import { lib, game, ui, get, ai, _status } from "../../noname.js"; /** @type { importCharacterConfig['skill'] } */ const skills = { //加纳天善(改版) tenzen_fenghuan: { trigger: { global: "useCardAfter" }, filter(event, player) { if (player == event.player || event.targets.length != 1 || event.targets[0] != player || !event.player.isIn() || (event.card.name != "sha" && (get.type(event.card, null, false) != "trick" || !get.tag(event.card, "damage")))) return false; if ( !player.canUse( { name: event.card.name, nature: event.card.nature, isCard: true, }, event.player, false ) ) return false; var num = get.number(event.card); if (typeof num != "number") return false; num *= 2; var hs = player.getCards("he"); for (var i of hs) { num -= get.number(i); if (num <= 0) return true; } return false; }, async cost(event, trigger, player) { const num = get.number(trigger.card) * 2, card = { name: trigger.card.name, nature: trigger.card.nature, isCard: true, }; event.result = await player .chooseToDiscard("he", get.prompt("tenzen_fenghuan", trigger.player), "弃置任意张点数之和不小于" + num + "的牌,然后视为对其使用一张" + get.translation(card), "chooseonly") .set("selectCard", function () { var cards = ui.selected.cards, num = _status.event.cardNumber; for (var i of cards) { num -= get.number(i); if (num <= 0) return [cards.length, cards.length + 1]; } return [cards.length + 1, cards.length + 1]; }) .set("cardNumber", num) .set("effect", get.effect(trigger.player, card, player, player)) .set("ai", function (card) { var eff = _status.event.effect; if (eff <= 0) return 0; for (var i of ui.selected.cards) eff -= get.value(i) / Math.sqrt(get.number(i) / 3); return eff - get.value(card) / Math.sqrt(get.number(card) / 3); }) .forResult(); }, async content(event, trigger, player) { await player.discard(event.cards); var card = { name: trigger.card.name, nature: trigger.card.nature, isCard: true, }, target = trigger.player; if (target.isIn() && player.canUse(card, target, false)) await player.useCard(card, target, false); }, }, tenzen_retianquan: { trigger: { player: "useCardToPlayered" }, filter(event, player) { return ( event.card.name == "sha" && (player.hp > 0 || player.hasCard(function (card) { return lib.filter.cardDiscardable(card, player, "tenzen_retianquan"); }, "he")) ); }, logTarget: "target", usable: 1, check(event, player) { if (get.attitude(player, event.target) >= 0) return false; if (player.hp > player.maxHp / 2) return true; if ( player.hasCard(function (card) { return lib.filter.cardDiscardable(card, player, "tenzen_retianquan") && get.value(card) < 6; }, "he") ) return true; return true; }, prompt2: "你可失去1点体力或弃置一张牌,亮出牌堆顶的三张牌(若你的体力值小于体力上限的50%,则改为展示五张牌)。每有一张基本牌,其所需使用的【闪】的数量便+1。然后若此牌造成过伤害,则你获得展示牌中的所有非基本牌。", content() { "step 0"; player .chooseToDiscard("弃置一张牌,或点「取消」失去1点体力", "he") .set("goon", player.hp > player.maxHp / 2) .set("ai", function (card) { var val = get.value(card); if (_status.event.goon) return 0.1 - val; return 6 - val; }); "step 1"; if (!result.bool) player.loseHp(); "step 2"; var cards = get.cards(player.hp <= player.maxHp / 2 ? 5 : 3); player.showCards(cards, get.translation(player) + "发动了【天全】"); game.cardsGotoOrdering(cards).relatedEvent = trigger.getParent(); var num = cards.filter(function (card) { return get.type(card, false) == "basic"; }).length; if (num) { if (trigger.card.name == "sha") { var id = trigger.target.playerid; var map = trigger.getParent().customArgs; if (!map[id]) map[id] = {}; if (typeof map[id].shanRequired == "number") { map[id].shanRequired += num; } else { map[id].shanRequired = 1 + num; } } } if (num < 5) { var next = game.createEvent("tenzen_retianqua_gain"); next.cards = cards; next.player = player; event.next.remove(next); trigger.getParent().after.push(next); next.setContent(function () { if ( player.getHistory("sourceDamage", function (evt) { return evt.card == event.parent.card; }).length > 0 ) player.gain( cards.filter(function (card) { return get.type(card, false) != "basic"; }), "gain2" ); }); } }, }, //藤林杏 kyou_zhidian: { locked: false, mod: { targetInRange(card) { if (card.kyou_zhidian) return true; }, aiOrder(player, card, numx) { var num = _status.event._kyou_zhidian_baseValue; if (num > 0 && get.type2(card) == "trick" && player.getUseValue(card) < num) return numx / 10; }, }, enable: "chooseToUse", filter(event, player) { return player.countCards("hs", card => get.type2(card) == "trick") > 0; }, filterCard(card) { return get.type2(card) == "trick"; }, onChooseToUse(event) { event._kyou_zhidian_baseValue = event.player.getUseValue({ name: "sha", }); }, check(card) { var num = _status.event._kyou_zhidian_baseValue, player = _status.event.player; return num - player.getUseValue(card); }, prompt: "将一张锦囊牌当做【杀】使用", viewAs: { name: "sha", kyou_zhidian: true, }, group: "kyou_zhidian_aim", ai: { respondSha: true, skillTagFilter: player => player.countCards("hs", card => get.type2(card) == "trick") > 0, }, subSkill: { aim: { trigger: { player: "useCardToPlayered", }, forced: true, locked: false, filter(event, player) { return event.isFirstTarget && event.card.name == "sha"; }, logTarget: "target", content() { "step 0"; var list = ["不可被响应", "无视防具", "伤害+1", "不计入次数"]; list.remove(player.storage.kyou_zhidian); player .chooseControl(list) .set("prompt", "掷典:请为" + get.translation(trigger.card) + "选择一种效果") .set( "choice", (function () { if (list.includes("不计入次数") && player.hasSha()) return "不计入次数"; if ( list.includes("不可被响应") && trigger.target.mayHaveShan( player, "use", trigger.target.getCards("h", i => { return i.hasGaintag("sha_notshan"); }) ) ) return "不可被响应"; if (list.includes("伤害+1")) return "伤害+1"; return list.randomGet(); })() ) .set("ai", () => _status.event.choice); "step 1"; var target = trigger.target; player.storage.kyou_zhidian = result.control; game.log(player, "对", target, "的", trigger.card, "#g" + result.control); switch (result.control) { case "不可被响应": trigger.directHit.add(target); break; case "无视防具": target.addTempSkill("qinggang2"); target.storage.qinggang2.add(trigger.card); break; case "伤害+1": var map = trigger.customArgs; var id = target.playerid; if (!map[id]) map[id] = {}; if (!map[id].extraDamage) map[id].extraDamage = 0; map[id].extraDamage++; break; case "不计入次数": var evt = trigger.getParent(); if (evt.addCount !== false) { evt.addCount = false; player.getStat().card.sha--; } break; } }, }, }, }, kyou_duanfa: { trigger: { player: "damageBegin2" }, limited: true, skillAnimation: true, animationColor: "thunder", filter(event, player) { return player.hp <= event.num; }, content() { player.awakenSkill("kyou_duanfa"); if (player.countCards("h") > 0) player.chooseToDiscard("h", true, player.countCards("h")); player.recover(); trigger.cancel(); player.addTempSkill("kyou_duanfa_draw", { player: "phaseBeginStart", }); }, subSkill: { draw: { trigger: { target: "useCardToTargeted" }, forced: true, charlotte: true, filter(event, player) { if (event.card.name == "sha") return true; return get.type(event.card, false) == "trick" && get.tag(event.card, "damage") > 0; }, content() { player.draw(); }, }, }, }, //天王寺瑚太朗 kotarou_aurora: { trigger: { player: ["damageEnd", "loseHpEnd", "gainMaxHpEnd"], }, forced: true, charlotte: true, filter(event, player) { return player.hasEnabledSlot(1); }, content() { if (player.hasEmptySlot(1)) { var card = get.cardPile2(function (card) { return get.subtype(card) == "equip1" && !get.cardtag(card, "gifts") && player.canUse(card, player); }); if (card) player.chooseUseTarget(card, true); } else player.chooseUseTarget("sha", true, false); }, }, kotarou_rewrite: { enable: "phaseUse", charlotte: true, filter(event, player) { return !player.hasSkill("kotarou_rewrite_block"); }, content() { "step 0"; player.getHistory("custom").push({ kotarou_rewrite: true }); player .chooseControl() .set("choiceList", ["视为使用一张本局游戏没有以此法使用过的基本牌或普通锦囊牌", "移动场上的一张牌", "增加1点体力上限并失去1点体力", "本回合内下一次造成的伤害+1", "本回合内下一次回复体力时,额外回复1点体力", "本回合内手牌上限和【杀】的使用次数+1                         "]) .set("ai", function () { var player = _status.event.player; if (player.hp > 2 && player.getUseValue({ name: "sha" }) > 0) return 2; return 0; }); "step 1"; lib.skill.kotarou_rewrite.rewrites[result.index](player, event); if (result.index != 0) event.goto(3); "step 2"; if (result.bool) { player.storage.kotarou_rewrite.push(result.links[0][2]); player.chooseUseTarget(true, { name: result.links[0][2], nature: result.links[0][3], isCard: true, }); } "step 3"; if ( player.getHistory("custom", function (evt) { return evt && evt.kotarou_rewrite == true; }).length >= 3 ) player.addTempSkill("kotarou_rewrite_block"); }, onremove: true, rewrites: [ function (player, event) { var list = []; if (!player.storage.kotarou_rewrite) player.storage.kotarou_rewrite = []; for (var i of lib.inpile) { if (player.storage.kotarou_rewrite.includes(i)) continue; var type = get.type(i); if (type == "basic" || type == "trick") list.push([type, "", i]); if (i == "sha") { for (var j of lib.inpile_nature) list.push([type, "", i, j]); } } if (list.length) { player .chooseButton(["改写:视为使用一张基本牌或普通锦囊牌", [list, "vcard"]], true) .set("filterButton", function (button) { return player.hasUseTarget( { name: button.link[2], nature: button.link[3], isCard: true, }, null, true ); }) .set("ai", function (button) { return player.getUseValue({ name: button.link[2], nature: button.link[3], isCard: true, }); }); } else event._result = { bool: false }; }, function (player, event) { player.moveCard(true); }, function (player, event) { if (player.maxHp < 5) player.gainMaxHp(); player.loseHp(); }, function (player, event) { player.addSkill("kotarou_rewrite_damage"); player.addMark("kotarou_rewrite_damage", 1, false); game.log(player, "本回合下次造成的伤害", "#y+1"); }, function (player, event) { player.addSkill("kotarou_rewrite_recover"); player.addMark("kotarou_rewrite_recover", 1, false); game.log(player, "本回合下次回复的体力", "#y+1"); }, function (player, event) { player.addSkill("kotarou_rewrite_sha"); player.addMark("kotarou_rewrite_sha", 1, false); game.log(player, "本回合的手牌上限和使用【杀】的次数上限", "#y+1"); }, ], ai: { order: 4, result: { player(player) { if ( player.getHistory("custom", function (evt) { return evt && evt.kotarou_rewrite == true; }).length >= 2 ) return 0; return 1; }, }, }, }, kotarou_rewrite_damage: { onremove: true, trigger: { source: "damageBegin1" }, forced: true, content() { trigger.num += player.countMark("kotarou_rewrite_damage"); player.removeSkill("kotarou_rewrite_damage"); }, charlotte: true, intro: { content: "下一次造成的伤害+#" }, }, kotarou_rewrite_recover: { onremove: true, trigger: { player: "recoverBegin" }, forced: true, content() { trigger.num += player.countMark("kotarou_rewrite_recover"); player.removeSkill("kotarou_rewrite_recover"); }, charlotte: true, intro: { content: "下一次回复的体力+#" }, }, kotarou_rewrite_sha: { onremove: true, mod: { maxHandcard(player, num) { return num + player.countMark("kotarou_rewrite_sha"); }, cardUsable(card, player, num) { if (card.name == "sha") return num + player.countMark("kotarou_rewrite_sha"); }, }, charlotte: true, intro: { content: "手牌上限和出杀次数+#" }, }, kotarou_rewrite_block: { trigger: { player: "phaseEnd" }, forced: true, charlotte: true, content() { player.removeSkill("kotarou_rewrite"); player.removeSkill("kotarou_aurora"); if (player.maxHp > 3) player.loseMaxHp(player.maxHp - 3); }, }, //加纳天善(旧) tenzen_yixing: { trigger: { global: "damageEnd", }, filter(event, player) { if (!event.card || (event.card.name != "sha" && event.card.name != "juedou")) return false; var hairi = event.source; if (hairi && (hairi == player || player.inRangeOf(hairi)) && hairi.isIn() && hairi.name1 != "key_shizuku" && hairi.name2 != "key_shizuku") return true; hairi = event.player; return hairi && (hairi == player || player.inRange(hairi)) && hairi.isIn() && hairi.name1 != "key_shizuku" && hairi.name2 != "key_shizuku"; }, frequent: true, content() { "step 0"; player.draw(); "step 1"; if (player.countCards("he") > 0) { player.chooseCard("he", true, "将一张牌作为“兴”置于武将牌上"); } else event.finish(); "step 2"; if (result.bool) { var cards = result.cards; player.addToExpansion(cards, player, "give").gaintag.add("tenzen_yixing"); } }, intro: { content: "expansion", onunmark: "expansion", }, onremove(player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, group: "tenzen_yixing_counter", subSkill: { counter: { trigger: { target: "useCardToTargeted" }, filter(event, player) { if (player == event.player || !player.getExpansions("tenzen_yixing").length) return false; return event.targets.length == 1 && (event.card.name == "sha" || get.type(event.card) == "trick"); }, prompt2(event) { return "获得一张“兴”,且" + get.translation(event.card) + "结算完成后可以弃置两张牌,视为对" + get.translation(event.player) + "使用一张同名牌"; }, check(event, player) { if (!player.storage.tenzen_lingyu && player.getExpansions("tenzen_yixing").length < 3) return false; var card = { name: event.card.name, nature: event.card.nature, isCard: true, }; return player.canUse(card, event.player, false) && get.effect(event.player, card, player, player) > 0; }, content() { "step 0"; player.chooseButton(["选择获得一张“兴”", player.getExpansions("tenzen_yixing")], true); "step 1"; if (result.bool) { player.gain(result.links, "gain2"); } var next = game.createEvent("tenzen_yixing_insert"); event.next.remove(next); trigger.getParent().after.push(next); next.player = player; next.target = trigger.player; next.setContent(lib.skill.tenzen_yixing.content_extra); }, }, }, content_extra() { "step 0"; var card = event.getParent().card; event.card = { name: card.name, nature: card.nature, isCard: true, }; if (player.countCards("he") > 1 && target && target.isIn() && player.canUse(event.card, target, false)) { player.chooseToDiscard("he", 2, "是否弃置两张牌,视为对" + get.translation(target) + "使用" + get.translation(event.card) + "?").set("ai", function (card) { return 5 - get.value(card); }); } else event.finish(); "step 1"; if (result.bool) player.useCard(card, target, false, "tenzen_yixing"); }, }, tenzen_lingyu: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, juexingji: true, skillAnimation: true, animationColor: "water", filter(event, player) { return player.getExpansions("tenzen_yixing").length >= player.hp; }, content() { player.awakenSkill("tenzen_lingyu"); player.storage.tenzen_lingyu = true; player.loseMaxHp(); if (player.isHealthy()) player.draw(2); player.addSkills("tenzen_tianquan"); }, ai: { combo: "tenzen_yixing", }, }, tenzen_tianquan: { trigger: { player: "useCardToPlayered" }, filter(event, player) { return (event.card.name == "sha" || event.card.name == "juedou") && event.targets.length == 1 && player.getExpansions("tenzen_yixing").length > 1; }, logTarget: "target", usable: 1, check(event, player) { return get.attitude(player, event.target) < 0; }, content() { "step 0"; //player.viewHandcards(trigger.target); player.chooseButton(["选择移去两张“兴”", player.getExpansions("tenzen_yixing")], true, 2); "step 1"; if (result.bool) { player.loseToDiscardpile(result.links); var cards = get.cards(5); player.showCards(cards, get.translation(player) + "发动了【天全】"); game.cardsGotoOrdering(cards).relatedEvent = trigger.getParent(); var num = cards.filter(function (card) { return get.type(card, false) == "basic"; }).length; if (num) { if (trigger.card.name == "sha") { var id = trigger.target.playerid; var map = trigger.getParent().customArgs; if (!map[id]) map[id] = {}; if (typeof map[id].shanRequired == "number") { map[id].shanRequired += num; } else { map[id].shanRequired = 1 + num; } } else { var idt = trigger.target.playerid; var map = trigger.getParent().customArgs; if (!map[idt]) map[idt] = {}; if (!map[idt].shaReq) map[idt].shaReq = {}; if (!map[idt].shaReq[idt]) map[idt].shaReq[idt] = 1; map[idt].shaReq[idt]++; } } if (num < 5) { var next = game.createEvent("tenzen_lingyu_gain"); next.cards = cards; next.player = player; event.next.remove(next); trigger.getParent().after.push(next); next.setContent(function () { if ( player.getHistory("sourceDamage", function (evt) { return evt.card == event.parent.card; }).length > 0 ) player.gain( cards.filter(function (card) { return get.type(card, false) != "basic"; }), "gain2" ); }); } } }, }, //伊座并杏子 kyouko_rongzhu: { trigger: { global: "gainEnd" }, filter(event, player) { if (player == event.player || event.getParent().name == "kyouko_rongzhu") return false; var evt = event.getl(player); return evt && evt.cards2 && evt.cards2.length > 0; }, logTarget: "player", check(event, player) { return get.attitude(player, event.player) > 0; }, content() { "step 0"; player.draw(); "step 1"; var target = trigger.player; if (player.countCards("he") > 0 && target.isIn()) { player.chooseCard("he", true, "将一张牌交给" + get.translation(target)); } else