool) { event.forceDie = true; player.respond(result.links, "gzremidao", "highlight", "noOrdering"); result.cards = result.links; var card = result.cards[0]; event.card = card; } else event.finish(); "step 2"; if (result.bool) { if (trigger.player.judging[0].clone) { trigger.player.judging[0].clone.classList.remove("thrownhighlight"); game.broadcast(function (card) { if (card.clone) card.clone.classList.remove("thrownhighlight"); }, trigger.player.judging[0]); game.addVideo( "deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]) ); } player.$gain2(trigger.player.judging[0]); player.gain(trigger.player.judging[0]); trigger.player.judging[0] = result.cards[0]; trigger.orderingCards.addArray(result.cards); game.log(trigger.player, "的判定牌改为", card); game.delay(2); } }, ai: { rejudge: true, tag: { rejudge: 0.6 }, }, }, }, }, //许贡 gzbiaozhao: { audio: "biaozhao", enable: "phaseUse", usable: 1, filter: function (event, player) { var players = game.filterPlayer((current) => current != player); if (players.length < 2) return false; for (var i = 0; i < players.length - 1; i++) { for (var j = i + 1; j < players.length; j++) { if (players[i].isEnemyOf(players[j])) return true; } } return false; }, multitarget: true, complexTarget: true, complexSelect: true, selectTarget: 2, filterTarget: function (card, player, target) { if (target == player) return false; var targets = ui.selected.targets; if (targets.length == 0) return player.canUse("zhibi", target); return target.isEnemyOf(targets[0]); }, targetprompt: ["被知己知彼", "获得牌"], content: function () { "step 0"; player.useCard({ name: "zhibi", isCard: true }, targets[0]); "step 1"; if (player.countCards("he") > 0 && targets[1].isAlive()) { player.chooseCard("he", true, "交给" + get.translation(targets[1]) + "一张牌"); } else event.finish(); "step 2"; player.give(result.cards, targets[1]); player.draw(); }, ai: { order: 6, result: { player: function (player, target) { if (ui.selected.targets.length) return 0.1; return get.effect(target, { name: "zhibi" }, player, player) + 0.1; }, target: function (player, target) { if (ui.selected.targets.length) return 2; return 0; }, }, }, }, gzyechou: { audio: "yechou", trigger: { player: "die" }, forced: true, forceDie: true, skillAnimation: true, animationColor: "gray", logTarget: "source", filter: function (event, player) { return event.source && event.source.isIn() && player.canUse("sha", event.source, false); }, content: function () { "step 0"; var target = trigger.source; event.target = target; target.addTempSkill("gzyechou_unsavable"); player .useCard({ name: "sha", isCard: true }, target) .set("forceDie", true) .set("oncard", function () { _status.event.directHit.addArray(game.filterPlayer()); }); "step 1"; player.addTempSkill("gzyechou_unequip"); if (!target.isIn() || !player.canUse("sha", target, false)) { player.removeSkill("gzyechou_unequip"); event.goto(3); } else { player .useCard( { name: "sha", isCard: true, storage: { gzyechou: true }, }, target ) .set("forceDie", true); } "step 2"; player.removeSkill("gzyechou_unequip"); if (!target.isIn() || !player.canUse("sha", target, false)) { event.goto(3); } else player .useCard({ name: "sha", isCard: true }, target) .set("forceDie", true) .set("oncard", function () { _status.event.baseDamage++; }); "step 3"; target.removeSkill("gzyechou_unsavable"); }, ai: { threaten: 0.001, }, subSkill: { unsavable: { charlotte: true, mod: { targetEnabled: function (card, player, target) { if ( card.name == "tao" && target.isDying() && player.isFriendOf(target) && target != player ) return false; }, }, }, unequip: { charlotte: true, ai: { unequip: true, skillTagFilter: function (player, tag, arg) { if (!arg || !arg.card || !arg.card.storage || !arg.card.storage.gzyechou) return false; }, }, }, }, }, //陈宫 gzyinpan: { enable: "phaseUse", usable: 1, filterTarget: lib.filter.notMe, content: function () { "step 0"; event.targets = game .filterPlayer(function (current) { return current != target && current.isEnemyOf(target); }) .sortBySeat(); "step 1"; if (!event.target.isIn()) { event.finish(); return; } var target = targets.shift(); if (target.isIn() && (_status.connectMode || !lib.config.skip_shan || target.hasSha())) { target .chooseToUse(function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "是否对" + get.translation(event.target) + "使用一张【杀】?") .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { if ( target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex) ) return false; return lib.filter.filterTarget.apply(this, arguments); }) .set("sourcex", event.target); } if (targets.length > 0) event.redo(); "step 2"; if (target.isIn()) { var dying = false; var num = target.getHistory("damage", function (evt) { if (evt.card && evt.card.name == "sha") { var evtx = evt.getParent("useCard"); if (evt.card == evtx.card && evtx.getParent(2) == event) { if (evt._dyinged) dying = true; return true; } } }).length; if (num > 0) { target.addTempSkill("gzyinpan_effect", { player: "phaseAfter" }); target.addMark("gzyinpan_effect", num, false); if (dying) target.recover(); } } }, ai: { order: 1, result: { target: -1 }, }, subSkill: { effect: { mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.countMark("gzyinpan_effect"); }, }, onremove: true, charlotte: true, intro: { content: "使用【杀】的次数上限+#" }, }, }, }, gzxingmou: { trigger: { global: "gainAfter" }, forced: true, preHidden: true, filter: function (event, player) { return event.getParent().name == "draw" && event.getParent(2).name == "die"; }, content: function () { player.draw(); }, ai: { noDieAfter: true, noDieAfter2: true, }, }, //朱儁 gzgongjian: { audio: "gongjian", trigger: { global: "useCardToPlayered" }, filter: function (event, player) { if (!event.isFirstTarget || event.card.name != "sha") return false; var history = game.getAllGlobalHistory("useCard", function (evt) { return evt.card.name == "sha"; }); var evt = event.getParent(), index = history.indexOf(evt); if (index < 1) return false; var evt0 = history[index - 1]; for (var i of evt.targets) { if (evt0.targets.includes(i) && i.countCards("he") > 0) return true; } return false; }, prompt2: "弃置这些角色的各两张牌", preHidden: ["gzgongjian_gain"], subfrequent: ["gain"], logTarget: function (event, player) { var history = game.getAllGlobalHistory("useCard", function (evt) { return evt.card.name == "sha"; }); var evt = event.getParent(), index = history.indexOf(evt); var evt0 = history[index - 1]; return evt.targets.filter(function (target) { return evt0.targets.includes(target) && target.countCards("he") > 0; }); }, check: function (event, player) { var targets = lib.skill.gzgongjian.logTarget(event, player), att = 0; for (var i of targets) { att += get.attitude(player, i); } return att < 0; }, content: function () { var history = game.getAllGlobalHistory("useCard", function (evt) { return evt.card.name == "sha"; }); var evt = trigger.getParent(), index = history.indexOf(evt); var evt0 = history[index - 1]; var targets = evt.targets .filter(function (target) { return evt0.targets.includes(target); }) .sortBySeat(); for (var i of targets) i.chooseToDiscard(true, "he", 2); }, group: "gzgongjian_gain", subSkill: { gain: { audio: "gongjian", trigger: { global: ["loseAfter", "loseAsyncAfter"], }, filter: function (event, player) { if (event.name == "lose") { if (event.type != "discard" || event.player == player) return false; if ( (event.discarder || event.getParent(event.getParent(2).name == "chooseToDiscard" ? 3 : 2) .player) != player ) return false; for (var i of event.cards2) { if (i.name == "sha") return true; } } else if (event.type == "discard") { if (!event.discarder || event.discarder != player) return false; var cards = event.getd(null, "cards2"); cards.removeArray(event.getd(player, "cards2")); for (var i of cards) { if (i.name == "sha") return true; } } return false; }, frequent: true, prompt2: function (event, player) { var cards = event.getd(null, "cards2"); cards.removeArray(event.getd(player, "cards2")); cards = cards.filter((card) => card.name == "sha"); return "获得" + get.translation(cards); }, content: function () { var cards = trigger.getd(null, "cards2"); cards.removeArray(trigger.getd(player, "cards2")); cards = cards.filter((card) => card.name == "sha"); if (cards.length) player.gain(cards, "gain2"); }, }, }, }, gzkuimang: { audio: "kuimang", trigger: { source: "die" }, forced: true, preHidden: true, filter: function (event, player) { var target = event.player; if (target.isFriendOf(player)) return false; var prev = target.getPrevious(), next = target.getNext(); return (prev && prev.isFriendOf(target)) || (next && next.isFriendOf(target)); }, content: function () { player.draw(2); }, }, //毌丘俭 gzzhengrong: { audio: "drlt_zhenrong", trigger: { source: "damageBegin3", player: ["damageBegin1", "chooseJunlingForBegin"], }, forced: true, preHidden: true, filter: function (event, player) { if (event.name != "damage") return true; if (player.identity != "unknown") return !game.hasPlayer(function (current) { return current != player && current.isFriendOf(player); }); return !player.wontYe("wei") || !game.hasPlayer((current) => current.identity == "wei"); }, check: function (event, player) { return ( !event.player.hasSkillTag("filterDamage", null, { player: event.source, card: event.card, }) && get.damageEffect(event.player, event.source, player, _status.event.player) > 0 ); }, content: function () { trigger.num++; }, mod: { globalFrom: function (player, target, num) { if (target.isMajor()) return num - 1; }, }, ai: { halfneg: true }, }, gzhongju: { audio: "drlt_hongju", enable: "phaseUse", limited: true, skillAnimation: true, animationColor: "thunder", filterTarget: lib.filter.notMe, content: function () { "step 0"; player.awakenSkill("gzhongju"); event.players = game .filterPlayer(function (current) { return current != player && current != target; }) .sortBySeat(); game.delayx(); player.chooseJunlingFor(event.players[0]).set("prompt", "请选择一项“军令”"); "step 1"; event.junling = result.junling; event.targets = result.targets; event.num = 0; player.carryOutJunling(player, event.junling, event.targets); "step 2"; if (num < event.players.length) event.current = event.players[num]; if (event.current && event.current.isAlive()) { player.line(event.current); event.current .chooseJunlingControl(player, event.junling, targets) .set("prompt", "鸿举") .set("choiceList", ["执行该军令", "不执行该军令,且被“调虎离山”化"]) .set("ai", function () { var evt = _status.event.getParent(2); return get.junlingEffect( evt.player, evt.junling, evt.current, evt.targets, evt.current ) > 0 ? 0 : 1; }); } else event.goto(4); "step 3"; if (result.index == 0) { event.current.carryOutJunling(player, event.junling, event.targets); } else { event.current.addTempSkill("diaohulishan"); } "step 4"; game.delayx(); event.num++; if (event.num < event.players.length) event.goto(2); }, }, //郭淮 gzduanshi: { audio: "yuzhang", trigger: { global: "drawBegin" }, forced: true, mainSkill: true, preHidden: true, init: function (player) { if (player.checkMainSkill("gzduanshi")) { player.removeMaxHp(); } }, filter: function (event, player) { var evt = event.getParent(); if (evt.name != "die") return false; if (player.identity == "unknown") { return player.wontYe("wei") && evt.player.identity == "wei"; } return evt.player.isFriendOf(player); }, logTarget: "player", content: function () { trigger.num--; if (trigger.num < 1) trigger.cancel(); if (!trigger.gzduanshi) trigger.gzduanshi = []; trigger.gzduanshi.add(player); player.addTempSkill("gzduanshi_draw"); }, subSkill: { draw: { trigger: { global: ["drawAfter", "drawCancelled"] }, forced: true, charlotte: true, popup: false, filter: function (event, player) { return event.gzduanshi && event.gzduanshi.includes(player); }, content: function () { player.draw(); }, }, }, }, gzjingce: { audio: "decadejingce", getDiscardNum: function () { var cards = []; //因为是线下武将 所以同一张牌重复进入只算一张 game.getGlobalHistory("cardMove", function (evt) { if ( evt.name == "cardsDiscard" || (evt.name == "lose" && evt.position == ui.discardPile) ) cards.addArray(evt.cards); }); return cards.length; }, trigger: { player: "phaseEnd" }, filter: function (event, player) { if (player.getHistory("useCard").length >= player.hp) return true; return lib.skill.gzjingce.getDiscardNum() >= player.hp; }, prompt2: function (event, player) { var num1 = player.getHistory("useCard").length, num2 = lib.skill.gzjingce.getDiscardNum(); if (num1 >= player.hp && num2 >= player.hp) return "执行一套额外的摸牌阶段和出牌阶段"; return "执行一个额外的" + (num1 > num2 ? "出牌阶段" : "摸牌阶段"); }, preHidden: true, frequent: true, content: function () { var num1 = player.getHistory("useCard").length, num2 = lib.skill.gzjingce.getDiscardNum(); var num3 = player.hp; if (num2 >= num3) { var next = player.phaseDraw(); event.next.remove(next); trigger.after.push(next); } if (num1 >= num3) { var next = player.phaseUse(); event.next.remove(next); trigger.after.push(next); } }, ai: { threaten: 2.6 }, }, //黄权 gzdianhu: { unique: true, audio: "xinfu_dianhu", trigger: { player: "showCharacterAfter" }, forced: true, filter: function (event, player) { return event.toShow.some(name => { return get.character(name, 3).includes("gzdianhu"); }) && !player.storage.gzdianhu_effect; }, content: function () { "step 0"; player .chooseTarget( "请选择【点虎】的目标", true, "给一名角色标上“虎”标记。当你或你的队友对该角色造成伤害后摸一张牌。", lib.filter.notMe ) .set("ai", function (target) { var player = _status.event.player; var distance = game.countPlayer(function (current) { if (current.isFriendOf(player)) return Math.pow(get.distance(current, target), 1.2); }); return 10 / distance; }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("gzdianhu", target); target.markSkill("gzdianhu_mark"); player.addSkill("gzdianhu_effect"); player.markAuto("gzdianhu_effect", [target]); } }, subSkill: { mark: { mark: true, marktext: "虎", intro: { content: "已成为“点虎”目标" }, }, effect: { trigger: { global: "damageEnd" }, forced: true, charlotte: true, filter: function (event, player) { if (!player.getStorage("gzdianhu_effect").includes(event.player)) return false; var source = event.source; return source && source.isAlive() && source.isFriendOf(player); }, logTarget: "source", content: function () { trigger.source.draw(); }, }, }, }, gzjianji: { audio: "xinfu_jianji", inherit: "xinfu_jianji", filterTarget: true, content: function () { "step 0"; target.draw("visible"); "step 1"; var card = result[0]; if ( card && game.hasPlayer(function (current) { return target.canUse(card, current); }) && get.owner(card) == target ) { target.chooseToUse({ prompt: "是否使用" + get.translation(card) + "?", filterCard: function (cardx, player, target) { return cardx == _status.event.cardx; }, cardx: card, }); } }, ai: { order: 10, result: { target: 1 }, }, }, //杨婉 gzyouyan: { audio: "youyan", trigger: { player: "loseAfter", global: "loseAsyncAfter", }, filter: function (event, player) { if (event.type != "discard" || event.getlx === false || player != _status.currentPhase) return false; var evt = event.getl(player); if (!evt || !evt.cards2 || !evt.cards2.length) return false; var list = []; for (var i of evt.cards2) { list.add(get.suit(i, player)); if (list.length >= lib.suit.length) return false; } return true; }, usable: 1, preHidden: true, content: function () { var cards = get.cards(4); game.cardsGotoOrdering(cards); player.showCards(cards, get.translation(player) + "发动了【诱言】"); var evt = trigger.getl(player); var list = []; for (var i of evt.cards2) { list.add(get.suit(i, player)); } cards = cards.filter((card) => !list.includes(get.suit(card, false))); if (cards.length) player.gain(cards, "gain2"); }, ai: { effect: { player_use: function (card, player, target) { if ( typeof card == "object" && player == _status.currentPhase && (!player.storage.counttrigger || !player.storage.counttrigger.gzyouyan) && player.needsToDiscard() == 1 && card.cards && card.cards.filter(function (i) { return get.position(i) == "h"; }).length > 0 && !get.tag(card, "draw") && !get.tag(card, "gain") && !get.tag(card, "discard") ) return "zeroplayertarget"; }, }, }, }, gzzhuihuan: { audio: "zhuihuan", trigger: { player: "phaseJieshuBegin" }, direct: true, preHidden: true, content: function () { "step 0"; player .chooseTarget([1, 2], "选择至多两名角色获得“追还”效果") .setHiddenSkill("gzzhuihuan") .set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); player.logSkill("gzzhuihuan", targets); event.targets = targets; } else event.finish(); "step 2"; var next = player .chooseTarget( "选择一名角色获得反伤效果", "被选择的目标角色下次受到伤害后,其对伤害来源造成1点伤害;未被选择的目标角色下次受到伤害后,伤害来源弃置两张牌。", function (card, player, target) { return _status.event.getParent().targets.includes(target); } ) .set("ai", function (target) { return get.attitude(_status.event.player, target); }); if (targets.length > 1) next.set("forced", true); "step 3"; for (var target of targets) { player.addTempSkill("gzzhuihuan_timeout", { player: "phaseZhunbeiBegin" }); var id = "gzzhuihuan_" + player.playerid; if (result.targets.includes(target)) { player.line(target, "fire"); target.addAdditionalSkill(id, "gzzhuihuan_damage"); } else { player.line(target, "thunder"); target.addAdditionalSkill(id, "gzzhuihuan_discard"); } } }, subSkill: { timeout: { charlotte: true, onremove: function (player) { var id = "gzzhuihuan_" + player.playerid; game.countPlayer((current) => current.removeAdditionalSkill(id)); }, }, damage: { charlotte: true, trigger: { player: "damageEnd" }, forced: true, forceDie: true, filter: function (event, player) { return event.source && event.source.isAlive(); }, logTarget: "source", content: function () { player.removeSkill("gzzhuihuan_damage"); trigger.source.damage(); }, mark: true, marktext: "追", intro: { content: "当你下次受到伤害后,你对伤害来源造成1点伤害。", }, ai: { threaten: 0.5, }, }, discard: { charlotte: true, trigger: { player: "damageEnd" }, forced: true, forceDie: true, filter: function (event, player) { return event.source && event.source.isAlive(); }, logTarget: "source", content: function () { player.removeSkill("gzzhuihuan_discard"); trigger.source.chooseToDiscard(2, "he", true); }, mark: true, marktext: "还", intro: { content: "当你下次受到伤害后,你令伤害来源弃置两张牌。", }, ai: { threaten: 0.8, }, }, }, }, //海外田豫 gzzhenxi: { audio: "twzhenxi", trigger: { player: "useCardToPlayered" }, filter: function (event, player) { if (event.card.name != "sha") return false; if ( event.target.countCards("he") || player.hasCard(function (card) { return ( get.suit(card) == "diamond" && get.type2(card) != "trick" && player.canUse(get.autoViewAs({ name: "lebu" }, [card]), event.target) ); }, "he") || player.hasCard(function (card) { return ( get.suit(card) == "club" && get.type2(card) != "trick" && player.canUse( get.autoViewAs({ name: "bingliang" }, [card]), event.target, false ) ); }, "he") ) return true; return false; }, check: function (event, player) { return get.attitude(player, event.target) < 0; }, direct: true, content: function () { "step 0"; var target = trigger.target; event.target = target; var list = [], choiceList = [ "弃置" + get.translation(target) + "一张牌", "将一张♦非锦囊牌当做【乐不思蜀】或♣非锦囊牌当做【兵粮寸断】对" + get.translation(target) + "使用", "背水!若其有暗置的武将牌且你的武将牌均明置,你依次执行上述两项", ]; if (target.countDiscardableCards(player, "he")) list.push("选项一"); else choiceList[0] = '' + choiceList[0] + ""; if ( player.countCards("he", function (card) { return ( get.suit(card) == "diamond" && get.type2(card) != "trick" && player.canUse(get.autoViewAs({ name: "lebu" }, [card]), target) ); }) || player.countCards("he", function (card) { return ( get.suit(card) == "club" && get.type2(card) != "trick" && player.canUse(get.autoViewAs({ name: "bingliang" }, [card]), target) ); }) ) list.push("选项二"); else choiceList[1] = '' + choiceList[1] + ""; if (target.isUnseen(2) && !player.isUnseen(2)) list.push("背水!"); else choiceList[2] = '' + choiceList[2] + ""; player .chooseControl(list, "cancel2") .set("prompt", get.prompt("gzzhenxi", target)) .set("choiceList", choiceList) .set("ai", function () { var player = _status.event.player, trigger = _status.event.getTrigger(), list = _status.event.list; if (get.attitude(player, trigger.target) > 0) return "cancel2"; if (list.includes("背水!")) return "背水!"; if (list.includes("选项二")) return "选项二"; return "选项一"; }) .set("list", list) .set("hiddenSkill", "gzzhenxi"); "step 1"; if (result.control == "cancel2") { event.finish(); return; } player.logSkill("gzzhenxi", target); event.choice = result.control; if (event.choice != "选项二" && target.countDiscardableCards(player, "he")) player.discardPlayerCard(target, "he", true); "step 2"; if ( event.choice != "选项一" && (player.hasCard(function (card) { return ( get.suit(card) == "diamond" && get.type2(card) != "trick" && player.canUse(get.autoViewAs({ name: "lebu" }, [card]), target) ); }, "he") || player.hasCard(function (card) { return ( get.suit(card) == "club" && get.type2(card) != "trick" && player.canUse( get.autoViewAs({ name: "bingliang" }, [card]), target, false ) ); }, "he")) ) { var next = game.createEvent("gzzhenxi_use"); next.player = player; next.target = target; next.setContent(lib.skill.gzzhenxi.contentx); } }, ai: { unequip_ai: true }, contentx: function () { "step 0"; player.chooseCard({ position: "hes", forced: true, prompt: "震袭", prompt2: "将一张♦非锦囊牌当做【乐不思蜀】或♣非锦囊牌当做【兵粮寸断】对" + get.translation(target) + "使用", filterCard: function (card, player) { if ( get.itemtype(card) != "card" || get.type2(card) == "trick" || !["diamond", "club"].includes(get.suit(card)) ) return false; var cardx = { name: get.suit(card) == "diamond" ? "lebu" : "bingliang" }; return player.canUse( get.autoViewAs(cardx, [card]), _status.event.getParent().target, false ); }, }); "step 1"; if (result.bool) player.useCard( { name: get.suit(result.cards[0], player) == "diamond" ? "lebu" : "bingliang" }, target, result.cards ); }, }, gzjiansu: { init: function (player) { if (player.checkViceSkill("gzjiansu") && !player.viceChanged) player.removeMaxHp(); }, viceSkill: true, audio: 2, trigger: { player: "gainAfter", global: "loseAsyncAfter", }, filter: function (event, player) { if (player == _status.currentPhase) return false; return event.getg(player).length; }, frequent: true, group: "gzjiansu_use", preHidden: ["gzjiansu_use"], content: function () { player.showCards(trigger.getg(player), get.translation(player) + "发动了【俭素】"); player.addGaintag(trigger.getg(player), "gzjiansu_tag"); player.markSkill("gzjiansu"); }, intro: { mark: function (dialog, content, player) { var hs = player.getCards("h", function (card) { return card.hasGaintag("gzjiansu_tag"); }); if (hs.length) dialog.addSmall(hs); else dialog.addText("无已展示手牌"); }, content: function (content, player) { var hs = player.getCards("h", function (card) { return card.hasGaintag("gzjiansu_tag"); }); if (hs.length) return get.translation(hs); else return "无已展示手牌"; }, }, subSkill: { use: { audio: "gzjiansu", trigger: { player: "phaseUseBegin" }, filter: function (event, player) { var num = player.countCards("h", function (card) { return card.hasGaintag("gzjiansu_tag"); }); return ( num > 0 && game.hasPlayer(function (current) { return current.isDamaged() && current.getDamagedHp() <= num; }) ); }, direct: true, content: function () { "step 0"; player .chooseCardTarget({ prompt: get.prompt("gzjiansu"), prompt2: "弃置任意张“俭”,令一名体力值不大于你以此法弃置的牌数的角色回复1点体力", filterCard: function (card) { return ( get.itemtype(card) == "card" && card.hasGaintag("gzjiansu_tag") ); }, selectCard: [1, Infinity], filterTarget: function (card, player, target) { return target.isDamaged(); }, filterOk: function () { return ( ui.selected.targets.length && ui.selected.targets[0].hp <= ui.selected.cards.length ); }, ai1: function (card) { if ( ui.selected.targets.length && ui.selected.targets[0].hp <= ui.selected.cards.length ) return 0; return 6 - get.value(card); }, ai2: function (target) { var player = _status.event.player; return get.recoverEffect(target, player, player); }, }) .setHiddenSkill("gzjiansu_use"); "step 1"; if (result.bool) { var target = result.targets[0], cards = result.cards; player.logSkill("gzjiansu_use", target); player.discard(cards); target.recover(); } }, }, }, }, //海外刘夫人 gzzhuidu: { audio: "twzhuidu", trigger: { source: "damageBegin3" }, filter: function (event, player) { return player.isPhaseUsing(); }, check: function (event, player) { return get.attitude(player, event.player) < 0; }, usable: 1, logTarget: "player", content: function () { "step 0"; var target = trigger.player; event.target = target; if (target.hasSex("female") && target.countCards("e") > 0) player .chooseToDiscard("he", "追妒:是否弃置一张牌并令其执行两项?") .set("ai", function (card) { return 8 - get.value(card); }); else event.goto(2); "step 1"; if (result.bool) { event._result = { control: "我全都要!" }; event.goto(3); } "step 2"; if (target.countCards("e") > 0) { target .chooseControl() .set("prompt", "追妒:请选择一项") .set("choiceList", [ "令" + get.translation(player) + "此次对你造成的伤害+1", "弃置装备区里的所有牌", ]) .set("ai", function () { var player = _status.event.player, cards = player.getCards("e"); if (player.hp <= 2) return 1; if (get.value(cards) <= 7) return 1; return 0; }); } else event._result = { control: "选项一" }; "step 3"; player.line(target); if (result.control != "选项二") trigger.num++; if (result.control != "选项一") target.chooseToDiscard(target.countCards("e"), true, "e"); }, }, gzshigong: { audio: "twshigong", trigger: { player: "dying" }, filter: function (event, player) { return ( _status.currentPhase && _status.currentPhase != player && _status.currentPhase.isIn() && player.hasViceCharacter() && player.hp <= 0 ); }, skillAnimation: true, animationColor: "gray", limited: true, logTarget: () => _status.currentPhase, check: function (event, player) { if ( player.countCards("h", function (card) { var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 != "unchanged") return mod2; var mod = game.checkMod( card, player, event.player, "unchanged", "cardSavable", player ); if (mod != "unchanged") return mod; var savable = get.info(card).savable; if (typeof savable == "function") savable = savable(card, player, event.player); return savable; }) >= 1 - event.player.hp ) return false; return true; }, content: function () { "step 0"; var target = _status.currentPhase; event.target = target; player.awakenSkill("gzshigong"); var list = lib.character[player.name2][3].filter(function (skill) { return get.skillCategoriesOf(skill).length == 0; }); if (!list.length) { event._result = { control: "cancel2" }; event.goto(2); } else event.list = list; player.removeCharacter(1); "step 1"; target .chooseControl(event.list, "cancel2") .set( "choiceList", event.list.map((i) => { return ( '
    【' + get.translation( lib.translate[i + "_ab"] || get.translation(i).slice(0, 2) ) + "】
    " + get.skillInfoTranslation(i, _status.currentPhase) + "
    " ); }) ) .set("displayIndex", false) .set("ai", function () { if (get.attitude(_status.event.player, _status.event.getParent().player) > 0) return 0; return [0, 1].randomGet(); }) .set("prompt", get.translation(player) + "对你发动了【示恭】") .set( "prompt2", "获得一个技能并令其将体力回复至体力上限;或点击“取消”,令其将体力值回复至1点。" ); "step 2"; if (result.control == "cancel2") { player.recover(1 - player.hp); event.finish(); } else { target.addSkills(result.control); target.line(player); player.recover(player.maxHp - player.hp); } }, }, //海外服华雄 gzyaowu: { audio: "new_reyaowu", limited: true, trigger: { source: "damageSource" }, filter: function (event, player) { if (player.isUnseen(0) && lib.character[player.name1][3].includes("gzyaowu")) return true; if (player.isUnseen(1) && lib.character[player.name2][3].includes("gzyaowu")) return true; return false; }, skillAnimation: true, animationColor: "fire", check: function (event, player) { return player.isDamaged() || player.hp <= 2; }, content: function () { player.awakenSkill("gzyaowu"); player.gainMaxHp(2); player.recover(2); player.addSkill("gzyaowu_die"); }, ai: { mingzhi_no: true }, subSkill: { die: { audio: "new_reyaowu", trigger: { player: "dieAfter" }, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && current.isFriendOf(player); }); }, forced: true, forceDie: true, charlotte: true, skillAnimation: true, animationColor: "fire", logTarget: function (event, player) { return game.filterPlayer(function (current) { return current != player && current.isFriendOf(player); }); }, content: function () { for (var target of lib.skill.gzyaowu_die.logTarget(trigger, player)) target.loseHp(); }, }, }, }, gzshiyong: { audio: "shiyong", derivation: "gzshiyongx", trigger: { player: "damageEnd" }, filter: function (event, player) { if (!event.card) return false; if (player.awakenedSkills.includes("gzyaowu")) return event.source && event.source.isIn() && get.color(event.card) != "black"; return get.color(event.card) != "red"; }, forced: true, logTarget: function (event, player) { if (player.awakenedSkills.includes("gzyaowu")) return event.source; return; }, content: function () { (lib.skill.gzshiyong.logTarget(trigger, player) || player).draw(); }, }, //海外服夏侯尚 gztanfeng: { audio: "twtanfeng", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return game.hasPlayer(function (current) { return ( !current.isFriendOf(player) && current.countDiscardableCards("hej", player) > 0 ); }); }, direct: true, preHidden: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("gztanfeng"), function (card, player, target) { return ( !target.isFriendOf(player) && target.countDiscardableCards(player, "hej") > 0 ); }) .set("ai", function (target) { var player = _status.event.player; if (target.hp + target.countCards("hs", { name: ["tao", "jiu"] }) <= 2) return 3 * get.effect(target, { name: "guohe" }, player, player); return get.effect(target, { name: "guohe" }, player, player); }) .setHiddenSkill(event.name); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("gztanfeng", target); player.discardPlayerCard(target, "hej", true); } else event.finish(); "step 2"; target .chooseBool( "是否受到" + get.translation(player) + "造成的1点火焰伤害,令其跳过一个阶段?" ) .set("ai", () => _status.event.choice) .set("choice", get.damageEffect(target, player, target) >= -5); "step 3"; if (result.bool) { player.line(target); target.damage(1, "fire"); } else event.finish(); "step 4"; var list = []; var list2 = []; event.map = { phaseJudge: "判定阶段", phaseDraw: "摸牌阶段", phaseUse: "出牌阶段", phaseDiscard: "弃牌阶段", }; for (var i of ["phaseJudge", "phaseDraw", "phaseUse", "phaseDiscard"]) { if (!player.skipList.includes(i)) { i = event.map[i]; list.push(i); if (i != "判定阶段" && i != "弃牌阶段") list2.push(i); } } target .chooseControl(list) .set("prompt", "探锋:令" + get.translation(player) + "跳过一个阶段") .set("ai", function () { return _status.event.choice; }) .set( "choice", (function () { var att = get.attitude(target, player); var num = player.countCards("j"); if (att > 0) { if (list.includes("判定阶段") && num > 0) return "判定阶段"; return "弃牌阶段"; } if (list.includes("摸牌阶段") && player.hasJudge("lebu")) return "摸牌阶段"; if ( (list.includes("出牌阶段") && player.hasJudge("bingliang")) || player.needsToDiscard() > 0 ) return "出牌阶段"; return list2.randomGet(); })() ); "step 5"; for (var i in event.map) { if (event.map[i] == result.control) player.skip(i); } target.popup(result.control); target.line(player); game.log(player, "跳过了", "#y" + result.control); }, }, //杨芷 gzwanyi: { audio: "wanyi", enable: "phaseUse", filter: function (event, player) { if (player.getStorage("gzwanyi2").length >= 4) return false; if (_status.mode == "yingbian") return player.hasCard(function (i) { return get.is.yingbian(i); }, "hs"); return player.hasCard(function (card) { return card.hasTag("lianheng"); }, "hs"); }, chooseButton: { dialog: function (event, player) { var list = ["lianjunshengyan", "huoshaolianying", "xietianzi", "lulitongxin"]; if (_status.mode == "yingbian") list = ["zhujinqiyuan", "chuqibuyi", "shuiyanqijunx", "dongzhuxianji"]; list.removeArray(player.getStorage("gzwanyi2")); return ui.create.dialog("婉嫕", [list, "vcard"], "hidden"); }, filter: function (button, player) { return lib.filter.filterCard( { name: button.link[2] }, player, _status.event.getParent() ); }, check: function (button) { return _status.event.player.getUseValue({ name: button.link[2] }); }, backup: function (links) { return { audio: "wanyi", popname: true, viewAs: { name: links[0][2], }, filterCard: function (card) { if (_status.mode == "yingbian") return get.is.yingbian(card); return card.hasTag("lianheng"); }, check: function (card) { return 1 / Math.max(1, get.value(card)); }, position: "hs", onuse: function (links, player) { if (!player.storage.gzwanyi2) player.storage.gzwanyi2 = []; player.storage.gzwanyi2.add(links.card.name); player.addTempSkill("gzwanyi2"); }, }; }, prompt: function (links) { if (_status.mode == "yingbian") return "将一张应变牌当做" + get.translation(links[0][2]) + "使用"; return "将一张合纵牌当做" + get.translation(links[0][2]) + "使用"; }, }, subSkill: { backup: {} }, ai: { order: 8, result: { player: 1 } }, }, gzwanyi2: { onremove: true }, gzmaihuo: { audio: "maihuo", limited: true, trigger: { global: "useCardToTarget" }, logTarget: "player", filter: function (event, player) { return event.card.name == "sha" && event.target.isIn() && event.target.isFriendOf(player); }, preHidden: true, skillAnimation: true, animationColor: "thunder", check: function (event, player) { var