import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
xinyingshi: {
audio: "xinfu_yingshi",
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return (
player.countCards("he") > 0 &&
!game.hasPlayer(function (current) {
return current.getExpansions("xinyingshi_cards").length > 0;
})
);
},
content: function () {
"step 0";
player.chooseCardTarget({
filterCard: true,
filterTarget: lib.filter.notMe,
selectCard: [1, player.countCards("he")],
position: "he",
prompt: get.prompt("xinyingshi"),
prompt2: "将任意张牌置于一名其他角色的武将牌上作为“酬”",
ai1: function (card) {
return 1 - player.getUseValue(card);
},
ai2: function (target) {
var player = _status.event.player;
return (
(1 +
game.countPlayer(function (current) {
return get.attitude(player, current) > 0 && current.inRange(target) && get.damageEffect(target, current, player) > 0;
})) *
-get.attitude(player, target)
);
},
});
"step 1";
if (result.bool) {
var target = result.targets[0],
cards = result.cards;
player.logSkill("xinyingshi", target);
target.addSkill("xinyingshi_cards");
target.addToExpansion(player, "give", cards).gaintag.add("xinyingshi_cards");
target.storage.xinyingshi_source = player;
}
},
subSkill: {
cards: {
trigger: { player: "damageSource" },
forced: true,
charlotte: true,
filter: function (event, player) {
return event.source && event.source.isIn() && event.card && event.getParent().type == "card" && player.getExpansions("xinyingshi_cards").length;
},
logTarget: "source",
content: function () {
"step 0";
event.target = trigger.source;
event.target.chooseButton(["应势:请选择你的赏金", player.getExpansions("xinyingshi_cards")]);
"step 1";
if (result.bool) {
var cards = [result.links[0]];
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var card = ui.cardPile.childNodes[i];
if (card.number == cards[0].number && card.suit == cards[0].suit) cards.push(card);
}
player.$give(cards[0], target);
if (cards.length > 1) {
setTimeout(
function () {
target.$gain2(cards.slice(1));
},
get.delayx(200, 200)
);
game.log(target, "从牌堆获得了", cards.slice(1));
}
game.delay(0, get.delayx(500, 500));
target.gain(cards);
}
"step 2";
if (!player.getExpansions("xinyingshi_cards").length) player.removeSkill("xinyingshi_cards");
},
marktext: "酬",
intro: {
content: "expansion",
markcount: "expansion",
},
ai: { threaten: 3 },
group: "xinyingshi_regain",
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
delete player.storage.xinyingshi_source;
},
},
regain: {
trigger: { player: "die" },
forced: true,
charlotte: true,
forceDie: true,
filter: function (event, player) {
return player.storage.xinyingshi_source && player.storage.xinyingshi_source.isIn() && player.getExpansions("xinyingshi_cards").length > 0;
},
content: function () {
player.storage.xinyingshi_source.gain(player.getExpansions("xinyingshi_cards"), player, "give", "bySelf");
},
},
},
},
xinfu_guolun: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
filterTarget: function (card, player, target) {
return target != player && target.countCards("h") > 0;
},
content: function () {
"step 0";
player.choosePlayerCard(target, true, "h");
"step 1";
event.cardt = result.cards[0];
target.showCards(event.cardt);
player.chooseCard("he").set("ai", function (card) {
var event = _status.event.getParent(),
player = event.player;
var numt = get.number(event.cardt);
var att = get.attitude(player, target);
var value = get.value(event.cardt);
var num = get.number(card);
if (num < numt || att > 2) return value + 6 - get.value(card);
else if (num == numt) return value - get.value(card);
return -1;
});
"step 2";
if (!result.bool) event.finish();
else {
player.showCards(result.cards);
event.cardp = result.cards[0];
}
"step 3";
player.swapHandcards(target, [event.cardp], [event.cardt]);
"step 4";
var nump = get.number(event.cardp, player);
var numt = get.number(event.cardt, target);
if (nump < numt) {
player.draw();
} else if (nump > numt) {
target.draw();
}
},
ai: {
threaten: 1.5,
order: 8,
result: {
player: function (player, target) {
if (get.attitude(player, target) > 0) return 1.5;
return 0.5;
},
},
},
},
xinfu_zhanji: {
audio: 2,
trigger: {
player: "gainAfter",
},
forced: true,
filter: function (event, player) {
if (!player.isPhaseUsing()) return false;
return event.getParent().name == "draw" && event.getParent(2).name != "xinfu_zhanji";
},
content: function () {
player.draw("nodelay");
},
},
xinfu_songsang: {
limited: true,
skillAnimation: true,
animationColor: "wood",
audio: 2,
derivation: "xinfu_zhanji",
trigger: { global: "dieAfter" },
logTarget: "player",
async content(e, t, player) {
player.awakenSkill("xinfu_songsang");
if (player.isDamaged()) {
player.recover();
} else player.gainMaxHp();
player.addSkills("xinfu_zhanji");
},
},
xinfu_jixu: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
filterTarget: function (card, player, target) {
if (player == target) return false;
if (ui.selected.targets.length) {
return target.hp == ui.selected.targets[0].hp;
}
return true;
},
selectTarget: [1, Infinity],
multitarget: true,
multiline: true,