event.finish(); "step 2"; if (result.bool) { player.give(result.cards, trigger.player); var target = _status.currentPhase; var name; if (target == player) { name = "kyouko_rongzhu_me"; player.addTempSkill(name); player.addMark(name, 1, false); } else if (target == trigger.player) { name = "kyouko_rongzhu_notme"; target.addTempSkill(name); target.addMark(name, 1, false); } } }, subSkill: { me: { mod: { maxHandcard(player, num) { return num + player.countMark("kyouko_rongzhu_me"); }, }, intro: { content: "手牌上限+#" }, onremove: true, }, notme: { mod: { cardUsable(card, player, num) { if (card.name == "sha") return num + player.countMark("kyouko_rongzhu_notme"); }, }, intro: { content: "使用杀的次数上限+#" }, onremove: true, }, }, }, kyouko_gongmian: { enable: "phaseUse", prompt: "出牌阶段,你可以选择一名未以此法选择过的角色,若其手牌:大于你,你获得其一张牌,然后交给其一张牌;小于你,其交给你一张牌,然后你交给其一张牌;等于你,你与其各摸一张牌。", filter(event, player) { return game.hasPlayer(function (current) { return current != player && lib.skill.kyouko_gongmian.filterTarget(null, player, current); }); }, filterTarget(card, kyouko, hina) { if (kyouko == hina || kyouko.getStorage("kyouko_gongmian").includes(hina)) return false; var hs = hina.countCards("he"); if (hs == 0) return kyouko.countCards("h") == 0; return true; }, content() { "step 0"; player.markAuto("kyouko_gongmian", targets); var hs = player.countCards("h"), ts = target.countCards("h"); player.getHistory("custom").push({ kyouko_gongmian: true }); if (hs > ts) { event.utype = 1; target.chooseCard("he", true, "交给" + get.translation(player) + "一张牌"); } else if (hs == ts) { game.asyncDraw([player, target]); event.utype = 2; } else { event.utype = 3; player.gainPlayerCard(target, true, "he"); } "step 1"; if (event.utype == 2) { game.delayx(); event.finish(); } else if (!result.bool) event.finish(); else if (event.utype == 1) target.give(result.cards, player); "step 2"; if (player.countCards("he") > 0) { player.chooseCard("he", true, "交给" + get.translation(target) + "一张牌"); } else event.finish(); "step 3"; if (result.bool) player.give(result.cards, target); }, intro: { content: "已与$共勉", }, group: ["kyouko_gongmian_use", "kyouko_gongmian_discard"], ai: { order: 6, result: { target(player, target) { if ( player.getHistory("custom", function (evt) { return evt.kyouko_gongmian == true; }).length ) return 0; return 1; }, }, }, }, kyouko_gongmian_use: { trigger: { player: "phaseUseEnd" }, filter(event, player) { return ( player.getHistory("custom", function (evt) { return evt.kyouko_gongmian == true; }).length > 0 && game.hasPlayer(function (current) { return current != player && current.countGainableCards(player, "hej") > 0; }) ); }, async cost(event, trigger, player) { const num = player.getHistory("custom", function (evt) { return evt.kyouko_gongmian == true; }).length; event.result = await player .chooseTarget(get.prompt("kyouko_gongmian"), "获得一名其他角色的至多" + get.cnNumber(num) + "张牌,然后交给其等量的牌", function (card, player, target) { return target != player && target.countGainableCards(player, "hej") > 0; }) .set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (att > 0) return att; var he = player.getCards("he"); if ( target.countCards("he", function (card) { return get.value(card, target) > 7; }) && he.length > 0 ) return ( -att + 5 - Math.min.apply( Math, he.map(function (card) { return get.value(card, player); }) ) ); return 0; }) .forResult(); }, async content(event, trigger, player) { const num = player.getHistory("custom", function (evt) { return evt.kyouko_gongmian == true; }).length, target = event.targets[0]; let result = await player.gainPlayerCard(target, "hej", true, [1, num]).forResult(); if (target.isIn() && result.bool && result.cards && result.cards.length && player.countCards("he") > 0) { const num = result.cards.length, hs = player.getCards("he"); if (hs.length <= num) result = { bool: true, cards: hs }; else { result = await player.chooseCard("he", true, num, "交给" + get.translation(target) + get.cnNumber(num) + "张牌").forResult(); } if (result.bool && result.cards && result.cards.length) { player.give(result.cards, target); } } }, }, kyouko_gongmian_discard: { trigger: { player: "phaseDiscardBegin" }, filter(event, player) { var hs = player.countCards("h"); return ( hs > 0 && player.getHistory("custom", function (evt) { return evt.kyouko_gongmian == true; }).length >= player.hp && game.hasPlayer(function (current) { return current != player && current.countCards("h") < hs; }) ); }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt("kyouko_gongmian"), "获得一名其他角色的所有手牌,然后将一半的牌交给该角色(向上取整)", function (card, player, target) { return target != player && target.countCards("h") < player.countCards("h"); }) .forResult(); }, content() { "step 0"; var target = event.targets[0]; event.target = target; var hs = target.getCards("h"); if (hs.length > 0) player.gain(hs, target, "giveAuto", "bySelf"); "step 1"; if (target.isIn() && player.countCards("h") > 0) { var hs = player.getCards("h"), num = Math.ceil(hs.length / 2); if (hs.length <= num) event._result = { bool: true, cards: hs }; else player.chooseCard("he", true, num, "交给" + get.translation(target) + get.cnNumber(num) + "张牌"); } else event.finish(); "step 2"; if (result.bool && result.cards && result.cards.length) { player.give(result.cards, target); } }, }, //冰室忧希 yuuki_yicha: { trigger: { player: "phaseUseBegin" }, frequent: true, createDialog(id) { var dialog = ui.create.dialog("hidden"); (dialog.textPrompt = dialog.add("异插")).style.textAlign = "center"; dialog.cards = []; dialog.rawButtons = []; dialog.videoId = id; var cards = []; for (var i = 0; i < 3; i++) { var card = ui.create.card(null, null, true); card.pos = i; card.pos_x = i; card.pos_y = 0; cards.push(card); dialog.rawButtons.push(card); } dialog.add(cards); cards = []; for (var i = 0; i < 3; i++) { var card = ui.create.card(null, null, true); card.pos = i + 3; card.pos_x = i; card.pos_y = 1; cards.push(card); dialog.rawButtons.push(card); } dialog.add(cards); for (var i of dialog.buttons) { i.pos_x = i.link.pos_x; i.pos_y = i.link.pos_y; i.link = i.link.pos; } dialog.open(); }, addCard(card, id, pos) { var dialog = get.idDialog(id); if (!dialog) return; for (var i = 0; i < dialog.buttons.length; i++) { var button = dialog.buttons[i]; if (button.link == pos) { var card2 = ui.create.button(card, "card"); card2.pos = button.link; card2.pos_x = button.pos_x; card2.pos_y = button.pos_y; card2.classList.add("noclick"); button.parentNode.insertBefore(card2, button); dialog.cards.push(card2); button.remove(); dialog.buttons.splice(i, 1); break; } } }, changePrompt(str, id) { var dialog = get.idDialog(id); if (!dialog) return; dialog.textPrompt.innerHTML = str; }, content() { "step 0"; var next = game.createEvent("cardsGotoOrdering"); next.cards = []; next.setContent("cardsGotoOrdering"); event.videoId = lib.status.videoId++; event.forceDie = true; event.cards = []; event.positions = [0, 1, 2, 3, 4, 5]; game.broadcastAll(function (id) { lib.skill.yuuki_yicha.createDialog(id); }, event.videoId); player.judge().set("callback", function () { event.getParent().orderingCards.remove(event.judgeResult.card); event.getParent(2).orderingCards.add(event.judgeResult.card); }); "step 1"; if (get.position(result.card, true) == "o") { var pos = event.positions.randomRemove(); event._first_pos = pos; game.broadcastAll( function (card, id, player, pos) { lib.skill.yuuki_yicha.addCard(card, id, pos); lib.skill.yuuki_yicha.changePrompt(get.translation(player) + "放置了" + get.translation(card), id); }, result.card, event.videoId, player, pos ); cards.push(result.card); game.delay(2); } player.judge().set("callback", function () { event.getParent().orderingCards.remove(event.judgeResult.card); event.getParent(2).orderingCards.add(event.judgeResult.card); }); "step 2"; if (get.position(result.card, true) == "o") { var list = event.positions; if (get.isLuckyStar(player)) { var index = get.color(cards[0], false) == get.color(result.card, false) ? 