source = event.player, targets = event.targets, card = event.card; for (var target of targets) { if (target.hasShan() || get.effect(target, card, source, player) >= 0) continue; if (player.hp <= 1 || target.hp <= (event.getParent().baseDamage || 1)) return true; } return false; }, content: function () { player.awakenSkill("gzmaihuo"); trigger.targets.length = 0; trigger.getParent().triggeredTargets2.length = 0; player.addSkill("gzmaihuo_effect"); player.markAuto("gzmaihuo_effect", [trigger.player]); trigger.player.addMark("gzmaihuo_mark", 1, false); }, subSkill: { effect: { audio: "maihuo", trigger: { global: "phaseBegin" }, forced: true, charlotte: true, popup: false, filter: function (event, player) { return ( player.getStorage("gzmaihuo_effect").includes(event.player) && event.player.canUse("sha", player, false) ); }, content: function () { "step 0"; var target = trigger.player; player.unmarkAuto("gzmaihuo_effect", [target]); target.removeMark("gzmaihuo_mark", 1, false); target.useCard({ name: "sha", isCard: true }, player, "gzmaihuo_effect", false); "step 1"; if (!player.getStorage("gzmaihuo_effect").length) player.removeSkill("gzmaihuo_effect"); }, group: "gzmaihuo_remove", }, remove: { trigger: { player: "damageBegin2" }, forced: true, filter: function (event, player) { return ( event.card && event.card.name == "sha" && event.getParent().skill == "gzmaihuo_effect" ); }, content: function () { trigger.cancel(); player.draw(2); if (player.checkMainSkill("gzmaihuo", false)) { player.removeCharacter(0); } else if (player.checkViceSkill("gzmaihuo", false)) { player.changeVice(); } }, }, mark: { marktext: "祸", intro: { content: "mark", onunmark: true, }, }, }, }, //羊徽瑜 gzcaiyuan: { audio: 2, trigger: { player: "phaseJieshuBegin" }, forced: true, preHidden: true, filter: function (event, player) { var num1 = player.countCards("h"), num2 = num1; player.getHistory("gain", function (evt) { num2 -= evt.cards.length; }); player.getHistory("lose", function (evt) { if (evt.hs) num2 += evt.hs.length; }); return num1 >= num2; }, content: function () { player.chooseDrawRecover(2, true); }, }, //左棻 gzzhaosong: { audio: "zhaosong", enable: "phaseUse", preHidden: ["gzzhaosong_dying", "gzzhaosong_sha"], filter: function (event, player) { return ( !player.getStorage("gzzhaosong").includes("效果②") && game.hasPlayer((current) => lib.skill.gzzhaosong.filterTarget(null, player, current)) ); }, filterTarget: function (card, player, target) { return target != player && (target.isUnseen(2) || target.countCards("h") > 0); }, promptfunc: () => "出牌阶段,你可观看一名其他角色的所有暗置武将牌和手牌,然后可以获得其区域内的一张牌。", content: function () { player.markAuto("gzzhaosong", ["效果②"]); if (target.isUnseen(2)) player.viewCharacter(target, 2); if (target.countCards("hej") > 0) player.gainPlayerCard(target, "hej", "visible"); }, ai: { order: 11, result: { player: function (player, target) { return ( get.effect(target, { name: "zhibi" }, player, player) + get.effect(target, { name: "shunshou_copy" }, player, player) ); }, }, }, group: ["gzzhaosong_dying", "gzzhaosong_sha"], subSkill: { dying: { audio: "zhaosong", trigger: { global: "dying" }, logTarget: "player", filter: function (event, player) { return ( !player.getStorage("gzzhaosong").includes("效果①") && event.player.isDying() && event.player.hp <= 0 ); }, prompt2: "令该角色回复至2点体力并摸一张牌", check: function (event, player) { return event.player.isFriendOf(player) && get.attitude(player, event.player) > 0; }, content: function () { player.markAuto("gzzhaosong", ["效果①"]); var target = trigger.player, num = 2 - target.hp; if (num > 0) target.recover(num); target.draw(); }, }, sha: { audio: "zhaosong", trigger: { global: "useCard2" }, direct: true, filter: function (event, player) { if (event.card.name != "sha" || player.getStorage("gzzhaosong").includes("效果③")) return false; return game.hasPlayer(function (current) { return ( !event.targets.includes(current) && lib.filter.filterTarget(event.card, event.player, current) ); }); }, content: function () { "step 0"; player .chooseTarget( [1, 2], get.prompt("gzzhaosong"), "为" + get.translation(trigger.card) + "增加至多两个目标", function (card, player, target) { var event = _status.event.getTrigger(); return ( !event.targets.includes(target) && lib.filter.filterTarget(event.card, event.player, target) ); } ) .set("ai", function (target) { var event = _status.event.getTrigger(); return get.effect(target, event.card, event.player, _status.event.player); }) .set( "goon", game.countPlayer(function (current) { return ( !trigger.targets.includes(current) && lib.filter.filterTarget(trigger.card, trigger.player, current) && get.effect(current, trigger.card, trigger.player, player) > 0 ); }) >= Math.min( 2, game.countPlayer(function (current) { return ( !trigger.targets.includes(current) && lib.filter.filterTarget( trigger.card, trigger.player, current ) ); }) ) ) .setHiddenSkill("gzzhaosong_sha"); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); } else event.finish(); "step 2"; var targets = result.targets; player.markAuto("gzzhaosong", ["效果③"]); player.logSkill("gzzhaosong_sha", targets); trigger.targets.addArray(targets); }, }, }, }, gzlisi: { audio: "lisi", trigger: { global: "dieAfter" }, filter: function (event, player) { return event.player.isFriendOf(player) && player.getStorage("gzzhaosong").length > 0; }, direct: true, content: function () { "step 0"; var list = player.getStorage("gzzhaosong").slice(0); list.push("cancel2"); player .chooseControl(list) .set("prompt", get.prompt("gzlisi")) .set("prompt2", "恢复〖诏颂〗的一个已发动的选项"); "step 1"; if (result.control != "cancel2") { player.logSkill("gzlisi"); player.unmarkAuto("gzzhaosong", [result.control]); } }, }, //杨艳 gzxuanbei: { audio: "xuanbei", trigger: { player: "showCharacterAfter" }, filter: function (event, player) { return !player.storage.gzxuanbei && event.toShow.some(name => { return get.character(name, 3).includes("gzxuanbei"); }); }, forced: true, locked: false, content: function () { "step 0"; player.storage.gzxuanbei = true; var cards = []; while (cards.length < 2) { var card = get.cardPile2(function (card) { if (cards.includes(card)) return false; return card.hasTag("lianheng") || get.is.yingbian(card); }); if (!card) break; else cards.push(card); } if (cards.length) player.gain(cards, "gain2"); if (cards.length < 2) player.draw(2 - cards.length); "step 1"; player.addTempSkill("gzxuanbei_effect"); }, group: "gzxuanbei_change", subSkill: { effect: { trigger: { player: "useCard" }, forced: true, popup: false, charlotte: true, filter: function (event, player) { return get.cardtag(event.card, "lianheng"); }, content: function () { player.draw(); }, ai: { forceYingbian: true }, mark: true, intro: { content: "使用应变牌时直接获得强化,使用合纵牌时摸一张牌。" }, }, change: { audio: "xuanbei", trigger: { player: "die" }, direct: true, forceDie: true, skillAnimation: true, animationColor: "thunder", content: function () { "step 0"; player .chooseTarget( get.prompt("gzxuanbei"), "令一名其他角色变更副将", lib.filter.notMe ) .set("forceDie", true) .set("ai", function (target) { var player = _status.event.player; var rank = get.guozhanRank(target.name2, target) <= 3; var att = get.attitude(player, target); if (att > 0) { return (4 - rank) * att; } return -(rank - 6) * att; }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("gzxuanbei_change", target); game.delayx(); target.changeVice(); } }, }, }, }, //司马师 gzyimie: { audio: "yimie", inherit: "yimie", mainSkill: true, init: function (player) { if (player.checkMainSkill("gzyimie")) { player.removeMaxHp(2); } }, }, gztairan: { audio: "tairan", trigger: { player: "phaseUseBegin" }, check: function (event, player) { return ( player.isDamaged() && player.hasCard(function (card) { return 5.5 - get.value(card); }, "he") ); }, content: function () { "step 0"; var list = [], num = 0; if ( player.isHealthy() || !player.hasCard(function (card) { return lib.filter.cardDiscardable(card, player, "gztairan"); }, "he") ) num = 1; event.num = num; for (var i = num; i <= player.hp; i++) { list.push(i + "点"); } player .chooseControl(list) .set("prompt", "###请先失去任意点体力###此回合结束时,你将恢复等量的体力"); "step 1"; var num1 = result.index + num; event.num1 = num1; if (num1 > 0) player.loseHp(num1); "step 2"; if ( player.isDamaged() && player.hasCard(function (card) { return lib.filter.cardDiscardable(card, player, "gztairan"); }, "he") ) { var next = player .chooseToDiscard( "he", [1, player.getDamagedHp()], "然后请弃置任意张牌", "此回合结束时,你将摸等量的牌。" ) .set("ai", function (card) { return 5.5 - get.value(card); }); if (event.num1 == 0) next.set("forced", true); } "step 3"; var num2 = 0; if (result.bool) num2 = result.cards.length; var storage = [event.num1, num2]; player.addTempSkill("gztairan_effect"); player.storage.gztairan_effect = storage; }, subSkill: { effect: { audio: "tairan", trigger: { player: "phaseEnd" }, filter: function (event, player) { var storage = player.storage.gztairan_effect; return storage && storage.length == 2 && (storage[1] > 0 || player.isDamaged()); }, forced: true, charlotte: true, onremove: true, content: function () { var storage = player.storage.gztairan_effect; if (storage[0] > 0) player.recover(storage[0]); if (storage[1] > 0) player.draw(storage[1]); }, }, }, }, //杜预 gzsanchen: { audio: "sanchen", enable: "phaseUse", filter(event, player) { var stat = player.getStat("sanchen"); return game.hasPlayer(function (current) { return !stat || !stat.includes(current); }); }, filterTarget(card, player, target) { var stat = player.getStat("sanchen"); return !stat || !stat.includes(target); }, usable: 1, content() { "step 0"; if (!player._fakesanchen) { player._fakesanchen = true; player.when({ global: "phaseAfter" }).then(() => { delete player._fakesanchen; if (player.hasMark("gzsanchen")) { player.removeMark("gzsanchen", player.countMark("gzsanchen"), false); } }); } var stat = player.getStat(); if (!stat.sanchen) stat.sanchen = []; stat.sanchen.push(target); target.draw(3); "step 1"; if (!target.countCards("he")) event.finish(); else target.chooseToDiscard("he", true, 3).set("ai", function (card) { var list = ui.selected.cards.map(function (i) { return get.type2(i); }); if (!list.includes(get.type2(card))) return 7 - get.value(card); return -get.value(card); }); "step 2"; if (result.bool && result.cards && result.cards.length) { var list = []; for (var i of result.cards) list.add(get.type2(i)); if (list.length == result.cards.length) { target.draw(); player.getStat("skill").gzsanchen--; player.addMark("gzsanchen", 1, false); } } else { target.draw(); player.getStat("skill").gzsanchen--; player.addMark("gzsanchen", 1, false); } }, ai: { order: 9, threaten: 1.7, result: { target(player, target) { if (target.hasSkillTag("nogain")) return 0.1; return Math.sqrt(target.countCards("he")); }, }, }, marktext: "陈", intro: { name2: "陈", content: "mark", }, }, gzpozhu: { audio: "pozhu", enable: "phaseUse", mainSkill: true, init(player) { if (player.checkMainSkill("gzpozhu")) player.removeMaxHp(); }, viewAsFilter(player) { return ( !player.hasSkill("pozhu3", null, null, false) && player.countMark("gzsanchen") > 0 && player.countCards("hs") > 0 ); }, viewAs: { name: "chuqibuyi" }, filterCard: true, position: "hs", check(card) { return 7 - get.value(card); }, onuse(result, player) { player.removeMark("gzsanchen", 1, false); }, }, //钟琰 gzbolan: { audio: "bolan", global: "gzbolan_global", enable: "phaseUse", usable: 1, content: function () { "step 0"; if ((event.num && event.num > 0) || !_status.characterlist.length) { event.finish(); return; } var character = _status.characterlist.randomGet(); var groups, double = get.is.double(character, true); if (double) groups = double.slice(0); else groups = [lib.character[character][1]]; event.groups = groups; event.videoId = lib.status.videoId++; game.broadcastAll( function (player, id, character) { ui.create.dialog(get.translation(player) + "发动了【博览】", [ [character], "character", ]).videoId = id; }, player, event.videoId, character ); game.delay(3); "step 1"; game.broadcastAll("closeDialog", event.videoId); var list1 = ["wei", "shu", "wu", "qun", "jin"], list2 = ["gzqice", "tiaoxin", "gzzhiheng", "new_chuli", "gzsanchen"]; var skills = []; for (var i = 0; i < list1.length; i++) { if (event.groups.includes(list1[i])) skills.push(list2[i]); } if (!skills.length) event.finish(); else if (skills.length == 1) event._result = { control: skills[0] }; else player.chooseControl(skills).set("prompt", "选择获得一个技能直到回合结束"); "step 2"; var skill = result.control; player.addTempSkills(skill); player.popup(skill); }, derivation: ["gzqice", "tiaoxin", "gzzhiheng", "new_chuli", "gzsanchen"], ai: { order: 10, result: { player: 1 }, }, subSkill: { global: { inherit: "gzbolan", filter: function (event, player) { return ( !player.hasSkill("gzbolan", true) && game.hasPlayer(function (current) { return current != player && current.hasSkill("gzbolan"); }) ); }, selectTarget: -1, filterTarget: function (card, player, target) { return target != player && target.hasSkill("gzbolan"); }, contentAfter: function () { player.loseHp(); }, ai: { order: 10, result: { player: function (player, target) { if (get.effect(player, { name: "losehp" }, player, player) > 0) return 3; if (player.isHealthy()) return 1; return -1; }, }, }, }, }, }, //司马昭 gzchoufa: { audio: "choufa", inherit: "choufa", content: function () { "step 0"; player.choosePlayerCard(target, "h", true); "step 1"; player.showCards( result.cards, get.translation(player) + "对" + get.translation(target) + "发动了【筹伐】" ); var type = get.type2(result.cards[0], target), hs = target.getCards("h", function (card) { return card != result.cards[0] && get.type2(card, target) != type; }); if (hs.length) { target.addGaintag(hs, "xinchoufa"); target.addTempSkill("xinchoufa2"); } }, }, //张春华 gzhuishi: { audio: 2, trigger: { player: "phaseDrawBegin1" }, filter: function (event, player) { return ui.discardPile.childNodes.length > 0; }, preHidden: true, prompt: function () { return get.prompt("huishi") + "(可观看牌数:" + lib.skill.gzhuishi.getNum() + ")"; }, check: function (event, player) { return lib.skill.gzhuishi.getNum() > 3; }, getNum: function () { var list = []; list.push(ui.discardPile.lastChild); if (list[0].previousSibling) list.push(list[0].previousSibling); var num = 0; for (var i of list) { var name = get.translation(i.name); if (name == "挟令") name = "挟天子以令诸侯"; num += name.length; } return num; }, content: function () { "step 0"; trigger.changeToZero(); var cards = game.cardsGotoOrdering(get.cards(lib.skill.gzhuishi.getNum())).cards; var num = Math.ceil(cards.length / 2); var next = player.chooseToMove( "慧识:将" + get.cnNumber(num) + "张牌置于牌堆底并获得其余的牌", true ); next.set("list", [["牌堆顶的展示牌", cards], ["牌堆底"]]); next.set("filterMove", function (from, to, moved) { if (moved[0].includes(from) && to == 1) return moved[1].length < _status.event.num; return true; }); next.set("filterOk", function (moved) { return moved[1].length == _status.event.num; }); next.set("num", num); next.set("processAI", function (list) { var cards = list[0][1].slice(0).sort(function (a, b) { return get.value(b) - get.useful(a); }); return [cards, cards.splice(cards.length - _status.event.num)]; }); "step 1"; if (result.bool) { var list = result.moved; if (list[0].length) player.gain(list[0], "gain2"); while (list[1].length) ui.cardPile.appendChild(list[1].shift().fix()); } }, }, gzqingleng: { audio: 2, trigger: { global: "phaseEnd" }, direct: true, preHidden: true, filter: function (event, player) { var target = event.player; return ( target != player && target.isIn() && target.isUnseen(2) && player.countCards("he") > 0 && player.canUse({ name: "sha", nature: "ice" }, target, false) ); }, content: function () { "step 0"; player .chooseCard( "he", get.prompt("gzqingleng", trigger.player), "将一张牌当做冰【杀】对其使用", function (card, player) { return player.canUse( get.autoViewAs({ name: "sha", nature: "ice" }, [card]), _status.event.target, false ); } ) .set("target", trigger.player) .set("ai", function (card) { if ( get.effect( _status.event.target, get.autoViewAs({ name: "sha", nature: "ice" }, [card]), player ) <= 0 ) return false; return 6 - get.value(card); }) .setHiddenSkill(event.name); "step 1"; if (result.bool) { player.useCard( get.autoViewAs({ name: "sha", nature: "ice" }, result.cards), result.cards, false, trigger.player, "gzqingleng" ); if (trigger.player.isUnseen()) { player.draw(); } } }, }, //司马懿 gzquanbian: { audio: "quanbian", preHidden: true, trigger: { player: ["useCard", "respond"] }, filter: function (event, player) { if (player.hasSkill("gzquanbian_blocker")) return false; var phase = event.getParent("phaseUse"); if (!phase || phase.player != player) return false; var suit = get.suit(event.card); if (!lib.suit.includes(suit) || !lib.skill.quanbian.hasHand(event)) return false; return ( player.getHistory("useCard", function (evt) { return ( evt != event && get.suit(evt.card) == suit && lib.skill.quanbian.hasHand(evt) && evt.getParent("phaseUse") == phase ); }).length + player.getHistory("respond", function (evt) { return ( evt != event && get.suit(evt.card) == suit && lib.skill.quanbian.hasHand(evt) && evt.getParent("phaseUse") == phase ); }).length == 0 ); }, content: function () { "step 0"; var cards = get.cards(player.maxHp); for (var i = cards.length - 1; i >= 0; i--) { ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild); } game.updateRoundNumber(); player.chooseButton(["权变:选择获得一张牌", cards], true).set("ai", function (button) { var player = _status.event.player, card = button.link; var suit = get.suit(card, false), val = get.value(card); if ( player.hasHistory("useCard", function (evt) { return get.suit(evt.card, false) == suit; }) || player.hasHistory("respond", function (evt) { return get.suit(evt.card, false) == suit; }) ) return val; return val + 8; }); "step 1"; if (result.bool) { var card = result.links[0]; player.gain(card, "gain2"); var suit = get.suit(card, false); if ( player.hasHistory("useCard", function (evt) { return get.suit(evt.card, false) == suit; }) || player.hasHistory("respond", function (evt) { return get.suit(evt.card, false) == suit; }) ) player.addTempSkill("gzquanbian_blocker"); } }, subSkill: { blocker: { charlotte: true } }, }, gzxiongzhi: { audio: "xiongzhi", enable: "phaseUse", limited: true, skillAnimation: true, animationColor: "thunder", content: function () { "step 0"; player.awakenSkill("gzxiongzhi"); event.cards = game.cardsGotoOrdering(get.cards(player.maxHp)).cards.slice(0); "step 1"; var card = cards.shift(); event.card = card; player.showCards(card); if (!player.hasUseTarget(card)) { if (cards.length > 0) event.redo(); else event.finish(); } "step 2"; var next = player.chooseUseTarget(card, true); if (get.info(card).updateUsable == "phaseUse") next.addCount = false; "step 3"; if (result.bool && cards.length > 0) event.goto(1); }, ai: { order: 1, result: { player: function (player) { if (!player.hasSkill("smyyingshi")) return 1; var cards = []; for (var i = 0; i < player.maxHp; i++) { var card = ui.cardPile.childNodes[i]; if (card) { if (!player.hasValueTarget(card)) return 0; } else break; } return 1; }, }, }, }, //十周年羊祜 gzdeshao: { audio: "dcdeshao", trigger: { target: "useCardToTargeted" }, preHidden: true, countUnseen: function (player) { var num = 0; if (player.isUnseen(0)) num++; if (player.isUnseen(1)) num++; return num; }, filter: function (event, player) { if ( player == event.player || event.targets.length != 1 || get.color(event.card) != "black" ) return false; if ( lib.skill.gzdeshao.countUnseen(event.player) < lib.skill.gzdeshao.countUnseen(player) || !event.player.countCards("he") ) return false; return ( player.getHistory("useSkill", function (evt) { return evt.skill == "gzdeshao"; }).length < player.hp ); }, check: function (event, player) { return get.effect(event.player, { name: "guohe_copy2" }, player, player) > 0; }, logTarget: "player", content: function () { player.discardPlayerCard(trigger.player, true, "he"); }, }, gzmingfa: { audio: "dcmingfa", enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player != target && target.isEnemyOf(player); }, content: function () { player.markAuto("gzmingfa", targets); game.delayx(); }, onremove: true, ai: { order: 1, result: { target: -1 }, }, group: "gzmingfa_effect", subSkill: { effect: { audio: "dcmingfa", trigger: { global: "phaseEnd" }, forced: true, filter: function (event, player) { return player.getStorage("gzmingfa").includes(event.player); }, logTarget: "player", content: function () { var target = trigger.player; player.unmarkAuto("gzmingfa", [target]); if (target.isIn()) { var num = player.countCards("h") - target.countCards("h"); if (num > 0) { target.damage(); player.gainPlayerCard(target, true, "h"); } else if (num < 0) { player.draw(Math.min(5, -num)); } } }, }, }, }, //海外服国战 //杨修 gzdanlao: { audio: "danlao", inherit: "danlao", preHidden: true, filter: function (event, player) { return get.type(event.card) == "trick" && event.targets && event.targets.length > 1; }, }, gzjilei: { inherit: "jilei", preHidden: true, content: function () { "step 0"; player .chooseControl("basic", "trick", "equip", "cancel2", function () { var source = _status.event.source; if (get.attitude(_status.event.player, source) > 0) return "cancel2"; var list = ["basic", "trick", "equip"].filter(function (name) { return !source.storage.jilei2 || !source.storage.jilei2.includes(name); }); if (!list.length) return "cancel2"; if ( list.includes("trick") && source.countCards("h", function (card) { return get.type(card, source) == "trick" && source.hasValueTarget(card); }) > 1 ) return "trick"; return list[0]; }) .set("prompt", get.prompt2("jilei", trigger.source)) .set("source", trigger.source) .setHiddenSkill("gzjilei"); "step 1"; if (result.control != "cancel2") { player.logSkill("gzjilei", trigger.source); player.chat(get.translation(result.control) + "牌"); game.log(player, "声明了", "#y" + get.translation(result.control) + "牌"); trigger.source.addTempSkill("jilei2"); trigger.source.storage.jilei2.add(result.control); trigger.source.updateMarks("jilei2"); game.delayx(); } }, }, //诸葛瑾 gzhuanshi: { audio: "huanshi", trigger: { global: "judge" }, direct: true, preHidden: true, filter: function (event, player) { return player.countCards("hes") > 0 && event.player.isFriendOf(player); }, content: function () { "step 0"; player .chooseCard( get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("gzhuanshi"), "hes", function (card) { var player = _status.event.player; var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 != "unchanged") return mod2; var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player); if (mod != "unchanged") return mod; return true; } ) .set("ai", function (card) { var trigger = _status.event.getTrigger(); var player = _status.event.player; var judging = _status.event.judging; var result = trigger.judge(card) - trigger.judge(judging); var attitude = get.attitude(player, trigger.player); if (attitude == 0 || result == 0) return 0; if (attitude > 0) { return result - get.value(card) / 2; } else { return -result - get.value(card) / 2; } }) .set("judging", trigger.player.judging[0]) .setHiddenSkill("gzhuanshi"); "step 1"; if (result.bool) { player.respond(result.cards, "gzhuanshi", "highlight", "noOrdering"); } else { event.finish(); } "step 2"; if (result.bool) { if (trigger.player.judging[0].clone) { trigger.player.judging[0].clone.classList.remove("thrownhighlight"); game.broadcast(function (card) { if (card.clone) { card.clone.classList.remove("thrownhighlight"); } }, trigger.player.judging[0]); game.addVideo( "deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]) ); } game.cardsDiscard(trigger.player.judging[0]); trigger.player.judging[0] = result.cards[0]; trigger.orderingCards.addArray(result.cards); game.log(trigger.player, "的判定牌改为", result.cards[0]); game.delay(2); } }, ai: { rejudge: true, tag: { rejudge: 1, }, }, }, gzhongyuan: { audio: "hongyuan", enable: "phaseUse", usable: 1, filter: function (event, player) { return player.hasCard(function (card) { return lib.skill.gzhongyuan.filterCard(card); }, "h"); }, filterCard: function (card) { return !card.hasTag("lianheng") && !card.hasGaintag("_lianheng"); }, position: "h", discard: false, lose: false, content: function () { cards[0].addGaintag("_lianheng"); player.addTempSkill("gzhongyuan_clear"); }, check: function (card) { return 4.5 - get.value(card); }, group: "gzhongyuan_draw", preHidden: true, ai: { order: 2, result: { player: 1 } }, subSkill: { clear: { charlotte: true, onremove: function (player) { player.removeGaintag("_lianheng"); }, }, draw: { audio: "hongyuan", trigger: { player: "drawBefore" }, direct: true, filter: function (event, player) { return ( event.getParent().name == "_lianheng" && game.hasPlayer(function (current) { return current != player && current.isFriendOf(player); }) ); }, content: function () { "step 0"; player .chooseTarget( get.prompt("gzhongyuan"), "将摸牌(" + get.cnNumber(trigger.num) + "张)转移给一名同势力角色", function (card, player, target) { return target != player && target.isFriendOf(player); } ) .setHiddenSkill("gzhongyuan") .set("ai", () => -1); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("gzhongyuan", target); trigger.cancel(); target.draw(trigger.num); } }, }, }, }, gzmingzhe: { audio: "mingzhe", trigger: { player: ["loseAfter", "useCard", "respond"], global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, filter: function (event, player) { if (player == _status.currentPhase) return false; if (event.name == "useCard" || event.name == "respond") { return ( get.color(event.card, false) == "red" && player.hasHistory("lose", function (evt) { return evt.getParent() == event && evt.hs && evt.hs.length > 0; }) ); } var evt = event.getl(player); if (!evt || !evt.es || !evt.es.length) return false; for (var i of evt.es) { if (get.color(i, player) == "red") return true; } return false; }, frequent: true, preHidden: true, content: function () { player.draw(); }, }, //廖化 gzdangxian: { trigger: { player: "phaseBegin" }, forced: true, preHidden: true, audio: "dangxian", audioname: ["guansuo"], content: function () { var next = player.phaseUse(); event.next.remove(next); trigger.next.push(next); }, group: "gzdangxian_show", subSkill: { show: { audio: "dangxian", trigger: { player: "showCharacterAfter" }, forced: true, filter: function (event, player) { return event.toShow.some(name => { return get.character(name, 3).includes("gzdangxian"); }) && !player.storage.gzdangxian_draw; }, content: function () { player.storage.gzdangxian_draw = true; player.addMark("xianqu_mark", 1); }, }, }, }, //新国标2022 //许褚 gzluoyi: { audio: "luoyi", trigger: { player: "phaseDrawEnd" }, direct: true, preHidden: true, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; player .chooseToDiscard("he", get.prompt2("gzluoyi")) .setHiddenSkill("gzluoyi") .set("ai", function (card) { var player = _status.event.player; if ( player.hasCard(function (cardx) { if (cardx == card) return false; return ( (cardx.name == "sha" || cardx.name == "juedou") && player.hasValueTarget(cardx, null, true) ); }, "hs") ) return 5 - get.value(card); return -get.value(card); }).logSkill = "gzluoyi"; "step 1"; if (result.bool) player.addTempSkill("gzluoyi_buff"); }, subSkill: { buff: { audio: "luoyi", charlotte: true, forced: true, trigger: { source: "damageBegin1" }, filter: function (event, player) { return ( event.card && (event.card.name == "sha" || event.card.name == "juedou") && event.getParent().type == "card" ); }, content: function () { trigger.num++; }, }, }, }, //典韦 gzqiangxi: { audio: "qiangxi", inherit: "qiangxi", filterTarget: function (card, player, target) { return target != player; }, }, //小乔 gztianxiang: { audio: "tianxiang", audioname: ["daxiaoqiao", "re_xiaoqiao", "ol_xiaoqiao"], trigger: { player: "damageBegin4" }, direct: true, preHidden: true, usable: 1, filter: function (event, player) { return ( player.countCards("h", function (card) { return _status.connectMode || get.suit(card, player) == "heart"; }) > 0 && event.num > 0 ); }, content: function () { "step 0"; player .chooseCardTarget({ filterCard: function (card, player) { return get.suit(card) == "heart" && lib.filter.cardDiscardable(card, player); }, filterTarget: function (card, player, target) { return player != target; }, ai1: function (card) { return 10 - get.value(card); }, ai2: function (target) { var att = get.attitude(_status.event.player, target); var trigger = _status.event.getTrigger(); var da = 0; if (_status.event.player.hp == 1) { da = 10; } var eff = get.damageEffect(target, trigger.source, target); if (att == 0) return 0.1 + da; if (eff >= 0 && att > 0) { return att + da; } if (att > 0 && target.hp > 1) { if (target.maxHp - target.hp >= 3) return att * 1.1 + da; if (target.maxHp - target.hp >= 2) return att * 0.9 + da; } return -att + da; }, prompt: get.prompt("gztianxiang"), prompt2: lib.translate.gztianxiang_info, }) .setHiddenSkill(event.name); "step 1"; if (result.bool) { player.discard(result.cards); var target = result.targets[0]; player .chooseControlList( true, function (event, player) { var target = _status.event.target; var att = get.attitude(player, target); if (target.hasSkillTag("maihp")) att = -att; if (att > 0) { return 0; } else { return 1; } }, [ "令" + get.translation(target) + "受到伤害来源对其造成的1点伤害,然后摸X张牌(X为其已损失体力值且至多为5)", "令" + get.translation(target) + "失去1点体力,然后获得" + get.translation(result.cards), ] ) .set("target", target); player.logSkill(event.name, target); trigger.cancel(); event.target = target; event.card = result.cards[0]; } else { player.storage.counttrigger.gztianxiang--; event.finish(); } "step 2"; if (typeof result.index == "number") { event.index = result.index; if (result.index) { event.related = event.target.loseHp(); } else { event.related = event.target.damage(trigger.source || "nosource", "nocard"); } } else event.finish(); "step 3"; //if(event.related.cancelled||target.isDead()) return; if (event.index && card.isInPile()) target.gain(card, "gain2"); else if (target.getDamagedHp()) target.draw(Math.min(5, target.getDamagedHp())); }, ai: { maixie_defend: true, effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return; if (get.tag(card, "damage") && target.countCards("he") > 1) return 0.7; }, }, }, }, gzhongyan: { mod: { suit: function (card, suit) { if (suit == "spade") return "heart"; }, maxHandcard: function (player, num) { if ( player.hasCard(function (card) { return get.suit(card, player) == "heart"; }, "e") ) return num + 1; }, }, }, //黄忠 gzliegong: { audio: "liegong", locked: false, mod: { targetInRange: function (card, player, target) { if (card.name == "sha" && target.countCards("h") < player.countCards("h")) return true; }, attackRange: function (player, distance) { if (get.zhu(player, "shouyue")) return distance + 1; }, }, trigger: { player: "useCardToPlayered" }, shaRelated: true, filter: function (event, player) { return event.card.name == "sha" && player.hp <= event.target.hp; }, direct: true, preHidden: true, content: function () { "step 0"; var str = get.translation(trigger.target), card = get.translation(trigger.card); player .chooseControl("cancel2") .set("choiceList", [ "令" + card + "对" + str + "的伤害+1", "令" + str + "不能响应" + card, ]) .set("prompt", get.prompt("gzliegong", trigger.target)) .setHiddenSkill("gzliegong") .set("ai", function () { var player = _status.event.player, target = _status.event.getTrigger().target; if (get.attitude(player, target) > 0) return 2; return target.mayHaveShan( player, "use", target.getCards("h", (i) => { return i.hasGaintag("sha_notshan"); }) ) ? 1 : 0; }); "step 1"; if (result.control != "cancel2") { var target = trigger.target; player.logSkill("gzliegong", target); if (result.index == 1) { game.log(trigger.card, "不可被", target, "响应"); trigger.directHit.add(target); } else { game.log(trigger.card, "对", target, "的伤害+1"); var map = trigger.getParent().customArgs, id = target.playerid; if (!map[id]) map[id] = {}; if (!map[id].extraDamage) map[id].extraDamage = 0; map[id].extraDamage++; } } }, }, //潘凤 gzkuangfu: { audio: "kuangfu", trigger: { player: "useCardToPlayered" }, shaRelated: true, preHidden: true, logTarget: "target", filter: function (event, player) { return ( event.card.name == "sha" && player.isPhaseUsing() && !player.hasSkill("gzkuangfu_extra") && event.target.countGainableCards(player, "e") > 0 ); }, check: function (event, player) { if ( get.attitude(player, event.target) > 0 || !event.target.hasCard(function (card) { return ( lib.filter.canBeGained(card, player, event.target) && get.value(card, event.target) > 0 ); }, "e") ) return false; return true; }, content: function () { trigger.getParent()._gzkuangfued = true; player.gainPlayerCard(trigger.target, "e", true); player.addTempSkill("gzkuangfu_extra", "phaseUseAfter"); }, subSkill: { extra: { trigger: { player: "useCardAfter" }, charlotte: true, forced: true, filter: function (event, player) { return ( event._gzkuangfued && !player.hasHistory("sourceDamage", function (evt) { return evt.card && event.card; }) && player.countCards("h") > 0 ); }, content: function () { player.chooseToDiscard("h", 2, true); }, }, }, }, //吕布 gzwushuang: { shaRelated: true, audio: "wushuang", audioname: ["re_lvbu", "shen_lvbu", "lvlingqi"], forced: true, locked: true, group: ["wushuang1", "wushuang2"], preHidden: ["wushuang1", "wushuang2", "gzwushuang"], trigger: { player: "useCard1" }, direct: true, filter: function (event, player) { if (event.card.name != "juedou" || !event.card.isCard) return false; if (event.targets) { if ( game.hasPlayer(function (current) { return ( !