content: function () {
"step 0";
targets.sort(lib.sort.seat);
"step 1";
if (!event.num) event.num = 0;
if (!event.caicuolist) event.caicuolist = [];
targets[event.num].chooseBool("是否押杀?").ai = function (event, player) {
var evt = _status.event.getParent();
if (get.attitude(targets[event.num], evt.player) > 0) return evt.player.countCards("h", "sha") ? false : true;
return Math.random() < 0.5;
};
"step 2";
if (result.bool) {
targets[event.num].chat("有杀");
game.log(targets[event.num], "认为", player, "#g有杀");
if (!player.countCards("h", "sha")) event.caicuolist.add(targets[event.num]);
} else {
targets[event.num].chat("没杀");
game.log(targets[event.num], "认为", player, "#y没有杀");
if (player.countCards("h", "sha")) event.caicuolist.add(targets[event.num]);
}
event.num++;
game.delay();
if (event.num < targets.length) event.goto(1);
"step 3";
player.popup(player.countCards("h", "sha") ? "有杀" : "没杀");
game.log(player, player.countCards("h", "sha") ? "有杀" : "没杀");
if (event.caicuolist.length == 0) {
var evt = _status.event.getParent("phaseUse");
if (evt && evt.name == "phaseUse") {
evt.skipped = true;
event.finish();
}
} else {
player.draw(event.caicuolist.length);
if (player.countCards("h", "sha")) {
player.addTempSkill("jixu_sha");
player.storage.jixu_sha = event.caicuolist;
event.finish();
} else event.num = 0;
}
"step 4";
if (event.num < event.caicuolist.length) {
var target = event.caicuolist[event.num];
player.discardPlayerCard(true, "he", target);
event.num++;
event.redo();
}
},
ai: {
order: function () {
return get.order({ name: "sha" }) + 0.1;
},
result: {
target: function (player, target) {
var raweffect = function (player, target) {
if (player.countCards("h", "sha")) {
return get.effect(target, { name: "sha" }, player, target);
} else {
var att = get.attitude(player, target);
var nh = target.countCards("h");
if (att > 0) {
if (target.getEquip("baiyin") && target.isDamaged() && get.recoverEffect(target, player, player) > 0) {
if (target.hp == 1 && !target.hujia) return 1.6;
if (target.hp == 2) return 0.01;
return 0;
}
}
var es = target.getCards("e");
var noe = es.length == 0 || target.hasSkillTag("noe");
var noe2 = es.length == 1 && es[0].name == "baiyin" && target.isDamaged();
var noh = nh == 0 || target.hasSkillTag("noh");
if (noh && (noe || noe2)) return 0;
if (att <= 0 && !target.countCards("he")) return 1.5;
return -1.5;
}
};
var num = game.countPlayer(function (current) {
return current != player && current.hp == target.hp && raweffect(player, current) * get.attitude(player, current) > 0;
});
return raweffect(player, target) * Math.max(0, num - 1);
},
},
expose: 0.4,
},
},
jixu_sha: {
audio: "xinfu_jixu",
trigger: {
player: "useCard",
},
onremove: function (player) {
delete player.storage.jixu_sha;
},
filter: function (event, player) {
if (event.card.name == "sha") {
return game.hasPlayer(function (current) {
return current != player && player.storage.jixu_sha.includes(current) && !event.targets.includes(current);
});
}
return false;
},
forced: true,
silent: true,
popup: false,
content: function () {
player.logSkill("xinfu_jixu");
for (var i = 0; i < player.storage.jixu_sha.length; i++) {
if (!trigger.targets.includes(player.storage.jixu_sha[i]) && player.canUse("sha", player.storage.jixu_sha[i], false)) {
player.line(player.storage.jixu_sha[i], trigger.card.nature);
trigger.targets.push(player.storage.jixu_sha[i]);
}
}
},
},
xinfu_sanwen: {
audio: 2,
usable: 1,
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
filter: function (event, player) {
var cards = event.getg(player);
if (!cards || !cards.length) return false;
var namelist = [];
var namedlist = [];
for (var i = 0; i < cards.length; i++) {
namelist.add(get.name(cards[i]));
}
var hs = player.getCards("h");
for (var j = 0; j < hs.length; j++) {
if (namelist.includes(get.name(hs[j])) && !cards.includes(hs[j])) return true;
}
return false;
},
content: function () {
"step 0";
var namelist = [];
var namedlist = [];
var nameddlist = [];
var namedddlist = [];
var cards = trigger.getg(player);
for (var i = 0; i < cards.length; i++) {
namelist.add(get.name(cards[i]));
}
var hs = player.getCards("h");
for (var j = 0; j < hs.length; j++) {
if (namelist.includes(get.name(hs[j])) && !cards.includes(hs[j])) {
namedlist.push(hs[j]);
namedddlist.add(get.name(hs[j]));
}
}
for (var k = 0; k < cards.length; k++) {
if (namedddlist.includes(get.name(cards[k]))) nameddlist.push(cards[k]);
}
var showlist = namedlist.concat(nameddlist);
player.showCards(showlist);
player.discard(nameddlist);
player.draw(2 * nameddlist.length);
},
},
xinfu_qiai: {
skillAnimation: true,
animationColor: "gray",
trigger: { player: "dying" },
limited: true,
audio: 2,
content: function () {
"step 0";
player.awakenSkill("xinfu_qiai");
event.targets = game
.filterPlayer(function (current) {
return current != player;
})
.sortBySeat();
if (!event.targets.length) event.finish();
"step 1";
event.current = event.targets.shift();
if (!event.current.countCards("he")) event.goto(3);
else