0 : 1; list = list.filter(function (i) { return Math.abs((i % 2) - (event._first_pos % 2)) == index; }); } var pos = list.randomRemove(); game.broadcastAll( function (card, id, player, pos) { lib.skill.yuuki_yicha.addCard(card, id, pos); lib.skill.yuuki_yicha.changePrompt(get.translation(player) + "放置了" + get.translation(card), id); }, result.card, event.videoId, player, pos ); cards.push(result.card); game.delay(2); } if (cards.length) event.count = 4; else { game.broadcastAll("closeDialog", event.videoId); event.finish(); } "step 3"; event.count--; player.judge().set("callback", function () { event.getParent().orderingCards.remove(event.judgeResult.card); event.getParent(2).orderingCards.add(event.judgeResult.card); }); "step 4"; var card = result.card; event.card = card; var str = "请选择一个位置放置" + get.translation(card); if (player == game.me || player.isUnderControl()) { lib.skill.yuuki_yicha.changePrompt(str, event.videoId); } else if (player.isOnline()) { player.send( function (str, id) { lib.skill.yuuki_yicha.changePrompt(str, event.videoId); }, str, id ); } player .chooseButton() .set("dialog", event.videoId) .set("filterButton", function (button) { var posx = button.pos_x, posy = button.pos_y; var list = [], cards = ui.dialog.cards; for (var i of cards) { if (i.pos_x == posx && Math.abs(i.pos_y - posy) == 1) list.push(i.link); if (i.pos_y == posy && Math.abs(i.pos_x - posx) == 1) list.push(i.link); } if (list.length > 0) { var color = get.color(list[0], false); if (list.length > 1) { for (var i = 1; i < list.length; i++) { if (get.color(list[i]) != color) return false; } } return get.color(_status.event.card, false) != color; } return false; }) .set("card", card); "step 5"; if (result.bool) { cards.push(card); event.positions.remove(result.links[0]); game.broadcastAll( function (card, id, pos, player) { lib.skill.yuuki_yicha.addCard(card, id, pos); lib.skill.yuuki_yicha.changePrompt(get.translation(player) + "放置了" + get.translation(card), id); }, card, event.videoId, result.links[0], player ); game.delay(2); } if (event.count > 0) event.goto(3); "step 6"; game.broadcastAll("closeDialog", event.videoId); player.chooseTarget("令一名角色获得" + get.translation(cards), true).set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 7"; if (result.bool && result.targets && result.targets.length) { var target = result.targets[0]; player.line(target, "green"); target.gain(cards, "gain2"); } }, }, //库特莉亚芙卡 kud_qiaoshou: { enable: "phaseUse", usable: 1, filter(event, player) { return !player.getExpansions("kud_qiaoshou_equip").length && player.countCards("h") > 0; }, chooseButton: { dialog() { var list = []; var list2 = ["pyzhuren_heart", "pyzhuren_diamond", "pyzhuren_club", "pyzhuren_spade", "pyzhuren_shandian", "rewrite_zhuge"]; list2.addArray(lib.inpile); for (var i of list2) { var sub = get.subtype(i); if (["equip1", "equip4"].includes(sub)) list.push([sub, "", i]); } return ui.create.dialog("巧手:选择一种装备牌", [list, "vcard"], "hidden"); }, check(button) { var player = _status.event.player; var name = button.link[2]; if (get.subtype(name) == "equip4" || player.getEquip(name)) return 0; var sha = player.countCards("h", "sha"); switch (name) { case "rewrite_zhuge": return sha - player.getCardUsable("sha"); case "guding": if ( sha > 0 && game.hasPlayer(function (current) { return get.attitude(player, current) < 0 && !current.countCards("h") && player.canUse("sha", current) && get.effect(current, { name: "sha" }, player) > 0; }) ) return 1.4 + Math.random(); return 0; case "guanshi": if (sha > 0) return 0.7 + Math.random(); return 0; case "qinggang": if (sha > 0) return 0.4 + Math.random(); return 0; case "zhuque": if ( game.hasPlayer(function (current) { return get.attitude(player, current) < 0 && current.getEquip("tengjia") && get.effect(current, { name: "sha", nature: "fire" }, player) > 0; }) ) return 1.2 + Math.random(); return 0; default: return 0; } }, backup(links) { var next = get.copy(lib.skill.kud_qiaoshou_backupx); next.cardname = links[0][2]; return next; }, prompt(links) { return "将一张手牌置于武将牌上,然后视为装备" + get.translation(links[0][2]); }, }, group: "kud_qiaoshou_end", ai: { notemp: true, order: 5, result: { player: 1, }, }, }, kud_qiaoshou_backupx: { filterCard: true, discard: false, lose: false, delay: false, check(event, player) { return 6 - get.value(card); }, content() { "step 0"; player.addToExpansion(cards, player, "give").gaintag.add("kud_qiaoshou_equip"); "step 1"; if (!player.getExpansions("kud_qiaoshou_equip").length) return; player.addTempSkill("kud_qiaoshou_equip", { player: ["phaseUseEnd", "phaseZhunbeiBegin"], }); var name = lib.skill.kud_qiaoshou_backup.cardname; player.storage.kud_qiaoshou_equip2 = name; var info = lib.card[name].skills; if (info && info.length) player.addAdditionalSkill("kud_qiaoshou_equip", info); player.draw(); game.log(player, "声明了", "#y" + get.translation(name)); }, ai: { result: { player: 1, }, }, }, kud_qiaoshou_equip: { charlotte: true, mod: { globalFrom(from, to, distance) { var info = lib.card[from.storage.kud_qiaoshou_equip2]; if (info && info.distance && info.distance.globalFrom) return distance + info.distance.globalFrom; }, globalTo(from, to, distance) { var info = lib.card[to.storage.kud_qiaoshou_equip2]; if (info && info.distance && info.distance.globalTo) return distance + info.distance.globalTo; }, attackRange(from, distance) { var info = lib.card[from.storage.kud_qiaoshou_equip2]; if (info && info.distance && info.distance.attackFrom) return distance - info.distance.attackFrom; }, attackTo(from, to, distance) { var info = lib.card[to.storage.kud_qiaoshou_equip2]; if (info && info.distance && info.distance.attackTo) return distance + info.distance.attackTo; }, }, onremove(player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, intro: { markcount: "expansion", mark(dialog, storage, player) { dialog.add(player.getExpansions("kud_qiaoshou_equip")); dialog.addText("当前装备:" + get.translation(player.storage.kud_qiaoshou_equip2)); var str2 = lib.translate[player.storage.kud_qiaoshou_equip2 + "_info"]; if (str2) { if (str2.length >= 12) dialog.addText(str2, false); else dialog.addText(str2); } }, onunmark(storage, player) { player.removeAdditionalSkill("kud_qiaoshou_equip"); delete player.storage.kud_qiaoshou_equip2; player.addEquipTrigger(); }, }, }, kud_qiaoshou_end: { trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return player.countCards("h") > 0 && !player.getExpansions("kud_qiaoshou_equip").length; }, cost() { "step 0"; var list = []; var list2 = ["rewrite_bagua", "rewrite_renwang", "rewrite_tengjia", "rewrite_baiyin"]; list2.addArray(lib.inpile); for (var i of list2) { var sub = get.subtype(i); if (["equip2", "equip3"].includes(sub)) list.push([sub, "", i]); } player.chooseButton([get.prompt("kud_qiaoshou"), [list, "vcard"]]).set("ai", function (button) { var player = _status.event.player; var name = button.link[2]; if (get.subtype(name) == "equip3" || player.getEquip(name)) return false; switch (name) { case "yexingyi": if (player.hp > 2 || player.getEquip("bagua") || player.getEquip("tengjia")) return 1.5 + Math.random(); return 0.5 + Math.random(); case "rewrite_bagua": case "rewrite_renwang": if (player.getEquip("bagua") || player.getEquip("tengjia") || player.getEquip("renwang")) return Math.random(); return 1.2 + Math.random(); case "rewrite_tengjia": if (player.getEquip("baiyin")) return 1.3 + Math.random(); return Math.random(); case "rewrite_baiyin": return 0.4 + Math.random(); default: return 0; } }); "step 1"; if (result.bool) { event.cardname = result.links[0][2]; player.chooseCard("h", true, "将一张手牌置于武将牌上,然后视为装备" + get.translation(event.cardname)); } else event.finish(); "step 2"; if (result.bool) { event.result = { bool: true, cards: result.cards, cost_data: { cardname: event.cardname, }, }; } }, async content(event, trigger, player) { const next = player.addToExpansion(event.cards, player, "give"); next.gaintag.add("kud_qiaoshou_equip"); await next; if (!player.getExpansions("kud_qiaoshou_equip").length) return; player.addTempSkill("kud_qiaoshou_equip", { player: ["phaseUseEnd", "phaseZhunbeiBegin"], }); const name = event.cost_data.cardname; player.storage.kud_qiaoshou_equip2 = name; player.markAuto("kud_qiaoshou_equip", event.cards); const info = lib.card[name].skills; if (info && info.length) player.addAdditionalSkill("kud_qiaoshou_equip", info); game.log(player, "声明了", "#y" + get.translation(name)); await player.draw(); }, }, kud_buhui: { enable: "chooseToUse", filter(event, player) { return event.type == "dying" && player == event.dying && player.getExpansions("kud_qiaoshou_equip").length + player.countCards("e") > 0; }, skillAnimation: true, limited: true, animationColor: "gray", content() { "step 