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) ); }) ) { return true; } } return false; }, content: function () { "step 0"; var num = game.countPlayer(function (current) { return ( !trigger.targets.includes(current) && lib.filter.targetEnabled2(trigger.card, player, current) ); }); player .chooseTarget( "无双:是否为" + get.translation(trigger.card) + "增加" + (num > 1 ? "至多两个" : "一个") + "目标?", [1, Math.min(2, num)], function (card, player, target) { var trigger = _status.event.getTrigger(); var card = trigger.card; return ( !trigger.targets.includes(target) && lib.filter.targetEnabled2(card, player, target) ); } ) .set("ai", function (target) { var player = _status.event.player; var card = _status.event.getTrigger().card; return get.effect(target, card, player, player); }) .setHiddenSkill("gzwushuang"); "step 1"; if (result.bool) { if (player != game.me && !player.isOnline()) game.delayx(); } else event.finish(); "step 2"; var targets = result.targets.sortBySeat(); player.logSkill("gzwushuang", targets); trigger.targets.addArray(targets); }, }, //夏侯渊 gzshensu: { audio: "shensu1", audioname: ["xiahouba", "re_xiahouyuan", "ol_xiahouyuan"], group: ["shensu1", "shensu2"], preHidden: ["shensu1", "shensu2", "gzshensu"], trigger: { player: "phaseDiscardBegin" }, direct: true, filter: function (event, player) { return player.hp > 0; }, content: function () { "step 0"; player .chooseTarget( get.prompt("gzshensu"), "失去1点体力并跳过弃牌阶段,视为对一名其他角色使用使用一张无距离限制的【杀】", function (card, player, target) { return player.canUse("sha", target, false); } ) .setHiddenSkill("gzshensu") .set("goon", player.needsToDiscard()) .set("ai", function (target) { var player = _status.event.player; if (!_status.event.goon || player.hp <= target.hp) return false; return get.effect(target, { name: "sha", isCard: true }, player, player); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("gzshensu", target); player.loseHp(); trigger.cancel(); player.useCard({ name: "sha", isCard: true }, target, false); } }, }, //吕玲绮 gzshenwei: { audio: "llqshenwei", mainSkill: true, init: function (player) { if (player.checkMainSkill("gzshenwei")) { player.removeMaxHp(); } }, trigger: { player: "phaseDrawBegin2" }, forced: true, locked: false, filter: (event, player) => !event.numFixed && player.isMaxHandcard(), preHidden: true, content: function () { trigger.num += 2; }, mod: { maxHandcard: (player, num) => num + 2, }, }, gzzhuangrong: { audio: "zhuangrong", enable: "phaseUse", usable: 1, filter: function (event, player) { return ( !player.hasSkill("gzwushuang") && player.hasCard(function (card) { return get.type2(card, player) == "trick"; }, "h") ); }, filterCard: function (card, player) { return get.type2(card, player) == "trick"; }, content: function () { player.addTempSkill("gzwushuang", "phaseUseEnd"); }, derivation: "gzwushuang", }, //荀谌 gzfenglve: { audio: "refenglve", derivation: "gzfenglve_zongheng", enable: "phaseUse", usable: 1, filter: function (event, player) { return ( player.countCards("h") > 0 && !player.hasSkillTag("noCompareSource") && game.hasPlayer(function (current) { return ( current != player && current.countCards("h") > 0 && !current.hasSkillTag("noCompareTarget") ); }) ); }, filterTarget: function (card, player, target) { return ( target != player && target.countCards("h") > 0 && !target.hasSkillTag("noCompareTarget") ); }, content: function () { "step 0"; player.chooseToCompare(target); "step 1"; if (result.bool) { if (!target.countCards("hej")) event.goto(3); else { event.giver = target; event.gainner = player; target.choosePlayerCard( target, true, "hej", 2, "交给" + get.translation(player) + "两张牌" ); } } else if (result.tie) { event.goto(3); } else { if (!player.countCards("he")) event.goto(3); else { event.giver = player; event.gainner = target; player.chooseCard(true, "he", "交给" + get.translation(target) + "一张牌"); } } "step 2"; if (result.bool) event.giver.give(result.cards, event.gainner, "giveAuto"); "step 3"; if (target.isIn()) player .chooseBool("纵横:是否令" + get.translation(target) + "获得【锋略】?") .set("ai", function () { var evt = _status.event.getParent(); return get.attitude(evt.player, evt.target) > 0; }); else event.finish(); "step 4"; if (result.bool) { target.addTempSkill("gzfenglve_zongheng", { player: "phaseEnd" }); game.log(player, "发起了", "#y纵横", ",令", target, "获得了技能", "#g【锋略】"); } }, ai: { order: 8, result: { target: function (player, target) { if ( !player.hasCard(function (card) { if (get.position(card) != "h") return false; var val = get.value(card); if (val < 0) return true; if (val <= 5) { return card.number >= 10; } if (val <= 6) { return card.number >= 13; } return false; }) ) return 0; return -Math.sqrt(1 + target.countCards("he")) / (1 + target.countCards("j")); }, }, }, }, gzfenglve_zongheng: { inherit: "gzfenglve", content: function () { "step 0"; player.chooseToCompare(target); "step 1"; if (result.bool) { if (!target.countCards("hej")) event.finish(); else { event.giver = target; event.gainner = player; target.choosePlayerCard( target, true, "hej", "交给" + get.translation(player) + "一张牌" ); } } else if (result.tie) { event.finish(); } else { if (!player.countCards("he")) event.finish(); else { event.giver = player; event.gainner = target; player.chooseCard(true, "he", 2, "交给" + get.translation(target) + "两张牌"); } } "step 2"; if (result.bool) event.giver.give(result.cards, event.gainner, "giveAuto"); }, ai: { order: 8, result: { target: function (player, target) { if ( !player.hasCard(function (card) { if (get.position(card) != "h") return false; var val = get.value(card); if (val < 0) return true; if (val <= 5) { return card.number >= 12; } if (val <= 6) { return card.number >= 13; } return false; }) ) return 0; return -Math.sqrt(1 + target.countCards("he")) / (1 + target.countCards("j")); }, }, }, }, gzanyong: { audio: "anyong", trigger: { global: "damageBegin1" }, usable: 1, filter: function (event, player) { return ( event.source && event.player != event.source && event.source.isFriendOf(player) && event.player.isIn() ); }, check: function (event, player) { if (get.attitude(player, event.player) > 0) return false; if ( event.player.hasSkillTag("filterDamage", null, { player: event.source, card: event.card, }) ) return false; if (event.player.isUnseen()) return true; if (event.player.hp > event.num && event.player.hp <= event.num * 2) return player.hp > 1 || event.player.isUnseen(2); return false; }, logTarget: "player", preHidden: true, content: function () { trigger.num *= 2; if (!trigger.player.isUnseen(2)) { player.loseHp(); player.removeSkill("gzanyong"); } else if (!trigger.player.isUnseen()) { player.chooseToDiscard("h", 2, true); } }, }, //周夷 gzzhukou: { audio: "zhukou", trigger: { source: "damageSource" }, preHidden: true, filter: function (event, player) { if (!player.getHistory("useCard").length) return false; var evt = event.getParent("phaseUse"); if (!evt || !evt.player) return false; return ( player .getHistory("sourceDamage", function (evtx) { return evtx.getParent("phaseUse") == evt; }) .indexOf(event) == 0 ); }, frequent: true, content: function () { player.draw(Math.min(player.getHistory("useCard").length, 5)); }, }, gzduannian: { audio: 2, trigger: { player: "phaseUseEnd" }, preHidden: true, filter: function (event, player) { return ( player.countCards("h") > 0 && !player.hasCard(function (card) { return !lib.filter.cardDiscardable(card, player, "gzduannian"); }, "h") ); }, check: function (event, player) { return ( player.countCards("h", function (card) { return get.value(card) >= 6; }) <= Math.max(1, player.countCards("h") / 2) ); }, content: function () { "step 0"; var cards = player.getCards("h", function (card) { return lib.filter.cardDiscardable(card, player, "gzduannian"); }); if (cards.length) { player.discard(cards); } else event.finish(); "step 1"; player.drawTo(Math.min(5, player.maxHp)); }, }, gzlianyou: { trigger: { player: "die" }, direct: true, forceDie: true, skillAnimation: true, animationColor: "fire", content: function () { "step 0"; player .chooseTarget(lib.filter.notMe, get.prompt("gzlianyou"), "令一名其他角色获得〖兴火〗") .set("forceDie", true) .set("ai", function (target) { return ( 10 + get.attitude(_status.event.player, target) * (target.hasSkillTag("fireAttack", null, null, true) ? 2 : 1) ); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("gzlianyou", target); target.addSkills("gzxinghuo"); game.delayx(); } }, derivation: "gzxinghuo", }, gzxinghuo: { trigger: { source: "damageBegin1" }, forced: true, filter: function (event) { return event.hasNature("fire"); }, content: function () { trigger.num++; }, }, //南华老仙 gzgongxiu: { audio: "gongxiu", trigger: { player: "phaseDrawBegin2" }, preHidden: true, filter: function (event, player) { return !event.numFixed && event.num > 0 && player.maxHp > 0; }, content: function () { trigger.num--; player.addTempSkill("gzgongxiu2", "phaseDrawAfter"); }, }, gzgongxiu2: { trigger: { player: "phaseDrawEnd" }, forced: true, charlotte: true, popup: false, content: function () { "step 0"; var str = "令至多" + get.cnNumber(player.maxHp) + "名角色"; if (typeof player.storage.gzgongxiu != "number") { player.chooseControl().set("choiceList", [str + "各摸一张牌", str + "各弃置一张牌"]); } else event._result = { index: 1 - player.storage.gzgongxiu }; "step 1"; var num = result.index; event.index = num; player.storage.gzgongxiu = num; player .chooseTarget( true, [1, player.maxHp], "选择至多" + get.cnNumber(player.maxHp) + "名角色各" + (num ? "弃置" : "摸") + "一张牌" ) .set("goon", event.index ? -1 : 1) .set("ai", function (target) { var evt = _status.event; return evt.goon * get.attitude(evt.player, target); }); "step 2"; if (result.bool) { var targets = result.targets.sortBySeat(); player.line(targets, "green"); if (event.index == 0) game.asyncDraw(targets); else { for (var i of targets) i.chooseToDiscard("he", true); event.finish(); } } "step 3"; game.delayx(); }, }, gzjinghe: { audio: "jinghe", enable: "phaseUse", filter: function (event, player) { return ( player.maxHp > 0 && player.countCards("h") > 0 && !player.hasSkill("gzjinghe_clear") ); }, selectCard: function () { var max = _status.event.player.maxHp; if (ui.selected.targets.length) return [ui.selected.targets.length, max]; return [1, max]; }, selectTarget: function () { return ui.selected.cards.length; }, filterTarget: function (card, player, target) { return !target.isUnseen(); }, filterCard: function (card) { if (ui.selected.cards.length) { var name = get.name(card); for (var i of ui.selected.cards) { if (get.name(i) == name) return false; } } return true; }, position: "h", check: function (card) { var player = _status.event.player; if ( game.countPlayer(function (current) { return get.attitude(player, current) > 0 && !current.isUnseen(); }) > ui.selected.cards.length ) return get.position(card) == "e" ? 2 : 1; return 0; }, complexCard: true, discard: false, lose: false, delay: false, multitarget: true, multiline: true, content: function () { "step 0"; player.showCards(cards, get.translation(player) + "发动了【经合】"); event.skills = lib.skill.gzjinghe.derivation.randomGets(targets.length); player.addTempSkill("gzjinghe_clear", { player: "phaseBegin" }); event.targets.sortBySeat(); event.num = 0; "step 1"; event.target = targets[num]; event.num++; event.target .chooseControl(event.skills, "cancel2") .set( "choiceList", event.skills.map(function (i) { return ( '
    【' + get.translation( lib.translate[i + "_ab"] || get.translation(i).slice(0, 2) ) + "】
    " + get.skillInfoTranslation(i, player) + "
    " ); }) ) .set("displayIndex", false) .set("prompt", "选择获得一个技能"); "step 2"; var skill = result.control; if (skill != "cancel2") { event.skills.remove(skill); target.addAdditionalSkills("gzjinghe_" + player.playerid, skill); target.popup(skill); } if (event.num < event.targets.length) event.goto(1); if (target != game.me && !target.isOnline2()) game.delayx(); }, ai: { threaten: 3, order: 10, result: { target: 1, }, }, derivation: [ "leiji", "nhyinbing", "nhhuoqi", "nhguizhu", "nhxianshou", "nhlundao", "nhguanyue", "nhyanzheng", ], subSkill: { clear: { onremove: function (player) { game.countPlayer(function (current) { current.removeAdditionalSkills("gzjinghe_" + player.playerid); }); }, }, }, }, //孙綝 gzshilu: { audio: 2, preHidden: true, trigger: { global: "dieAfter" }, prompt2: function (event, player) { return ( "将其的所有武将牌" + (player == event.source ? "及武将牌库里的两张随机武将牌" : "") + "置于武将牌上作为“戮”" ); }, logTarget: "player", content: function () { var list = [], target = trigger.player; if ( target.name1 && target.name1.indexOf("gz_shibing") != 0 && _status.characterlist.includes(target.name1) ) list.push(target.name1); if ( target.name2 && target.name2.indexOf("gz_shibing") != 0 && _status.characterlist.includes(target.name1) ) list.push(target.name2); _status.characterlist.removeArray(list); if (player == trigger.source) list.addArray(_status.characterlist.randomRemove(2)); if (list.length) { player.markAuto("gzshilu", list); game.log(player, "将", "#g" + get.translation(list), "置于武将牌上作为", "#y“戮”"); game.broadcastAll( function (player, list) { var cards = []; for (var i = 0; i < list.length; i++) { var cardname = "huashen_card_" + list[i]; lib.card[cardname] = { fullimage: true, image: "character:" + list[i], }; lib.translate[cardname] = get.rawName2(list[i]); cards.push(game.createCard(cardname, "", "")); } player.$draw(cards, "nobroadcast"); }, player, list ); } }, marktext: "戮", intro: { content: "character", onunmark: function (storage, player) { if (storage && storage.length) { _status.characterlist.addArray(storage); storage.length = 0; } }, mark: function (dialog, storage, player) { if (storage && storage.length) { dialog.addSmall([storage, "character"]); } else { return "没有“戮”"; } }, // content:function(storage,player){ // return '共有'+get.cnNumber(storage.length)+'张“戮”'; // }, }, group: "gzshilu_zhiheng", subSkill: { zhiheng: { audio: "gzshilu", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return player.getStorage("gzshilu").length > 0 && player.countCards("he") > 0; }, direct: true, content: function () { "step 0"; var num = Math.min(player.getStorage("gzshilu").length, player.countCards("he")); player.chooseToDiscard( "he", get.prompt("gzshilu"), "弃置至多" + get.cnNumber(num) + "张牌并摸等量的牌", [1, num] ).logSkill = "gzshilu"; "step 1"; if (result.bool && result.cards && result.cards.length) player.draw(result.cards.length); }, }, }, }, gzxiongnve: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return player.getStorage("gzshilu").length > 0; }, content: function () { "step 0"; player .chooseButton([get.prompt("gzxiongnve"), [player.storage.gzshilu, "character"]]) .set("ai", function (button) { if (!_status.event.goon) return 0; var name = button.link, group = get.is.double(name, true); if (!group) group = [lib.character[name][1]]; for (var i of group) { if ( game.hasPlayer(function (current) { return player.inRange(current) && current.identity == i; }) ) return 1 + Math.random(); } return 0; }) .set( "goon", player.countCards("hs", function (card) { return get.tag(card, "damage") && player.hasValueTarget(card); }) > 1 ); "step 1"; if (result.bool) { player.logSkill("gzxiongnve"); lib.skill.gzxiongnve.throwCharacter(player, result.links); game.delayx(); var group = get.is.double(result.links[0], true); if (!group) group = [lib.character[result.links[0]][1]]; event.group = group; var str = get.translation(group); player .chooseControl() .set("prompt", "选择获得一项效果") .set("choiceList", [ "本回合对" + str + "势力的角色造成的伤害+1", "本回合对" + str + "势力的角色造成伤害后,获得对方的一张牌", "本回合对" + str + "势力的角色使用牌没有次数限制", ]) .set("ai", function () { var player = _status.event.player; if ( player.countCards("hs", function (card) { return get.name(card) == "sha" && player.hasValueTarget(card); }) > player.getCardUsable("sha") ) return 0; return get.rand(1, 2); }); } else event.finish(); "step 2"; var skill = "gzxiongnve_effect" + result.index; player.markAuto(skill, event.group); player.addTempSkill(skill); game.log( player, "本回合对" + get.translation(event.group) + "势力的角色", "#g" + lib.skill[skill].promptx ); }, group: "gzxiongnve_end", throwCharacter: function (player, list) { player.unmarkAuto("gzshilu", list); _status.characterlist.addArray(list); game.log(player, "从", "#y“戮”", "中移去了", "#g" + get.translation(list)); game.broadcastAll( function (player, list) { var cards = []; for (var i = 0; i < list.length; i++) { var cardname = "huashen_card_" + list[i]; lib.card[cardname] = { fullimage: true, image: "character:" + list[i], }; lib.translate[cardname] = get.rawName2(list[i]); cards.push(game.createCard(cardname, "", "")); } player.$throw(cards, 1000, "nobroadcast"); }, player, list ); }, subSkill: { effect0: { promptx: "造成的伤害+1", charlotte: true, onremove: true, audio: "gzxiongnve", intro: { content: "对$势力的角色造成的伤害+1", }, trigger: { source: "damageBegin1" }, forced: true, filter: function (event, player) { return player.getStorage("gzxiongnve_effect0").includes(event.player.identity); }, logTarget: "player", content: function () { trigger.num++; }, }, effect1: { promptx: "造成伤害后,获得对方的一张牌", charlotte: true, onremove: true, audio: "gzxiongnve", intro: { content: "对$势力的角色造成伤害后,获得对方的一张牌", }, trigger: { source: "damageEnd" }, forced: true, filter: function (event, player) { return ( player.getStorage("gzxiongnve_effect1").includes(event.player.identity) && event.player.countGainableCards(player, "he") > 0 ); }, logTarget: "player", content: function () { player.gainPlayerCard(trigger.player, true, "he"); }, }, effect2: { promptx: "使用牌没有次数限制", charlotte: true, onremove: true, intro: { content: "对$势力的角色使用牌没有次数限制", }, mod: { cardUsableTarget: function (card, player, target) { if (player.getStorage("gzxiongnve_effect2").includes(target.identity)) return true; }, }, }, effect3: { charlotte: true, audio: "gzxiongnve", mark: true, intro: { content: "其他角色对你造成伤害时,此伤害-1", }, trigger: { player: "damageBegin3" }, filter: function (event, player) { return event.source && event.source != player; }, forced: true, logTarget: "source", content: function () { trigger.num--; }, ai: { effect: { target: function (card, player, target) { if (target == player) return; if (player.hasSkillTag("jueqing", false, target)) return; var num = get.tag(card, "damage"); if (num) { if (num > 1) return 0.5; return 0; } }, }, }, }, end: { trigger: { player: "phaseUseEnd" }, direct: true, filter: function (event, player) { return player.getStorage("gzshilu").length > 1; }, content: function () { "step 0"; player .chooseButton( ["是否移去两张“戮”获得减伤?", [player.storage.gzshilu, "character"]], 2 ) .set("ai", function (button) { var name = button.link, group = get.is.double(name, true); if (!group) group = [lib.character[name][1]]; for (var i of group) { if ( game.hasPlayer(function (current) { return current.identity == i; }) ) return 0; } return 1; }); "step 1"; if (result.bool) { player.logSkill("gzxiongnve"); lib.skill.gzxiongnve.throwCharacter(player, result.links); player.addTempSkill("gzxiongnve_effect3", { player: "phaseBegin" }); game.delayx(); } }, }, }, }, //邓芝 gzjianliang: { audio: 2, trigger: { player: "phaseDrawBegin2" }, frequent: true, preHidden: true, filter: function (event, player) { return player.isMinHandcard(); }, logTarget: function (event, player) { var isFriend; if (player.identity == "unknown") { var group = "shu"; if (!player.wontYe("shu")) group = null; isFriend = function (current) { return current == player || current.identity == group; }; } else isFriend = function (target) { return target.isFriendOf(player); }; return game.filterPlayer(isFriend); }, content: function () { "step 0"; var list = game.filterPlayer(function (current) { return current.isFriendOf(player); }); if (list.length == 1) { list[0].draw(); event.finish(); } else game.asyncDraw(list); "step 1"; game.delayx(); }, }, gzweimeng: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target != player && target.countGainableCards(player, "h") > 0; }, content: function () { "step 0"; player.gainPlayerCard(target, "h", true, event.name == "gzweimeng" ? [1, player.hp] : 1); "step 1"; if (result.bool && target.isIn()) { var num = result.cards.length, hs = player.getCards("he"); if (!hs.length) event.goto(3); else if (hs.length <= num) event._result = { bool: true, cards: hs }; else player.chooseCard( "he", true, "选择交给" + get.translation(target) + get.cnNumber(num) + "张牌", num ); } else event.goto(3); "step 2"; player.give(result.cards, target); "step 3"; if (target.isIn() && event.name == "gzweimeng") player .chooseBool("纵横:是否令" + get.translation(target) + "获得【危盟】?") .set("ai", function () { var evt = _status.event.getParent(); return get.attitude(evt.player, evt.target) > 0; }); else event.finish(); "step 4"; if (result.bool) { target.addTempSkill("gzweimeng_zongheng", { player: "phaseEnd" }); game.log(player, "发起了", "#y纵横", ",令", target, "获得了技能", "#g【危盟】"); } }, derivation: "gzweimeng_zongheng", subSkill: { zongheng: { inherit: "gzweimeng", ai: { order: 6, tag: { lose: 1, loseCard: 1, gain: 1, }, result: { target: -1, }, }, }, }, ai: { order: 6, tag: { lose: 1, loseCard: 1, gain: 1, }, result: { target: function (player, target) { return -Math.pow(Math.min(player.hp, target.countCards("h")), 2) / 4; }, }, }, }, //邹氏 huoshui: { audio: 2, forced: true, global: "huoshui_mingzhi", trigger: { player: "useCardToTargeted" }, preHidden: true, filter: function (event, player) { return ( (event.card.name == "sha" || event.card.name == "wanjian") && event.target.isUnseen(2) && event.target.isEnemyOf(player) ); }, logTarget: "target", content: function () { var target = trigger.target; target.addTempSkill("huoshui_norespond"); target.markAuto("huoshui_norespond", [trigger.card]); }, }, huoshui_norespond: { charlotte: true, trigger: { global: "useCardEnd" }, onremove: true, forced: true, popup: false, silent: true, firstDo: true, filter: function (event, player) { return player.getStorage("huoshui_norespond").includes(event.card); }, content: function () { player.unmarkAuto("huoshui_norespond", [trigger.card]); if (!player.storage.huoshui_norespond.length) player.removeSkill("huoshui_norespond"); }, mod: { cardEnabled: function (card) { if (card.name == "shan") return false; }, cardRespondable: function (card) { if (card.name == "shan") return false; }, }, }, huoshui_mingzhi: { ai: { nomingzhi: true, skillTagFilter: function (player) { if ( _status.currentPhase && _status.currentPhase != player && _status.currentPhase.hasSkill("huoshui") ) { return true; } return false; }, }, }, qingcheng: { audio: 2, }, qingcheng_ai: { ai: { effect: { target: function (card) { if (get.tag(card, "damage")) return 2; }, }, }, }, //朱灵 gzjuejue: { audio: 2, trigger: { player: "phaseDiscardBegin" }, check: function (event, player) { return ( player.hp > 2 && player.needsToDiscard() > 0 && game.countPlayer(function (current) { return get.attitude(current, player) <= 0; }) > game.countPlayer() / 2 ); }, preHidden: true, content: function () { player.addTempSkill("gzjuejue_effect"); player.loseHp(); }, subSkill: { effect: { trigger: { player: "phaseDiscardAfter" }, forced: true, charlotte: true, popup: false, filter: function (event, player) { return ( player.getHistory("lose", function (evt) { return ( evt.type == "discard" && evt.cards2 && evt.cards2.length > 0 && evt.getParent("phaseDiscard") == event ); }).length > 0 ); }, content: function () { "step 0"; var num = 0; player.getHistory("lose", function (evt) { if (evt.type == "discard" && evt.getParent("phaseDiscard") == trigger) num += evt.cards2.length; }); event.num = num; event.targets = game .filterPlayer(function (current) { return current != player; }) .sortBySeat(); player.line(event.targets, "green"); "step 1"; var target = targets.shift(); event.target = target; if (target.isIn()) { target.addTempClass("target"); target .chooseCard( "h", num, "将" + get.cnNumber(num) + "张牌置入弃牌堆,或受到1点伤害" ) .set("ai", function (card) { var evt = _status.event.getParent(); if (get.damageEffect(evt.target, evt.player, evt.target) >= 0) return 0; return ( 8 / Math.sqrt(evt.num) + evt.target.getDamagedHp() - get.value(card) ); }); } else if (targets.length) event.redo(); else event.finish(); "step 2"; if (result.bool) { target.lose(result.cards, ui.discardPile, "visible"); target.$throw(result.cards, 1000); game.log(target, "将", result.cards, "置入了弃牌堆"); } else target.damage(); "step 3"; game.delayx(); if (targets.length) event.goto(1); }, }, }, ai: { noDieAfter2: true, skillTagFilter: function (player, tag, target) { return target.isFriendOf(player); }, }, }, gzfangyuan: { audio: 2, trigger: { player: "phaseJieshuBegin" }, zhenfa: "siege", direct: true, locked: false, filter: function (event, player) { return ( game.countPlayer() > 4 && game.hasPlayer(function (current) { return player.sieged(current) && player.canUse("sha", current, false); }) ); }, preHidden: true, content: function () { "step 0"; var list = game.filterPlayer(function (current) { return player.sieged(current) && player.canUse("sha", current, false); }); if (player.hasSkill("gzfangyuan")) { if (list.length == 1) event._result = { bool: true, targets: list }; else player .chooseTarget( "方圆:视为对一名围攻你的角色使用【杀】", function (card, player, target) { return _status.event.list.includes(target); }, true ) .set("list", list) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "sha", isCard: true }, player, player); }) .setHiddenSkill("gzfangyuan"); } else { player .chooseTarget( get.prompt("gzfangyuan"), "视为对一名围攻你的角色使用【杀】", function (card, player, target) { return _status.event.list.includes(target); } ) .set("list", list) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "sha", isCard: true }, player, player); }); } "step 1"; if (result.bool) { player.useCard({ name: "sha", isCard: true }, result.targets[0], "gzfangyuan", false); } }, global: "gzfangyuan_siege", subSkill: { siege: { mod: { maxHandcard: function (player, num) { if (game.countPlayer() < 4) return; var next = player.getNext(), prev = player.getPrevious(), siege = []; if (player.siege(next)) siege.push(next.getNext()); if (player.siege(prev)) siege.push(prev.getPrevious()); if (siege.length) { siege.push(player); num += siege.filter(function (source) { return source.hasSkill("gzfangyuan"); }).length; } if (player.sieged()) { if (next.hasSkill("gzfangyuan")) num--; if (prev.hasSkill("gzfangyuan")) num--; } return num; }, }, }, }, }, //彭羕 daming: { audio: 2, trigger: { global: "phaseUseBegin" }, direct: true, preHidden: true, filter: function (event, player) { if ( !player.isFriendOf(event.player) || !game.hasPlayer(function (current) { return !current.isLinked(); }) ) return false; if (_status.connectMode && player.hasSkill("daming")) return player.countCards("h") > 0; return player.countCards("h", function (card) { return get.type2(card, player) == "trick"; }); }, content: function () { "step 0"; player .chooseCardTarget({ prompt: get.prompt("daming"), prompt2: "弃置一张锦囊牌并选择要横置的角色", filterCard: function (card, player) { return ( get.type2(card, player) == "trick" && lib.filter.cardDiscardable(card, player, "daming") ); }, filterTarget: function (card, player, target) { return !target.isLinked(); }, goon: (function () { var target = trigger.player; if (get.recoverEffect(target, player, player) > 0) return true; var card = { name: "sha", nature: "thunder", isCard: true }; if ( game.hasPlayer(function (current) { return ( current != player && current != target && target.canUse(card, current, false) && get.effect(current, card, target, player) > 0 ); }) ) return true; return false; })(), ai1: function (card) { if (_status.event.goon) return 7 - get.value(card); return 0; }, ai2: function (target) { var player = _status.event.player; return ( (target.identity != "unknown" && !game.hasPlayer(function (current) { return ( current != target && current.isFriendOf(target) && current.isLinked() ); }) ? 3 : 1) * (-get.attitude(target, player, player) + 1) ); }, }) .setHiddenSkill("daming"); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("daming", target); player.discard(result.cards); } else event.finish(); "step 2"; if (!target.isLinked()) target.link(); "step 3"; var map = {}, sides = [], pmap = _status.connectMode ? lib.playerOL : game.playerMap, player; for (var i of game.players) { if (i.identity == "unknown") continue; var added = false; for (var j of sides) { if (i.isFriendOf(pmap[j])) { added = true; map[j].push(i); if (i == this) player = j; break; } } if (!added) { map[i.playerid] = [i]; sides.push(i.playerid); if (i == this) player = i.playerid; } } var num = 0; for (var i in map) { if ( map[i].filter(function (i) { return i.isLinked(); }).length ) num++; } if (num > 0) player.draw(num); "step 4"; if (trigger.player.isIn()) { var target = trigger.player, sha = game.filterPlayer(function (current) { return ( current != target && current != player && target.canUse( { name: "sha", nature: "thunder", isCard: true }, current, false ) ); }); if (sha.length) { var next = player.chooseTarget( "请选择" + get.translation(target) + "使用雷【杀】的目标", function (card, player, target) { return _status.event.list.includes(target); } ); next.set("prompt2", "或点「取消」令其回复1点体力"); next.set("goon", get.recoverEffect(target, player, player)); next.set("list", sha); next.set("ai", function (target) { var player = _status.event.player; return ( get.effect( target, { name: "sha", nature: "thunder", isCard: true }, _status.event.getTrigger().player, player ) - _status.event.goon ); }); } else if (target.isDamaged()) event._result = { bool: false }; else event.finish(); } else event.finish(); "step 5"; if (result.bool) { var target = result.targets[0]; if (player == trigger.player) player.line(target); else { player.line2([trigger.player, target]); game.delay(0.5); } trigger.player.useCard( { name: "sha", nature: "thunder", isCard: true }, target, false ).animate = false; } else { player.line(trigger.player); trigger.player.recover(); } }, }, xiaoni: { audio: 2, trigger: { player: "useCard", target: "useCardToTargeted", }, forced: true, filter: function (event, player) { var type = get.type2(event.card); if (type != "basic" && type != "trick") return false; var list = game.filterPlayer(function (current) { return current != player && current.isFriendOf(player); }); if (!list.length) return false; var hs = player.countCards("h"); for (var i of list) { if (i.countCards("h") > hs) return false; } return true; }, check: () => false, preHidden: true, content: function () { if (trigger.name == "useCard") trigger.directHit.addArray(game.players); else trigger.directHit.add(player); }, global: "xiaoni_ai", ai: { halfneg: true, directHit_ai: true, skillTagFilter: function (player, tag, arg) { if (!arg.card) return false; var type = get.type2(arg.card); if (type != "basic" && type != "trick") return false; var list = game.filterPlayer(function (current) { return current != player && current.isFriendOf(player); }); if (!list.length) return false; var cards = [arg.card]; if (arg.card.cards) cards.addArray(arg.card.cards); cards.addArray(ui.selected.cards); var hhs = function (card) { return !cards.includes(card); }; var hs = player.countCards("h", hhs); for (var i of list) { if (i.countCards("h", hhs) > hs) return false; } return true; }, }, subSkill: { ai: { ai: { directHit_ai: true, skillTagFilter: function (playerx, tag, arg) { if (!arg.card) return false; var type = get.type2(arg.card); if (type != "basic" && type != "trick") return false; var player; if (arg.target && arg.target.hasSkill("xiaoni")) player = arg.target; else return false; var list = game.filterPlayer(function (current) { return current != player && current.isFriendOf(player); }); if (!list.length) return false; var cards = [arg.card]; if (arg.card.cards) cards.addArray(arg.card.cards); cards.addArray(ui.selected.cards); var hhs = function (card) { return !cards.includes(card); }; var hs = player.countCards("h", hhs); for (var i of list) { if (i.countCards("h", hhs) > hs) return false; } return true; }, }, }, }, }, //刘巴 gztongduo: { audio: 2, trigger: { global: "phaseJieshuBegin" }, direct: true, preHidden: true, filter: function (event, player) { if ( (player != event.player && !player.hasSkill("gztongduo")) || !event.player.isFriendOf(player) ) return false; return ( event.player.getHistory("lose", function (evt) { return ( evt.type == "discard" && evt.cards2.length > 0 && evt.getParent("phaseDiscard").player == event.player ); }).length > 0 ); }, content: function () { "step 0"; var num = 0; trigger.player.getHistory("lose", function (evt) { if (evt.type == "discard" && evt.getParent("phaseDiscard").player == trigger.player) num += evt.cards2.length; }); num = Math.min(3, num); event.num = num; var next = trigger.player.chooseBool("是否发动【统度】摸" + get.cnNumber(num) + "张牌?"); if (player == trigger.player) next.setHiddenSkill("gztongduo"); "step 1"; if (result.bool) { player.logSkill("gztongduo", trigger.player); trigger.player.draw(num); } }, }, qingyin: { audio: 2, enable: "phaseUse", limited: true, delay: false, filter: function (event, player) { var isFriend; if (player.identity == "unknown") { var group = "shu"; if (!player.wontYe("shu")) group = null; isFriend = function (current) { return current == player || current.identity == group; }; } else isFriend = function (target) { return target.isFriendOf(player); }; return game.hasPlayer(function (current) { return isFriend(current) && current.isDamaged(); }); }, selectTarget: -1, filterTarget: function (card, player, target) { if (player == target) return true; if (player.identity == "unknown") { var group = "shu"; if (!player.wontYe("shu")) return false; return target.identity == group; } return target.isFriendOf(player); }, selectCard: [0, 1], filterCard: () => false, multitarget: true, multiline: true, skillAnimation: true, animationColor: "orange", content: function () { "step 0"; player.awakenSkill("qingyin"); event.num = 0; "step 1"; if (targets[num].isDamaged()) { targets[num].recover(targets[num].maxHp - targets[num].hp); } event.num++; if (event.num < targets.length) event.redo(); "step 2"; if (lib.character[player.name1][3].includes("qingyin")) player.removeCharacter(0); if (lib.character[player.name2][3].includes("qingyin")) player.removeCharacter(1); }, ai: { order: function (item, player) { var isFriend; if (player.identity == "unknown") { var group = "shu"; if (!player.wontYe("shu")) group = null; isFriend = function (current) { return current == player || current.identity == group; }; } else isFriend = function (target) { return target.isFriendOf(player); }; var targets = game.filterPlayer(function (current) { return isFriend(current); }); var num = 0, max = 0; for (var i of targets) { var dam = i.maxHp - i.hp; num += dam; max += i.maxHp; } return num / max >= 1 / Math.max(1.6, game.roundNumber) ? 