event.current.chooseCard("交给" + get.translation(player) + "一张牌", "he", true).set("ai", function (card) {
var evt = _status.event.getParent();
if (get.attitude(_status.event.player, evt.player) > 2) {
if (card.name == "jiu") return 120;
if (card.name == "tao") return 110;
}
return 100 - get.value(card);
});
"step 2";
if (result.bool && result.cards && result.cards.length) {
event.current.give(result.cards, player);
}
"step 3";
if (event.targets.length > 0) event.goto(1);
},
},
xinfu_denglou: {
audio: 2,
trigger: {
player: "phaseJieshuBegin",
},
limited: true,
filter: function (event, player) {
return player.countCards("h") == 0;
},
skillAnimation: true,
animationColor: "gray",
content: function () {
"step 0";
player.awakenSkill("xinfu_denglou");
event.cards = get.cards(4);
event.gains = [];
event.discards = [];
var content = ["牌堆顶的四张牌", event.cards];
game.log(player, "观看了", "#y牌堆顶的四张牌");
player.chooseControl("ok").set("dialog", content);
"step 1";
if (get.type(event.cards[0]) != "basic") {
event.gains.push(event.cards[0]);
event.cards.remove(event.cards[0]);
} else {
var bool = game.hasPlayer(function (current) {
return player.canUse(event.cards[0], current);
});
if (bool) {
player.chooseUseTarget(event.cards[0], true, false);
} else event.discards.push(event.cards[0]);
event.cards.remove(event.cards[0]);
}
"step 2";
if (event.cards.length) event.goto(1);
else {
if (event.gains.length) player.gain(event.gains, "gain2");
if (event.discards.length) {
player.$throw(event.discards);
game.cardsDiscard(event.discards);
}
}
},
},
qinguo_use: { audio: 2 },
xinfu_qinguo: {
group: "xinfu_qinguo_recover",
audio: "qinguo_use",
subfrequent: ["recover"],
trigger: {
player: "useCardEnd",
},
filter: function (event, player) {
return get.type(event.card) == "equip";
},
direct: true,
content: function () {
player.chooseUseTarget({ name: "sha" }, get.prompt("xinfu_qinguo"), "视为使用一张【杀】", false).logSkill = "xinfu_qinguo";
},
subSkill: {
recover: {
audio: "qinguo_use",
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
prompt: "是否发动【勤国】回复1点体力?",
filter: function (event, player) {
if (player.isHealthy() || player.countCards("e") != player.hp) return false;
var evt = event.getl(player);
if (event.name == "equip" && event.player == player) return !evt || evt.cards.length != 1;
return evt && evt.es.length;
},
frequent: true,
content: function () {
player.recover();
},
},
},
ai: {
effect: {
target: function (card, player, target, current) {
if (
get.type(card) == "equip" &&
!get.cardtag(card, "gifts") &&
game.hasPlayer(function (current) {
return target.canUse("sha", current);
})
)
return [1, 1.5];
},
},
noe: true,
reverseEquip: true,
skillTagFilter: function (player, tag, arg) {
if (tag == "noe") return player.countCards("e") == player.hp + 1;
return game.hasPlayer(function (current) {
return player.canUse("sha", current);
});
},
},
},
xinfu_jijun: {
ai: {
reverseEquip: true,
effect: {
target: function (card, player, target, current) {
if (get.type(card) == "equip" && player == target && player == _status.currentPhase && get.subtype(card) == "equip1") return [1, 3];
},
},
combo: "xinfu_fangtong",
},
audio: 2,
trigger: {
player: "useCardToPlayered",
},
frequent: true,
filter: function (event, player) {
if (player != _status.currentPhase) return false;
if (event.getParent().triggeredTargets3.length > 1) return false;
if (get.type(event.card) == "equip" && get.subtype(event.card) != "equip1") return false;
if (event.targets.includes(player)) return true;
return false;
},
callback: function () {
player.addToExpansion(card, "gain2").gaintag.add("xinfu_jijun");
},
content: function () {
player.judge(function (card) {
return 1;
}).callback = lib.skill.xinfu_jijun.callback;
},
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("xinfu_jijun");
if (content && content.length) {
dialog.addAuto(content);
if (player == game.me || player.isUnderControl()) {
var list = lib.skill.xinfu_fangtong.getAuto(player);
if (list.length > 0) {
dialog.addText("
推荐方案:" + get.translation(list[0]) + "+ " + get.translation(list.slice(1)));
}
}
}
},
},
marktext: "方",
},
xinfu_fangtong: {
getAuto: function (player) {
var hs = player.getCards("he");
var ss = player.getExpansions("xinfu_jijun");
var bool = false,
max = Math.pow(2, ss.length),
index,
i;
for (i = 0; i < hs.length; i++) {
for (var j = 1; j < max; j++) {
var num = get.number(hs[i]);
index = j.toString(2);
while (index.length < ss.length) {
index = "0" + index;
}
for (var k = 0; k < ss.length; k++) {
if (index[k] == "1") num += get.number(ss[k]);
}
if (num == 36) {
bool = true;
break;
}
}
if (bool) break;
}
if (!bool) return [];
var list = [hs[i]];
for (var k = 0; k < ss.length; k++) {
if (index[k] == "1") list.push(ss[k]);
}
return list;
},
audio: 2,
trigger: {
player: "phaseJieshuBegin",
},
filter: function (event, player) {
return player.countCards("he") > 0 && player.getExpansions("xinfu_jijun").length > 0;
},
direct: true,
skillAnimation: true,
animationColor: "metal",
content: function () {
"step 0";
var info = ["是否发动【方统】?"];