0"; player.awakenSkill("kud_buhui"); var cards = player.getCards("e").concat(player.getExpansions("kud_qiaoshou_equip")); if (cards.length) player.discard(cards); player.removeSkill("kud_qiaoshou_equip"); player.draw(cards.length); player.addSkills("kud_chongzhen"); "step 1"; var num = 2 - player.hp; if (num) player.recover(num); }, derivation: "riki_chongzhen", ai: { order: 0.5, result: { player: 1, }, save: true, skillTagFilter(player, tag, target) { return player == target; }, }, }, kud_chongzhen: { inherit: "riki_chongzhen", }, //神尾观铃 misuzu_hengzhou: { trigger: { player: ["phaseJieshuBegin", "recoverEnd", "damageEnd", "phaseDrawBegin2", "phaseZhunbeiBegin"], }, forced: true, character: true, filter(event, player) { if (event.name == "phaseZhunbei") return true; if (["damage", "recover"].includes(event.name)) return event.num > 0; var num = player.countMark("misuzu_hengzhou"); if (event.name == "phaseDraw") return num > 0 && !event.numFixed; return num > 3; }, content() { var num = player.countMark("misuzu_hengzhou"); if (trigger.name == "phaseDraw") trigger.num += num; else if (trigger.name == "phaseJieshu") { player.removeMark("misuzu_hengzhou", num); player.loseHp(); } else player.addMark("misuzu_hengzhou", trigger.num || 1); }, intro: { name: "诅咒", name2: "诅咒", content: "mark", }, marktext: "诅", mod: { maxHandcard(player, num) { return num + player.countMark("misuzu_hengzhou"); }, }, ai: { notemp: true, }, }, misuzu_nongyin: { enable: "chooseToUse", viewAs: { name: "tao", isCard: true, }, viewAsFilter(player) { return ( !player.hasJudge("lebu") && player.countCards("hes", function (card) { return get.color(card) == "red" && get.type(card, "trick") != "trick"; }) ); }, filterCard(card) { return get.color(card) == "red" && get.type(card, "trick") != "trick"; }, check(card) { return 7 + (_status.event.dying || _status.event.player).getDamagedHp() - get.value(card); }, ignoreMod: true, position: "hes", precontent() { player.logSkill("misuzu_nongyin"); player.$throw(event.result.cards); player.addJudge({ name: "lebu" }, event.result.cards); event.result.card.cards = []; event.result.cards = []; delete event.result.skill; delete event.result.card.suit; delete event.result.card.number; }, ai: { result: 0.5, }, }, misuzu_zhongxing: { trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter(event, player) { var evt = event.getl(player); return evt && evt.js && evt.js.length > 0 && !player.hasSkill("misuzu_zhongxing_haruko"); }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt("misuzu_zhongxing"), "令一名角色选择摸两张牌或回复1点体力") .set("ai", function (card) { return get.attitude(_status.event.player, card); }) .forResult(); }, async content(event, trigger, player) { var target = event.targets[0]; player.logSkill("misuzu_zhongxing", target); player.addTempSkill("misuzu_zhongxing_haruko"); target.chooseDrawRecover(2, true); }, }, misuzu_zhongxing_haruko: { charlotte: true }, //久岛鸥 kamome_suitcase: { trigger: { player: ["phaseJudgeBefore", "phaseDiscardBefore", "turnOverBefore"], }, forced: true, popup: false, equipSkill: true, content() { trigger.cancel(); }, }, kamome_yangfan: { trigger: { player: ["loseAfter", "enterGame"], global: ["equipAfter", "addJudgeAfter", "phaseBefore", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, forced: true, filter(event, player) { if (typeof event.getl != "function") return event.name != "phase" || game.phaseNumber == 0; var evt = event.getl(player); return evt && evt.player == player && evt.es && evt.es.length; }, content() { if (trigger.getl) player.draw(2 * trigger.getl(player).es.length); else player.equip(game.createCard2("kamome_suitcase", "spade", 1)); }, ai: { noe: true, reverseEquip: true, effect: { target(card, player, target, current) { if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3]; }, }, }, }, kamome_huanmeng: { trigger: { player: "phaseZhunbeiBegin" }, frequent: true, content() { "step 0"; var num = 1 + player.countCards("e"); var cards = get.cards(num); game.cardsGotoOrdering(cards); var next = player.chooseToMove(); next.set("list", [["牌堆顶", cards], ["牌堆底"]]); next.set("prompt", "幻梦:点击将牌移动到牌堆顶或牌堆底"); next.processAI = function (list) { var cards = list[0][1], player = _status.event.player; var top = []; var judges = player.getCards("j"); var stopped = false; if (!player.hasWuxie()) { for (var i = 0; i < judges.length; i++) { var judge = get.judge(judges[i]); cards.sort(function (a, b) { return judge(b) - judge(a); }); if (judge(cards[0]) < 0) { stopped = true; break; } else { top.unshift(cards.shift()); } } } var bottom; if (!stopped) { cards.sort(function (a, b) { return get.value(b, player) - get.value(a, player); }); while (cards.length) { if (get.value(cards[0], player) <= 5) break; top.unshift(cards.shift()); } } bottom = cards; return [top, bottom]; }; "step 1"; var top = result.moved[0]; var bottom = result.moved[1]; top.reverse(); for (var i = 0; i < top.length; i++) { ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild); } for (i = 0; i < bottom.length; i++) { ui.cardPile.appendChild(bottom[i]); } player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下"); game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶"); game.updateRoundNumber(); game.delayx(); }, ai: { threaten: 1.2, }, }, kamome_jieban: { trigger: { player: "damageEnd", source: "damageSource", }, zhuanhuanji: true, marktext: "☯", mark: true, intro: { content(storage, player) { return "转换技。每回合限一次,当你受到或造成伤害后," + (!storage ? "你可将两张牌交给一名其他角色,然后其交给你一张牌。" : "你可将一张牌交给一名其他角色,然后其交给你两张牌。"); }, }, filter(event, player) { var num = player.storage.kamome_jieban ? 1 : 2; return player.countCards("he") >= num && !player.hasSkill("kamome_jieban_phase"); }, async cost(event, trigger, player) { event.num = player.storage.kamome_jieban ? 1 : 2; event.result = await player .chooseCardTarget({ position: "he", filterCard: true, filterTarget: lib.filter.notMe, selectCard: event.num, prompt: get.prompt("kamome_jieban"), prompt2: event.num == 2 ? "将两张牌交给一名其他角色,然后其交给你一张牌。" : "将一张牌交给一名其他角色,然后其交给你两张牌。", ai1(card) { if (card.name == "du") return 20; var val = get.value(card); var player = _status.event.player; if (get.position(card) == "e") { if (val <= 0) return 10; return 10 / val; } return 6 - val; }, ai2(target) { var player = _status.event.player; var att = get.attitude(player, target); if (ui.selected.cards[0].name == "du") return -2 * att; if (att > 0) return 1.5 * att; var num = get.select(_status.event.selectCard)[1]; if (att < 0 && num == 1) return -0.7 * att; return att; }, }) .forResult(); }, content() { "step 0"; event.num = player.storage.kamome_jieban ? 1 : 2; var target = targets[0]; event.target = target; player.addTempSkill("kamome_jieban_phase"); player.give(cards, target); player.changeZhuanhuanji("kamome_jieban"); "step 1"; var num = 3 - event.num; var hs = target.getCards("he"); if (hs.length) { if (hs.length <= num) event._result = { bool: true, cards: hs }; else { target.chooseCard("he", true, "交给" + get.translation(player) + get.cnNumber(num) + "张牌", num).set("ai", function (card) { var player = _status.event.player; var target = _status.event.getParent().player; if (get.attitude(player, target) > 0) { if (!target.hasShan() && card.name == "shan") return 10; if (get.type(card) == "equip" && !get.cardtag(card, "gifts") && target.hasUseTarget(card)) return 10 - get.value(card); return 6 - get.value(card); } return -get.value(card); }); } } else event.finish(); "step 2"; target.give(result.cards, player); }, }, kamome_jieban_phase: { charlotte: true }, //友利奈绪 nao_duyin: { trigger: { global: "phaseBegin" }, filter(event, player) { return event.player != player && (!player.storage.nao_duyin || !player.storage.nao_duyin.includes(event.player)); }, logTarget: "player", charlotte: true, check() { return false; }, content() { "step 0"; player.chooseToDiscard("he", "弃置一张牌,或将武将牌翻面").set("ai", function (card) { if (_status.event.player.isTurnedOver()) return 0; return 6 - get.value(card); }); "step 1"; if (!result.bool) player.turnOver(); player.addTempSkill("nao_duyin2", { player: "phaseAfter" }); if (!player.storage.nao_duyin) player.storage.nao_duyin = []; player.storage.nao_duyin.push(trigger.player); if (!player.storage.nao_duyin2) player.storage.nao_duyin2 = []; player.storage.nao_duyin2.push(trigger.player); player.markSkill("nao_duyin2"); }, }, nao_duyin2: { intro: { content: "$不能使用牌指定你为目标,对$使用牌没有距离和次数限制", }, mod: { targetEnabled(card, player, target) { if (target.storage.nao_duyin2 && target.storage.nao_duyin2.includes(player)) return false; }, targetInRange(card, player, target) { if (player.storage.nao_duyin2 && player.storage.nao_duyin2.includes(target)) return true; }, }, trigger: { player: "useCardEnd" }, firstDo: true, silent: true, onremove: true, filter(event, player) { if (player.storage.nao_duyin2) { for (var i of player.storage.nao_duyin2) { if (event.targets.includes(i)) return true; } } return false; }, content() { 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]--; } }, }, nao_wanxin: { trigger: { global: "phaseEnd" }, hasHistory(player) { return player.getHistory("damage").length > 0; }, filter(event, player) { return game.hasPlayer(function (current) { return lib.skill.nao_wanxin.hasHistory(current); }); }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt2("nao_wanxin"), function (card, player, target) { return _status.event.yuus.includes(target); }) .set( "yuus", game.filterPlayer(function (current) { return lib.skill.nao_wanxin.hasHistory(current); }) ) .