1 : -1; }, result: { player: 1, }, }, }, //苏飞 gzlianpian: { audio: 2, trigger: { global: "phaseJieshuBegin" }, direct: true, preHidden: true, filter: function (event, player) { if (player != event.player && !player.hasSkill("gzlianpian")) return false; var num = 0; game.getGlobalHistory("cardMove", function (evt) { if ( evt.name == "lose" && evt.type == "discard" && evt.getParent(2).player == event.player ) num += evt.cards2.length; }); if (num <= player.hp) return false; if (player == event.player) return game.hasPlayer(function (current) { return current.isFriendOf(player) && current.countCards("h") < current.maxHp; }); return player.countDiscardableCards(event.player, "he") > 0 || player.isDamaged(); }, content: function () { "step 0"; if (player == trigger.player) { player .chooseTarget( get.prompt("gzlianpian"), "令一名己方角色将手牌摸至手牌上限", function (card, player, target) { return target.isFriendOf(player) && target.maxHp > target.countCards("h"); } ) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (target.hasSkillTag("nogain")) att /= 6; if (att > 2) { return Math.min(5, target.maxHp) - target.countCards("h"); } return att / 3; }) .setHiddenSkill(event.name); } else { event.goto(2); event.addIndex = 0; var list = [], target = trigger.player, str = get.translation(player); event.target = target; if (player.countDiscardableCards(target, "he") > 0) list.push("弃置" + str + "的一张牌"); else event.addIndex++; if (player.isDamaged()) list.push("令" + str + "回复1点体力"); target .chooseControl("cancel2") .set("choiceList", list) .set("ai", function () { var evt = _status.event.getParent(); if (get.attitude(evt.target, evt.player) > 0) return 1 - evt.addIndex; return evt.addIndex; }) .set("prompt", "是否对" + str + "发动【连翩】?"); } "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("gzlianpian", target); target.draw(Math.min(5, target.maxHp - target.countCards("h"))); } event.finish(); "step 2"; if (result.control == "cancel2") { event.finish(); return; } player.logSkill("gzlianpian", target, false); target.line(player, "green"); if (result.index + event.addIndex == 0) { target.discardPlayerCard("he", player, true); event.finish(); } else player.recover(); "step 3"; game.delayx(); }, }, //冯熙 gzyusui: { audio: "yusui", trigger: { target: "useCardToTargeted" }, filter: function (event, player) { return ( event.player != player && event.player.isIn() && event.player.isEnemyOf(player) && get.color(event.card) == "black" ); }, logTarget: "player", check: function (event, player) { var target = event.player; if (player.hp < 3 || get.attitude(player, target) > -3) return false; if (player.hp < target.hp) return true; if (Math.min(target.maxHp, target.countCards("h")) > 3) return true; return false; }, preHidden: true, content: function () { "step 0"; player.loseHp(); event.target = trigger.player; "step 1"; event.addIndex = 0; var list = []; if (target.maxHp > 0 && target.countCards("h") > 0) list.push("令其弃置" + get.cnNumber(target.maxHp) + "张手牌"); else event.addIndex++; if (target.hp > player.hp) list.push("令其失去" + get.cnNumber(target.hp - player.hp) + "点体力"); if (!list.length) event.finish(); else if (list.length == 1) event._result = { index: 0 }; else player .chooseControl() .set("choiceList", list) .set("prompt", "令" + get.translation(target) + "执行一项") .set("ai", function () { var player = _status.event.player, target = _status.event.getParent().target; return target.hp - player.hp > Math.min(target.maxHp, target.countCards("h")) / 2 ? 1 : 0; }); "step 2"; if (result.index + event.addIndex == 0) target.chooseToDiscard(target.maxHp, true, "h"); else target.loseHp(target.hp - player.hp); }, }, gzboyan: { audio: "boyan", enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer((target) => lib.skill.gzboyan.filterTarget(null, player, target)); }, filterTarget: function (card, player, target) { return target != player && target.countCards("h") < target.maxHp; }, content: function () { "step 0"; target.draw(Math.min(5, target.maxHp - target.countCards("h"))); "step 1"; target.addTempSkill("gzboyan_block"); "step 2"; if (target.isIn()) player .chooseBool("纵横:是否令" + get.translation(target) + "获得【驳言】?") .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.addTempSkill("gzboyan_zongheng", { player: "phaseEnd" }); game.log(player, "发起了", "#y纵横", ",令", target, "获得了技能", "#g【驳言】"); } }, derivation: "gzboyan_zongheng", subSkill: { zongheng: { enable: "phaseUse", usable: 1, filterTarget: lib.filter.notMe, content: function () { target.addTempSkill("gzboyan_block"); }, ai: { order: 4, result: { target: function (player, target) { if ( target.countCards("h", "shan") && !target.hasSkillTag("respondShan", true, null, true) && player.countCards("h", function (card) { return ( get.tag(card, "respondShan") && get.effect(target, card, player, player) > 0 && player.getUseValue(card) > 0 ); }) ) return -target.countCards("h"); return -0.5; }, }, }, }, block: { mark: true, intro: { content: "不能使用或打出手牌" }, charlotte: true, mod: { cardEnabled2: function (card) { if (get.position(card) == "h") return false; }, }, }, }, ai: { order: 4, result: { target: function (player, target) { if (get.attitude(player, target) > 0) return Math.min(5, target.maxHp - target.countCards("h")); if ( target.maxHp - target.countCards("h") == 1 && target.countCards("h", "shan") && !target.hasSkillTag("respondShan", true, null, true) && player.countCards("h", function (card) { return ( get.tag(card, "respondShan") && get.effect(target, card, player, player) > 0 && player.getUseValue(card, null, true) > 0 ); }) ) return -2; }, }, }, }, //文钦 gzjinfa: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return ( player.countCards("he") > 0 && game.hasPlayer(function (current) { return current != player && current.countCards("he") > 0; }) ); }, filterCard: true, position: "he", filterTarget: function (card, player, target) { return target != player && target.countCards("he") > 0; }, check: function (card) { return 6 - get.value(card); }, content: function () { "step 0"; target .chooseCard( "he", "交给" + get.translation(player) + "一张装备牌,或令其获得你的一张牌", { type: "equip" } ) .set("ai", function (card) { if (_status.event.goon && get.suit(card) == "spade") return 8 - get.value(card); return 5 - get.value(card); }) .set( "goon", target.canUse("sha", player, false) && get.effect(player, { name: "sha" }, target, target) > 0 ); "step 1"; if (!result.bool) { player.gainPlayerCard(target, "he", true); event.finish(); } else target.give(result.cards, player); "step 2"; if ( result.bool && result.cards && result.cards.length && target.isIn() && player.isIn() && get.suit(result.cards[0], target) == "spade" && target.canUse("sha", player, false) ) target.useCard({ name: "sha", isCard: true }, false, player); }, ai: { order: 6, result: { player: function (player, target) { if ( target.countCards("e", function (card) { return get.suit(card) == "spade" && get.value(card) < 8; }) && target.canUse("sha", player, false) ) return get.effect(player, { name: "sha" }, target, player); return 0; }, target: function (player, target) { var es = target.getCards("e").sort(function (a, b) { return get.value(b, target) - get.value(a, target); }); if (es.length) return -Math.min(2, get.value(es[0])); return -2; }, }, }, }, //诸葛恪 gzduwu: { limited: true, audio: 2, enable: "phaseUse", delay: false, filter: function (event, player) { var isEnemy; if (player.identity == "unknown") { if (!player.wontYe("wu")) isEnemy = function (current) { return current != player; }; else isEnemy = function (current) { return current != player && current.identity != "wu"; }; } else isEnemy = function (target) { return target.isEnemyOf(player); }; return game.hasPlayer(function (current) { return isEnemy(current) && player.inRange(current); }); }, filterTarget: function (card, player, target) { if (player == target || !player.inRange(target)) return false; if (player.identity == "unknown") { if (!player.wontYe("wu")) return true; return target.identity != "wu"; } return target.isEnemyOf(player); }, selectTarget: -1, filterCard: () => false, selectCard: [0, 1], multitarget: true, multiline: true, content: function () { "step 0"; player.awakenSkill("gzduwu"); player.addSkill("gzduwu_count"); targets.sortBySeat(); event.players = targets.slice(0); game.delayx(); player.chooseJunlingFor(event.players[0]).set("prompt", "为所有目标角色选择军令牌"); "step 1"; event.junling = result.junling; event.targets = result.targets; event.num = 0; "step 2"; if (num < event.players.length) event.current = event.players[num]; if (event.current && event.current.isAlive()) { event.current .chooseJunlingControl(player, event.junling, targets) .set("prompt", "黩武") .set("choiceList", ["执行该军令", "不执行该军令并受到1点伤害"]) .set("ai", function () { var evt = _status.event.getParent(2); return get.junlingEffect( evt.player, evt.junling, evt.current, evt.targets, evt.current ) > get.damageEffect(evt.current, evt.player, evt.current) / get.attitude(evt.current, evt.current) ? 0 : 1; }); } else event.goto(4); "step 3"; if (result.index == 0) { event.current.carryOutJunling(player, event.junling, targets); } else { player.draw(); event.current.damage(); } "step 4"; game.delayx(); event.num++; if (event.num < event.players.length) event.goto(2); "step 5"; var list = player.getStorage("gzduwu_count").filter(function (target) { return target.isAlive(); }); if (list.length) player.loseHp(); player.removeSkill("gzduwu_count"); }, animationColor: "wood", ai: { order: 2, result: { player: function (player) { if ( game.countPlayer(function (current) { return !current.isFriendOf(player) && !player.inRange(current); }) <= Math.min(2, Math.max(0, game.roundNumber - 1)) ) return 1; if (player.hp == 1) return 1; return 0; }, }, }, subSkill: { count: { sub: true, trigger: { global: "dyingBegin" }, silent: true, charlotte: true, filter: function (event, player) { return event.getParent("gzduwu").player == player; }, content: function () { player.markAuto("gzduwu_count", [trigger.player]); }, }, }, }, //黄祖 gzxishe: { audio: 2, trigger: { global: "phaseZhunbeiBegin" }, direct: true, preHidden: true, filter: function (event, player) { return ( event.player != player && event.player.isIn() && player.countCards("e") > 0 && player.canUse("sha", event.player, false) ); }, content: function () { "step 0"; player .chooseCard( "e", get.prompt("gzxishe", trigger.player), "将装备区内的一张牌当做" + (player.hp > trigger.player.hp ? "不可响应的" : "") + "【杀】对其使用", function (card, player) { return player.canUse( { name: "sha", cards: [card], }, _status.event.target, false ); } ) .set("target", trigger.player) .set("ai", function (card) { var evt = _status.event, eff = get.effect( evt.target, { name: "sha", cards: [card], }, evt.player, evt.player ); if (eff <= 0) return 0; var val = get.value(card); if ( get.attitude(evt.player, evt.target) < -2 && evt.target.hp <= Math.min(2, evt.player.countCards("e"), evt.player.hp - 1) ) return 2 / Math.max(1, val); return eff - val; }) .setHiddenSkill(event.name); "step 1"; if (result.bool) { var next = player.useCard( { name: "sha" }, result.cards, "gzxishe", trigger.player, false ); if (player.hp > trigger.player.hp) next.oncard = function () { _status.event.directHit.add(trigger.player); }; } else event.finish(); "step 2"; if (trigger.player.isDead()) { player.mayChangeVice(null, "hidden"); } else if (lib.skill.gzxishe.filter(trigger, player)) event.goto(0); }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { if ( _status.event.getParent().name == "gzxishe" && arg.card && arg.card.name == "sha" && arg.target && arg.target == _status.event.target && player.hp > arg.target.hp ) return true; return false; }, }, }, //公孙渊 gzhuaiyi: { audio: 2, enable: "phaseUse", usable: 1, delay: false, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; player.showHandcards(); "step 1"; if (!player.countCards("h", { color: "red" })) event._result = { control: "黑色" }; else if (!player.countCards("h", { color: "black" })) event._result = { control: "红色" }; else player.chooseControl("红色", "黑色").set("ai", function () { var player = _status.event.player, num = player.maxHp - player.getExpansions("gzhuaiyi").length; if ( player.countCards("h", { color: "red" }) <= num && player.countCards("h", { color: "black" }) > num ) return "红色"; return "黑色"; }); "step 2"; event.control = result.control; var cards; if (event.control == "红色") { cards = player.getCards("h", { color: "red" }); } else { cards = player.getCards("h", { color: "black" }); } player.discard(cards); event.num = cards.length; "step 3"; player .chooseTarget( "请选择至多" + get.cnNumber(event.num) + "名有牌的其他角色,获得这些角色的各一张牌。", [1, event.num], function (card, player, target) { return target != player && target.countCards("he") > 0; } ) .set("ai", function (target) { return -get.attitude(_status.event.player, target) + 0.5; }); "step 4"; if (result.bool && result.targets) { player.line(result.targets, "green"); event.targets = result.targets; event.targets.sort(lib.sort.seat); event.cards = []; } else { event.finish(); } "step 5"; if (player.isAlive() && event.targets.length) { player.gainPlayerCard(event.targets.shift(), "he", true); } else event.finish(); "step 6"; if (result.bool && result.cards && result.cards.length) event.cards.addArray(result.cards); if (event.targets.length) event.goto(5); "step 7"; var hs = player.getCards("h"); cards = cards.filter(function (card) { return get.type(card) == "equip" && hs.includes(card); }); if (cards.length) { player.addToExpansion(cards, player, "give").gaintag.add("gzhuaiyi"); } }, ai: { order: 10, result: { player: function (player, target) { var num = player.maxHp - player.getExpansions("gzhuaiyi").length; if (player.countCards("h", { color: "red" }) <= num) return 1; if (player.countCards("h", { color: "black" }) <= num) return 1; return 0; }, }, }, marktext: "异", intro: { content: "expansion", markcount: "expansion" }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, }, gzzisui: { audio: 2, trigger: { player: "phaseDrawBegin2" }, forced: true, filter: function (event, player) { return !event.numFixed && player.getExpansions("gzhuaiyi").length > 0; }, content: function () { trigger.num += player.getExpansions("gzhuaiyi").length; }, group: "gzzisui_die", subSkill: { die: { audio: "gzzisui", trigger: { player: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { return player.getExpansions("gzhuaiyi").length > player.maxHp; }, content: function () { player.die(); }, }, }, }, //潘濬 gzcongcha: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && current.isUnseen(); }); }, preHidden: "gzcongcha_draw", prompt2: "选择一名武将牌均暗置的其他角色", content: function () { "step 0"; player .chooseTarget(get.prompt2("gzcongcha"), function (card, player, target) { return target != player && target.isUnseen(); }) .set("ai", function (target) { if (get.attitude(_status.event.player, target) > 0) return Math.random() + Math.sqrt(target.hp); return Math.random() + Math.sqrt(Math.max(1, 4 - target.hp)); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("gzcongcha", target); player.storage.gzcongcha2 = target; player.addTempSkill("gzcongcha2", { player: "phaseBegin" }); target.addSkill("gzcongcha_ai"); game.delayx(); } }, subfrequent: ["draw"], group: "gzcongcha_draw", subSkill: { draw: { audio: "gzcongcha", trigger: { player: "phaseDrawBegin2" }, frequent: true, filter: function (event, player) { return ( !event.numFixed && !game.hasPlayer(function (current) { return current.isUnseen(); }) ); }, prompt: "是否发动【聪察】多摸两张牌?", content: function () { trigger.num += 2; }, }, }, }, gzcongcha_ai: { charlotte: true, ai: { mingzhi_yes: true, mingzhi_no: true, skillTagFilter: function (player, tag) { if (_status.brawl) return false; var group = lib.character[player.name1][1]; if (tag == "mingzhi_yes") { if ( group != "ye" && player.wontYe(group) && game.hasPlayer(function (current) { return current.storage.gzcongcha2 == player && current.identity == group; }) ) return true; return false; } if (group == "ye" && !player.wontYe(group)) return true; return game.hasPlayer(function (current) { return current.storage.gzcongcha2 == player && current.identity != group; }); }, }, }, gzcongcha2: { trigger: { global: "showCharacterAfter" }, forced: true, charlotte: true, onremove: true, filter: function (event, player) { return event.player == player.storage.gzcongcha2; }, logTarget: "player", content: function () { "step 0"; player.removeSkill("gzcongcha2"); trigger.player.removeSkill("gzcongcha_ai"); if (player.isFriendOf(trigger.player)) game.asyncDraw([player, trigger.player].sortBySeat(_status.currentPhase), 2); else trigger.player.loseHp(); "step 1"; game.delayx(); }, mark: "character", intro: { content: "已指定$为目标" }, }, //司马昭 gzzhaoxin: { audio: 2, trigger: { player: "damageEnd" }, filter: function (event, player) { return player.countCards("h") > 0; }, check: () => false, preHidden: true, content: function () { "step 0"; player.showHandcards(); "step 1"; var hs = player.countCards("h"); if ( game.hasPlayer(function (current) { return current != player && current.countCards("h") <= hs; }) ) { player.chooseTarget( true, "请选择要交换手牌的目标角色", function (card, player, target) { return target != player && target.countCards("h") <= player.countCards("h"); } ); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); player.swapHandcards(target); } }, }, gzsuzhi: { audio: 2, derivation: "gzfankui", mod: { targetInRange: function (card, player, target) { if ( player == _status.currentPhase && player.countMark("gzsuzhi_count") < 3 && get.type2(card) == "trick" ) return true; }, }, trigger: { player: "phaseJieshuBegin" }, forced: true, filter: function (event, player) { return player.countMark("gzsuzhi_count") < 3; }, content: function () { player.addTempSkills("gzfankui", { player: "phaseBegin" }); }, group: ["gzsuzhi_damage", "gzsuzhi_draw", "gzsuzhi_gain"], preHidden: ["gzsuzhi_damage", "gzsuzhi_draw", "gzsuzhi_gain"], subSkill: { damage: { audio: "gzsuzhi", trigger: { source: "damageBegin1" }, forced: true, filter: function (event, player) { return ( player == _status.currentPhase && player.countMark("gzsuzhi_count") < 3 && event.card && (event.card.name == "sha" || event.card.name == "juedou") && event.getParent().type == "card" ); }, content: function () { trigger.num++; player.addTempSkill("gzsuzhi_count"); player.addMark("gzsuzhi_count", 1, false); }, }, draw: { audio: "gzsuzhi", trigger: { player: "useCard" }, forced: true, filter: function (event, player) { return ( player == _status.currentPhase && player.countMark("gzsuzhi_count") < 3 && event.card.isCard && get.type2(event.card) == "trick" ); }, content: function () { player.draw(); player.addTempSkill("gzsuzhi_count"); player.addMark("gzsuzhi_count", 1, false); }, }, gain: { audio: "gzsuzhi", trigger: { global: "loseAfter" }, forced: true, filter: function (event, player) { if ( player != _status.currentPhase || event.type != "discard" || player == event.player || player.countMark("gzsuzhi_count") >= 3 ) return false; return event.player.countGainableCards(player, "he") > 0; }, logTarget: "player", content: function () { "step 0"; player.addTempSkill("gzsuzhi_count"); player.addMark("gzsuzhi_count", 1, false); if (trigger.delay == false) game.delay(); "step 1"; player.gainPlayerCard(trigger.player, "he", true); }, }, count: { onremove: true, }, }, }, gzfankui: { audio: 2, inherit: "fankui", }, //夏侯霸 gzbaolie: { audio: 2, mod: { targetInRange: function (card, player, target) { if (card.name == "sha" && target.hp >= player.hp) return true; }, cardUsableTarget: function (card, player, target) { if (card.name == "sha" && target.hp >= player.hp) return true; }, }, trigger: { player: "phaseUseBegin" }, forced: true, preHidden: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current.isEnemyOf(player) && player.inRangeOf(current); }); }, logTarget: function (event, player) { return game.filterPlayer(function (current) { return current.isEnemyOf(player) && player.inRangeOf(current); }); }, check: () => false, content: function () { "step 0"; event.targets = game .filterPlayer(function (current) { return current.isEnemyOf(player) && player.inRangeOf(current); }) .sortBySeat(); "step 1"; var target = event.targets.shift(); if (target.isIn()) { event.target = target; target .chooseToUse(function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "豹烈: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); } else if (targets.length) event.redo(); else event.finish(); "step 2"; if (result.bool == false && target.countCards("he") > 0) { player.discardPlayerCard(target, "he", true); } if (targets.length) event.goto(1); }, }, //许攸 gzchenglve: { audio: 2, trigger: { global: "useCardAfter" }, filter: function (event, player) { return event.targets.length > 1 && event.player.isIn() && event.player.isFriendOf(player); }, logTarget: "player", check: function (event, player) { return get.attitude(player, event.player) > 0; }, preHidden: true, content: function () { "step 0"; trigger.player.draw(); if ( player.hasHistory("damage", function (evt) { return evt.card == trigger.card; }) && game.hasPlayer(function (current) { return ( current.isFriendOf(player) && !current.hasMark("yexinjia_mark") && !current.hasMark("xianqu_mark") && !current.hasMark("yinyang_mark") && !current.hasMark("zhulianbihe_mark") ); }) ) { player .chooseTarget( "是否令一名己方角色获得“阴阳鱼”标记?", function (card, player, current) { return ( current.isFriendOf(player) && !current.hasMark("yexinjia_mark") && !current.hasMark("xianqu_mark") && !current.hasMark("yinyang_mark") && !current.hasMark("zhulianbihe_mark") ); } ) .set("ai", function (target) { return ( get.attitude(_status.event.player, target) * Math.sqrt(1 + target.needsToDiscard()) ); }); } else event.finish(); "step 1"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); target.addMark("yinyang_mark", 1, false); game.delayx(); } }, }, gzshicai: { audio: 2, trigger: { player: "damageEnd" }, forced: true, preHidden: true, filter: function (event, player) { return event.num == 1 || player.countCards("he") > 0; }, check: function (event, player) { return event.num == 1; }, content: function () { if (trigger.num == 1) player.draw(); else player.chooseToDiscard(true, "he", 2); }, }, gzzhuosheng: { audio: "zhuosheng", trigger: { global: "damageEnd" }, logTarget: "player", filter: function (event, player) { return event.player.isFriendOf(player); }, preHidden: true, content: function () { var target = trigger.player; target.addTempSkill("gzzhuosheng2", { player: "phaseJieshuBegin" }); target.draw().gaintag = ["gzzhuosheng2"]; }, }, gzzhuosheng2: { onremove: function (player, skill) { player.removeGaintag(skill); }, mod: { targetInRange: function (card, player, target) { if (!card.cards || get.type(card) != "basic") return; for (var i of card.cards) { if (i.hasGaintag("gzzhuosheng2")) return game.online ? player == _status.currentPhase : player.isPhaseUsing(); } }, cardUsable: function (card, player, target) { if ( !card.cards || get.type(card) != "basic" || !(game.online ? player == _status.currentPhase : player.isPhaseUsing()) ) return; for (var i of card.cards) { if (i.hasGaintag("gzzhuosheng2")) return Infinity; } }, aiOrder: function (player, card, num) { if ( get.itemtype(card) == "card" && card.hasGaintag("gzzhuosheng2") && get.type(card) == "basic" ) return num - 0.1; }, }, audio: "zhuosheng", trigger: { player: "useCard2" }, direct: true, filterx: function (event, player) { if (!player.isPhaseUsing()) return false; return ( player.getHistory("lose", function (evt) { if (evt.getParent() != event) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("gzzhuosheng2")) return true; } return false; }).length > 0 ); }, filter: function (event, player) { if (!lib.skill.gzzhuosheng2.filterx(event, player)) return false; if (get.type(event.card) != "trick") return false; if (event.targets && event.targets.length > 0) return true; var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return ( !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current) ); }) ) { return true; } } return false; }, content: function () { "step 0"; var prompt2 = "为" + get.translation(trigger.card) + "增加或减少一个目标"; player .chooseTarget(get.prompt("gzzhuosheng2"), function (card, player, target) { var player = _status.event.player; if (_status.event.targets.includes(target)) return true; return ( lib.filter.targetEnabled2(_status.event.card, player, target) && lib.filter.targetInRange(_status.event.card, player, target) ); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return ( get.effect(target, trigger.card, player, player) * (_status.event.targets.includes(target) ? -1 : 1) ); }) .set("targets", trigger.targets) .set("card", trigger.card); "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets) { player.logSkill("gzzhuosheng2", event.targets); if (trigger.targets.includes(event.targets[0])) trigger.targets.removeArray(event.targets); else trigger.targets.addArray(event.targets); } }, group: ["gzzhuosheng2_equip", "gzzhuosheng2_silent"], subSkill: { equip: { audio: "zhuosheng", trigger: { player: "useCard" }, filter: function (event, player) { return ( get.type(event.card) == "equip" && lib.skill.gzzhuosheng2.filterx(event, player) ); }, prompt: "是否发动【擢升】摸一张牌?", content: function () { player.draw(); }, }, silent: { trigger: { player: "useCard1", }, silent: true, firstDo: true, filter: function (event, player) { return ( get.type(event.card) == "basic" && lib.skill.gzzhuosheng2.filterx(event, player) && event.addCount !== false ); }, content: function () { trigger.addCount = false; var stat = player.getStat(); if (stat && stat.card && stat.card[trigger.card.name]) stat.card[trigger.card.name]--; }, }, }, }, gzzhuhai: { audio: "zhuhai", audioname: ["gz_re_xushu"], trigger: { global: "phaseJieshuBegin" }, direct: true, preHidden: true, filter: function (event, player) { return ( event.player.isAlive() && event.player.getStat("damage") && lib.filter.targetEnabled({ name: "sha" }, player, event.player) && (player.hasSha() || (_status.connectMode && player.countCards("h") > 0)) ); }, content: function () { var next = player .chooseToUse(function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, "诛害:是否对" + get.translation(trigger.player) + "使用一张杀?") .set("logSkill", "gzzhuhai") .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) .setHiddenSkill(event.name); player.addTempSkill("gzzhuhai2"); next.oncard = function (card, player) { try { if ( trigger.player.getHistory("sourceDamage", function (evt) { return evt.player.isFriendOf(player); }).length ) { player.addTempSkill("gzzhuhai2"); card.gzzhuhai_tag = true; } } catch (e) { alert( "发生了一个导致【诛害】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_ai: true, skillTagFilter: function (player, tag, arg) { var evt = _status.event.getParent(); if (evt.name != "gzzhuhai" || !arg || !arg.target) return false; if ( !arg.target.getHistory("sourceDamage", function (evt) { return evt.player.isFriendOf(player); }).length ) return false; return true; }, }, }, gzzhuhai2: { trigger: { player: "shaMiss" }, forced: true, popup: false, filter: function (event, player) { return event.card.gzzhuhai_tag == true && event.target.countCards("he") > 0; }, content: function () { player.line(trigger.target); trigger.target.chooseToDiscard("he", true); }, ai: { unequip: true, skillTagFilter: function (player, tag, arg) { if (!arg || !arg.card || !arg.card.gzzhuhai_tag) return false; }, }, }, quanjin: { audio: 2, enable: "phaseUse", usable: 1, onChooseToUse: function (event) { if (!game.online) { event.set( "quanjin_list", game.filterPlayer((i) => i != event.player && i.getHistory("damage").length) ); } }, filter: function (event, player) { return event.quanjin_list && event.quanjin_list.length > 0 && player.countCards("h") > 0; }, filterCard: true, filterTarget: function (card, player, target) { return _status.event.quanjin_list.includes(target); }, discard: false, lose: false, delay: false, check: function (card) { var evt = _status.event; if ( evt.quanjin_list.filter(function (target) { return get.attitude(evt.player, target) > 0; }).length ) return 8 - get.value(card); return 6.5 - get.value(card); }, content: function () { "step 0"; player.give(cards, target); "step 1"; player.chooseJunlingFor(target); "step 2"; event.junling = result.junling; event.targets = result.targets; var str = get.translation(player); target .chooseJunlingControl(player, result.junling, result.targets) .set("prompt", "劝进") .set("choiceList", [ "执行该军令,然后" + str + "摸一张牌", "不执行该军令,然后其将手牌摸至与全场最多相同", ]) .set("ai", function () { var evt = _status.event.getParent(2), player = evt.target, source = evt.player, junling = evt.junling, targets = evt.targets; var num = 0; game.countPlayer(function (current) { var num2 = current.countCards("h"); if (num2 > num) num = num2; }); num = Math.max(0, num - source.countCards("h")); if (num > 1) { if (get.attitude(player, target) > 0) return get.junlingEffect(source, junling, player, targets, player) > num; return get.junlingEffect(source, junling, player, targets, player) > -num; } if (get.attitude(player, target) > 0) return get.junlingEffect(source, junling, player, targets, player) > 0; return get.junlingEffect(source, junling, player, targets, player) > 1; }); "step 3"; if (result.index == 0) { target.carryOutJunling(player, event.junling, targets); player.draw(); } else { var num = 0; game.countPlayer(function (current) { var num2 = current.countCards("h"); if (num2 > num) num = num2; }); num -= player.countCards("h"); if (num > 0) player.draw(Math.min(num, 5)); } }, ai: { order: 1, result: { player: function (player, target) { if (get.attitude(player, target) > 0) return 3.3; var num = 0; game.countPlayer(function (current) { var num2 = current.countCards("h"); if (player == current) num2--; if (target == current) num2++; if (num2 > num) num = num2; }); num = Math.max(0, num - player.countCards("h")); if (!num) return 0; if (num > 1) return 2; if (ui.selected.cards.length && get.value(ui.selected.cards[0]) > 5) return 0; return 1; }, }, }, }, zaoyun: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { var num = player.countCards("h"); return game.hasPlayer(function (current) { if (current.isEnemyOf(player)) { var dist = get.distance(player, current); return dist > 1 && dist <= num; } }); }, selectCard: function () { var list = [], player = _status.event.player; if (ui.selected.targets.length) return get.distance(player, ui.selected.targets[0]) - 1; game.countPlayer(function (current) { if (current.isEnemyOf(player)) { var dist = get.distance(player, current); if (dist > 1) list.push(dist - 1); } }); list.sort(); return [list[0], list[list.length - 1]]; }, filterCard: true, filterTarget: function (card, player, target) { return ( target.isEnemyOf(player) && get.distance(player, target) == ui.selected.cards.length + 1 ); }, check: function (card) { var player = _status.event.player; if ( ui.selected.cards.length && game.hasPlayer(function (current) { return ( current.isEnemyOf(player) && get.distance(player, current) == ui.selected.cards.length + 1 && get.damageEffect(current, player, player) > 0 ); }) ) return 0; return 7 - ui.selected.cards.length * 2 - get.value(card); }, content: function () { target.damage("nocard"); if (!player.storage.zaoyun2) player.storage.zaoyun2 = []; player.storage.zaoyun2.push(target); player.addTempSkill("zaoyun2"); }, ai: { order: 5, result: { target: function (player, target) { return get.damageEffect(target, player, target); }, }, }, }, zaoyun2: { onremove: true, charlotte: true, mod: { globalFrom: function (player, target) { if (player.getStorage("zaoyun2").includes(target)) return -Infinity; }, }, }, gzzhidao: { audio: 2, trigger: { player: "phaseUseBegin" }, forced: true, preHidden: true, content: function () { "step 0"; player .chooseTarget( "请选择【雉盗】的目标", "本回合内只能对自己和该角色使用牌,且第一次对其造成伤害时摸一张牌", lib.filter.notMe, true ) .set("ai", function (target) { var player = _status.event.player; return ( (1 - get.sgn(get.attitude(player, target))) * Math.max(1, get.distance(player, target)) ); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); game.log(player, "选择了", target); player.storage.gzzhidao2 = target; player.addTempSkill("gzzhidao2"); } }, }, gzzhidao2: { mod: { playerEnabled: function (card, player, target) { if (target != player && target != player.storage.gzzhidao2) return false; }, globalFrom: function (from, to) { if (to == from.storage.gzzhidao2) return -Infinity; }, }, audio: "gzzhidao", trigger: { source: "damageSource" }, forced: true, charlotte: true, filter: function (event, player) { return ( event.player == player.storage.gzzhidao2 && player .getHistory("sourceDamage", function (evt) { return evt.player == event.player; }) .indexOf(event) == 0 && event.player.countGainableCards(player, "hej") > 0 ); }, logTarget: "player", content: function () { player.gainPlayerCard(trigger.player, "hej", true); }, }, gzyjili: { audio: 2, forced: true, preHidden: ["gzyjili_remove"], trigger: { target: "useCardToTargeted" }, filter: function (event, player) { if (get.color(event.card) != "red" || event.targets.length != 1) return false; var type = get.type(event.card); return type == "basic" || type == "trick"; }, check: function () { return false; }, content: function () { player.addTempSkill("gzyjili2"); var evt = trigger.getParent(); if (!evt.gzyjili) evt.gzyjili = []; evt.gzyjili.add(player); }, group: "gzyjili_remove", subSkill: { remove: { audio: "gzyjili", trigger: { player: "damageBegin2" }, forced: true, filter: function (event, player) { var evt = false; for (var i of lib.phaseName) { evt = event.getParent(i); if (evt && evt.player) break; } return ( evt && evt.player && player.getHistory("damage", function (evtx) { return evtx.getParent(evt.name) == evt; }).length == 1 ); }, content: function () { trigger.cancel(); player.removeCharacter(get.character(player.name1, 3).includes("gzyjili") ? 