info.push('' + get.translation(player) + "的“方”
");
info.push(player.getExpansions("xinfu_jijun"));
if (player.countCards("h")) {
info.push('' + get.translation(player) + "的手牌区
");
info.push(player.getCards("h"));
}
if (player.countCards("e")) {
info.push('' + get.translation(player) + "的装备区
");
info.push(player.getCards("e"));
}
var next = player.chooseButton();
next.set("createDialog", info);
next.set("selectButton", function () {
var num = 0;
for (var i = 0; i < ui.selected.buttons.length; i++) {
num += get.number(ui.selected.buttons[i]);
}
if (num == 36) return ui.selected.buttons.length;
return ui.selected.buttons.length + 2;
});
next.set("filterButton", function (button) {
var player = _status.event.player,
cards = player.getExpansions("xinfu_jijun");
if (ui.selected.buttons.length) {
if (!cards.includes(button.link)) return false;
} else if (cards.includes(button.link)) return false;
var num = 0;
for (var i = 0; i < ui.selected.buttons.length; i++) {
num += get.number(ui.selected.buttons[i]);
}
return get.number(button.link) + num <= 36;
});
next.set("autolist", lib.skill.xinfu_fangtong.getAuto(player));
next.set("processAI", function () {
if (_status.event.autolist && _status.event.autolist.length > 0) {
return {
bool: true,
links: _status.event.autolist,
};
}
return { bool: false };
});
next.set("complexSelect", true);
"step 1";
if (result.bool) {
player.logSkill("xinfu_fangtong");
var tothrow = [];
var cards = result.links.slice(0);
for (var i = 0; i < cards.length; i++) {
if (get.position(cards[i]) == "x") {
tothrow.push(cards[i]);
} else {
player.discard(cards[i]).delay = false;
}
}
player.loseToDiscardpile(tothrow);
player
.chooseTarget("选择一个目标并对其造成3点雷电伤害", true, function (card, player, target) {
return target != player;
})
.set("ai", function (target) {
return get.damageEffect(target, _status.event.player, _status.event.player, "thunder");
});
} else {
event.finish();
}
"step 2";
var target = result.targets[0];
player.line(target, "thunder");
target.damage(3, "thunder");
},
ai: {
combo: "xinfu_jijun",
},
},
xinfu_weilu: {
audio: 2,
trigger: {
player: "damageEnd",
},
filter: function (event, player) {
return event.source && event.source.isIn() && !player.getStorage("xinfu_weilu_effect").includes(event.source);
},
check: function (event, player) {
return get.effect(event.source, { name: "losehp" }, player, player) >= 0;
},
forced: true,
logTarget: "source",
content: function () {
player.addTempSkill("xinfu_weilu_effect", { player: "die" });
player.markAuto("xinfu_weilu_effect", [trigger.source]);
game.delayx();
},
ai: {
maixie_defend: true,
threaten: 0.85,
effect: {
target: function (card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return;
return 0.9;
},
},
},
subSkill: {
effect: {
audio: "xinfu_weilu",
trigger: { player: "phaseUseBegin" },
charlotte: true,
forced: true,
logTarget: function (event, player) {
return player.getStorage("xinfu_weilu_effect").filter(function (current) {
return current.isIn() && current.hp > 1;
});
},
content: function () {
"step 0";
var targets = player.getStorage("xinfu_weilu_effect");
player.removeSkill("xinfu_weilu_effect");
event.targets = targets.sortBySeat();
"step 1";
var target = targets.shift();
if (target.isIn() && target.hp > 1) {
event._delay = true;
var num = target.hp - 1;
player.markAuto("xinfu_weilu_recover", [[target, num]]);
target.loseHp(num);
}
if (targets.length > 0) event.redo();
else if (!event._delay) event.finish();
"step 2";
player.addTempSkill("xinfu_weilu_recover", {
player: ["phaseUseAfter", "phaseAfter"],
});
game.delayx();
},
onremove: true,
intro: { content: "已将$列入“威虏”战略打击目标" },
},
recover: {
audio: "xinfu_weilu",
charlotte: true,
trigger: { player: "phaseUseEnd" },
forced: true,
filter: function (event, player) {
var targets = player.getStorage("xinfu_weilu_recover");
for (var i of targets) {
if (i[0].isIn() && i[0].isDamaged()) return true;
}
return false;
},
onremove: true,
logTarget: function (event, player) {
var logs = [],
targets = player.getStorage("xinfu_weilu_recover");
for (var i of targets) {
if (i[0].isIn() && i[0].isDamaged()) logs.add(i[0]);
}
return logs;
},
content: function () {
"step 0";
event.list = player.getStorage("xinfu_weilu_recover").slice(0);
event.list.sort(function (a, b) {
return lib.sort.seat(a[0], b[0]);
});
"step 1";
var group = event.list.shift();
if (group[0].isIn() && group[0].isDamaged()) {
group[0].recover(group[1]);
event._delay = true;
}
if (event.list.length > 0) event.redo();
else if (!event._delay) event.finish();
"step 2";
game.delayx();
},
},
},
},
xinfu_zengdao: {
audio: 2,
limited: true,
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("e") > 0;
},
filterTarget: lib.filter.notMe,
skillAnimation: true,
animationColor: "thunder",
position: "e",
filterCard: true,
selectCard: [1, Infinity],
discard: false,
lose: false,
content: function () {
player.awakenSkill("xinfu_zengdao");
target.addToExpansion(cards, player, "give").gaintag.add("xinfu_zengdao2");
target.addSkill("xinfu_zengdao2");