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; await target.draw(2); await player.turnOver(false); await player.link(false); if (target == player) return; await target.turnOver(false); await target.link(false); }, }, nao_shouqing: { global: "nao_shouqing2", }, nao_shouqing2: { enable: "phaseUse", viewAs() { return { name: "tao" }; }, filterCard: { name: "tao" }, ignoreMod: true, filterTarget(card, player, target) { return target != player && target.isDamaged() && target.hasSkill("nao_shouqing"); }, selectTarget() { return game.countPlayer(function (current) { return lib.skill.nao_shouqing2.filterTarget(null, _status.event.player, current); }) > 1 ? 1 : -1; }, filter(event, player) { return ( player.countCards("hs", "tao") && game.hasPlayer(function (current) { return lib.skill.nao_shouqing2.filterTarget(null, player, current); }) ); }, position: "hs", onuse(links, player) { player.addSkill("nao_shouqing3"); player.addMark("nao_shouqing3", 1, false); }, prompt() { var list = game.filterPlayer(function (current) { return lib.skill.nao_shouqing2.filterTarget(null, _status.event.player, current); }); var str = "对" + get.translation(list); if (list.length > 1) str += "中的一名角色"; str += "使用一张【桃】"; return str; }, }, nao_shouqing3: { intro: { content: "手牌上限+#", }, mod: { maxHandcard(player, num) { return num + player.countMark("nao_shouqing3"); }, }, trigger: { player: "useCardAfter" }, forced: true, popup: false, filter(event, player) { return event.skill == "nao_shouqing2"; }, content() { player.draw(); }, }, //远野美凪&远野小满 minagi_peiquan: { enable: "phaseUse", filter(event, player) { return player.hasCard(card => card.hasGaintag("minagi_tag"), "h"); }, filterCard(card) { return card.hasGaintag("minagi_tag"); }, position: "h", filterTarget: lib.filter.notMe, discard: false, lose: false, delay: false, promptfunc: () => "出牌阶段,你可以赠予一张“米券”,然后执行一项本回合内未被选择过的效果:⒈对其造成1点伤害;⒉摸两张牌;⒊弃置其的两张牌;⒋亮出牌堆顶的一张牌,然后你可以使用之。", check: card => { const player = _status.event.player; return get.type(card, false) == "equip" && game.hasPlayer(current => player.canGift(card, current, true) && !current.refuseGifts(card, player) && get.effect(current, card, player, player) > 0) ? 2 : 1 + Math.random(); }, content() { "step 0"; player.gift(cards, target); "step 1"; var list = player.getStorage("minagi_peiquan_yukito"); if (list.length >= 4) event.finish(); else { var yukito = get.translation(target); player .chooseButton( [ "配券:请选择一项执行", [ [ ["damage", "选项一:对" + yukito + "造成1点伤害"], ["draw", "选项二:摸两张牌"], ["discard", "选项三:弃置" + yukito + "的两张牌"], ["use", "选项四:亮出牌堆顶的一张牌,然后可以使用之"], ], "textbutton", ], ], true ) .set("list", list) .set("filterButton", function (button) { return !_status.event.list.includes(button.link); }) .set("ai", function (button) { var player = _status.event.player, target = _status.event.getParent().target; switch (button.link) { case "damage": return get.damageEffect(target, player, player); case "draw": return 2 * get.effect(player, { name: "draw" }, player, player); case "discard": return get.effect(target, { name: "guohe_copy2" }, player, player) * Math.min(1.6, target.countCards("he")); case "use": return _status.event.getRand("minagi_peiquan") * 4; } }); } "step 2"; player.markAuto("minagi_peiquan_yukito", result.links); player.addTempSkill("minagi_peiquan_yukito"); switch (result.links[0]) { case "damage": target.damage("nocard"); break; case "draw": player.draw(2); break; case "discard": player.discardPlayerCard(target, 2, "he", true); break; } if (result.links[0] != "use") event.finish(); "step 3"; var card = get.cards()[0]; game.cardsGotoOrdering(card); player.showCards(card); player.chooseUseTarget(card, "是否使用" + get.translation(card) + "?"); }, ai: { order: 4, result: { player: (player, target) => { const giftEffects = ui.selected.cards.map(value => player.getGiftEffect(value, target)); const baseEffect = Math.min(3, giftEffects.reduce((previousValue, currentValue) => previousValue + currentValue, 0) / giftEffects.length); const choices = ["damage", "draw", "discard", "use"]; choices.removeArray(player.getStorage("minagi_peiquan_yukito")); if (choices.length <= 0) return baseEffect; return ( baseEffect + Math.max( ...choices.map(choice => { switch (choice) { case "damage": return get.damageEffect(target, player, player); case "draw": return 2 * get.effect(player, { name: "draw" }, player, player); case "discard": return get.effect(target, { name: "guohe_copy2" }, player, player) * Math.min(1.6, target.countCards("he")); case "use": return _status.event.getRand("minagi_peiquan") * 4; } }) ) ); }, }, }, group: "minagi_peiquan_umareta", subSkill: { yukito: { charlotte: true, onremove: true }, umareta: { trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter(event, player) { return (event.name != "phase" || game.phaseNumber == 0) && player.countCards("h") > 0; }, content() { var hs = player.getCards("h"); player.addGaintag(hs, "minagi_tag"); }, }, }, }, minagi_huanliu: { trigger: { player: "phaseZhunbeiBegin" }, async cost(event, trigger, player) { event.result = await player .chooseTarget(lib.filter.notMe, get.prompt("minagi_huanliu"), "和一名其他角色进行“协力”,并获得“远野小满”的所有对应技能") .set("ai", function (target) { return get.threaten(target) * Math.sqrt(1 + target.countCards("h")) * (target.isTurnedOver() || target.hasJudge("lebu") ? 0.1 : 1); }) .forResult(); }, content() { "step 0"; var target = targets[0]; player.chooseCooperationFor(target, "minagi_huanliu").set("ai", function (button) { var base = 0; switch (button.link) { case "cooperation_damage": base = 0.1; break; case "cooperation_draw": base = 0.6; break; case "cooperation_discard": base = 0.1; break; case "cooperation_use": base = 0.3; break; } return base + Math.random(); }); player.addAdditionalSkill("cooperation", ["minagi_huanliu_effect", "michiru_sheyuan"]); "step 1"; game.delayx(); }, subSkill: { effect: { charlotte: true, trigger: { global: "phaseJieshuBegin" }, forced: true, logTarget: "player", filter(event, player) { return player.checkCooperationStatus(event.player, "minagi_huanliu") && player.countCards("h") > 0; }, content() { game.log(player, "和", trigger.player, "的协力成功"); var hs = player.getCards("h"); player.addGaintag(hs, "minagi_tag"); game.delayx(); }, }, }, derivation: "michiru_sheyuan", }, michiru_sheyuan: { charlotte: true, enable: "chooseToUse", filter(event, player) { if (player.hasSkill("michiru_sheyuan_round")) return false; var hs = player.getCards("h"); if (!hs.length) return false; for (var i of hs) { if (i.hasGaintag("minagi_tag")) return false; if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) return false; } for (var name of lib.inpile) { var type = get.type(name); if (type != "basic" && type != "trick") return false; var card = get.autoViewAs({ name: name }, hs); if (event.filterCard(card, player, event)) return true; if (name == "sha") { for (var nature of lib.inpile_nature) { card.nature = nature; if (event.filterCard(card, player, event)) return true; } } } return false; }, hiddenCard(player, name) { var type = get.type(name); if (type != "basic" && type != "trick") return false; if (player.hasSkill("michiru_sheyuan_round")) return false; var hs = player.getCards("h"); if (!hs.length) return false; if (_status.connectMode) return true; for (var i of hs) { if (i.hasGaintag("minagi_tag")) return false; if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) return false; } return true; }, chooseButton: { dialog(event, player) { var list = [], hs = player.getCards("h"); for (var name of lib.inpile) { var type = get.type(name); if (type != "basic" && type != "trick") continue; var card = get.autoViewAs({ name: name }, hs); if (event.filterCard(card, player, event)) list.push([type, "", name]); if (name == "sha") { for (var nature of lib.inpile_nature) { card.nature = nature; if (event.filterCard(card, player, event)) list.push([type, "", name, nature]); } } } return ui.create.dialog("舍愿", [list, "vcard"], "hidden"); }, check(button) { var player = _status.event.player; var card = { name: button.link[2], nature: button.link[3], }; if (_status.event.getParent().type == "phase") return player.getUseValue(card, null, true); return 1; }, backup(links, player) { return { viewAs: { name: links[0][2], nature: links[0][3], }, filterCard: true, position: "h", selectCard: -1, onuse(result, player) { player.addTempSkill("michiru_sheyuan_round", "roundStart"); }, }; }, prompt(links, player) { return "将所有手牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用,然后摸等量的牌"; }, }, ai: { respondSha: true, respondShan: true, skillTagFilter(player, tag, arg) { return lib.skill.michiru_sheyuan.hiddenCard(player, "s" + tag.slice(8)); }, order: 1, result: { player(player) { if (_status.event.dying) return get.attitude(player, _status.event.dying); return 1; }, }, }, subSkill: { round: { charlotte: true, trigger: { player: "useCardAfter" }, forced: true, popup: false, filter(event, player) { return event.skill == "michiru_sheyuan_backup"; }, content() { player.draw(trigger.cards.length); }, }, backup: {}, }, }, //坂上智代 tomoyo_wuwei: { enable: ["chooseToUse", "chooseToRespond"], viewAs: { name: "sha" }, viewAsFilter(player) { var storage = player.getStorage("tomoyo_wuwei_mark"); return player.hasCard(function (card) { return !storage.includes(get.suit(card)); }, "hs"); }, position: "hs", filterCard(card, player) { var storage = player.getStorage("tomoyo_wuwei_mark"); return !storage.includes(get.suit(card)); }, check(card) { return 5 - get.value(card); }, onuse(result, player) { player.markAuto("tomoyo_wuwei_mark", [get.suit(result.card, false)]); player.addTempSkill("tomoyo_wuwei_mark"); }, onrespond(event, player) { player.markAuto("tomoyo_wuwei_mark", [get.suit(event.card, false)]); player.addTempSkill("tomoyo_wuwei_mark"); }, group: "tomoyo_wuwei_combo", subSkill: { mark: { charlotte: true, onremove: true, }, combo: { trigger: { global: "useCardAfter" }, direct: true, //chooseToUse类技能暂时没办法改 filter(event, player) { return event.card.name == "shan" && player.inRangeOf(event.player) && player.canUse("sha", event.player, false); }, content() { player .chooseToUse( "武威:是否对" + get.translation(trigger.player) + "使用一张【杀】?", function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.filterCard.apply(this, arguments); }, trigger.player, -1 ) .set("addCount", false).logSkill = "tomoyo_wuwei_combo"; }, }, }, }, tomoyo_zhengfeng: { dutySkill: true, trigger: { player: "phaseZhunbeiBegin" }, filter(event, player) { return game.hasPlayer(current => player.inRange(current)); }, derivation: "tomoyo_changshi", async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt("tomoyo_zhengfeng"), "令一名攻击范围内的角色进行判定。其于你的下回合开始前使用与判定结果颜色相同的牌时,你摸一张牌。", function (card, player, target) { return player.inRange(target); }) .set("ai", function (target) { var player = _status.event.player; if (player.hp <= 1 && !player.countCards("h")) return 0; var hs = target.countCards("h"), thr = get.threaten(target); if (target.hasJudge("lebu")) return 0; return Math.sqrt(1 + hs) * Math.sqrt(Math.max(1, 1 + thr)); }) .forResult(); }, content() { "step 0"; var target = targets[0]; event.target = target; target.judge(); "step 1"; player.addTempSkill("tomoyo_zhengfeng_tomoyo", { player: "phaseBeginStart", }); player.markAuto("tomoyo_zhengfeng_tomoyo", [ { target: target, color: result.color, }, ]); }, group: "tomoyo_zhengfeng_after", subSkill: { tomoyo: { charlotte: true, onremove: true, mod: { inRangeOf(source, player) { var list = player.getStorage("tomoyo_zhengfeng_tomoyo"); for (var obj of list) { if (obj.target == source) return true; } }, }, trigger: { global: "useCard" }, forced: true, filter(event, player) { var color = get.color(event.card); if (color == "none") return false; var list = player.getStorage("tomoyo_zhengfeng_tomoyo"); for (var obj of list) { if (obj.target == event.player && color == obj.color) return true; } return false; }, content() { player.draw(); }, intro: { mark(dialog, students, player) { if (!students || !students.length) return "全校风纪良好!"; var str = ""; for (var i of students) { if (str.length > 0) str += "
"; str += get.translation(i.target); str += ":"; str += get.translation(i.color); } dialog.addText(str); }, }, }, after: { trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return !player.hasHistory("useSkill", function (evt) { return evt.skill == "tomoyo_zhengfeng"; }); }, prompt: "整风:是否放弃使命?", prompt2: "你可以减1点体力上限并失去〖武威〗,摸两张牌并回复1点体力,然后获得技能〖长誓〗。", skillAnimation: true, animationColor: "gray", check(event, player) { return player.hp * 1.1 + player.countCards("h") < 3; }, content() { "step 0"; game.log(player, "放弃了身为学生会长的使命"); player.awakenSkill("tomoyo_zhengfeng"); player.loseMaxHp(); "step 1"; player.removeSkills("tomoyo_wuwei"); "step 2"; player.draw(2); player.recover(); "step 3"; player.addSkills("tomoyo_changshi"); }, }, }, }, tomoyo_changshi: { trigger: { global: ["gainAfter", "loseAsyncAfter"], }, forced: true, filter(event, player) { return game.hasPlayer(function (current) { return current != player && event.getg(current).length > 1 && player.inRangeOf(current); }); }, content() { player.draw(); }, group: "tomoyo_changshi_recover", subSkill: { recover: { trigger: { global: "recoverAfter" }, forced: true, filter(event, player) { return event.player.isAlive() && player.inRangeOf(event.player); }, content() { player.changeHujia(1); }, }, }, }, //天宫希优 kiyu_yuling: { mod: { targetEnabled(card) { var info = get.info(card); if (!info || (info.type != "trick" && info.type != "delay")) return; if (info.range) return false; }, }, trigger: { target: "useCardToTargeted" }, forced: true, charlotte: true, filter(event, player) { return event.card.name == "sha" && event.player.countCards("he") > 0; }, logTarget: "player", content() { trigger.player.chooseToDiscard("he", true, get.distance(trigger.player, player)); }, ai: { threaten: 0.7, effect: { target(card, player, target, current) { if (card.name == "sha") return 0.7; }, }, }, }, kiyu_rexianyu: { trigger: { player: "phaseUseEnd" }, charlotte: true, unique: true, filter(event, player) { return ( !player.hasSkill("kiyu_rexianyu_round", null, null, false) && player.hasHistory("useCard", function (evt) { var type = get.type(evt.card); if (type != "basic" && type != "trick") return false; return evt.getParent("phaseUse") == event; }) ); }, async cost(event, trigger, player) { const history = player.getHistory("useCard", function (evt) { var type = get.type(evt.card); if (type != "basic" && type != "trick") return false; return evt.getParent("phaseUse") == trigger; }); const list = []; for (var i = 0; i < Math.min(history.length, 3); i++) { var card = history[i].card; list.push({ name: card.name, isCard: true }); if (card.nature) list[i].nature = card.nature; } const { result } = await player .chooseTarget(get.prompt("kiyu_rexianyu"), "将以下使用结果告知于一名其他角色:" + get.translation(list), function (card, player, target) { return target != player && !target.hasSkill("kiyu_rexianyu_lastrun", null, null, false); }) .set("ai", function (target) { return get.attitude(_status.event.player, target) * get.threaten(target) * Math.sqrt(1 + target.countCards("h")) * (target.isTurnedOver() || target.hasJudge("lebu") ? 