0 : 1); }, }, }, }, gzyjili2: { trigger: { global: "useCardAfter" }, charlotte: true, popup: false, forced: true, filter: function (event, player) { return ( event.gzyjili && event.gzyjili.includes(player) && !event.addedTarget && event.player && event.player.isAlive() && event.player.canUse( { name: event.card.name, nature: event.card.nature, isCard: true, }, player ) ); }, content: function () { trigger.player.useCard( { name: trigger.card.name, nature: trigger.card.nature, isCard: true, }, player, false ); }, }, donggui: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return game.hasPlayer(function (current) { return lib.skill.donggui.filterTarget(null, player, current); }); }, filterTarget: function (card, player, target) { return target != player && !target.isUnseen(2) && player.canUse("diaohulishan", target); }, content: function () { "step 0"; player .chooseButton( [ "暗置" + get.translation(target) + "的一张武将牌", [[target.name1, target.name2], "character"], ], true ) .set("filterButton", function (button) { return !get.is.jun(button.link); }); "step 1"; var target1 = target.getNext(); var target2 = target.getPrevious(); if ( target1 == target2 || target.inline(target1) || target.inline(target2) || target1.inline(target2) ) event.finish(); else { event.target1 = target1; event.target2 = target2; } target.hideCharacter(result.links[0] == target.name1 ? 0 : 1); target.addTempSkill("donggui2"); player.useCard({ name: "diaohulishan", isCard: true }, target); "step 2"; if (event.target1.inline(event.target2)) { player.draw( game.countPlayer(function (current) { return current.inline(event.target1); }) ); } }, ai: { order: 2, result: { player: function (player, target) { var target1 = target.getNext(); var target2 = target.getPrevious(); if ( target1 == target2 || target.inline(target1) || target.inline(target2) || target1.inline(target2) || !target1.isFriendOf(target2) ) return 0; var num = game.countPlayer(function (current) { return ( current != target1 && current != target2 && (current.inline(target1) || current.inline(target2)) ); }); return 2 + num; }, }, }, }, donggui2: { ai: { nomingzhi: true } }, fengyang: { audio: 2, zhenfa: "inline", trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { var bool = player.hasSkill("fengyang"); return ( game.hasPlayer(function (current) { return current != player && current.inline(player); }) && game.hasPlayer(function (current) { return ( (current == player || bool) && current.inline(player) && current.countCards("e") > 0 ); }) ); }, direct: true, preHidden: true, content: function () { "step 0"; event.list = game .filterPlayer(function (current) { return current.inline(player); }) .sortBySeat(); "step 1"; var target = event.list.shift(); if ((target == player || player.hasSkill("fengyang")) && target.countCards("e")) { event.target = target; var next = target .chooseToDiscard("e", get.prompt("fengyang"), "弃置装备区内的一张牌并摸两张牌") .set("ai", function (card) { return 5.5 - get.value(card); }); next.logSkill = "fengyang"; if (player == target) next.setHiddenSkill("fengyang"); } else event.goto(3); "step 2"; if (result.bool) { target.draw(2); } "step 3"; if (event.list.length) event.goto(1); }, }, fengyang_old: { audio: "fengyang", zhenfa: "inline", global: "fengyang_old_nogain", subSkill: { nogain: { mod: { canBeDiscarded: function (card, player, target) { if ( get.position(card) == "e" && player.identity != target.identity && game.hasPlayer(function (current) { return ( current.hasSkill("fengyang_old") && (current == target || target.inline(current)) ); }) ) return false; }, canBeGained: function (card, player, target) { if ( get.position(card) == "e" && player.identity != target.identity && game.hasPlayer(function (current) { return ( current.hasSkill("fengyang_old") && (current == target || target.inline(current)) ); }) ) return false; }, }, }, }, }, gzrekuangcai: { audio: "gzkuangcai", forced: true, preHidden: true, trigger: { player: "phaseDiscardBegin" }, filter: function (event, player) { return !player.getHistory("useCard").length || !player.getHistory("sourceDamage").length; }, check: function (event, player) { return !player.getHistory("useCard").length; }, content: function () { lib.skill.rekuangcai.change(player, player.getHistory("useCard").length ? -1 : 1); }, mod: { targetInRange: function (card, player) { if (player == _status.currentPhase) return true; }, cardUsable: function (card, player) { if (player == _status.currentPhase) return Infinity; }, }, }, gzkuangcai: { audio: 2, trigger: { player: "useCard1" }, forced: true, firstDo: true, noHidden: true, preHidden: ["gzkuangcai_discard"], filter: function (event, player) { return player == _status.currentPhase && get.type(event.card) == "trick"; }, content: function () { trigger.nowuxie = true; }, mod: { targetInRange: function (card, player) { if (player == _status.currentPhase) return true; }, cardUsable: function (card, player) { if (player == _status.currentPhase) return Infinity; }, }, ai: { unequip: true, skillTagFilter: function (player) { return player == _status.currentPhase; }, }, group: "gzkuangcai_discard", subSkill: { discard: { audio: "gzkuangcai", trigger: { player: "phaseDiscardBegin" }, forced: true, filter: function (event, player) { var use = player.getHistory("useCard").length; var damage = player.getStat("damage") || 0; if (use && !damage) return true; if (damage >= use) return true; return false; }, check: function (event, player) { var use = player.getHistory("useCard").length; var damage = player.getStat("damage") || 0; if (use && !damage) return false; return true; }, content: function () { var use = player.getHistory("useCard").length; var damage = player.getStat("damage") || 0; if (use && !damage) player.addTempSkill("gzkuangcai_less"); else { player.drawTo(player.maxHp); player.addTempSkill("gzkuangcai_more"); } }, }, more: { mod: { maxHandcard: function (player, num) { return num + 2; }, }, charlotte: true, }, less: { mod: { maxHandcard: function (player, num) { return num - 2; }, }, charlotte: true, }, }, }, gzshejian: { audio: 2, preHidden: true, trigger: { target: "useCardToTargeted" }, filter: function (event, player) { if (player == event.player || event.targets.length != 1) return false; var hs = player.getCards("h"); if (hs.length == 0) return false; for (var i of hs) { if (!lib.filter.cardDiscardable(i, player, "gzshejian")) return false; } return true; }, check: function (event, player) { var target = event.player; if (get.damageEffect(target, player, player) <= 0) return false; if ( target.hp <= (player.hasSkill("gzcongjian") ? 2 : 1) && !target.getEquip("huxinjing") && !game.hasPlayer(function (current) { return current != target && !current.isFriendOf(player); }) ) return true; if (player.hasSkill("lirang") && player.hasFriend()) return true; if ( (event.card.name == "guohe" || event.card.name == "shunshou" || event.card.name == "zhujinqiyuan") && player.countCards("h") == 1 ) return true; if ( player.countCards("h") < 3 && !player.countCards("h", function (card) { return get.value(card, player) > 5; }) ) return true; if (player.hp <= event.getParent().baseDamage) { if (get.tag(event.card, "respondSha")) { if (player.countCards("h", { name: "sha" }) == 0) { return true; } } else if (get.tag(event.card, "respondShan")) { if (player.countCards("h", { name: "shan" }) == 0) { return true; } } else if (get.tag(event.card, "damage")) { if (event.card.name == "shuiyanqijunx") return player.countCards("e") == 0; return true; } } return false; }, logTarget: "player", content: function () { "step 0"; var cards = player.getCards("h"); event.num = cards.length; player.discard(cards); "step 1"; var target = trigger.player, str = get.translation(target); event.target = target; if (!target.isIn()) event.finish(); else if ( !target.hasCard(function (card) { return lib.filter.canBeDiscarded(card, player, target); }, "he") ) event._result = { index: 1 }; else player .chooseControl() .set("choiceList", [ "弃置" + str + "的" + get.cnNumber(num) + "张牌", "对" + str + "造成1点伤害", ]) .set("ai", () => 1); "step 2"; if (result.index == 0) player.discardPlayerCard(target, num, true, "he"); else target.damage(); }, }, gzpozhen: { audio: 2, trigger: { global: "phaseBegin" }, limited: true, preHidden: true, filter: function (event, player) { return player != event.player; }, logTarget: "player", skillAnimation: true, animationColor: "orange", check: function (event, player) { var target = event.player; if (get.attitude(player, target) >= -3) return false; if ( event.player.hasJudge("lebu") && !game.hasPlayer(function (current) { return get.attitude(current, target) > 0 && current.hasWuxie(); }) ) return false; var num = Math.min( target.getCardUsable("sha"), target.countCards("h", function (card) { return get.name(card, target) == "sha" && target.hasValueTarget(card); }) ) + target.countCards("h", function (card) { return get.name(card, target) != "sha" && target.hasValueTarget(card); }); return num >= Math.max(2, target.hp); }, content: function () { "step 0"; player.awakenSkill("gzpozhen"); var target = trigger.player; target.addTempSkill("gzpozhen2"); var list = game.filterPlayer(function (current) { return ( current != target && (current.inline(target) || (current == target.getNext().getNext() && current.siege(target.getNext())) || (current == target.getPrevious().getPrevious() && current.siege(target.getPrevious()))) ); }); if (list.length) { list.add(target); list.sortBySeat(target); event.targets = list; } else event.finish(); "step 1"; var target = targets.shift(); if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, "he", true).boolline = true; if (targets.length) event.redo(); }, }, gzpozhen2: { mod: { cardEnabled2: function (card) { if (get.position(card) == "h") return false; }, cardRecastable: function (card) { if (get.position(card) == "h") return false; }, }, }, gzjiancai: { audio: 2, viceSkill: true, trigger: { global: "damageBegin4" }, preHidden: true, init: function (player, skill) { if (player.checkViceSkill(skill) && !player.viceChanged) player.removeMaxHp(); }, filter: function (event, player) { return event.player.isFriendOf(player) && event.num >= event.player.hp; }, check: function (event, player) { if (get.attitude(player, event.player) < 3) return false; if (event.num >= 1 || player.storage.gzpozhen) return true; if ( player.countCards("h", function (card) { var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); if (mod2 != "unchanged") return mod2; var mod = game.checkMod( card, player, event.player, "unchanged", "cardSavable", player ); if (mod != "unchanged") return mod; var savable = get.info(card).savable; if (typeof savable == "function") savable = savable(card, player, event.player); return savable; }) >= 1 + event.num - event.player.hp ) return false; return true; }, logTarget: "player", skillAnimation: true, animationColor: "orange", content: function () { trigger.cancel(); player.changeVice(); }, group: "gzjiancai_add", subSkill: { add: { trigger: { global: "changeViceBegin" }, logTarget: "player", forced: true, locked: false, prompt: function (event, player) { return ( get.translation(event.player) + "即将变更副将,是否发动【荐才】,令其此次变更副将时增加两张可选武将牌?" ); }, filter: function (event, player) { return event.player.isFriendOf(player); }, content: function () { trigger.num += 2; }, }, }, }, gzxingzhao: { audio: 2, getNum: function () { var list = [], players = game.filterPlayer(); for (var target of players) { if (target.isUnseen() || target.isHealthy()) continue; var add = true; for (var i of list) { if (i.isFriendOf(target)) { add = false; break; } } if (add) list.add(target); } return list.length; }, mod: { maxHandcard: function (player, num) { return num + (lib.skill.gzxingzhao.getNum() > 2 ? 4 : 0); }, }, group: ["gzxingzhao_xunxun", "gzxingzhao_use", "gzxingzhao_lose"], preHidden: ["gzxingzhao_xunxun", "gzxingzhao_use", "gzxingzhao_lose"], subfrequent: ["use"], subSkill: { xunxun: { audio: 2, name: "恂恂", description: "摸牌阶段,你可以观看牌堆顶的四张牌,然后将其中的两张牌置于牌堆顶,并将其余的牌以任意顺序置于牌堆底。", trigger: { player: "phaseDrawBegin1" }, filter: function (event, player) { return lib.skill.gzxingzhao.getNum() > 0; }, content: function () { "step 0"; var cards = get.cards(4); game.cardsGotoOrdering(cards); var next = player.chooseToMove("恂恂:将两张牌置于牌堆顶", true); next.set("list", [["牌堆顶", cards], ["牌堆底"]]); next.set("filterMove", function (from, to, moved) { if (to == 1 && moved[1].length >= 2) return false; return true; }); next.set("filterOk", function (moved) { return moved[1].length == 2; }); next.set("processAI", function (list) { var cards = list[0][1].slice(0).sort(function (a, b) { return get.value(b) - get.value(a); }); return [cards, cards.splice(2)]; }); "step 1"; var top = result.moved[0]; var bottom = result.moved[1]; top.reverse(); for (var i = 0; i < top.length; i++) { ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild); } for (i = 0; i < bottom.length; i++) { ui.cardPile.appendChild(bottom[i]); } game.updateRoundNumber(); game.delayx(); }, }, use: { audio: "gzxingzhao", trigger: { player: ["useCard", "damageEnd"], }, forced: true, filter: function (event, player) { return ( (event.name == "damage" || get.type(event.card) == "equip") && lib.skill.gzxingzhao.getNum() > 1 && !player.isMaxHandcard() ); }, frequent: true, content: function () { player.draw(); }, }, draw: { audio: "gzxingzhao", trigger: { player: "damageEnd" }, forced: true, filter: function (event, player) { return ( lib.skill.gzxingzhao.getNum() > 1 && event.source && event.source.isAlive() && event.source.countCards("h") != player.countCards("h") ); }, logTarget: function (event, player) { var target = event.source; return target.countCards("h") > player.countCards("h") ? player : target; }, check: function (event, player) { return ( get.attitude(player, lib.skill.gzxingzhao_draw.logTarget(event, player)) > 0 ); }, content: function () { lib.skill.gzxingzhao_draw.logTarget(trigger, player).draw(); }, }, skip: { audio: "gzxingzhao", trigger: { player: "phaseDiscardBefore" }, forced: true, filter: function () { return lib.skill.gzxingzhao.getNum() > 2; }, content: function () { trigger.cancel(); game.log(player, "跳过了", "#y弃牌阶段"); }, }, lose: { audio: "gzxingzhao", trigger: { player: "loseAfter", global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, filter: function (event, player) { var evt = event.getl(player); return ( evt && evt.player == player && evt.es && evt.es.length > 0 && lib.skill.gzxingzhao.getNum() > 3 ); }, forced: true, content: function () { player.draw(); }, }, }, ai: { threaten: 3, effect: { target: function (card, player, target, current) { if ( lib.skill.gzxingzhao.getNum() > 3 && get.type(card) == "equip" && !get.cardtag(card, "gifts") ) return [1, 3]; }, }, reverseEquip: true, skillTagFilter: function () { return lib.skill.gzxingzhao.getNum() > 3; }, }, }, qiuan: { audio: 2, trigger: { player: "damageBegin2" }, filter: function (event, player) { return ( event.cards && event.cards.filterInD().length > 0 && !player.getExpansions("qiuan").length ); }, check: function (event, player) { if (get.damageEffect(player, event.source || player, player, event.nature) >= 0) return false; return true; }, preHidden: true, content: function () { var cards = trigger.cards.filterInD(); player.addToExpansion("gain2", cards).gaintag.add("qiuan"); trigger.cancel(); }, intro: { content: "expansion", markcount: "expansion", }, marktext: "函", }, liangfan: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter: function (event, player) { return player.getExpansions("qiuan").length > 0; }, content: function () { "step 0"; var cards = player.getExpansions("qiuan"); player.gain(cards, "gain2").gaintag.add("liangfan"); player.addTempSkill("liangfan2"); "step 1"; player.loseHp(); }, }, liangfan2: { audio: "liangfan", mark: true, mod: { aiOrder: function (player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("liangfan")) return num + 0.1; }, }, intro: { content: "使用“量反”牌造成伤害后,可获得目标角色的一张牌" }, trigger: { source: "damageEnd" }, logTarget: "player", charlotte: true, onremove: function (player) { player.removeGaintag("liangfan"); }, prompt: (event) => "量反:是否获得" + get.translation(event.player) + "的一张牌?", filter: function (event, player) { var evt = event.getParent(2); if (evt.name != "useCard" || evt.card != event.card) return false; if (!event.player.countGainableCards(player, "he")) return false; return ( player.getHistory("lose", function (evt2) { if (evt2.getParent() != evt) return false; for (var i in evt2.gaintag_map) { if (evt2.gaintag_map[i].includes("liangfan")) return true; } return false; }).length > 0 ); }, marktext: "反", content: function () { player.gainPlayerCard(trigger.player, true, "he"); }, }, gzwenji: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && current.countCards("he"); }); }, preHidden: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("gzwenji"), function (card, player, target) { return target != player && target.countCards("he") > 0; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (target.identity == "unknown" && att <= 0) return 20; if (att > 0) return Math.sqrt(att) / 10; return 5 - att; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("gzwenji", target); target.chooseCard("he", true, "问计:将一张牌交给" + get.translation(player)); } else { event.finish(); } "step 2"; if (result.bool) { event.card = result.cards[0]; target.give(result.cards, player).gaintag.add("gzwenji"); } "step 3"; if (target.identity == "unknown" || target.isFriendOf(player)) { player.addTempSkill("gzwenji_respond"); event.finish(); } else if ( target.isIn() && player.countCards("he", function (card) { return !card.hasGaintag("gzwenji"); }) ) { player .chooseCard( "he", "交给" + get.translation(target) + "一张其他牌,或令其摸一张牌", function (card) { return !card.hasGaintag("gzwenji"); } ) .set("ai", function (card) { return 5 - get.value(card); }); } else event.finish(); "step 4"; if (result.bool) { player.give(result.cards, target); player.removeGaintag("gzwenji"); } else { target.draw(); } }, subSkill: { respond: { onremove: function (player) { player.removeGaintag("gzwenji"); }, mod: { targetInRange: function (card, player, target) { if (!card.cards) return; for (var i of card.cards) { if (i.hasGaintag("gzwenji")) return true; } }, cardUsable: function (card, player, target) { if (!card.cards) return; for (var i of card.cards) { if (i.hasGaintag("gzwenji")) return Infinity; } }, }, trigger: { player: "useCard" }, forced: true, charlotte: true, audio: "gzwenji", filter: function (event, player) { return ( player.getHistory("lose", function (evt) { if (evt.getParent() != event) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("gzwenji")) return true; } return false; }).length > 0 ); }, content: function () { trigger.directHit.addArray( game.filterPlayer(function (current) { return current != player; }) ); if (trigger.addCount !== false) { trigger.addCount = false; var stat = player.getStat(); if (stat && stat.card && stat.card[trigger.card.name]) stat.card[trigger.card.name]--; } }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { return ( arg.card && arg.card.cards && arg.card.cards.filter((card) => card.hasGaintag("gzwenji")).length > 0 ); }, }, }, }, }, gztunjiang: { audio: 2, trigger: { player: "phaseJieshuBegin" }, frequent: true, preHidden: true, filter: function (event, player) { if ( !player.getHistory("useCard", function (evt) { return evt.isPhaseUsing(); }).length ) return false; return ( player.getHistory("useCard", function (evt) { if (evt.targets && evt.targets.length && evt.isPhaseUsing()) { var targets = evt.targets.slice(0); while (targets.includes(player)) targets.remove(player); return targets.length > 0; } return false; }).length == 0 ); }, content: function () { player.draw(game.countGroup()); }, }, gzbushi: { audio: 2, trigger: { player: "damageEnd" }, frequent: true, preHidden: true, content: function () { "step 0"; event.count = trigger.num; "step 1"; event.count--; player.draw(); "step 2"; if (event.count > 0) { player.chooseBool(get.prompt2("gzbushi")).set("frequentSkill", "gzbushi"); } else event.finish(); "step 3"; if (result.bool) event.goto(1); }, group: "gzbushi_draw", subSkill: { draw: { trigger: { source: "damageSource" }, direct: true, noHidden: true, filter: function (event, player) { return event.player.isEnemyOf(player) && event.player.isIn(); }, content: function () { "step 0"; trigger.player.chooseBool( "是否对" + get.translation(player) + "发动【布施】?", "你摸一张牌,然后其摸一张牌" ); "step 1"; if (result.bool) { player.logSkill("gzbushi", trigger.player); game.asyncDraw([trigger.player, player]); } else event.finish(); "step 2"; game.delayx(); }, }, }, }, gzbushi_old: { audio: 2, trigger: { player: "damageEnd", source: "damageSource", }, forced: true, filter: function (event, player, name) { if (name == "damageSource" && player == event.player) return false; return game.hasPlayer(function (current) { return current.isFriendOf(event.player); }); }, check: function (event, player) { return player.isFriendOf(event.player); }, content: function () { "step 0"; event.count = trigger.num; if (event.triggername == "damageSource") event.count = 1; "step 1"; event.count--; var target = trigger.player; var list = game.filterPlayer(function (current) { return current.isFriendOf(target); }); if (list.length) { if (list.length == 1) event._result = { bool: true, targets: list }; else player .chooseTarget( "布施:令一名与" + (player == target ? "你" : get.translation(target)) + "势力相同的角色摸一张牌", true, function (card, player, target) { return target.isFriendOf(_status.event.target); } ) .set("target", target); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); target.draw(); if (event.count) event.goto(1); } }, }, gzmidao: { audio: 2, trigger: { global: "useCardToPlayered" }, direct: true, //noHidden:true, filter: function (event, player) { var target = event.player; return ( event.isFirstTarget && target.isFriendOf(player) && target.isPhaseUsing() && (target == player || player.hasSkill("gzmidao")) && ["basic", "trick"].includes(get.type(event.card)) && get.tag(event.card, "damage") > 0 && event.cards && event.cards.length && !target.hasSkill("gzmidao2") ); }, preHidden: true, content: function () { "step 0"; var next = trigger.player.chooseBool( "是否对" + get.translation(player) + "发动【米道】?", "令该角色修改" + get.translation(trigger.card) + "的花色和伤害属性" ); next.set("ai", () => false); if (player == next.player) next.setHiddenSkill(event.name); "step 1"; if (result.bool) { player.logSkill("gzmidao"); trigger.player.addTempSkill("gzmidao2"); if (player != trigger.player) { trigger.player.line(player, "green"); //player.gain(result.cards,trigger.player,'giveAuto'); } } else event.finish(); "step 2"; if (player.isUnderControl()) { game.swapPlayerAuto(player); } var switchToAuto = function () { _status.imchoosing = false; var listn = ["普通"].concat(lib.inpile_nature); event._result = { bool: true, suit: lib.suit.randomGet(), nature: listn.randomGet(), }; if (event.dialog) event.dialog.close(); if (event.control) event.control.close(); }; var chooseButton = function (player, card) { var event = _status.event; player = player || event.player; if (!event._result) event._result = {}; var dialog = ui.create.dialog( "米道:请修改" + card + "的花色和属性", "forcebutton", "hidden" ); event.dialog = dialog; dialog.addText("花色"); var table = document.createElement("div"); table.classList.add("add-setting"); table.style.margin = "0"; table.style.width = "100%"; table.style.position = "relative"; var listi = ["spade", "heart", "club", "diamond"]; for (var i = 0; i < listi.length; i++) { var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode"); td.link = listi[i]; table.appendChild(td); td.innerHTML = "" + get.translation(listi[i]) + ""; td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () { if (_status.dragged) return; if (_status.justdragged) return; _status.tempNoButton = true; setTimeout(function () { _status.tempNoButton = false; }, 500); var link = this.link; var current = this.parentNode.querySelector(".bluebg"); if (current) { current.classList.remove("bluebg"); } this.classList.add("bluebg"); event._result.suit = link; }); } dialog.content.appendChild(table); dialog.addText("属性"); var table2 = document.createElement("div"); table2.classList.add("add-setting"); table2.style.margin = "0"; table2.style.width = "100%"; table2.style.position = "relative"; var listn = ["普通"].concat(lib.inpile_nature); for (var i = 0; i < listn.length; i++) { var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode"); var nature = listn[i]; td.link = nature; table2.appendChild(td); td.innerHTML = "" + get.translation(nature) + ""; td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () { if (_status.dragged) return; if (_status.justdragged) return; _status.tempNoButton = true; setTimeout(function () { _status.tempNoButton = false; }, 500); var link = this.link; var current = this.parentNode.querySelector(".bluebg"); if (current) { current.classList.remove("bluebg"); } this.classList.add("bluebg"); event._result.nature = link; }); } dialog.content.appendChild(table2); dialog.add("  "); event.dialog.open(); event.switchToAuto = function () { event._result = { bool: true, nature: listn.randomGet(), suit: listi.randomGet(), }; event.dialog.close(); event.control.close(); game.resume(); _status.imchoosing = false; }; event.control = ui.create.control("ok", "cancel2", function (link) { var result = event._result; if (link == "cancel2") result.bool = false; else { if (!result.nature || !result.suit) return; result.bool = true; } event.dialog.close(); event.control.close(); game.resume(); _status.imchoosing = false; }); for (var i = 0; i < event.dialog.buttons.length; i++) { event.dialog.buttons[i].classList.add("selectable"); } game.pause(); game.countChoose(); }; if (event.isMine()) { chooseButton(player, get.translation(trigger.card)); } else if (event.isOnline()) { event.player.send(chooseButton, event.player, get.translation(trigger.card)); event.player.wait(); game.pause(); } else { switchToAuto(); } "step 3"; var map = event.result || result; if (map.bool) { game.log( player, "将", trigger.card, "的花色属性修改为了", "#g" + get.translation(map.suit + 2), "#y" + get.translation(map.nature) ); trigger.card.suit = map.suit; if (map.nature == "普通") delete trigger.card.nature; else trigger.card.nature = map.nature; trigger.player.storage.gzmidao2 = [trigger.card, map.nature]; player.popup(get.translation(map.suit + 2) + get.translation(map.nature), "thunder"); } }, }, gzmidao2: { charlotte: true, trigger: { global: "damageBefore" }, forced: true, firstDo: true, popup: false, onremove: true, filter: function (event, player) { return player.storage.gzmidao2 && event.card == player.storage.gzmidao2[0]; }, content: function () { var nature = player.storage.gzmidao2[1]; if (nature == "普通") delete trigger.nature; else trigger.nature = nature; }, }, gzbiluan: { audio: 2, mod: { globalTo: function (from, to, distance) { return distance + to.countCards("e"); }, }, }, gzrelixia: { audio: "gzlixia", trigger: { global: "phaseZhunbeiBegin" }, noHidden: true, forced: true, filter: function (event, player) { return ( player != event.player && !event.player.isFriendOf(player) && !player.inRangeOf(event.player) ); }, logTarget: "player", content: function () { "step 0"; var target = trigger.player; event.target = target; if (!player.countDiscardableCards(target, "e")) { player.draw(); event.finish(); return; } var str = get.translation(player); target .chooseControl() .set("prompt", str + "发动了【礼下】,请选择一项") .set("choiceList", [ "令" + str + "摸一张牌", "弃置" + str + "装备区内的一张牌并失去1点体力", ]) .set("ai", function () { var player = _status.event.player, target = _status.event.getParent().player; if (player.hp <= 1 || get.attitude(player, target) >= 0) return 0; if ( target.countCards("e", function (card) { return get.value(card, target) >= 7 - player.hp; }) > 0 ) return 1; var dist = get.distance(player, target, "attack"); if (dist > 1 && dist - target.countCards("e") <= 1) return true; return 0; }); "step 1"; if (result.index == 0) player.draw(); else { target.discardPlayerCard(player, "e", true); target.loseHp(); } }, }, gzlixia: { audio: 2, trigger: { global: "phaseZhunbeiBegin" }, noHidden: true, direct: true, filter: function (event, player) { return ( player != event.player && !event.player.isFriendOf(player) && player.countDiscardableCards(event.player, "e") > 0 ); }, content: function () { "step 0"; trigger.player .chooseBool( "是否对" + get.translation(player) + "发动【礼下】?", "弃置其装备区内的一张牌,然后选择一项:①弃置两张牌。②失去1点体力。