},
ai: {
order: function () {
var player = _status.event.player,
num = 0;
if (player.hasCard(card => get.value(card, player) < 0, "e")) return 9;
for (var i = 1; i < 6; i++) {
num += player.countEquipableSlot(i);
}
if (num <= 2) return 9;
var targets = player.getStorage("xinfu_weilu_recover"),
num = 0;
if (
player.hp <= 2 ||
!game.hasPlayer(current => {
if (player == current || get.attitude(player, current) < 0 || current.hp <= 1) return false;
for (var arr of targets) {
if (current == arr[0]) break;
}
return current.hp > 2 || current.countCards("hs") > 2;
})
)
return 1;
return 0;
},
result: {
target: function (player, target) {
if (target.hasValueTarget({ name: "sha", isCard: true })) return ui.selected.cards.length;
return 0;
},
},
},
},
xinfu_zengdao2: {
trigger: { source: "damageBegin1" },
forced: true,
charlotte: true,
filter: function (event, player) {
return player.getExpansions("xinfu_zengdao2").length > 0;
},
content: function () {
"step 0";
player.chooseCardButton("将一张“刀”置入弃牌堆", player.getExpansions("xinfu_zengdao2"), true);
"step 1";
if (result.bool) {
trigger.num++;
player.loseToDiscardpile(result.links);
}
},
marktext: "刀",
intro: {
content: "expansion",
markcount: "expansion",
onunmark: function (storage, player) {
player.removeSkill("xinfu_zengdao2");
},
},
},
xinfu_guanwei: {
audio: 2,
usable: 1,
init: () => {
game.addGlobalSkill("xinfu_guanwei_ai");
},
onremove: () => {
if (!game.hasPlayer(i => i.hasSkill("xinfu_guanwei"), true)) game.removeGlobalSkill("xinfu_guanwei_ai");
},
trigger: {
global: "phaseUseEnd",
},
filter: function (event, player) {
var history = event.player.getHistory("useCard");
var num = 0;
var suit = false;
for (var i = 0; i < history.length; i++) {
var suit2 = get.suit(history[i].card);
if (!lib.suit.includes(suit2)) return false;
if (suit && suit != suit2) return false;
suit = suit2;
num++;
}
return num > 1;
},
direct: true,
content: function () {
"step 0";
var target = trigger.player;
player
.chooseToDiscard("he", get.prompt("xinfu_guanwei", trigger.player), "弃置一张牌,令其摸两张牌并进行一个额外的出牌阶段。")
.set("ai", function (card) {
if (get.attitude(_status.event.player, _status.event.targetx) < 1) return 0;
return 9 - get.value(card);
})
.set("logSkill", ["xinfu_guanwei", target])
.set("targetx", target);
"step 1";
if (result.bool) {
player.line(trigger.player, "green");
trigger.player.draw(2);
} else {
player.storage.counttrigger.xinfu_guanwei--;
event.finish();
}
"step 2";
var next = trigger.player.phaseUse();
event.next.remove(next);
trigger.getParent("phase").next.push(next);
},
ai: {
expose: 0.5,
},
subSkill: {
ai: {
trigger: { player: "dieAfter" },
filter: () => {
return !game.hasPlayer(i => i.hasSkill("xinfu_guanwei"), true);
},
silent: true,
forceDie: true,
content: () => {
game.removeGlobalSkill("xinfu_guanwei_ai");
},
ai: {
effect: {
player_use: function (card, player, target) {
if (typeof card != "object" || !player.isPhaseUsing()) return;
var hasPanjun = game.hasPlayer(function (current) {
return (
current.hasSkill("xinfu_guanwei") &&
(!current.storage.counttrigger || !current.storage.counttrigger.xinfu_guanwei) &&
get.attitude(current, player) >= 1 &&
current.hasCard(function (card) {
return get.value(card) < 7 || (current != game.me && !current.isUnderControl() && !current.isOnline() && get.value(card) < 9);
}, "he")
);
});
if (!hasPanjun) return;
var suitx = get.suit(card);
var history = player.getHistory("useCard");
if (!history.length) {
var val = 0;
if (
player.hasCard(function (cardx) {
return get.suit(cardx) == suitx && card != cardx && (!card.cards || !card.cards.includes(cardx)) && player.hasValueTarget(cardx);
}, "hs")
)
val = [2, 0.1];
if (val) return val;
return;
}
var num = 0;
var suit = false;
for (var i = 0; i < history.length; i++) {
var suit2 = get.suit(history[i].card);
if (!lib.suit.includes(suit2)) return;
if (suit && suit != suit2) return;
suit = suit2;
num++;
}
if (suitx == suit && num == 1) return [1, 0.1];
if (
suitx != suit &&
(num > 1 ||
(num <= 1 &&
player.hasCard(function (cardx) {
return get.suit(cardx) == suit && player.hasValueTarget(cardx);
}, "hs")))
)
return "zeroplayertarget";
},
},
},
},
},
},
xinfu_gongqing_gz_panjun: { audio: 2 },
xinfu_gongqing: {
audio: 2,
audioname2: { gz_panjun: "xinfu_gongqing_gz_panjun" },
trigger: {
player: ["damageBegin3", "damageBegin4"],
},
forced: true,
filter: function (event, player, name) {
if (!event.source) return false;
var range = event.source.getAttackRange();
if (name == "damageBegin3") return range > 3;
return event.num > 1 && range < 3;
},
preHidden: true,
content: function () {
trigger.num = event.triggername == "damageBegin4" ? 1 : trigger.num + 1;
},
ai: {
filterDamage: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.player) {
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
if (arg.player.getAttackRange() < 3) return true;
}
return false;
},
},
},
xinfu_andong: {
subSkill: {
add: {
sub: true,
mod: {
ignoredHandcard: function (card, player) {
if (get.suit(card) == "heart") {
return true;
}