③令其摸两张牌。" ) .set("ai", function () { var player = _status.event.player; var target = _status.event.getParent().player; if (get.attitude(player, target) > 0) return ( target.countCards("e", function (card) { return get.value(card, target) < 3; }) > 0 ); if ( target.countCards("e", function (card) { return get.value(card, target) >= 7; }) ) return true; var dist = get.distance(player, target, "attack"); if (dist > 1 && dist - target.countCards("e") <= 1) return true; return false; }); "step 1"; if (result.bool) { var target = trigger.player; event.target = target; player.logSkill("gzlixia"); target.line(player, "green"); target.discardPlayerCard(player, "e", true); } else event.finish(); "step 2"; var list = ["失去1点体力", "令" + get.translation(player) + "摸两张牌"]; event.addIndex = 0; if ( target.countCards("h", function (card) { return lib.filter.cardDiscardable(card, target, "gzlixia"); }) > 1 ) list.unshift("弃置两张牌"); else event.addIndex++; target .chooseControl() .set("choiceList", list) .set("ai", function () { var num = 2; var player = _status.event.player; var target = _status.event.getParent().player; if (get.attitude(player, target) >= 0) num = 2; else if ( player.countCards("he", function (card) { return ( lib.filter.cardDiscardable(card, player, "gzlixia") && get.value(card, player) < 5 ); }) > 1 ) num = 0; else if ( player.hp + player.countCards("h", "tao") > 3 && !player.hasJudge("lebu") ) num = 1; return num - _status.event.getParent().addIndex; }); "step 3"; switch (result.index + event.addIndex) { case 0: target.chooseToDiscard(2, "h", true); break; case 1: target.loseHp(); break; case 2: player.draw(2); break; } }, }, yigui: { audio: 2, hiddenCard: function (player, name) { var storage = player.storage.yigui; if ( name == "shan" || name == "wuxie" || !storage || !storage.character.length || storage.used.includes(name) || !lib.inpile.includes(name) ) return false; return true; }, init: function (player, skill) { if (!player.storage.skill) player.storage[skill] = { character: [], used: [], }; }, enable: "chooseToUse", filter: function (event, player) { if (event.type == "wuxie" || event.type == "respondShan") return false; var storage = player.storage.yigui; if (!storage || !storage.character.length) return false; if (event.type == "dying") { if ( (!event.filterCard({ name: "tao" }, player, event) || storage.used.includes("tao")) && (!event.filterCard({ name: "jiu" }, player, event) || storage.used.includes("jiu")) ) return false; var target = event.dying; if (target.identity == "unknown" || target.identity == "ye") return true; for (var i = 0; i < storage.character.length; i++) { var group = lib.character[storage.character[i]][1]; if (group == "ye" || target.identity == group) return true; var double = get.is.double(storage.character[i], true); if (double && double.includes(target.identity)) return true; } return false; } else return true; }, chooseButton: { select: 2, dialog: function (event, player) { var dialog = ui.create.dialog("役鬼", "hidden"); dialog.add([player.storage.yigui.character, "character"]); var list = lib.inpile; var list2 = []; for (var i = 0; i < list.length; i++) { var name = list[i]; if (name == "shan" || name == "wuxie") continue; var type = get.type(name); if (name == "sha") { list2.push(["基本", "", "sha"]); list2.push(["基本", "", "sha", "fire"]); list2.push(["基本", "", "sha", "thunder"]); } else if (type == "basic") { list2.push(["基本", "", list[i]]); } else if (type == "trick") { list2.push(["锦囊", "", list[i]]); } } dialog.add([list2, "vcard"]); return dialog; }, check: function (button) { if (ui.selected.buttons.length) { var evt = _status.event.getParent("chooseToUse"); var name = button.link[2]; var group = lib.character[ui.selected.buttons[0].link][1]; var double = get.is.double(ui.selected.buttons[0].link, true); var player = _status.event.player; if (evt.type == "dying") { if ( evt.dying != player && get.effect(evt.dying, { name: name }, player, player) <= 0 ) return 0; if (name == "jiu") return 2.1; return 2; } if ( ![ "tao", "juedou", "guohe", "shunshou", "wuzhong", "xietianzi", "yuanjiao", "taoyuan", "wugu", "wanjian", "nanman", "huoshaolianying", ].includes(name) ) return 0; if (["taoyuan", "wugu", "wanjian", "nanman", "huoshaolianying"].includes(name)) { var list = game.filterPlayer(function (current) { return ( (group == "ye" || current.identity == "unknown" || current.identity == "ye" || current.identity == group || (double && double.includes(current.identity))) && player.canUse({ name: name }, current) ); }); var num = 0; for (var i = 0; i < list.length; i++) { num += get.effect(list[i], { name: name }, player, player); } if (num <= 0) return 0; if (list.length > 1) return (1.7 + Math.random()) * Math.max(num, 1); } } return 1 + Math.random(); }, filter: function (button, player) { var evt = _status.event.getParent("chooseToUse"); if (!ui.selected.buttons.length) { if (typeof button.link != "string") return false; if (evt.type == "dying") { if (evt.dying.identity == "unknown" || evt.dying.identity == "ye") return true; var double = get.is.double(button.link, true); return ( evt.dying.identity == lib.character[button.link][1] || lib.character[button.link][1] == "ye" || (double && double.includes(evt.dying.identity)) ); } return true; } else { if (typeof ui.selected.buttons[0].link != "string") return false; if (typeof button.link != "object") return false; var name = button.link[2]; if (player.storage.yigui.used.includes(name)) return false; var card = { name: name }; if (button.link[3]) card.nature = button.link[3]; var info = get.info(card); var group = lib.character[ui.selected.buttons[0].link][1]; var double = get.is.double(ui.selected.buttons[0].link, true); if (evt.type == "dying") { return evt.filterCard(card, player, evt); } if (!lib.filter.filterCard(card, player, evt)) return false; else if (evt.filterCard && !evt.filterCard(card, player, evt)) return false; if (info.changeTarget) { var list = game.filterPlayer(function (current) { return player.canUse(card, current); }); for (var i = 0; i < list.length; i++) { var giveup = false; var targets = [list[i]]; info.changeTarget(player, targets); for (var j = 0; j < targets.length; j++) { if ( group != "ye" && targets[j].identity != "unknown" && targets[j].identity != "ye" && targets[j].identity != group && (!double || !double.includes(targets[j].identity)) ) { giveup = true; break; } } if (giveup) continue; if (giveup == false) return true; } return false; } else return game.hasPlayer(function (current) { return ( evt.filterTarget(card, player, current) && (group == "ye" || current.identity == "unknown" || current.identity == "ye" || current.identity == group || (double && double.includes(current.identity))) ); }); } }, backup: function (links, player) { var name = links[1][2]; var nature = links[1][3] || null; var character = links[0]; var group = lib.character[character][1]; var next = { character: character, group: group, filterCard: function () { return false; }, selectCard: -1, complexCard: true, check: function () { return 1; }, popname: true, audio: "yigui", viewAs: { name: name, nature: nature, isCard: true, }, filterTarget: function (card, player, target) { var xx = lib.skill.yigui_backup; var evt = _status.event; var group = xx.group; var double = get.is.double(xx.character, true); var info = get.info(card); if ( !(info.singleCard && ui.selected.targets.length) && group != "ye" && target.identity != "unknown" && target.identity != "ye" && target.identity != group && (!double || !double.includes(target.identity)) ) return false; if (info.changeTarget) { var targets = [target]; info.changeTarget(player, targets); for (var i = 0; i < targets.length; i++) { if ( group != "ye" && targets[i].identity != "unknown" && targets[i].identity != "ye" && targets[i].identity != group && (!double || !double.includes(targets[i].identity)) ) return false; } } //if(evt.type=='dying') return target==evt.dying; if (evt._backup && evt._backup.filterTarget) return evt._backup.filterTarget(card, player, target); return lib.filter.filterTarget(card, player, target); }, onuse: function (result, player) { player.logSkill("yigui"); var character = lib.skill.yigui_backup.character; player.flashAvatar("yigui", character); player.storage.yigui.character.remove(character); _status.characterlist.add(character); game.log(player, "从「魂」中移除了", "#g" + get.translation(character)); player.syncStorage("yigui"); player.updateMarks("yigui"); player.storage.yigui.used.add(result.card.name); }, }; return next; }, prompt: function (links, player) { var name = links[1][2]; var character = links[0]; var nature = links[1][3]; return ( "移除「" + get.translation(character) + "」并视为使用" + (get.translation(nature) || "") + get.translation(name) ); }, }, group: ["yigui_init", "yigui_refrain"], ai: { order: function () { return 1 + 10 * Math.random(); }, result: { player: 1, }, }, mark: true, marktext: "魂", intro: { onunmark: function (storage, player) { _status.characterlist.addArray(storage.character); storage.character = []; }, mark: function (dialog, storage, player) { if (storage && storage.character.length) { if (player.isUnderControl(true)) { dialog.addSmall([storage.character, "character"]); } else { return "共有" + get.cnNumber(storage.character.length) + "张“魂”"; } } else { return "没有魂"; } }, content: function (storage, player) { return "共有" + get.cnNumber(storage.character.length) + "张“魂”"; }, markcount: function (storage, player) { if (storage && storage.character) return storage.character.length; return 0; }, }, }, yigui_init: { audio: "yigui", trigger: { player: "showCharacterAfter", }, forced: true, filter: function (event, player) { return event.toShow.some(name => { return get.character(name, 3).includes("yigui"); }) && !player.storage.yigui_init; }, content: function () { player.storage.yigui_init = true; var list = _status.characterlist.randomGets(2); if (list.length) { _status.characterlist.removeArray(list); player.storage.yigui.character.addArray(list); lib.skill.gzhuashen.drawCharacter(player, list); player.syncStorage("yigui"); player.updateMarks("yigui"); game.log(player, "获得了" + get.cnNumber(list.length) + "张「魂」"); } }, }, yigui_refrain: { trigger: { global: "phaseBefore" }, forced: true, silent: true, popup: false, content: function () { player.storage.yigui.used = []; }, }, yigui_shan: { enable: "chooseToUse", filter: function (event, player) { if (event.type != "respondShan") return false; var storage = player.storage.yigui; if (!storage || !storage.character.length || storage.used.includes("shan")) return false; return event.filterCard({ name: "shan" }, player, event); }, chooseButton: { dialog: function (event, player) { var dialog = ui.create.dialog("役鬼", "hidden"); dialog.add([player.storage.yigui.character, "character"]); return dialog; }, check: function (button) { return ( 1 / (1 + game.countPlayer(function (current) { return current.identity == button.link; })) ); }, backup: function (links, player) { var character = links[0]; var next = { character: character, filterCard: function () { return false; }, selectCard: -1, complexCard: true, check: function () { return 1; }, popname: true, audio: "yigui", viewAs: { name: "shan", isCard: true, }, onuse: function (result, player) { player.logSkill("yigui"); var character = lib.skill.yigui_shan_backup.character; player.flashAvatar("yigui", character); player.storage.yigui.character.remove(character); _status.characterlist.add(character); game.log(player, "从「魂」中移除了", "#g" + get.translation(character)); player.syncStorage("yigui"); player.updateMarks("yigui"); player.storage.yigui.used.add(result.card.name); }, }; return next; }, }, ai: { respondShan: true, skillTagFilter: function (player) { var storage = player.storage.yigui; if (!storage || !storage.character.length || storage.used.includes("shan")) return false; }, order: 0.1, result: { player: 1, }, }, }, yigui_wuxie: { enable: "chooseToUse", filter: function (event, player) { if (event.type != "wuxie") return false; var storage = player.storage.yigui; if (!storage || !storage.character.length || storage.used.includes("wuxie")) return false; return event.filterCard({ name: "wuxie" }, player, event); }, chooseButton: { dialog: function (event, player) { var dialog = ui.create.dialog("役鬼", "hidden"); dialog.add([player.storage.yigui.character, "character"]); return dialog; }, check: function (button) { return ( 1 / (1 + game.countPlayer(function (current) { return current.identity == button.link; })) ); }, backup: function (links, player) { var character = links[0]; var next = { character: character, filterCard: function () { return false; }, selectCard: -1, complexCard: true, check: function () { return 1; }, popname: true, audio: "yigui", viewAs: { name: "wuxie", isCard: true, }, onuse: function (result, player) { player.logSkill("yigui"); var character = lib.skill.yigui_wuxie_backup.character; player.flashAvatar("yigui", character); player.storage.yigui.character.remove(character); _status.characterlist.add(character); game.log(player, "从「魂」中移除了", "#g" + get.translation(character)); player.syncStorage("yigui"); player.updateMarks("yigui"); player.storage.yigui.used.add(result.card.name); }, }; return next; }, }, ai: { order: 0.1, result: { player: 1, }, }, }, yigui_gzshan: { enable: "chooseToUse", filter: function (event, player) { if ( event.type != "respondShan" || !event.filterCard({ name: "shan" }, player, event) || !lib.inpile.includes("shan") ) return false; var storage = player.storage.yigui, target = event.getParent().player; if (!storage || !target || !storage.character.length || storage.used.includes("shan")) return false; var identity = target.identity; return ( ["unknown", "ye"].includes(identity) || storage.character.some(function (i) { if (lib.character[i][1] == "ye") return true; var double = get.is.double(i, true); var groups = double ? double : [lib.character[i][1]]; return groups.includes(identity); }) ); }, chooseButton: { dialog: function (event, player) { var dialog = ui.create.dialog("役鬼", "hidden"); dialog.add([player.storage.yigui.character, "character"]); return dialog; }, filter: function (button, player) { var evt = _status.event.getParent("chooseToUse"); var target = evt.getParent().player, identity = target.identity; if (["unknown", "ye"].includes(identity)) return true; if (lib.character[button.link][1] == "ye") return true; var double = get.is.double(button.link, true); var groups = double ? double : [lib.character[button.link][1]]; return groups.includes(identity); }, check: function (button) { return ( 1 / (1 + game.countPlayer(function (current) { return current.identity == lib.character[button.link][1]; })) ); }, backup: function (links, player) { var character = links[0]; var next = { character: character, filterCard: () => false, selectCard: -1, complexCard: true, check: () => 1, popname: true, audio: "yigui", viewAs: { name: "shan", isCard: true }, onuse: function (result, player) { player.logSkill("yigui"); var character = lib.skill.yigui_gzshan_backup.character; player.flashAvatar("yigui", character); player.storage.yigui.character.remove(character); _status.characterlist.add(character); game.log(player, "从「魂」中移除了", "#g" + get.translation(character)); player.syncStorage("yigui"); player.updateMarks("yigui"); player.storage.yigui.used.add(result.card.name); }, }; return next; }, }, ai: { respondShan: true, skillTagFilter: function (player, tag, arg) { if (arg == "respond" || !lib.inpile.includes("shan")) return false; var storage = player.storage.yigui; if (!storage || !storage.character.length || storage.used.includes("shan")) return false; }, order: 0.1, result: { player: 1 }, }, }, yigui_gzwuxie: { hiddenWuxie(player, info) { if (!lib.inpile.includes("wuxie")) return false; const storage = player.storage.yigui; if ( !storage || !storage.character || !storage.character.length || (storage.used && storage.used.includes("wuxie")) ) return false; if (_status.connectMode) return true; const target = info.target; if (!target) return false; const identity = target.identity; return ( ["unknown", "ye"].includes(identity) || storage.character.some(function (i) { if (lib.character[i][1] == "ye") return true; const double = get.is.double(i, true); return (double ? double : [lib.character[i][1]]).includes(identity); }) ); }, enable: "chooseToUse", filter(event, player) { if (event.type != "wuxie" || !lib.inpile.includes("wuxie")) return false; const storage = player.storage.yigui; if ( !storage || !storage.character || !storage.character.length || (storage.used && storage.used.includes("wuxie")) ) return false; const info = event.info_map, target = info.target, identity = target.identity; return ( ["unknown", "ye"].includes(identity) || storage.character.some(function (i) { if (lib.character[i][1] == "ye") return true; const double = get.is.double(i, true); return (double ? double : [lib.character[i][1]]).includes(identity); }) ); }, chooseButton: { dialog(event, player) { let dialog = ui.create.dialog("役鬼", "hidden"); dialog.add([player.storage.yigui.character, "character"]); return dialog; }, filter(button, player) { const evt = get.event().getParent("chooseToUse"); const info = evt.info_map, target = info.target, identity = target.identity; if (["unknown", "ye"].includes(identity)) return true; if (lib.character[button.link][1] == "ye") return true; const double = get.is.double(button.link, true); return (double ? double : [lib.character[button.link][1]]).includes(identity); }, check(button) { return 1 + Math.random(); }, backup(links, player) { return { character: links[0], filterCard: () => false, selectCard: -1, complexCard: true, check: () => 1, popname: true, audio: "yigui", viewAs: { name: "wuxie", isCard: true }, onuse(result, player) { player.logSkill("yigui"); const character = lib.skill.yigui_gzwuxie_backup.character; player.flashAvatar("yigui", character); player.storage.yigui.character.remove(character); _status.characterlist.add(character); game.log(player, "从「魂」中移除了", "#g" + get.translation(character)); player.syncStorage("yigui"); player.updateMarks("yigui"); player.storage.yigui.used.add(result.card.name); }, }; }, }, ai: { order: 0.1, result: { player: 1 }, }, }, jihun: { trigger: { player: "damageEnd", global: "dyingAfter", }, audio: 2, frequent: true, preHidden: true, filter: function (event, player) { return ( event.name == "damage" || (event.player.isAlive() && !event.player.isFriendOf(player)) ); }, content: function () { var list = _status.characterlist.randomGets(1); if (list.length) { _status.characterlist.removeArray(list); player.storage.yigui.character.addArray(list); lib.skill.gzhuashen.drawCharacter(player, list); player.syncStorage("yigui"); player.updateMarks("yigui"); game.log(player, "获得了" + get.cnNumber(list.length) + "张「魂」"); } }, }, gzbuyi: { trigger: { global: "dyingAfter" }, usable: 1, filter: function (event, player) { if (!(event.player && event.player.isAlive() && event.source && event.source.isAlive())) return false; return event.player.isFriendOf(player) && event.reason && event.reason.name == "damage"; }, check: function (event, player) { return get.attitude(player, event.player) > 0; }, logTarget: "source", preHidden: true, content: function () { "step 0"; player.chooseJunlingFor(trigger.source); "step 1"; event.junling = result.junling; event.targets = result.targets; var choiceList = []; choiceList.push("执行该军令"); choiceList.push( "令" + get.translation(trigger.player) + (trigger.player == trigger.source ? "(你)" : "") + "回复1点体力" ); trigger.source .chooseJunlingControl(player, result.junling, result.targets) .set("prompt", "补益") .set("choiceList", choiceList) .set("ai", function () { if (get.recoverEffect(trigger.player, player, _status.event.player) > 0) return 1; return get.attitude(trigger.source, trigger.player) < 0 && get.junlingEffect( player, result.junling, trigger.source, result.targets, trigger.source ) >= -2 ? 1 : 0; }); "step 2"; if (result.index == 0) trigger.source.carryOutJunling(player, event.junling, targets); else trigger.player.recover(player); }, audio: ["buyi", 2], }, keshou: { audio: 2, trigger: { player: "damageBegin3" }, filter: function (event, player) { return event.num > 0; }, direct: true, preHidden: true, content: function () { "step 0"; var check = player.countCards("h", { color: "red" }) > 1 || player.countCards("h", { color: "black" }) > 1; player .chooseCard( get.prompt("keshou"), "弃置两张颜色相同的牌,令即将受到的伤害-1", "he", 2, function (card) { if (ui.selected.cards.length) return get.color(card) == get.color(ui.selected.cards[0]); return true; } ) .set("complexCard", true) .set("ai", function (card) { if (!_status.event.check) return 0; var player = _status.event.player; if (player.hp == 1) { if ( !player.countCards("h", function (card) { return get.tag(card, "save"); }) && !player.hasSkillTag("save", true) ) return 10 - get.value(card); return 7 - get.value(card); } return 6 - get.value(card); }) .set("check", check) .setHiddenSkill(event.name); "step 1"; var logged = false; if (result.cards) { logged = true; player.logSkill("keshou"); player.discard(result.cards); trigger.num--; } if ( !player.isUnseen() && !game.hasPlayer(function (current) { return current != player && current.isFriendOf(player); }) ) { if (!logged) player.logSkill("keshou"); player.judge(function (card) { if (get.color(card) == "red") return 1; return 0; }); } else event.finish(); "step 2"; if (result.judge > 0) player.draw(); }, }, zhuwei: { audio: 2, trigger: { player: "judgeEnd" }, filter: function (event) { if (get.owner(event.result.card)) return false; if (event.nogain && event.nogain(event.result.card)) return false; return true; //return event.result.card.name=='sha'||event.result.card.name=='juedou'; }, frequent: true, preHidden: true, content: function () { "step 0"; player.gain(trigger.result.card, "gain2"); player.chooseBool( "是否令" + get.translation(_status.currentPhase) + "本回合的手牌上限和使用【杀】的次数上限+1?" ).ai = function () { return get.attitude(player, _status.currentPhase) > 0; }; "step 1"; if (result.bool) { var target = _status.currentPhase; if (!target.hasSkill("zhuwei_eff")) { target.addTempSkill("zhuwei_eff"); target.storage.zhuwei_eff = 1; } else target.storage.zhuwei_eff++; target.updateMarks(); } }, subSkill: { eff: { sub: true, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.storage.zhuwei_eff; }, maxHandcard: function (player, num) { return num + player.storage.zhuwei_eff; }, }, mark: true, charlotte: true, intro: { content: function (storage) { if (storage) return "使用【杀】的次数上限+" + storage + ",手牌上限+" + storage; }, }, }, }, }, gzweidi: { init: function (player) { player.storage.gzweidi = []; }, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.storage.gzweidi.length > 0; }, filterTarget: function (card, player, target) { return target != player && player.storage.gzweidi.includes(target); }, content: function () { "step 0"; player.chooseJunlingFor(target); "step 1"; event.junling = result.junling; event.targets = result.targets; var choiceList = ["执行该军令"]; if (target != player) choiceList.push( "令" + get.translation(player) + "获得你所有手牌,然后交给你等量的牌" ); else choiceList.push("不执行该军令"); target .chooseJunlingControl(player, result.junling, result.targets) .set("prompt", "伪帝") .set("choiceList", choiceList) .set("ai", function () { if (get.attitude(target, player) >= 0) return get.junlingEffect( player, result.junling, target, result.targets, target ) >= 0 ? 0 : 1; return get.junlingEffect( player, result.junling, target, result.targets, target ) >= -1 ? 0 : 1; }); "step 2"; if (result.index == 0) target.carryOutJunling(player, event.junling, targets); else if (target != player && target.countCards("h")) { event.num = target.countCards("h"); player.gain(target.getCards("h"), target, "giveAuto"); player .chooseCard( "交给" + get.translation(target) + get.cnNumber(event.num) + "张牌", "he", event.num, true ) .set("ai", function (card) { return -get.value(card); }); } else event.finish(); "step 3"; if (result.cards) { player.give(result.cards, target); } }, group: ["gzweidi_ft", "gzweidi_ftc"], ai: { order: 3, result: { player: 1, }, }, subSkill: { ft: { sub: true, trigger: { global: "gainBefore" }, silent: true, filter: function (event, player) { if ( player == event.player || player.storage.gzweidi.includes(event.player) || _status.currentPhase != player ) return false; if (event.cards.length) { if (event.getParent().name == "draw") return true; for (var i = 0; i < event.cards.length; i++) if ( get.position(event.cards[i]) == "c" || (!get.position(event.cards[i]) && event.cards[i].original == "c") ) return true; } return false; }, content: function () { player.storage.gzweidi.push(trigger.player); }, }, ftc: { sub: true, trigger: { global: "phaseAfter" }, silent: true, filter: function (event, player) { return event.player == player; }, content: function () { player.storage.gzweidi = []; }, }, }, audio: ["weidi", 2], }, gzyongsi: { audio: "yongsi1", group: ["gzyongsi_eff1", "gzyongsi_eff2", "gzyongsi_eff3"], preHidden: ["gzyongsi_eff3"], ai: { threaten: function (player, target) { if ( game.hasPlayer(function (current) { return current != target && current.getEquip("yuxi"); }) ) return 0.5; return 2; }, forceMajor: true, skillTagFilter: function () { return !game.hasPlayer(function (current) { return current.getEquip("yuxi"); }); }, }, subSkill: { eff1: { sub: true, equipSkill: true, noHidden: true, trigger: { player: "phaseDrawBegin2" }, //priority:8, forced: true, filter: function (event, player) { if (event.numFixed || player.isDisabled(5)) return false; return !game.hasPlayer(function (current) { return current.getEquips("yuxi").length > 0; }); }, content: function () { trigger.num++; }, audio: ["yongsi1", 2], }, eff2: { sub: true, trigger: { player: "phaseUseBegin" }, //priority:8, forced: true, noHidden: true, equipSkill: true, filter: function (event, player) { if (player.isDisabled(5)) return false; return ( game.hasPlayer(function (current) { return player.canUse("zhibi", current); }) && !game.hasPlayer(function (current) { return current.getEquips("yuxi").length > 0; }) ); }, content: function () { player.chooseUseTarget("玉玺(庸肆):选择知己知彼的目标", { name: "zhibi" }); }, audio: ["yongsi1", 2], }, eff3: { sub: true, trigger: { global: "useCardToTargeted" }, //priority:16, forced: true, filter: function (event, player) { return ( event.target && event.target == player && event.card && event.card.name == "zhibi" ); }, check: function () { return false; }, content: function () { player.showHandcards(); }, }, }, }, gzfudi: { trigger: { global: "damageEnd" }, direct: true, preHidden: true, audio: 2, filter: function (event, player) { return ( event.source && event.source.isAlive() && event.source != player && event.player == player && player.countCards("h") && event.num > 0 ); }, content: function () { "step 0"; var players = game.filterPlayer(function (current) { return ( current.isFriendOf(trigger.source) && current.hp >= player.hp && !game.hasPlayer(function (current2) { return current2.hp > current.hp && current2.isFriendOf(trigger.source); }) ); }); var check = true; if (!players.length) check = false; else { if (get.attitude(player, trigger.source) >= 0) check = false; } player .chooseCard( get.prompt("gzfudi", trigger.source), "交给其一张手牌,然后对其势力中体力值最大且不小于你的一名角色造成1点伤害" ) .set("aicheck", check) .set("ai", function (card) { if (!_status.event.aicheck) return 0; return 9 - get.value(card); }) .setHiddenSkill(event.name); "step 1"; if (result.bool) { player.logSkill("gzfudi", trigger.source); player.give(result.cards, trigger.source); } else event.finish(); "step 2"; var list = game.filterPlayer(function (current) { return ( current.hp >= player.hp && current.isFriendOf(trigger.source) && !game.hasPlayer(function (current2) { return current2.hp > current.hp && current2.isFriendOf(trigger.source); }) ); }); if (list.length) { if (list.length == 1) event._result = { bool: true, targets: list }; else player .chooseTarget( true, "对" + get.translation(trigger.source) + "势力中体力值最大的一名角色造成1点伤害", function (card, player, target) { return _status.event.list.includes(target); } ) .set("list", list) .set("ai", function (target) { return get.damageEffect(target, player, player); }); } else event.finish(); "step 3"; if (result.bool && result.targets.length) { player.line(result.targets[0]); result.targets[0].damage(); } }, ai: { maixie: true, maixie_defend: true, effect: { target: function (card, player, target) { if (get.tag(card, "damage") && target.hp > 1) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (!target.countCards("h")) return [1, -1]; if ( game.countPlayer(function (current) { return current.isFriendOf(player) && current.hp >= target.hp - 1; }) ) return [1, 0, 0, -2]; } }, }, }, }, gzcongjian: { trigger: { player: "damageBegin3", source: "damageBegin1", }, forced: true, preHidden: true, audio: "drlt_congjian", filter: function (event, player, name) { if (event.num <= 0) return false; if (name == "damageBegin1" && _status.currentPhase != player) return true; if (name == "damageBegin3" && _status.currentPhase == player) return true; return false; }, check: function (event, player) { return _status.currentPhase != player; }, content: function () { trigger.num++; }, }, jianan: { audio: 2, unique: true, forceunique: true, group: "wuziliangjiangdao", derivation: "wuziliangjiangdao", lordSkill: true, global: "g_jianan", }, g_jianan: { trigger: { player: ["phaseZhunbeiBegin", "phaseBefore", "dieBegin"], }, audio: "jianan", forceaudio: true, filter: function (event, player, name) { if (name != "phaseZhunbeiBegin") return get.is.jun(player) && player.identity == "wei"; return this.filter2.apply(this, arguments); }, filter2: function (event, player) { if (!get.zhu(player, "jianan")) return false; if (!player.countCards("he")) return false; return !player.isUnseen(); }, direct: true, content: function () { "step 0"; if (event.triggername != "phaseZhunbeiBegin") { event.trigger("jiananUpdate"); event.finish(); return; } var skills = ["new_retuxi", "qiaobian", "fakexiaoguo", "gzjieyue", "new_duanliang"]; game.countPlayer(function (current) { if (current == player) return; if (current.hasSkill("new_retuxi")) skills.remove("new_retuxi"); if (current.hasSkill("qiaobian")) skills.remove("qiaobian"); if (current.hasSkill("fakexiaoguo")) skills.remove("fakexiaoguo"); if (current.hasSkill("gzjieyue")) skills.remove("gzjieyue"); if (current.hasSkill("new_duanliang")) skills.remove("new_duanliang"); }); if (!skills.length) event.finish(); else { event.skills = skills; var next = player.chooseToDiscard("he"); var str = ""; for (var i = 0; i < skills.length; i++) { str += "、【"; str += get.translation(skills[i]); str += "】"; } next.set("prompt", "是否发动【五子良将纛】?"); next.set( "prompt2", get.translation( "弃置一张牌并暗置一张武将牌,获得以下技能中的一个直到下回合开始:" + str.slice(1) ) ); next.logSkill = "g_jianan"; next.skills = skills; next.ai = function (card) { var skills = _status.event.skills; var player = _status.event.player; var rank = 0; if ( skills.includes("new_retuxi") && game.countPlayer(function (current) { return ( get.attitude(player, current) < 0 && current.countGainableCards(player, "h") ); }) > 1 ) rank = 4; if ( skills.includes("gzjieyue") && player.countCards("h", function (card) { return get.value(card) < 7; }) > 1 ) rank = 5; if (skills.includes("qiaobian") && player.countCards("h") > 4) rank = 6; if ( (get.guozhanRank(player.name1, player) < rank && !player.isUnseen(0)) || (get.guozhanRank(player.name2, player) < rank && !player.isUnseen(1)) ) return rank + 1 - get.value(card); return -1; }; } "step 1"; if (!result.bool) event.finish(); else { var list = ["主将", "副将"]; if (player.isUnseen(0) || get.is.jun(player)) list.remove("主将"); if (player.isUnseen(1)) list.remove("副将"); if (!list.length) event.goto(3); else if (list.length < 2) event._result = { control: list[0] }; else { player.chooseControl(list).set("ai", function () { return get.guozhanRank(player.name1, player) < get.guozhanRank(player.name2, player) ? "主将" : "副将"; }).prompt = "请选择暗置一张武将牌"; } } "step 2"; if (!result.control) event.finish(); else { var num = result.control == "主将" ? 0 : 1; player.hideCharacter(num); } "step 3"; player .chooseControl(event.skills) .set("ai", function () { var skills = event.skills; if (skills.includes("qiaobian") && player.countCards("h") > 3) return "qiaobian"; if ( skills.includes("gzjieyue") && player.countCards("h", function (card) { return get.value(card) < 7; }) ) return "gzjieyue"; if (skills.includes("new_retuxi")) return "new_retuxi"; return skills.randomGet(); }) .set("prompt", "选择获得其中的一个技能直到君主的回合开始"); "step 4"; var link = result.control; player.addTempSkill(link, "jiananUpdate"); player.addTempSkill("jianan_eff", "jiananUpdate"); game.log(player, "获得了技能", "#g【" + get.translation(result.control) + "】"); }, }, jianan_eff: { ai: { nomingzhi: true }, }, huibian: { enable: "phaseUse", audio: 2, usable: 1, filter: function (event, player) { return ( game.countPlayer(function (current) { return current.identity == "wei"; }) > 1 && game.hasPlayer(function (current) { return current.isDamaged() && current.identity == "wei"; }) ); }, filterTarget: function (card, player, target) { if (ui.selected.targets.length) return target.isDamaged() && target.identity == "wei"; return target.identity == "wei"; }, selectTarget: 2, multitarget: true, targetprompt: ["受到伤害
    然后摸牌", "回复体力"], content: function () { "step 0"; targets[0].damage(player); "step 1"; if (targets[0].isAlive()) targets[0].draw(2); targets[1].recover(); }, ai: { threaten: 1.2, order: 9, result: { target: function (player, target) { if (ui.selected.targets.length) return 1; if (get.damageEffect(target, player, player) > 0) return 2; if (target.hp > 2) return 1; if (target.hp == 1) return -1; return 0.1; }, }, }, }, gzzongyu: { audio: 2, unique: true, forceunique: true, group: ["gzzongyu_others", "gzzongyu_player"], ai: { threaten: 1.2, }, subSkill: { others: { trigger: { global: "equipAfter" }, direct: true, filter: function (event, player) { if ( event.player == player || !player.countCards("e", { subtype: ["equip3", "equip4"] }) ) return false; return event.card.name == "liulongcanjia"; }, check: function (event, player) { if (get.attitude(player, target) <= 0) return player.countCards("e", { subtype: ["equip4", "equip4"] }) < 2; return true; }, content: function () { "step 0"; player.chooseBool( "是否发动【总御】,与" + get.translation(trigger.player) + "交换装备区内坐骑牌?" ); "step 1"; if (result.bool) { player.logSkill("gzzongyu", trigger.player); event.cards = [ player.getCards("e", { subtype: ["equip3", "equip4"] }), trigger.player.getCards("e", { name: "liulongcanjia" }), ]; player.lose(event.cards[0], ui.special); trigger.player.lose(event.cards[1], ui.special); if (event.cards[0].length) player.$give(event.cards[0], trigger.player); if (event.cards[1].length) trigger.player.$give(event.cards[1], player); } else event.finish(); "step 2"; for (var i = 0; i < event.cards[1].length; i++) player.equip(event.cards[1][i]); for (var i = 0; i < event.cards[0].length; i++) trigger.player.equip(event.cards[0][i]); }, }, player: { audio: "gzzongyu", trigger: { player: "equipAfter" }, forced: true, filter: function (event, player) { if (!["equip3", "equip4"].includes(get.subtype(event.card))) return false; for (var i = 0; i < ui.discardPile.childElementCount; i++) { if (ui.discardPile.childNodes[i].name == "liulongcanjia") return true; } return game.hasPlayer(function (current) { return current != player && current.countCards("ej", "liulongcanjia"); }); }, content: function () { var list = []; for (var i = 0; i < ui.discardPile.childElementCount; i++) { if (ui.discardPile.childNodes[i].name == "liulongcanjia") { list.add(ui.discardPile.childNodes[i]); } } game.countPlayer(function (current) { if (current != player) { var ej = current.getCards("ej", "liulongcanjia"); if (ej.length) { list.addArray(ej); } } }); if (list.length) { var card = list.randomGet(); var owner = get.owner(card); if (owner) { player.line(owner, "green"); owner.$give(card, player); } else player.$gain(card, "log"); player.equip(card); } }, }, }, }, wuziliangjiangdao: { nopop: true, unique: true, forceunique: true, mark: true, intro: { content: function () { return get.translation("wuziliangjiangdao_info"); }, }, }, gzzhengbi: { audio: "zhengbi", trigger: { player: "phaseUseBegin" }, filter: function (event, player) { //if(event.player!=player) return false; return ( game.hasPlayer(function (current) { return current != player && current.identity == "unknown"; }) || player.countCards("h", { type: "basic" }) ); }, check: function (event, player) { if ( player.countCards("h", function (card) { return get.value(card) < 7; }) ) { if (player.isUnseen()) return Math.random() > 0.7; return true; } }, preHidden: true, content: function () { "step 0"; var choices = []; if ( game.hasPlayer(function (current) { return current.isUnseen(); }) ) choices.push("选择一名未确定势力的角色"); if ( game.hasPlayer(function (current) { return current != player && !current.isUnseen(); }) && player.countCards("h", { type: "basic" }) ) choices.push("将一张基本牌交给一名已确定势力的角色"); if (choices.length == 1) { event._result = { index: choices[0] == "选择一名未确定势力的角色" ? 0 : 1 }; } else player .chooseControl() .set("ai", function () { if (choices.length > 1) { var player = _status.event.player; if ( !game.hasPlayer(function (current) { return ( (!current.isUnseen() && current.getEquip("yuxi")) || (current.hasSkill("gzyongsi") && !game.hasPlayer(function (current) { return current.getEquips("yuxi").length > 0; })) ); }) && game.hasPlayer(function (current) { return current != player && current.isUnseen(); }) ) { var identity; for (var i = 0; i < game.players; i++) { if (game.players[i].isMajor()) { identity = game.players[i].identity; break; } } } if ( !player.isUnseen() && player.identity != identity && get.population(player.identity) + 1 >= get.population(identity) ) return 0; return 1; } return 0; }) .set("prompt", "征辟:请选择一项") .set("choiceList", choices); "step 1"; if (result.index == 0) player.chooseTarget( "请选择一名未确定势力的角色", function (card, player, target) { return target != player && target.identity == "unknown"; }, true ); else player .chooseCardTarget({ prompt: "请将一张基本牌交给一名已确定势力的其他角色", position: "h", filterCard: function (card) { return get.type(card) == "basic"; }, filterTarget: function (card, player, target) { return target != player && target.identity != "unknown"; }, ai1: function (card) { return 5 - get.value(card); }, ai2: function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (att > 0) return 0; return -(att - 1) / target.countCards("h"); }, }) .set("forced", true); "step 2"; event.target = result.targets[0]; player.line(result.targets, "green"); if (result.cards.length) { event.cards = result.cards; player.give(result.cards, result.targets[0]); } else { player.storage.gzzhengbi_eff1 = result.targets[0]; player.addTempSkill("gzzhengbi_eff1", "phaseUseAfter"); event.finish(); } "step 3"; var choices = []; if (target.countCards("he", { type: ["trick", "delay", "equip"] })) choices.push("一张非基本牌"); if (target.countCards("h", { type: "basic" }) > 1) choices.push("两张基本牌"); if (choices.length) target .chooseControl(choices) .set("ai", function (event, player) { if (choices.length > 1) { if ( player.countCards( "he", { type: ["trick", "delay", "equip"] }, function (card) { return get.value(card) < 7; } ) ) return 0; return 1; } return 0; }) .set("prompt", "征辟:交给" + get.translation(player) + "…"); else { if (target.countCards("h")) { var cards = target.getCards("h"); target.give(cards, player); event.finish(); } else event.finish(); } "step 4"; var check = result.control == "一张非基本牌"; target.chooseCard( "he", check ? 1 : 2, { type: check ? ["trick", "delay", "equip"] : "basic" }, true ); "step 5"; if (result.cards) { target.give(result.cards, player); } }, subSkill: { eff1: { audio: "zhengbi", sub: true, onremove: true, trigger: { player: "phaseUseEnd" }, forced: true, charlotte: true, filter: function (event, player) { var target = player.storage.gzzhengbi_eff1; return ( target && !target.isUnseen() && target.countGainableCards(player, "he") > 0 ); }, logTarget: function (event, player) { return player.storage.gzzhengbi_eff1; }, content: function () { var num = 0; var target = player.storage.gzzhengbi_eff1; if (target.countGainableCards(player, "h")) num++; if (target.countGainableCards(player, "e")) num++; if (num) { player .gainPlayerCard(target, num, "he", true) .set("filterButton", function (button) { for (var i = 0; i < ui.selected.buttons.length; i++) { if ( get.position(button.link) == get.position(ui.selected.buttons[i].link) ) return false; } return true; }); } }, }, }, }, gzfengying: { audio: "fengying", limited: true, enable: "phaseUse", position: "h", filterCard: true, selectCard: -1, filter: function (event, player) { return !player.storage.gzfengying && player.countCards("h") > 0; }, filterTarget: function (card, player, target) { return target == player; }, selectTarget: -1, discard: false, lose: false, content: function () { "step 0"; player.awakenSkill("gzfengying"); player.storage.gzfengying = true; player.useCard({ name: "xietianzi" }, cards, target); "step 1"; var list = game.filterPlayer(function (current) { return current.isFriendOf(player) && current.countCards("h") < current.maxHp; }); list.sort(lib.sort.seat); player.line(list, "thunder"); game.asyncDraw(list, function (current) { return current.maxHp - current.countCards("h"); }); }, skillAnimation: "epic", animationColor: "gray", ai: { order: 0.1, result: { player: function (player) { var value = 0; var cards = player.getCards("h"); if (cards.length >= 4) return 0; for (var i = 0; i < cards.length; i++) { value += Math.max(0, get.value(cards[i], player, "raw")); } var targets = game.filterPlayer(function (current) { return current.isFriendOf(player) && current != player; }); var eff = 0; for (var i = 0; i < targets.length; i++) { var num = targets[i].countCards("h") < targets[i].maxHp; if (num <= 0) continue; eff += num; } return 5 * eff - value; }, }, }, }, junling4_eff: { mod: { cardEnabled2: function (card) { if (get.position(card) == "h") return false; }, }, mark: true, marktext: "令", intro: { content: "不能使用或打出手牌", }, }, junling5_eff: { trigger: { player: "recoverBefore" }, priority: 44, forced: true, silent: true, popup: false, content: function () { trigger.cancel(); }, mark: true, marktext: "令", intro: { content: "不能回复体力", }, ai: { effect: { target: function (card, player, target) { if (get.tag(card, "recover")) return "zeroplayertarget"; }, }, }, }, gzjieyue: { trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return ( player.countCards("h") && game.hasPlayer(function (current) { return current != player && current.identity != "wei"; }) ); }, direct: true, preHidden: true, content: function () { "step 0"; player .chooseCardTarget({ prompt: get.prompt2("gzjieyue"), position: "h", filterCard: true, filterTarget: function (card, player, target) { return target.identity != "wei" && target != player; }, ai1: function (card, player, target) { if (get.attitude(player, target) > 0) return 11 - get.value(card); return 7 - get.value(card); }, ai2: function (card, player, target) { var att = get.attitude(player, target); if (att < 0) return -att; return 1; }, }) .setHiddenSkill("gzjieyue"); "step 1"; if (result.bool) { event.target = result.targets[0]; player.logSkill("gzjieyue", result.targets); player.give(result.cards[0], result.targets[0]); player.chooseJunlingFor(result.targets[0]); } else event.finish(); "step 2"; event.junling = result.junling; event.targets = result.targets; var choiceList = []; choiceList.push("执行该军令,然后" + get.translation(player) + "摸一张牌"); choiceList.push("令" + get.translation(player) + "摸牌阶段额外摸三张牌"); target .chooseJunlingControl(player, result.junling, result.targets) .set("prompt", "节钺") .set("choiceList", choiceList) .set("ai", function () { if (get.attitude(target, player) > 0) return get.junlingEffect( player, result.junling, target, result.targets, target ) > 1 ? 0 : 1; return get.junlingEffect( player, result.junling, target, result.targets, target ) >= -1 ? 0 : 1; }); "step 3"; if (result.index == 0) { target.carryOutJunling(player, event.junling, targets); player.draw(); } else player.addTempSkill("gzjieyue_eff"); }, ai: { threaten: 2 }, subSkill: { eff: { sub: true, trigger: { player: "phaseDrawBegin2" }, filter: function (event, player) { return !event.numFixed; }, forced: true, popup: false, content: function () { trigger.num += 3; }, }, }, audio: ["jieyue", 2], }, jianglue: { limited: true, audio: 2, enable: "phaseUse", prepare: function (cards, player) { var targets = game.filterPlayer(function (current) { return current.isFriendOf(player) || current.isUnseen(); }); player.line(targets, "fire"); }, content: function () { "step 0"; player.awakenSkill("jianglue"); player.addTempSkill("jianglue_count"); player .chooseJunlingFor(player) .set("prompt", "选择一张军令牌,令与你势力相同的其他角色选择是否执行"); "step 1"; event.junling = result.junling; event.targets = result.targets; event.players = game .filterPlayer(function (current) { if (current == player) return false; return ( current.isFriendOf(player) || (player.identity != "ye" && current.isUnseen()) ); }) .sort(lib.sort.seat); event.num = 0; event.filterName = function (name) { return lib.character[name][1] == player.identity && !get.is.double(name); }; "step 2"; if (num < event.players.length) event.current = event.players[num]; if (event.current && event.current.isAlive()) { event.showCharacter = false; var choiceList = ["执行该军令,增加1点体力上限,然后回复1点体力", "不执行该军令"]; if (event.current.isFriendOf(player)) event.current .chooseJunlingControl(player, event.junling, targets) .set("prompt", "将略") .set("choiceList", choiceList) .set("ai", function () { if ( event.junling == "junling6" && (event.current.countCards("h") > 3 || event.current.countCards("e") > 2) ) return 1; return event.junling == "junling5" ? 1 : 0; }); else if ( (event.filterName(event.current.name1) || event.filterName(event.current.name2)) && event.current.wontYe(player.identity) ) { event.showCharacter = true; choiceList[0] = "明置一张武将牌以" + choiceList[0]; choiceList[1] = "不明置武将牌且" + choiceList[1]; event.current .chooseJunlingControl(player, event.junling, targets) .set("prompt", "将略") .set("choiceList", choiceList) .set("ai", function () { if ( event.junling == "junling6" && (event.current.countCards("h") > 3 || event.current.countCards("e") > 2) ) return 1; return event.junling == "junling5" ? 1 : 0; }); } else event.current .chooseJunlingControl(player, event.junling, targets) .set("prompt", "将略") .set("controls", ["ok"]); } else event.goto(4); "step 3"; event.carry = false; if (result.index == 0 && result.control != "ok") { event.carry = true; if (event.showCharacter) { var list = []; if (event.filterName(event.current.name1)) list.push("主将"); if (event.filterName(event.current.name2)) list.push("副将"); if (list.length > 1) event.current.chooseControl(["主将", "副将"]).set("ai", function () { let player = _status.event.player; if (get.character(player.name1, 3).includes("gzxuanhuo")) return 0; if (get.character(player.name2, 3).includes("gzxuanhuo")) return 1; return Math.random() > 0.5 ? 0 : 1; }).prompt = "选择并展示一张武将牌,然后执行军令"; else event._result = { index: list[0] == "主将" ? 0 : 1 }; } } "step 4"; if (!event.list) event.list = [player]; if (event.carry) { if (event.showCharacter) event.current.showCharacter(result.index); event.current.carryOutJunling(player, event.junling, targets); event.list.push(event.current); } event.num++; if (event.num < event.players.length) event.goto(2); "step 5"; event.num = 0; player.storage.jianglue_count = 0; "step 6"; if (event.list[num].isAlive()) { event.list[num].gainMaxHp(true); event.list[num].recover(); } event.num++; "step 7"; if (event.num < event.list.length) event.goto(6); else if (player.storage.jianglue_count > 0) player.draw(player.storage.jianglue_count); }, marktext: "略", skillAnimation: "epic", animationColor: "soil", ai: { order: 10, result: { player: function (player) { if (player.isUnseen() && player.wontYe()) { if (get.population(player.group) >= game.players.length / 4) return 1; return Math.random() > 0.7 ? 1 : 0; } else return 1; }, }, }, subSkill: { count: { sub: true, trigger: { global: "recoverAfter" }, silent: true, filter: function (event) { return event.getParent("jianglue"); }, content: function () { player.storage.jianglue_count++; }, }, }, }, gzxuanhuo: { audio: "rexuanhuo", global: "gzxuanhuo_others", derivation: [ "fz_new_rewusheng", "fz_gzpaoxiao", "fz_new_longdan", "fz_new_tieji", "fz_liegong", "fz_xinkuanggu", ], ai: { threaten: function (player, target) { if ( game.hasPlayer(function (current) { return current != target && current.isFriendOf(target); }) ) return 1.5; return 0.5; }, }, subSkill: { others: { audio: "rexuanhuo", forceaudio: true, enable: "phaseUse", usable: 1, filter: function (event, player) { return ( !player.isUnseen() && player.countCards("h") > 0 && game.hasPlayer(function (current) { return ( current != player && current.hasSkill("gzxuanhuo") && player.isFriendOf(current) ); }) ); }, prompt: "弃置一张手牌,然后获得以下技能中的一个:〖武圣〗〖咆哮〗〖龙胆〗〖铁骑〗〖烈弓〗〖狂骨〗", position: "h", filterCard: true, check: function (card) { var player = _status.event.player; if (player.hasSkill("gzpaoxiao", true) || player.getEquip("zhuge")) return 0; if ( player.countCards("h", function (cardx) { return cardx != card && cardx.name == "sha" && player.hasUseTarget(cardx); }) < player.getCardUsable("sha") + 1 ) return 0; return 7 - get.value(card); }, content: function () { "step 0"; var list = [ "new_rewusheng", "gzpaoxiao", "new_longdan", "new_tieji", "liegong", "xinkuanggu", ]; player .chooseControl(list) .set("ai", function () { if (list.includes("gzpaoxiao")) return "gzpaoxiao"; return list.randomGet(); }) .set("prompt", "选择并获得一项技能直到回合结束"); "step 1"; player.popup(result.control); player.addTempSkill("fz_" + result.control); game.log(player, "获得了技能", "#g【" + get.translation(result.control) + "】"); game.delay(); }, // forceaudio:true, // audio:['xuanhuo',2], ai: { order: 8, result: { player: 1 }, }, }, //used:{}, }, // audio:['xuanhuo',2], }, fz_gzpaoxiao: { audio: true, inherit: "gzpaoxiao", }, fz_new_tieji: { audio: true, inherit: "new_tieji", }, fz_new_rewusheng: { audio: true, inherit: "new_rewusheng", }, fz_liegong: { audio: true, inherit: "liegong", }, fz_xinkuanggu: { audio: true, inherit: "xinkuanggu", }, fz_new_longdan: { audio: true, group: [ "fz_new_longdan_sha", "fz_new_longdan_shan", "fz_new_longdan_draw", "fz_new_longdan_shamiss", "fz_new_longdan_shanafter", ], subSkill: { shanafter: { sub: true, audio: "fz_new_longdan", trigger: { player: "useCard", }, //priority:1, filter: function (event, player) { return event.skill == "fz_new_longdan_shan" && event.getParent(2).name == "sha"; }, direct: true, content: function () { "step 0"; player .chooseTarget( "是否发动【龙胆】令一名其他角色回复1点体力?", function (card, player, target) { return ( target != _status.event.source && target != player && target.isDamaged() ); } ) .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .set("source", trigger.getParent(2).player); "step 1"; if (result.bool && result.targets && result.targets.length) { player.logSkill("fz_new_longdan", result.targets[0]); result.targets[0].recover(); } }, }, shamiss: { sub: true, audio: "fz_new_longdan", trigger: { player: "shaMiss", }, direct: true, filter: function (event, player) { return event.skill == "fz_new_longdan_sha"; }, content: function () { "step 0"; player .chooseTarget( "是否发动【龙胆】对一名其他角色造成1点伤害?", function (card, player, target) { return target != _status.event.target && target != player; } ) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }) .set("target", trigger.target); "step 1"; if (result.bool && result.targets && result.targets.length) { player.logSkill("fz_new_longdan", result.targets[0]); result.targets[0].damage(); } }, }, draw: { trigger: { player: ["useCard", "respond"], }, audio: "fz_new_longdan", forced: true, locked: false, filter: function (event, player) { if (!get.zhu(player, "shouyue")) return false; return ( event.skill == "fz_new_longdan_sha" || event.skill == "fz_new_longdan_shan" ); }, content: function () { player.draw(); //player.storage.fanghun2++; }, sub: true, }, sha: { audio: "fz_new_longdan", enable: ["chooseToUse", "chooseToRespond"], filterCard: { name: "shan", }, viewAs: { name: "sha", }, viewAsFilter: function (player) { if (!player.countCards("hs", "shan")) return false; }, prompt: "将一张闪当杀使用或打出", position: "hs", check: function () { return 1; }, ai: { effect: { target: function (card, player, target, current) { if (get.tag(card, "respondSha") && current < 0) return 0.6; }, }, respondSha: true, skillTagFilter: function (player) { if (!player.countCards("hs", "shan")) return false; }, order: function () { return get.order({ name: "sha" }) + 0.1; }, }, sub: true, }, shan: { audio: "fz_new_longdan", enable: ["chooseToRespond", "chooseToUse"], filterCard: { name: "sha", }, viewAs: { name: "shan", }, position: "hs", prompt: "将一张杀当闪使用或打出", check: function () { return 1; }, viewAsFilter: function (player) { if (!player.countCards("hs", "sha")) return false; }, ai: { respondShan: true, skillTagFilter: function (player) { if (!player.countCards("hs", "sha")) return false; }, effect: { target: function (card, player, target, current) { if (get.tag(card, "respondShan") && current < 0) return 0.6; }, }, }, sub: true, }, }, }, gzenyuan: { locked: true, audio: "reenyuan", group: ["gzenyuan_gain", "gzenyuan_damage"], preHidden: true, ai: { maixie_defend: true, effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return [1, -1.5]; if (!target.hasFriend()) return; if (get.tag(card, "damage")) return [1, 0, 0, -0.7]; }, }, }, subSkill: { gain: { audio: "reenyuan", trigger: { target: "useCardToTargeted" }, forced: true, filter: function (event, player) { return event.card.name == "tao" && event.player != player; }, logTarget: "player", content: function () { trigger.player.draw(); }, }, damage: { audio: "reenyuan", trigger: { player: "damageEnd" }, forced: true, filter: function (event, player) { return event.source && event.source != player && event.num > 0; }, content: function () { "step 0"; player.logSkill("enyuan_damage", trigger.source); trigger.source .chooseCard("交给" + get.translation(player) + "一张手牌,或失去1点体力", "h") .set("ai", function (card) { if ( get.attitude(_status.event.player, _status.event.getParent().player) > 0 ) return 11 - get.value(card); return 7 - get.value(card); }); "step 1"; if (result.bool) { trigger.source.give(result.cards[0], player, "giveAuto"); } else trigger.source.loseHp(); }, }, }, }, gzjushou: { audio: "xinjushou", trigger: { player: "phaseJieshuBegin", }, preHidden: true, content: function () { "step 0"; var list = [], players = game.filterPlayer(); for (var target of players) { if (target.isUnseen()) continue; var add = true; for (var i of list) { if (i.isFriendOf(target)) { add = false; break; } } if (add) list.add(target); } event.num = list.length; player.draw(event.num); if (event.num > 2) player.turnOver(); "step 1"; player .chooseCard("h", true, "弃置一张手牌,若以此法弃置的是装备牌,则你改为使用之") .set("ai", function (card) { if (get.type(card) == "equip") { return 5 - get.value(card); } return -get.value(card); }) .set("filterCard", lib.filter.cardDiscardable); "step 2"; if (result.bool && result.cards.length) { if (get.type(result.cards[0]) == "equip" && player.hasUseTarget(result.cards[0])) { player.chooseUseTarget(result.cards[0], true, "nopopup"); } else { player.discard(result.cards[0]); } } }, ai: { effect: { target: function (card, player, target) { if (card.name == "guiyoujie") return [0, 1]; }, }, }, }, new_duanliang: { subSkill: { off: { sub: true, }, }, mod: { targetInRange: function (card, player, target) { if (card.name == "bingliang") { return true; } }, }, locked: false, audio: "duanliang1", enable: "chooseToUse", filterCard: function (card) { if (get.type(card) != "basic" && get.type(card) != "equip") return false; return get.color(card) == "black"; }, filter: function (event, player) { if (player.hasSkill("new_duanliang_off")) return false; return player.countCards("hes", { type: ["basic", "equip"], color: "black" }); }, position: "hes", viewAs: { name: "bingliang", }, onuse: function (result, player) { if (get.distance(player, result.targets[0]) > 2) player.addTempSkill("new_duanliang_off"); }, prompt: "将一黑色的基本牌或装备牌当兵粮寸断使用", check: function (card) { return 6 - get.value(card); }, ai: { order: 9, basic: { order: 1, useful: 1, value: 4, }, result: { target: function (player, target) { if (target.hasJudge("caomu")) return 0; return -1.5 / Math.sqrt(target.countCards("h") + 1); }, }, tag: { skip: "phaseDraw", }, }, }, new_shushen: { audio: "shushen", trigger: { player: "recoverAfter", }, direct: true, preHidden: true, content: function () { "step 0"; event.num = trigger.num || 1; "step 1"; player .chooseTarget(get.prompt2("new_shushen"), function (card, player, target) { return target != player; }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .setHiddenSkill("new_shushen"); "step 2"; if (result.bool) { player.logSkill("new_shushen", result.targets); result.targets[0].draw(); if (event.num > 1) { event.num--; event.goto(1); } } }, ai: { threaten: 0.8, expose: 0.1, }, }, new_luanji: { audio: "luanji", enable: "phaseUse", viewAs: { name: "wanjian", }, filterCard: function (card, player) { if (!player.storage.new_luanji) return true; return !player.storage.new_luanji.includes(get.suit(card)); }, selectCard: 2, position: "hs", filter: function (event, player) { return ( player.countCards("hs", function (card) { return ( !player.storage.new_luanji || !player.storage.new_luanji.includes(get.suit(card)) ); }) > 1 ); }, check: function (card) { var player = _status.event.player; var targets = game.filterPlayer(function (current) { return player.canUse("wanjian", current); }); var num = 0; for (var i = 0; i < targets.length; i++) { var eff = get.sgn(get.effect(targets[i], { name: "wanjian" }, player, player)); if (targets[i].hp == 1) { eff *= 1.5; } num += eff; } if (!player.needsToDiscard(-1)) { if (targets.length >= 7) { if (num < 2) return 0; } else if (targets.length >= 5) { if (num < 1.5) return 0; } } return 6 - get.value(card); }, group: ["new_luanji_count", "new_luanji_reset", "new_luanji_respond"], subSkill: { reset: { trigger: { player: "phaseAfter", }, silent: true, filter: function (event, player) { return player.storage.new_luanji ? true : false; }, content: function () { delete player.storage.new_luanji; }, sub: true, forced: true, popup: false, }, count: { trigger: { player: "useCard", }, silent: true, filter: function (event) { return event.skill == "new_luanji"; }, content: function () { if (!player.storage.new_luanji) { player.storage.new_luanji = []; } for (var i = 0; i < trigger.cards.length; i++) { player.storage.new_luanji.add(get.suit(trigger.cards[i])); } }, sub: true, forced: true, popup: false, }, respond: { trigger: { global: "respond", }, silent: true, filter: function (event) { if (event.player.isUnseen()) return false; return ( event.getParent(2).skill == "new_luanji" && event.player.isFriendOf(_status.currentPhase) ); }, content: function () { trigger.player.draw(); }, sub: true, forced: true, popup: false, }, }, }, new_qingcheng: { audio: "qingcheng", enable: "phaseUse", filter: function (event, player) { return ( player.countCards("he", { color: "black" }) && game.hasPlayer(function (current) { return current != player && !current.isUnseen(2); }) ); }, filterCard: { color: "black", }, position: "he", filterTarget: function (card, player, target) { return !target.isUnseen(2); }, check: function (card) { return 6 - get.value(card, _status.event.player); }, content: function () { "step 0"; event.target = target; event.done = false; "step 1"; if (get.is.jun(event.target)) { event._result = { control: "副将" }; } else { var choice = "主将"; var skills = lib.character[event.target.name2][3]; for (var i = 0; i < skills.length; i++) { var info = get.info(skills[i]); if (info && info.ai && info.ai.maixie) { choice = "副将"; break; } } if (get.character(event.target.name, 3).includes("buqu")) { choice = "主将"; } else if (get.character(event.target.name2, 3).includes("buqu")) { choice = "副将"; } player .chooseControl("主将", "副将", function () { return _status.event.choice; }) .set("prompt", "暗置" + get.translation(event.target) + "的一张武将牌") .set("choice", choice); } "step 2"; if (result.control == "主将") { event.target.hideCharacter(0); } else { event.target.hideCharacter(1); } event.target.addTempSkill("qingcheng_ai"); if (get.type(cards[0]) == "equip" && !event.done) { player .chooseTarget( "是否暗置一名武将牌均为明置的角色的一张武将牌?", function (card, player, target) { return target != player && !target.isUnseen(2); } ) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }); } else event.finish(); "step 3"; if (result.bool && result.targets && result.targets.length) { player.line(result.targets[0], "green"); event.done = true; event.target = result.targets[0]; event.goto(1); } }, ai: { order: 8, result: { target: function (player, target) { if (target.hp <= 0) return -5; if (player.getStat().skill.new_qingcheng) return 0; if (!target.hasSkillTag("maixie")) return 0; if (get.attitude(player, target) >= 0) return 0; if ( player.hasCard(function (card) { return get.tag(card, "damage") && player.canUse(card, target, true, true); }) ) { if (target.maxHp > 3) return -0.5; return -1; } return 0; }, }, }, }, new_kongcheng: { group: ["new_kongcheng_gain", "new_kongcheng_got"], subSkill: { gain: { audio: "kongcheng", trigger: { player: "gainBefore", }, filter: function (event, player) { return ( event.source && event.source != player && player != _status.currentPhase && !event.bySelf && player.countCards("h") == 0 ); }, content: function () { trigger.name = "addToExpansion"; trigger.setContent("addToExpansion"); trigger.gaintag = ["new_kongcheng"]; trigger.untrigger(); trigger.trigger("addToExpansionBefore"); }, sub: true, forced: true, }, got: { trigger: { player: "phaseDrawBegin1", }, filter: function (event, player) { return player.getExpansions("new_kongcheng").length > 0; }, content: function () { player.gain(player.getExpansions("new_kongcheng"), "draw"); }, sub: true, forced: true, }, }, audio: "kongcheng", trigger: { target: "useCardToTarget", }, forced: true, check: function (event, player) { return get.effect(event.target, event.card, event.player, player) < 0; }, filter: function (event, player) { return ( player.countCards("h") == 0 && (event.card.name == "sha" || event.card.name == "juedou") ); }, content: function () { trigger.getParent().targets.remove(player); }, ai: { effect: { target: function (card, player, target, current) { if (target.countCards("h") == 0 && (card.name == "sha" || card.name == "juedou")) return "zeroplayertarget"; }, }, }, intro: { markcount: "expansion", mark: function (dialog, content, player) { var content = player.getExpansions("new_kongcheng"); if (content && content.length) { if (player == game.me || player.isUnderControl()) { dialog.addAuto(content); } else { return "共有" + get.cnNumber(content.length) + "张牌"; } } }, content: function (content, player) { var content = player.getExpansions("new_kongcheng"); if (content && content.length) { if (player == game.me || player.isUnderControl()) { return get.translation(content); } return "共有" + get.cnNumber(content.length) + "张牌"; } }, }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, }, new_keji: { audio: "keji", forced: true, trigger: { player: "phaseDiscardBegin", }, filter: function (event, player) { var list = []; player.getHistory("useCard", function (evt) { if (evt.isPhaseUsing(player)) { var color = get.color(evt.card); if (color != "nocolor") list.add(color); } }); return list.length <= 1; }, check: function (event, player) { return player.needsToDiscard(); }, content: function () { player.addTempSkill("keji_add", "phaseAfter"); }, }, keji_add: { charlotte: true, mod: { maxHandcard: function (player, num) { return num + 4; }, }, }, new_mouduan: { trigger: { player: "phaseJieshuBegin", }, //priority:2, audio: "botu", filter: function (event, player) { var history = player.getHistory("useCard"); var suits = []; var types = []; for (var i = 0; i < history.length; i++) { var suit = get.suit(history[i].card); if (suit) suits.add(suit); types.add(get.type(history[i].card)); } return suits.length >= 4 || types.length >= 3; }, check: function (event, player) { return player.canMoveCard(true); }, content: function () { player.moveCard(); }, }, new_longdan: { group: [ "new_longdan_sha", "new_longdan_shan", "new_longdan_draw", "new_longdan_shamiss", "new_longdan_shanafter", ], subSkill: { shanafter: { sub: true, audio: "longdan_sha", trigger: { player: "useCard", }, //priority:1, filter: function (event, player) { return event.skill == "new_longdan_shan" && event.getParent(2).name == "sha"; }, direct: true, content: function () { "step 0"; player .chooseTarget( "是否发动【龙胆】令一名其他角色回复1点体力?", function (card, player, target) { return ( target != _status.event.source && target != player && target.isDamaged() ); } ) .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .set("source", trigger.getParent(2).player); "step 1"; if (result.bool && result.targets && result.targets.length) { player.logSkill("new_longdan", result.targets[0]); result.targets[0].recover(); } }, }, shamiss: { sub: true, audio: "longdan_sha", trigger: { player: "shaMiss", }, direct: true, filter: function (event, player) { return event.skill == "new_longdan_sha"; }, content: function () { "step 0"; player .chooseTarget( "是否发动【龙胆】对一名其他角色造成1点伤害?", function (card, player, target) { return target != _status.event.target && target != player; } ) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }) .set("target", trigger.target); "step 1"; if (result.bool && result.targets && result.targets.length) { player.logSkill("new_longdan", result.targets[0]); result.targets[0].damage(); } }, }, draw: { trigger: { player: ["useCard", "respond"], }, audio: "longdan_sha", forced: true, locked: false, filter: function (event, player) { if (!get.zhu(player, "shouyue")) return false; return event.skill == "new_longdan_sha" || event.skill == "new_longdan_shan"; }, content: function () { player.draw(); //player.storage.fanghun2++; }, sub: true, }, sha: { audio: "longdan_sha", enable: ["chooseToUse", "chooseToRespond"], filterCard: { name: "shan", }, viewAs: { name: "sha", }, position: "hs", viewAsFilter: function (player) { if (!player.countCards("hs", "shan")) return false; }, prompt: "将一张闪当杀使用或打出", check: function () { return 1; }, ai: { effect: { target: function (card, player, target, current) { if (get.tag(card, "respondSha") && current < 0) return 0.6; }, }, respondSha: true, skillTagFilter: function (player) { if (!player.countCards("hs", "shan")) return false; }, order: function () { return get.order({ name: "sha" }) + 0.1; }, }, sub: true, }, shan: { audio: "longdan_sha", enable: ["chooseToRespond", "chooseToUse"], filterCard: { name: "sha", }, viewAs: { name: "shan", }, position: "hs", prompt: "将一张杀当闪使用或打出", check: function () { return 1; }, viewAsFilter: function (player) { if (!player.countCards("hs", "sha")) return false; }, ai: { respondShan: true, skillTagFilter: function (player) { if (!player.countCards("hs", "sha")) return false; }, effect: { target: function (card, player, target, current) { if (get.tag(card, "respondShan") && current < 0) return 0.6; }, }, }, sub: true, }, }, }, gzpaoxiao: { audio: "paoxiao", trigger: { player: "useCard", }, filter: function (event, player) { if (_status.currentPhase != player) return false; if (event.card.name != "sha") return false; var history = player.getHistory("useCard", function (evt) { return evt.card.name == "sha"; }); return history && history.indexOf(event) == 1; }, forced: true, preHidden: true, content: function () { player.draw(); }, mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return Infinity; }, }, ai: { unequip: true, skillTagFilter: function (player, tag, arg) { if (!get.zhu(player, "shouyue")) return false; if (arg && arg.name == "sha") return true; return false; }, }, }, new_kurou: { audio: "rekurou", enable: "phaseUse", usable: 1, filterCard: true, check: function (card) { return 8 - get.value(card); }, position: "he", content: function () { player.loseHp(); player.draw(3); player.addTempSkill("kurou_effect", "phaseAfter"); }, ai: { order: 8, result: { player: function (player) { if (player.hp <= 2) return player.countCards("h") == 0 ? 