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && get.suit(card) == "heart") return false;
},
},
},
},
audio: 2,
trigger: {
player: "damageBegin4",
},
filter: function (event, player) {
return get.itemtype(event.source) == "player";
},
logTarget: "source",
content: function () {
"step 0";
if (!trigger.source.countCards("h")) event._result = { index: 1 };
else
trigger.source.chooseControlList(["令" + get.translation(player) + "观看你的手牌,并获得其中所有的红桃牌。", "防止即将对" + get.translation(player) + "造成的伤害,并使自己本回合内的红桃手牌不计入手牌上限。"], true).set("ai", function (event, player) {
var target = _status.event.getParent().player;
var player = _status.event.player;
if (get.attitude(player, target) > 0) return 1;
return 0;
});
"step 1";
if (result.index == 1) {
trigger.cancel();
trigger.source.addTempSkill("xinfu_andong_add");
event.finish();
} else {
player.viewHandcards(trigger.source);
}
"step 2";
var cards = trigger.source.getCards("h");
var togain = [];
for (var i = 0; i < cards.length; i++) {
if (get.suit(cards[i]) == "heart") togain.push(cards[i]);
}
if (togain.length) player.gain(togain, trigger.source, "giveAuto", "bySelf");
},
},
xinfu_yingshi: {
audio: 2,
group: ["yingshi_die"],
trigger: {
player: "phaseUseBegin",
},
direct: true,
filter: function (event, player) {
return (
player.countCards("he", { suit: "heart" }) > 0 &&
!game.hasPlayer(function (current) {
return current.hasSkill("yingshi_heart");
})
);
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("xinfu_yingshi"), function (card, player, target) {
return target != player;
})
.set("ai", function () {
return -1;
});
"step 1";
if (result.bool) {
var cards = player.getCards("he", { suit: "heart" });
var target = result.targets[0];
player.logSkill("xinfu_yingshi", target);
target.addSkill("yingshi_heart");
target.addToExpansion(cards, player, "give").gaintag.add("xinfu_yingshi");
}
},
marktext: "酬",
intro: {
markcount: "expansion",
content: "expansion",
onunmark: function (storage, player) {
player.removeSkill("yingshi_heart");
},
},
},
yingshi_heart: {
charlotte: true,
trigger: { player: "damageEnd" },
filter: function (event, player) {
return event.source && event.source.isIn() && event.card && event.card.name == "sha" && player.getExpansions("xinfu_yingshi").length > 0;
},
forced: true,
logTarget: "source",
content: function () {
"step 0";
trigger.source.chooseCardButton("应势:选择获得一张“酬”", player.getExpansions("xinfu_yingshi"), true);
"step 1";
if (result.bool) {
trigger.source.gain(result.links, player, "give");
}
},
},
yingshi_die: {
audio: "xinfu_yingshi",
forced: true,
trigger: { global: "die" },
logTarget: "player",
filter: function (event, player) {
return event.player.getExpansions("xinfu_yingshi").length > 0;
},
content: function () {
var target = trigger.player;
player.gain(target.getExpansions("xinfu_yingshi"), target, "give", "bySelf");
},
},
xinfu_duanfa: {
init: function (player) {
player.storage.xinfu_duanfa = 0;
},
audio: 2,
enable: "phaseUse",
position: "he",
filter: function (card, player) {
return player.storage.xinfu_duanfa < player.maxHp;
},
filterCard: function (card) {
return get.color(card) == "black";
},
selectCard: function () {
var player = _status.event.player;
return [1, player.maxHp - player.storage.xinfu_duanfa];
},
check: function (card) {
return 6 - get.value(card);
},
delay: false,
content: function () {
player.draw(cards.length);
player.storage.xinfu_duanfa += cards.length;
},
group: "xinfu_duanfa_clear",
subSkill: {
clear: {
trigger: {
player: "phaseBefore",
},
forced: true,
silent: true,
popup: false,
content: function () {
player.storage.xinfu_duanfa = 0;
},
sub: true,
},
},
ai: {
order: 1,
result: {
player: 1,
},
},
},
xinfu_youdi: {
audio: 2,
trigger: {
player: "phaseJieshuBegin",
},
direct: true,
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("xinfu_youdi"), function (card, player, target) {
return player != target;
})
.set("ai", function (target) {
var player = _status.event.player;
if (player.countCards("h", "sha") > player.countCards("h") / 3 && player.countCards("h", { color: "red" }) > player.countCards("h") / 2) return 0;
if (target.countCards("he") == 0) return 0.1;
return -get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
game.delay();
player.logSkill("xinfu_youdi", result.targets);
event.target = result.targets[0];
event.target.discardPlayerCard(player, "h", true);
} else {
event.finish();
}
"step 2";
if (get.color(result.links[0]) != "black") player.draw("nodelay");
if (result.links[0].name != "sha" && event.target.countCards("he")) {
player.gainPlayerCard("he", event.target, true);
}
},
ai: {
expose: 0.3,
threaten: 1.4,
},
},
xinfu_guanchao: {
subSkill: {
dizeng: {
mark: true,
marktext: "增",
intro: {
content: "单调递增",
},
trigger: {
player: "useCard",
},
audio: "xinfu_guanchao",
forced: true,
mod: {
aiOrder: function (player, card, num) {
if (typeof card.number != "number") return;
var history = player.getHistory("useCard", function (evt) {
return evt.isPhaseUsing();
});
if (history.length == 0) return num + 10 * (14 - card.number);