1 : 0; if (player.countCards("h", { name: "sha", color: "red" })) return 1; return player.countCards("h") <= player.hp ? 1 : 0; }, }, }, }, kurou_effect: { mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num + 1; }, }, }, new_chuli: { audio: "chulao", enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { if (player == target) return false; for (var i = 0; i < ui.selected.targets.length; i++) { if (ui.selected.targets[i].isFriendOf(target)) return false; } return target.countCards("he") > 0; }, filter: function (event, player) { return player.countCards("he") > 0; }, filterCard: true, position: "he", selectTarget: [1, 3], check: function (card) { if (get.suit(card) == "spade") return 8 - get.value(card); return 5 - get.value(card); }, contentBefore: function () { var evt = event.getParent(); evt.draw = []; if (get.suit(cards[0]) == "spade") evt.draw.push(player); }, content: function () { "step 0"; player.discardPlayerCard(target, "he", true); "step 1"; if (result.bool) { if (get.suit(result.cards[0]) == "spade") event.getParent().draw.push(target); } }, contentAfter: function () { "step 0"; var list = event.getParent().draw; if (!list.length) event.finish(); else game.asyncDraw(list); "step 1"; game.delay(); }, ai: { result: { target: -1, }, tag: { discard: 1, lose: 1, loseCard: 1, }, threaten: 1.2, order: 3, }, }, baka_hunshang: { skillAnimation: true, animationColor: "wood", audio: "hunzi", preHidden: true, derivation: ["baka_yingzi", "baka_yinghun"], viceSkill: true, init: function (player) { if (player.checkViceSkill("baka_hunshang") && !player.viceChanged) { player.removeMaxHp(); } }, trigger: { player: "phaseZhunbeiBegin", }, filter: function (event, player) { return player.hp <= 1; }, forced: true, locked: false, //priority:3, content: function () { player.addTempSkills(["baka_yingzi", "baka_yinghun"]); }, ai: { threaten: function (player, target) { if (target.hp == 1) return 2; return 0.5; }, maixie: true, effect: { target: function (card, player, target) { if (!target.hasFriend()) return; if ( get.tag(card, "damage") == 1 && target.hp == 2 && !target.isTurnedOver() && _status.currentPhase != target && get.distance(_status.currentPhase, target, "absolute") <= 3 ) return [0.5, 1]; }, }, }, }, baka_yinghun: { inherit: "yinghun", audio: "yinghun_sunce", }, baka_yingzi: { mod: { maxHandcardBase: function (player, num) { return player.maxHp; }, }, audio: "reyingzi_sunce", trigger: { player: "phaseDrawBegin2", }, frequent: true, filter: function (event) { return !event.numFixed; }, content: function () { trigger.num++; }, ai: { threaten: 1.3, }, }, gzyiji: { audio: "yiji", trigger: { player: "damageEnd", }, frequent: true, preHidden: true, content: function () { "step 0"; event.cards = game.cardsGotoOrdering(get.cards(2)).cards; "step 1"; if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); event.given_map = {}; "step 2"; if (event.cards.length > 1) { player .chooseCardButton("遗计: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 3"; 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 4"; 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(2); "step 5"; 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"); }, 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]; } }, }, }, }, gzjieming: { audio: "jieming", trigger: { player: "damageEnd", }, direct: true, preHidden: true, content: function () { "step 0"; player .chooseTarget( get.prompt("gzjieming"), "令一名角色将手牌补至X张(X为其体力上限且至多为5)", function (card, player, target) { return true; //target.countCards('h') 2) { return Math.max(0, Math.min(5, target.maxHp) - target.countCards("h")); } return att / 3; }) .setHiddenSkill("gzjieming"); "step 1"; if (result.bool) { player.logSkill("gzjieming", result.targets); for (var i = 0; i < result.targets.length; i++) { var num = Math.min(5, result.targets[i].maxHp) - result.targets[i].countCards("h"); if (num > 0) result.targets[i].draw(num); } } }, 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]; }, }, }, }, gzfangzhu: { audio: "fangzhu", trigger: { player: "damageEnd", }, direct: true, preHidden: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("gzfangzhu"), function (card, player, target) { return player != target; }) .setHiddenSkill("gzfangzhu").ai = function (target) { if (target.hasSkillTag("noturn")) return 0; var player = _status.event.player, att = get.attitude(player, target); if (att == 0) return 0; if (att > 0) { if (target.isTurnedOver()) return 1000 - target.countCards("h"); return -1; } else { if (target.isTurnedOver()) return -1; if (player.getDamagedHp() >= 3) return -1; return target.countCards("h") + 1; } }; "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("gzfangzhu", target); var num = player.getDamagedHp(); if (num > 0) target .chooseToDiscard( "he", num, "放逐:弃置" + get.cnNumber(num) + "张牌并失去1点体力", "或者点击“取消”不弃牌,改为摸" + get.cnNumber(num) + "张牌并叠置" ) .set("ai", function (card) { var player = _status.event.player; if (player.isTurnedOver()) return -1; return player.hp * player.hp - Math.max(1, get.value(card)); }); else { target.turnOver(); event.finish(); } } else event.finish(); "step 2"; if (result.bool) { target.loseHp(); } else { target.draw(player.getDamagedHp()); target.turnOver(); } }, 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.hp <= 1) return; if (!target.hasFriend()) return; var hastarget = false; var turnfriend = false; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (get.attitude(target, players[i]) < 0 && !players[i].isTurnedOver()) { hastarget = true; } if (get.attitude(target, players[i]) > 0 && players[i].isTurnedOver()) { hastarget = true; turnfriend = true; } } if (get.attitude(player, target) > 0 && !hastarget) return; if (turnfriend || target.hp == target.maxHp) return [0.5, 1]; if (target.hp > 1) return [1, 0.5]; } }, }, }, }, fengyin_main: { init: function (player, skill) { player.addSkillBlocker(skill); }, onremove: function (player, skill) { player.removeSkillBlocker(skill); }, charlotte: true, skillBlocker: function (skill, player) { return ( lib.character[player.name1][3].includes(skill) && !lib.skill[skill].charlotte && !get.is.locked(skill, player) ); }, mark: true, marktext: "主", intro: { content: function (storage, player, skill) { var list = player.getSkills(null, null, false).filter(function (i) { return lib.skill.fengyin_main.skillBlocker(i, player); }); if (list.length) return "失效技能:" + get.translation(list); return "无失效技能"; }, }, }, fengyin_vice: { init: function (player, skill) { player.addSkillBlocker(skill); }, onremove: function (player, skill) { player.removeSkillBlocker(skill); }, charlotte: true, skillBlocker: function (skill, player) { return ( lib.character[player.name2][3].includes(skill) && !lib.skill[skill].charlotte && !get.is.locked(skill, player) ); }, mark: true, marktext: "副", intro: { content: function (storage, player, skill) { var list = player.getSkills(null, null, false).filter(function (i) { return lib.skill.fengyin_vice.skillBlocker(i, player); }); if (list.length) return "失效技能:" + get.translation(list); return "无失效技能"; }, }, }, new_tieji: { audio: "retieji", trigger: { player: "useCardToPlayered", }, check: function (event, player) { return get.attitude(player, event.target) < 0; }, filter: function (event) { return event.card.name == "sha"; }, logTarget: "target", content: function () { "step 0"; var target = trigger.target; var controls = []; if (get.zhu(player, "shouyue")) { if (!target.isUnseen(0)) target.addTempSkill("fengyin_main"); if (!target.isUnseen(1)) target.addTempSkill("fengyin_vice"); event.goto(2); } if (!target.isUnseen(0) && !target.hasSkill("fengyin_main")) controls.push("主将"); if (!target.isUnseen(1) && !target.hasSkill("fengyin_vice")) controls.push("副将"); if (controls.length > 0) { if (controls.length == 1) event._result = { control: controls[0] }; else { player .chooseControl(controls) .set("ai", function () { var choice = "主将"; var skills = lib.character[target.name2][3]; for (var i = 0; i < skills.length; i++) { var info = get.info(skills[i]); if (info && info.ai && info.ai.maixie) { choice = "副将"; break; } } return choice; }) .set( "prompt", "请选择一个武将牌,令" + get.translation(target) + "该武将牌上的非锁定技全部失效。" ); } } else event.goto(2); "step 1"; if (result.control) { player.popup(result.control, "fire"); var target = trigger.target; if (result.control == "主将") target.addTempSkill("fengyin_main"); else target.addTempSkill("fengyin_vice"); } "step 2"; player.judge(function () { return 0; }); "step 3"; var suit = get.suit(result.card); var target = trigger.target; var num = target.countCards("h", "shan"); target .chooseToDiscard( "请弃置一张" + get.translation(suit) + "牌,否则不能使用闪抵消此杀", "he", function (card) { return get.suit(card) == _status.event.suit; } ) .set("ai", function (card) { var num = _status.event.num; if (num == 0) return 0; if (card.name == "shan") return num > 1 ? 2 : 0; return 8 - get.value(card); }) .set("num", num) .set("suit", suit); "step 4"; if (!result.bool) { trigger.getParent().directHit.add(trigger.target); } }, }, hmkyuanyu: { audio: "zongkui", trigger: { player: "damageBegin4", }, forced: true, preHidden: true, filter: function (event, player) { if (event.num <= 0 || !event.source) return false; var n1 = player.getNext(); var p1 = player.getPrevious(); if (event.source != n1 && event.source != p1) return true; }, content: function () { trigger.cancel(); }, ai: { effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return; if (player == target.getNext() || player == target.getPrevious()) return; if (get.tag(card, "damage")) return "zeroplayertarget"; }, }, }, }, hmkguishu: { audio: "bmcanshi", enable: "phaseUse", filter: function (event, player) { return player.countCards("hs", { suit: "spade" }) > 0; }, init: function (player) { if (!player.storage.hmkguishu) player.storage.hmkguishu = 0; }, chooseButton: { dialog: function (event, player) { var list = ["yuanjiao", "zhibi"]; for (var i = 0; i < list.length; i++) { list[i] = ["锦囊", "", list[i]]; } return ui.create.dialog("鬼术", [list, "vcard"]); }, filter: function (button, player) { var name = button.link[2]; if (player.storage.hmkguishu == 1 && name == "yuanjiao") return false; if (player.storage.hmkguishu == 2 && name == "zhibi") return false; return lib.filter.filterCard({ name: name }, player, _status.event.getParent()); }, check: function (button) { var player = _status.event.player; if (button.link == "yuanjiao") { return 3; } if (button.link == "zhibi") { if (player.countCards("hs", { suit: "spade" }) > 2) return 1; return 0; } }, backup: function (links, player) { return { audio: "bmcanshi", filterCard: function (card, player) { return get.suit(card) == "spade"; }, position: "hs", selectCard: 1, popname: true, ai: function (card) { return 6 - ai.get.value(card); }, viewAs: { name: links[0][2] }, onuse: function (result, player) { player.logSkill("hmkguishu"); if (result.card.name == "yuanjiao") player.storage.hmkguishu = 1; else player.storage.hmkguishu = 2; }, }; }, prompt: function (links, player) { return "将一张手牌当作" + get.translation(links[0][2]) + "使用"; }, }, ai: { order: 4, result: { player: function (player) { return 2; }, }, threaten: 1.6, }, }, _mingzhisuodingji: { mode: ["guozhan"], enable: "phaseUse", filter: function (event, player) { if (player.hasSkillTag("nomingzhi", false, null, true)) return false; var bool = false; var skillm = lib.character[player.name1][3]; var skillv = lib.character[player.name2][3]; if (player.isUnseen(0)) { for (var i = 0; i < skillm.length; i++) { if (get.is.locked(skillm[i])) { bool = true; } } } if (player.isUnseen(1)) { for (var i = 0; i < skillv.length; i++) { if (get.is.locked(skillv[i])) { bool = true; } } } return bool; }, popup: false, content: function () { "step 0"; var choice = []; var skillm = lib.character[player.name1][3]; var skillv = lib.character[player.name2][3]; if (player.isUnseen(0)) { for (var i = 0; i < skillm.length; i++) { if (get.is.locked(skillm[i]) && !choice.includes("明置主将")) { choice.push("明置主将"); } } } if (player.isUnseen(1)) { for (var i = 0; i < skillv.length; i++) { if (get.is.locked(skillv[i]) && !choice.includes("明置副将")) { choice.push("明置副将"); } } } if (choice.length == 2) choice.push("全部明置"); player.chooseControl(choice); "step 1"; if (result.control) { switch (result.control) { case "取消": break; case "明置主将": player.showCharacter(0); break; case "明置副将": player.showCharacter(1); break; case "全部明置": player.showCharacter(2); break; } } }, ai: { order: 11, result: { player: -99, }, }, }, /*----分界线----*/ _viewnext: { trigger: { global: "gameDrawBefore", }, silent: true, popup: false, forced: true, filter: function () { if (_status.connectMode && !lib.configOL.viewnext) return false; else if (!_status.connectMode && !get.config("viewnext")) return false; return game.players.length > 1; }, content: function () { var target = player.getNext(); player.viewCharacter(target, 1); }, }, _aozhan_judge: { trigger: { player: "phaseBefore", }, forced: true, priority: 22, filter: function (event, player) { if (get.mode() != "guozhan") return false; if (_status.connectMode && !lib.configOL.aozhan) return false; else if (!_status.connectMode && !get.config("aozhan")) return false; if (_status._aozhan) return false; if (game.players.length > 4) return false; if (game.players.length > 3 && game.players.length + game.dead.length <= 7) return false; for (var i = 0; i < game.players.length; i++) { for (var j = i + 1; j < game.players.length; j++) { if (game.players[i].isFriendOf(game.players[j])) return false; } } return true; }, content: function () { var color = get.groupnature(player.group, "raw"); if (player.isUnseen()) color = "fire"; player.$fullscreenpop("鏖战模式", color); game.broadcastAll(function () { _status._aozhan = true; ui.aozhan = ui.create.div(".touchinfo.left", ui.window); ui.aozhan.innerHTML = "鏖战模式"; if (ui.time3) ui.time3.style.display = "none"; ui.aozhanInfo = ui.create.system("鏖战模式", null, true); lib.setPopped( ui.aozhanInfo, function () { var uiintro = ui.create.dialog("hidden"); uiintro.add("鏖战模式"); var list = [ "当游戏中仅剩四名或更少角色时(七人以下游戏时改为三名或更少),若此时全场没有超过一名势力相同的角色,则从一个新的回合开始,游戏进入鏖战模式直至游戏结束。", "在鏖战模式下,任何角色均不是非转化的【桃】的合法目标。【桃】可以被当做【杀】或【闪】使用或打出。", "进入鏖战模式后,即使之后有两名或者更多势力相同的角色出现,仍然不会取消鏖战模式。", ]; var intro = '"; uiintro.add('
    ' + intro + "
    "); var ul = uiintro.querySelector("ul"); if (ul) { ul.style.width = "180px"; } uiintro.add(ui.create.div(".placeholder")); return uiintro; }, 250 ); game.playBackgroundMusic(); }); game.countPlayer(function (current) { current.addSkill("aozhan"); }); }, }, _guozhan_marks: { ruleSkill: true, enable: "phaseUse", filter: function (event, player) { return ( player.hasMark("yexinjia_mark") || player.hasMark("xianqu_mark") || player.hasMark("yinyang_mark") || player.hasMark("zhulianbihe_mark") ); }, chooseButton: { dialog: function (event, player) { return ui.create.dialog("###国战标记###弃置一枚对应的标记,发动其对应的效果"); }, chooseControl: function (event, player) { var list = [], bool = player.hasMark("yexinjia_mark"); if (bool || player.hasMark("xianqu_mark")) list.push("先驱"); if (bool || player.hasMark("zhulianbihe_mark")) { list.push("珠联(摸牌)"); if (event.filterCard({ name: "tao", isCard: true }, player, event)) list.push("珠联(桃)"); } if (bool || player.hasMark("yinyang_mark")) list.push("阴阳鱼"); list.push("cancel2"); return list; }, check: function () { var player = _status.event.player, bool = player.hasMark("yexinjia_mark"); if ((bool || player.hasMark("xianqu_mark")) && 4 - player.countCards("h") > 1) return "先驱"; if (bool || player.hasMark("zhulianbihe_mark")) { if ( _status.event .getParent() .filterCard({ name: "tao", isCard: true }, player, event) && get.effect_use(player, { name: "tao" }, player) > 0 ) return "珠联(桃)"; if ( player.getHandcardLimit() - player.countCards("h") > 1 && !game.hasPlayer(function (current) { return ( current != player && current.isFriendOf(player) && current.hp + current.countCards("h", "shan") <= 2 ); }) ) return "珠联(摸牌)"; } if ( player.hasMark("yinyang_mark") && player.getHandcardLimit() - player.countCards("h") > 0 ) return "阴阳鱼"; return "cancel2"; }, backup: function (result, player) { switch (result.control) { case "珠联(桃)": return get.copy(lib.skill._zhulianbihe_mark_tao); case "珠联(摸牌)": return { content: function () { player.draw(2); player.removeMark( player.hasMark("zhulianbihe_mark") ? "zhulianbihe_mark" : "yexinjia_mark", 1 ); }, }; case "阴阳鱼": return { content: function () { player.draw(); player.removeMark( player.hasMark("yinyang_mark") ? "yinyang_mark" : "yexinjia_mark", 1 ); }, }; case "先驱": return { content: lib.skill.xianqu_mark.content }; } }, }, ai: { order: 1, result: { player: 1, }, }, }, xianqu_mark: { intro: { content: "◇出牌阶段,你可以弃置此标记,然后将手牌摸至四张并观看一名其他角色的一张武将牌。", }, content: function () { "step 0"; player.removeMark(player.hasMark("xianqu_mark") ? "xianqu_mark" : "yexinjia_mark", 1); var num = 4 - player.countCards("h"); if (num) player.draw(num); "step 1"; if ( game.hasPlayer(function (current) { return current != player && current.isUnseen(2); }) ) player .chooseTarget( "是否观看一名其他角色的一张暗置武将牌?", function (card, player, target) { return target != player && target.isUnseen(2); } ) .set("ai", function (target) { if (target.isUnseen()) { var next = _status.event.player.getNext(); if (target != next) return 10; return 9; } return -get.attitude(_status.event.player, target); }); else event.finish(); "step 2"; if (result.bool) { event.target = result.targets[0]; player.line(event.target, "green"); var controls = []; if (event.target.isUnseen(0)) controls.push("主将"); if (event.target.isUnseen(1)) controls.push("副将"); if (controls.length > 1) { player.chooseControl(controls); } if (controls.length == 0) event.finish(); } else { player.removeSkill("xianqu_mark"); event.finish(); } "step 3"; if (result.control) { if (result.control == "主将") { player.viewCharacter(event.target, 0); } else { player.viewCharacter(event.target, 1); } } else if (target.isUnseen(0)) { player.viewCharacter(event.target, 0); } else { player.viewCharacter(event.target, 1); } }, }, zhulianbihe_mark: { intro: { content: "◇出牌阶段,你可以弃置此标记 然后摸两张牌。
    ◇你可以将此标记当做【桃】使用。", }, }, yinyang_mark: { intro: { content: "◇出牌阶段,你可以弃置此标记,然后摸一张牌。
    ◇弃牌阶段,你可以弃置此标记,然后本回合手牌上限+2。", }, }, _zhulianbihe_mark_tao: { ruleSkill: true, enable: "chooseToUse", filter: function (event, player) { return ( event.type != "phase" && (player.hasMark("zhulianbihe_mark") || player.hasMark("yexinjia_mark")) ); }, viewAsFilter: function (player) { return player.hasMark("zhulianbihe_mark") || player.hasMark("yexinjia_mark"); }, viewAs: { name: "tao", isCard: true, }, filterCard: function () { return false; }, selectCard: -1, precontent: function () { player.removeMark( player.hasMark("zhulianbihe_mark") ? "zhulianbihe_mark" : "yexinjia_mark", 1 ); }, }, _yinyang_mark_add: { ruleSkill: true, trigger: { player: "phaseDiscardBegin", }, filter: function (event, player) { return ( (player.hasMark("yinyang_mark") || player.hasMark("yexinjia_mark")) && player.needsToDiscard() ); }, prompt: function (event, player) { return ( "是否弃置一枚【" + (player.hasMark("yinyang_mark") ? "阴阳鱼" : "野心家") + "】标记,使本回合的手牌上限+2?" ); }, content: function () { player.addTempSkill("yinyang_add", "phaseAfter"); player.removeMark(player.hasMark("yinyang_mark") ? "yinyang_mark" : "yexinjia_mark", 1); }, }, yinyang_add: { mod: { maxHandcard: function (player, num) { return num + 2; }, }, }, yexinjia_mark: { intro: { content: "◇你可以弃置此标记,并发动【先驱】标记或【珠联璧合】标记或【阴阳鱼】标记的效果。", }, }, yexinjia_friend: { marktext: "盟", intro: { name: "结盟", content: "已经与$结成联盟", }, }, /*----分界线----*/ _lianheng: { mode: ["guozhan"], enable: "phaseUse", usable: 1, prompt: "将至多三张可合纵的牌交给一名与你势力不同的角色,或未确定势力的角色,若你交给与你势力不同的角色,则你摸等量的牌", filter: function (event, player) { return player.hasCard(function (card) { return card.hasTag("lianheng") || card.hasGaintag("_lianheng"); }, "h"); }, filterCard: function (card) { return card.hasTag("lianheng") || card.hasGaintag("_lianheng"); }, filterTarget: function (card, player, target) { if (target == player) return false; if (player.isUnseen()) return target.isUnseen(); return !target.isFriendOf(player); }, check: function (card) { if (card.name == "tao") return 0; return 7 - get.value(card); }, selectCard: [1, 3], discard: false, lose: false, delay: false, content: function () { "step 0"; player.give(cards, target); "step 1"; if (!target.isUnseen()) { player.draw(cards.length); } }, ai: { basic: { order: 8, }, result: { player: function (player, target) { var huoshao = false; for (var i = 0; i < ui.selected.cards.length; i++) { if (ui.selected.cards[i].name == "huoshaolianying") { huoshao = true; break; } } if (huoshao && player.inline(target.getNext())) return -3; if (target.isUnseen()) return 0; if (player.isMajor()) return 0; if (!player.isMajor() && huoshao && player.getNext().isMajor()) return -2; if ( !player.isMajor() && huoshao && player.getNext().isMajor() && player.getNext().getNext().isMajor() ) return -3; if ( !player.isMajor() && huoshao && !target.isMajor() && target.getNext().isMajor() && target.getNext().getNext().isMajor() ) return 3; if ( !player.isMajor() && huoshao && !target.isMajor() && target.getNext().isMajor() ) return 1.5; return 1; }, target: function (player, target) { if (target.isUnseen()) return 0; return 1; }, }, }, }, qianhuan: { group: ["qianhuan_add", "qianhuan_use"], intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, ai: { threaten: 1.8, }, audio: 2, preHidden: true, subSkill: { add: { trigger: { global: "damageEnd" }, filter: function (event, player) { var suits = [], cards = player.getExpansions("qianhuan"); for (var i = 0; i < cards.length; i++) { suits.add(get.suit(cards[i])); } if (suits.length >= lib.suit.length) return false; return ( player.isFriendOf(event.player) && player.hasCard(function (card) { if (_status.connectMode && get.position(card) == "h") return true; return !suits.includes(get.suit(card)); }, "he") ); }, direct: true, content: function () { "step 0"; var suits = [], cards = player.getExpansions("qianhuan"); for (var i = 0; i < cards.length; i++) { suits.add(get.suit(cards[i])); } player .chooseCard("he", get.prompt2("qianhuan"), function (card) { return !_status.event.suits.includes(get.suit(card)); }) .set("ai", function (card) { return 9 - get.value(card); }) .set("suits", suits) .setHiddenSkill("qianhuan"); "step 1"; if (result.bool) { player.logSkill("qianhuan"); var card = result.cards[0]; player.addToExpansion(card, player, "give").gaintag.add("qianhuan"); } }, }, use: { trigger: { global: "useCardToTarget" }, filter: function (event, player) { if (!["basic", "trick"].includes(get.type(event.card, "trick"))) return false; return ( event.target && player.isFriendOf(event.target) && event.targets.length == 1 && player.getExpansions("qianhuan").length ); }, direct: true, content: function () { "step 0"; var goon = get.effect(trigger.target, trigger.card, trigger.player, player) < 0; if (goon) { if ( [ "tiesuo", "diaohulishan", "lianjunshengyan", "zhibi", "chiling", "lulitongxin", ].includes(trigger.card.name) ) { goon = false; } else if (trigger.card.name == "sha") { if ( trigger.target.mayHaveShan( player, "use", trigger.target.getCards("h", (i) => { return i.hasGaintag("sha_notshan"); }) ) || trigger.target.hp >= 3 ) { goon = false; } } else if (trigger.card.name == "guohe") { if ( trigger.target.countCards("he") >= 3 || !trigger.target.countCards("h") ) { goon = false; } } else if (trigger.card.name == "shuiyanqijunx") { if (trigger.target.countCards("e") <= 1 || trigger.target.hp >= 3) { goon = false; } } else if (get.tag(trigger.card, "damage") && trigger.target.hp >= 3) { goon = false; } } player .chooseButton() .set("goon", goon) .set("ai", function (button) { if (_status.event.goon) return 1; return 0; }) .set("createDialog", [ get.prompt("qianhuan"), '
    移去一张“千幻”牌令' + get.translation(trigger.player) + "对" + get.translation(trigger.target) + "的" + get.translation(trigger.card) + "失效
    ", player.getExpansions("qianhuan"), ]); "step 1"; if (result.bool) { player.logSkill("qianhuan", trigger.player); trigger.getParent().targets.remove(trigger.target); var card = result.links[0]; player.loseToDiscardpile(card); } }, }, }, }, gzsanyao: { audio: "sanyao", inherit: "sanyao", filterTarget: function (card, player, target) { return target.hp > player.hp || target.countCards("h") > player.countCards("h"); }, }, gzzhiman: { audio: "zhiman", inherit: "zhiman", preHidden: true, content: function () { "step 0"; if (trigger.player.countGainableCards(player, "ej")) { player.gainPlayerCard(trigger.player, "ej", true); } trigger.cancel(); "step 1"; if (player.isFriendOf(trigger.player)) { trigger.player.mayChangeVice(); } }, }, gzdiancai: { audio: "diancai", trigger: { global: "phaseUseEnd" }, filter: function (event, player) { if (_status.currentPhase == player) return false; var num = 0; player.getHistory("lose", function (evt) { if (evt.cards2 && evt.getParent("phaseUse") == event) num += evt.cards2.length; }); return num >= player.hp; }, preHidden: true, content: function () { "step 0"; var num = player.maxHp - player.countCards("h"); if (num > 0) { player.draw(num); } "step 1"; player.mayChangeVice(); }, }, xuanlve: { trigger: { player: "loseAfter", global: [ "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter", ], }, direct: true, preHidden: true, filter: function (event, player) { var evt = event.getl(player); return evt && evt.es && evt.es.length > 0; }, content: function () { "step 0"; player .chooseTarget( get.prompt("xuanlve"), "弃置一名其他角色的一张牌", function (card, player, target) { return target != player && target.countDiscardableCards(player, "he"); } ) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "guohe_copy2" }, player, player); }) .setHiddenSkill(event.name); "step 1"; if (result.bool) { player.logSkill("xuanlve", result.targets); player.discardPlayerCard(result.targets[0], "he", true); } }, ai: { noe: true, reverseEquip: true, effect: { target: function (card, player, target, current) { if (get.type(card) == "equip") return [1, 1]; }, }, }, }, lianzi: { enable: "phaseUse", usable: 1, audio: 2, filterCard: true, check: function (card) { if (get.type(card) == "equip") return 0; var player = _status.event.player; var num = game.countPlayer(function (current) { if (current.identity == "wu") { return current.countCards("e"); } }) + player.getExpansions("yuanjiangfenghuotu").length; if (num >= 5) { return 8 - get.value(card); } if (num >= 3) { return 7 - get.value(card); } if (num >= 2) { return 3 - get.value(card); } return 0; }, content: function () { "step 0"; var num = game.countPlayer(function (current) { if (current.identity == "wu") { return current.countCards("e"); } }) + player.getExpansions("yuanjiangfenghuotu").length; if (num) { event.shown = get.cards(num); player.showCards(event.shown, get.translation("lianzi")); } else { event.finish(); return; } "step 1"; var list = []; var discards = []; var type = get.type(cards[0], "trick"); for (var i = 0; i < event.shown.length; i++) { if (get.type(event.shown[i], "trick") == type) { list.push(event.shown[i]); } else { discards.push(event.shown[i]); } } game.cardsDiscard(discards); if (list.length) { player.gain(list, "gain2"); if (list.length >= 3 && player.hasStockSkill("lianzi")) { player.changeSkills(["gzzhiheng"], ["lianzi"]); } } }, ai: { order: 7, result: { player: 1, }, }, }, jubao: { mod: { canBeGained: function (card, source, player) { if (source != player && get.position(card) == "e" && get.subtype(card) == "equip5") return false; }, }, trigger: { player: "phaseJieshuBegin" }, audio: 2, forced: true, unique: true, filter: function (event, player) { if ( game.hasPlayer(function (current) { return current.countCards("ej", function (card) { return card.name == "dinglanyemingzhu"; }); }) ) { return true; } for (var i = 0; i < ui.discardPile.childElementCount; i++) { if (ui.discardPile.childNodes[i].name == "dinglanyemingzhu") { return true; } } return false; }, content: function () { "step 0"; player.draw(); "step 1"; var target = game.findPlayer(function (current) { return current != player && current.countCards("e", "dinglanyemingzhu"); }); if (target && target.countGainableCards(player, "he")) { player.line(target, "green"); player.gainPlayerCard(target, true); } }, ai: { threaten: 1.5, }, }, jiahe: { unique: true, forceunique: true, lordSkill: true, locked: false, audio: 2, derivation: "yuanjiangfenghuotu", mark: true, global: ["jiahe_put", "jiahe_skill"], ai: { threaten: 2, }, trigger: { player: "damageEnd" }, forced: true, filter: function (event, player) { return ( event.card && (event.card.name == "sha" || get.type(event.card, "trick") == "trick") && player.getExpansions("yuanjiangfenghuotu").length > 0 ); }, content: function () { "step 0"; player.chooseCardButton( "将一张“烽火”置入弃牌堆", player.getExpansions("yuanjiangfenghuotu"), true ); "step 1"; if (result.bool) { var card = result.links[0]; player.loseToDiscardpile(card); } }, }, jiahe_put: { enable: "phaseUse", audio: 2, forceaudio: true, filter: function (event, player) { var zhu = get.zhu(player, "jiahe"); if (zhu) { return player.countCards("he", { type: "equip" }) > 0; } return false; }, filterCard: { type: "equip" }, position: "he", usable: 1, check: function (card) { var zhu = get.zhu(_status.event.player, "jiahe"); if (!zhu) return 0; var num = 7 - get.value(card); if (get.position(card) == "h") { if (zhu.getExpansions("huangjintianbingfu").length >= 5) { return num - 3; } return num + 3; } else { var player = _status.event.player; var zhu = get.zhu(player, "jiahe"); var sub = get.subtype(card); if ( player.countCards("h", function (card) { return ( get.type(card) == "equip" && get.subtype(card) == "sub" && player.hasValueTarget(card) ); }) ) return num + 4; if ( zhu.getExpansions("yuanjiangfenghuotu").length >= 5 && !player.hasSkillTag("noe") ) { return num - 5; } } return num; }, discard: false, lose: false, delay: false, prepare: function (cards, player) { var zhu = get.zhu(player, "jiahe"); player.line(zhu); }, content: function () { var zhu = get.zhu(player, "jiahe"); zhu.addToExpansion(cards, player, "give").gaintag.add("yuanjiangfenghuotu"); }, ai: { order: function (item, player) { if ( player.hasSkillTag("noe") || !player.countCards("h", function (card) { return ( get.type(card) == "equip" && !player.canEquip(card) && player.hasValueTarget(card) ); }) ) return 1; return 10; }, result: { player: 1, }, }, }, jiahe_skill: { trigger: { player: "phaseZhunbeiBegin" }, direct: true, audio: "jiahe_put", forceaudio: true, filter: function (event, player) { var zhu = get.zhu(player, "jiahe"); if (zhu && zhu.getExpansions("yuanjiangfenghuotu").length) { return true; } return false; }, content: function () { "step 0"; var zhu = get.zhu(player, "jiahe"); event.num = zhu.getExpansions("yuanjiangfenghuotu").length; "step 1"; var list = []; if (event.num >= 1 && !player.hasSkill("jiahe_reyingzi")) list.push("reyingzi"); if (event.num >= 2 && !player.hasSkill("jiahe_haoshi")) list.push("haoshi"); if (event.num >= 3 && !player.hasSkill("jiahe_shelie")) list.push("shelie"); if (event.num >= 4 && !player.hasSkill("jiahe_duoshi")) list.push("fakeduoshi"); if (!list.length) { event.finish(); return; } var prompt2 = "你可以获得下列一项技能直到回合结束"; if (list.length >= 5) { if (event.done) { prompt2 += " (2/2)"; } else { prompt2 += " (1/2)"; } } list.push("cancel2"); player .chooseControl(list) .set("prompt", get.translation("yuanjiangfenghuotu")) .set("prompt2", prompt2) .set("centerprompt2", true) .set("ai", function (evt, player) { var controls = _status.event.controls; if (controls.includes("haoshi")) { var nh = player.countCards("h"); if (player.hasSkill("reyingzi")) { if (nh == 0) return "haoshi"; } else { if (nh <= 1) return "haoshi"; } } if (controls.includes("shelie")) { return "shelie"; } if (controls.includes("reyingzi")) { return "reyingzi"; } if (controls.includes("fakeduoshi")) { return "fakeduoshi"; } return controls.randomGet(); }); "step 2"; if (result.control != "cancel2") { var skill = (result.control != "fakeduoshi" ? "jiahe_" : "") + result.control; player.addTempSkills(skill); if (!event.done) player.logSkill("jiahe_put"); // game.log(player,'获得了技能','【'+get.translation(skill)+'】'); if (event.num >= 5 && !event.done) { event.done = true; event.goto(1); } } }, }, jiahe_reyingzi: { inherit: "reyingzi", }, jiahe_haoshi: { inherit: "haoshi", }, jiahe_shelie: { inherit: "shelie", }, jiahe_duoshi: { inherit: "duoshi", }, yuanjiangfenghuotu: { unique: true, forceunique: true, nopop: true, mark: true, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, intro: { content: "expansion", markcount: "expansion", mark: function (dialog, content, player) { var content = player.getExpansions("yuanjiangfenghuotu"); if (content && content.length) { dialog.addSmall(content); } dialog.addText( '