var num = get.number(history[0].card);
if (!num) return;
for (var i = 1; i < history.length; i++) {
var num2 = get.number(history[i].card);
if (!num2 || num2 <= num) return;
num = num2;
}
if (card.number > num) return num + 10 * (14 - card.number);
},
},
filter: function (event, player) {
var history = player.getHistory("useCard", function (evt) {
return evt.isPhaseUsing();
});
if (history.length < 2) return false;
var num = get.number(history[0].card);
if (!num) return false;
for (var i = 1; i < history.length; i++) {
var num2 = get.number(history[i].card);
if (!num2 || num2 <= num) return false;
num = num2;
}
return true;
},
content: function () {
player.draw();
},
sub: true,
},
dijian: {
mark: true,
marktext: "减",
intro: {
content: "单调递减",
},
init: function (player) {
player.storage.guanchao = 0;
},
onremove: function (player) {
delete player.storage.guanchao;
},
trigger: {
player: "useCard",
},
audio: "xinfu_guanchao",
forced: true,
mod: {
aiOrder: function (player, card, num) {
if (typeof card.number != "number") return;
var history = player.getHistory("useCard", function (evt) {
return evt.isPhaseUsing();
});
if (history.length == 0) return num + 10 * card.number;
var num = get.number(history[0].card);
if (!num) return;
for (var i = 1; i < history.length; i++) {
var num2 = get.number(history[i].card);
if (!num2 || num2 >= num) return;
num = num2;
}
if (card.number < num) return num + 10 * card.number;
},
},
filter: function (event, player) {
var history = player.getHistory("useCard", function (evt) {
return evt.isPhaseUsing();
});
if (history.length < 2) return false;
var num = get.number(history[0].card);
if (!num) return false;
for (var i = 1; i < history.length; i++) {
var num2 = get.number(history[i].card);
if (!num2 || num2 >= num) return false;
num = num2;
}
return true;
},
content: function () {
player.draw();
},
sub: true,
},
},
audio: 2,
trigger: {
player: "phaseUseBegin",
},
direct: true,
content: function () {
"step 0";
var list = ["递增", "递减", "取消"];
player
.chooseControl(list)
.set("prompt", get.prompt2("xinfu_guanchao"))
.set("ai", function () {
return [0, 1].randomGet();
});
"step 1";
switch (result.control) {
case "递增": {
player.logSkill("xinfu_guanchao");
player.addTempSkill("xinfu_guanchao_dizeng", "phaseUseEnd");
break;
}
case "递减": {
player.logSkill("xinfu_guanchao");
player.addTempSkill("xinfu_guanchao_dijian", "phaseUseEnd");
break;
}
case "取消": {
break;
}
}
},
},
xinfu_xunxian: {
usable: 1,
audio: 2,
trigger: {
player: ["useCardAfter", "respond"],
},
filter: function (event, player) {
if (
get.itemtype(event.cards) !== "cards" ||
!game.hasPlayer(current => {
if (current === player) return false;
return current.getHp() > player.getHp() || current.countCards("h") > player.countCards("h");
})
)
return false;
for (var i = 0; i < event.cards.length; i++) {
if (event.cards[i].isInPile()) {
return true;
}
}
return false;
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("xinfu_xunxian"), (card, player, target) => {
if (target === player) return false;
return target.getHp() > player.getHp() || target.countCards("h") > player.countCards("h");
})
.set("ai", target => {
let att = get.attitude(_status.event.player, target),
name = _status.event.cards[0].name;
if (att < 3) return 0;
if (target.hasJudge("lebu")) att /= 5;
if (name === "sha" && target.hasSha()) att /= 5;
if (name === "wuxie" && target.needsToDiscard(_status.event.cards)) att /= 5;
return att / (1 + get.distance(player, target, "absolute"));
})
.set("cards", trigger.cards)
.forResult();
},
async content(event, trigger, player) {
let list = [];
for (let i = 0; i < trigger.cards.length; i++) {
if (trigger.cards[i].isInPile()) {
list.push(trigger.cards[i]);
}
}
if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.2);
event.targets[0].gain(list, "gain2").giver = player;
},
},
xinfu_kannan: {
audio: 2,
subSkill: {
phase: {
sub: true,
},
},
enable: "phaseUse",
filter: function (event, player) {
if (player.hasSkill("xinfu_kannan_phase")) return false;
if (player.getStat().skill.xinfu_kannan >= player.hp) return false;
return player.countCards("h") > 0;
},
filterTarget: function (card, player, target) {
if (target.hasSkill("xinfu_kannan_phase")) return false;
return player.canCompare(target);
},
ai: {
order: function () {
return get.order({ name: "sha" }) + 0.4;
},
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 -1;
return 0;
},
},
},
content: function () {
"step 0";
player.chooseToCompare(target);
"step 1";
if (result.bool) {
player.addTempSkill("xinfu_kannan_phase");
if (!player.hasSkill("kannan_eff")) {
player.addSkill("kannan_eff");
} else {
if (!player.storage.kannan_eff) player.storage.kannan_eff = 0;
}
player.storage.kannan_eff++;
player.markSkill("kannan_eff");
} else {
target.addTempSkill("xinfu_kannan_phase");
if (!target.hasSkill("kannan_eff")) {
target.addSkill("kannan_eff");
} else {
if (!target.storage.kannan_eff) player.storage.kannan_eff = 0;
//target.storage.kannan_eff++;
//target.markSkill('kannan_eff');
}
target.storage.kannan_eff++;
target.markSkill("kannan_eff");
}
},
},
kannan_eff: {
mark: true,
intro: {
content: "下一张杀的伤害基数+#",
},
trigger: {
player: "useCard",
},
filter: function (event) {
return event.card && event.card.name == "sha";
},
forced: true,
content: function () {
if (!trigger.baseDamage) trigger.baseDamage = 1;
trigger.baseDamage += player.storage.kannan_eff;
player.removeSkill("kannan_eff");
},
init: function (player) {
player.storage.kannan_eff = 0;
},
onremove: function (player) {
delete player.storage.kannan_eff;
},
ai: {
damageBonus: true,
},
},
xinfu_tushe: {
audio: 2,
mod: {
aiOrder(player, card, num) {
if (get.tag(card, "multitarget")) {
if (player.countCards("h", { type: "basic" })) return num / 10;
return num * 10;
}
if (get.type(card) === "basic") return num + 10;
},
aiValue(player, card, num) {
if (card.name === "zhangba") {
let fact = n => {
if (n > 1) return n * fact(n - 1);
return 1;
},
basic = 0;
return fact(
Math.min(
player.countCards("hs", i => {
if (get.tag(i, "multitarget")) return 2;
if (!["shan", "tao", "jiu"].includes(card.name)) return 1;
basic++;
}) /
(1 + basic),
player.getCardUsable("sha")
)
);
}
if (["shan", "tao", "jiu"].includes(card.name)) {
if (player.getEquip("zhangba") && player.countCards("hs") > 1) return 0.01;
return num / 2;
}
if (get.tag(card, "multitarget")) return num + game.players.length;
},
aiUseful(player, card, num) {
if (get.name(card, player) === "shan") {
if (
player.countCards("hs", i => {
if (card === i || (card.cards && card.cards.includes(i))) return false;
return get.name(i, player) === "shan";
})
)
return -1;
return num / Math.pow(Math.max(1, player.hp), 2);
}
},
},
trigger: {
player: "useCardToPlayered",
},
locked: false,
frequent: true,
filter: function (event, player) {
if (get.type(event.card) == "equip") return false;
if (event.getParent().triggeredTargets3.length > 1) return false;
return event.targets.length > 0 && !player.countCards("h", { type: "basic" });
},
content: function () {
player.draw(trigger.targets.length);
},
ai: {
presha: true,
pretao: true,
threaten: 1.8,
effect: {
player(card, player, target) {
if (
typeof card === "object" &&
card.name !== "shan" &&
get.type(card) !== "equip" &&
!player.countCards("h", i => {
if (card === i || (card.cards && card.cards.includes(i))) return false;
return get.type(i) === "basic";
})
) {
let targets = [],
evt = _status.event.getParent("useCard");
targets.addArray(ui.selected.targets);
if (evt && evt.card == card) targets.addArray(evt.targets);
if (targets.length) return [1, targets.length];
if (get.tag(card, "multitarget")) return [1, game.players.length - 1];
return [1, 1];
}
},
},
},
},
xinfu_limu: {
mod: {
targetInRange: function (card, player, target) {
if (player.countCards("j") && player.inRange(target)) {
return true;
}
},
cardUsableTarget: function (card, player, target) {
if (player.countCards("j") && player.inRange(target)) return true;
},
aiOrder(player, card, num) {
if (get.type(card, "delay") && player.canUse(card, player) && player.canAddJudge(card)) return 15;
},
},
locked: false,
audio: 2,
enable: "phaseUse",
discard: false,
filter: function (event, player) {
if (player.hasJudge("lebu")) return false;
return player.countCards("hes", { suit: "diamond" }) > 0;
},
viewAs: { name: "lebu" },
//prepare:"throw",
position: "hes",
filterCard: function (card, player, event) {
return get.suit(card) == "diamond" && player.canAddJudge({ name: "lebu", cards: [card] });
},
selectTarget: -1,
filterTarget: function (card, player, target) {
return player == target;
},
check(card) {
var player = _status.event.player;
if (!player.getEquip("zhangba")) {
let damaged = player.maxHp - player.hp - 1;
if (
player.countCards("h", function (cardx) {
if (cardx == card) return false;
if (cardx.name == "tao") {
if (damaged < 1) return true;
damaged--;
}
return ["shan", "jiu"].includes(cardx.name);
}) > 0
)
return 0;
}
if (card.name == "shan") return 15;
if (card.name == "tao" || card.name == "jiu") return 10;
return 9 - get.value(card);
},
onuse: function (links, player) {
var next = game.createEvent("limu_recover", false, _status.event.getParent());
next.player = player;
next.setContent(function () {
player.recover();
});
},
ai: {
result: {
target(player, target) {
let res = lib.card.lebu.ai.result.target(player, target);
if (target.isDamaged()) return res + 2 * Math.abs(get.recoverEffect(target, player, target));
return res;
},
ignoreStatus: true,
},
order(item, player) {
if (player.hp > 1 && player.countCards("j")) return 0;
return 12;
},
effect: {
target(card, player, target) {
if (target.isPhaseUsing() && typeof card === "object" && get.type(card, target) === "delay" && !target.countCards("j")) {
let shas =
target.getCards("hs", i => {
if (card === i || (card.cards && card.cards.includes(i))) return false;
return get.name(i, target) === "sha" && target.getUseValue(i) > 0;
}) - target.getCardUsable("sha");
if (shas > 0) return [1, 1.5 * shas];
}
},
},
},
},
};
export default skills;