0.1 : 1); }); if (result.bool) { event.result = { bool: result.bool, targets: result.targets, cost_data: { list }, }; } }, async content(event, trigger, player) { player.addTempSkill("kiyu_rexianyu_round", "roundStart"); const tabito = targets[0]; tabito.storage.kiyu_rexianyu_lastrun = event.cost_data.list; tabito.storage.amamiya_kiyu = player; tabito.addTempSkill("kiyu_rexianyu_lastrun", { player: ["phaseUseAfter"], global: ["roundStart"], }); await game.asyncDelayx(); }, subSkill: { round: { charlotte: true }, lastrun: { enable: "chooseToUse", onChooseToUse(event) { if (!game.online && event.type == "phase") { var evtx = event.getParent(); var num = event.player.getHistory("useCard", function (evt) { return evt.getParent("phaseUse") == evtx; }).length; event.set("rexianyu_num", num); } }, filter(event, player) { if (!player.countCards("hs")) return false; var num = event.rexianyu_num, list = player.storage.kiyu_rexianyu_lastrun; if (!Array.isArray(list) || typeof num != "number" || list.length <= num) return false; var card = get.copy(list[num]); delete card.isCard; card = get.autoViewAs(card, "unsure"); if (event.filterCard(card, player, event)) return true; return false; }, onremove: true, viewAs(cards, player) { var num = _status.event.rexianyu_num, list = player.storage.kiyu_rexianyu_lastrun; if (!Array.isArray(list) || typeof num != "number" || list.length <= num) return { name: "sha" }; var card = get.copy(list[num]); delete card.isCard; return card; }, prompt() { var player = _status.event.player; var num = _status.event.rexianyu_num, list = player.storage.kiyu_rexianyu_lastrun; if (!Array.isArray(list) || typeof num != "number" || list.length <= num) return "无可用牌"; var card = list[num]; var str = "将一张牌当做" + get.translation(card); var kiyu = player.storage.amamiya_kiyu; if (kiyu && kiyu.isAlive()) str += ";然后" + get.translation(kiyu) + "摸一张牌,且你本回合的手牌上限+1"; return str; }, filterCard: true, position: "h", popname: true, check(card) { var player = _status.event.player; var num = _status.event.rexianyu_num, list = player.storage.kiyu_rexianyu_lastrun; return player.getUseValue(list[num], null, true) - player.getUseValue(card, null, true); }, group: "kiyu_rexianyu_earthbound", mark: true, intro: { content: "已记录:$" }, ai: { order: 12, result: { player(player) { var lunarq = player.storage.amamiya_kiyu; if (lunarq && get.attitude(player, lunarq) <= 0) return -1; return 1; }, }, }, }, earthbound: { trigger: { player: "useCardAfter" }, forced: true, charlotte: true, filter(event, player) { if (event.skill != "kiyu_rexianyu_lastrun") return false; var lunarq = player.storage.amamiya_kiyu; return get.itemtype(lunarq) == "player" && lunarq.isAlive(); }, content() { var lunarq = player.storage.amamiya_kiyu; lunarq.draw(); player.addTempSkill("kiyu_rexianyu_wolf"); player.addMark("kiyu_rexianyu_wolf", 1, false); }, }, wolf: { charlotte: true, onremove: true, mod: { maxHandcard(player, num) { return num + player.countMark("kiyu_rexianyu_wolf"); }, }, markimage: "image/card/handcard.png", intro: { content: "手牌上限+#" }, }, }, }, kiyu_xianyu: { trigger: { global: "phaseUseBegin" }, charlotte: true, round: 1, filter(event, player) { return event.player.countCards("h") > 0; }, logTarget: "player", check(event, player) { var target = event.player; var next = target.next; if (target.getSeatNum() > next.getSeatNum()) return true; if ( target.countCards("h") < 4 && target.countCards("h", function (card) { return target.hasUseTarget(card, null, true); }) < 2 ) return false; return true; }, content() { "step 0"; var target = trigger.player, cards = target.getCards("h"); var next = player.chooseToMove("先预:预测" + get.translation(target) + "使用牌的顺序", true); next.set("list", [[get.translation(target) + "的手牌", cards]]); next.set("processAI", function (list) { var cards = list[0][1].slice(0); var target = _status.event.getTrigger().player; cards.sort(function (a, b) { return get.order(b, target) - get.order(a, target); }); return [cards]; }); "step 1"; if (result.bool) { var list = result.moved[0]; player.storage.kiyu_xianyu_lastrun = list; player.addTempSkill("kiyu_xianyu_lastrun", list); } }, subSkill: { lastrun: { trigger: { global: "phaseUseAfter" }, forced: true, charlotte: true, onremove: true, content() { var num = 0, index = -1, target = trigger.player; var cards = player.getStorage("kiyu_xianyu_lastrun"); var history = target.getHistory("useCard", function (event) { return event.getParent("phaseUse") == trigger; }); for (var evt of history) { var goon = false; for (var card of evt.cards) { var index2 = cards.indexOf(card); if (index2 > index) { goon = true; index = index2; } } if (goon) num++; } if (num > 0) { num = Math.min(3, num); player.draw(num); if (target.isIn()) { target.addTempSkill("kiyu_xianyu_effect"); target.addMark("kiyu_xianyu_effect", num, false); } } }, }, effect: { charlotte: true, onremove: true, mod: { maxHandcard(player, num) { return num + player.countMark("kiyu_xianyu_effect"); }, }, }, }, }, //樱庭星罗 seira_xinghui: { trigger: { player: "phaseZhunbeiBegin" }, check(event, player) { return !player.getExpansions("seira_xinghui").length; }, content() { "step 0"; game.delayx(); "step 1"; if (get.isLuckyStar(player)) { event.num = 6; player.throwDice(6); } else player.throwDice(); "step 2"; var cards = get.cards(num); event.cards = cards; game.cardsGotoOrdering(cards); var next = player.chooseToMove(); next.set("prompt", "星辉:选择要作为“星屑”的牌(先选择的在上)"); next.set("list", [["置于武将牌上", cards], ["置入弃牌堆"]]); next.processAI = function (list) { var cards = list[0][1], player = _status.event.player; var top = []; var judges = player.getCards("j"); var stopped = false; if (!player.hasWuxie()) { for (var i = 0; i < judges.length; i++) { var judge = get.judge(judges[i]); cards.sort(function (a, b) { return judge(b) - judge(a); }); if (judge(cards[0]) < 0) { stopped = true; break; } else { top.unshift(cards.shift()); } } } var bottom; if (!stopped) { cards.sort(function (a, b) { return get.value(b, player) - get.value(a, player); }); while (cards.length) { if (get.value(cards[0], player) <= 5) break; top.unshift(cards.shift()); } } bottom = cards; return [top, bottom]; }; "step 3"; if (result.bool && result.moved && result.moved[0].length) { event.cards = result.moved[0]; player .chooseTarget(true, "将以下牌置于一名角色的武将牌上", get.translation(event.cards), function (card, player, target) { return !target.getExpansions("seira_xinghui").length; }) .set("ai", function (target) { return target == _status.event.player ? 1 : 0; }); event.cards.reverse(); } else event.finish(); "step 4"; var target = result.targets[0]; player.line(target, { color: [253, 153, 182] }); target.addToExpansion(cards).gaintag.add("seira_xinghui"); game.log(player, "将" + get.cnNumber(cards.length) + "张牌置于", target, "的武将牌上"); target.addSkill("seira_xinghui_hoshikuzu"); }, intro: { markcount: "expansion", content(storage, player) { return "共有" + get.cnNumber(player.getExpansions("seira_xinghui").length) + "张牌"; }, onunmark(storage, player) { player.removeSkill("seira_xinghui_hoshikuzu"); }, }, subSkill: { hoshikuzu: { trigger: { source: "damageBegin1" }, forced: true, charlotte: true, filter(event, player) { return player.getExpansions("seira_xinghui").length > 0; }, content() { trigger.num++; game.log(player, "造成了", "#y暴击伤害"); }, group: ["seira_xinghui_draw", "seira_xinghui_judge"], }, draw: { trigger: { player: "drawBefore" }, forced: true, filter(event, player) { return player.getExpansions("seira_xinghui").length > 0; }, content() { var cards = player.getExpansions("seira_xinghui"); var num = Math.min(cards.length, trigger.num); trigger.num -= num; player.gain(cards.slice(0, num), "draw"); if (trigger.num == 0) trigger.cancel(); }, }, judge: { trigger: { player: "judgeBegin" }, forced: true, filter(event, player) { return player.getExpansions("seira_xinghui").length > 0; }, content() { trigger.directresult = player.getExpansions("seira_xinghui")[0]; }, }, }, }, seira_yuanying: { enable: "phaseUse", usable: 1, filterTarget: true, selectTarget: 2, multitarget: true, multiline: true, line: { color: [253, 153, 182] }, content() { game.filterPlayer() .sortBySeat() .forEach(function (current) { if (!targets.includes(current)) { current.removeSkills("seira_yinyuan"); } else { current.addSkills("seira_yinyuan"); } }); game.delayx(); }, ai: { order: 1, result: { target: 1 }, expose: 0.1, }, derivation: "seira_yinyuan", }, seira_yinyuan: { enable: "phaseUse", usable: 1, filterTarget(card, player, target) { return target != player && target.hasSkill("seira_yinyuan", null, null, false) && target.countCards("hej") > 0; }, content() { player.gainPlayerCard(target, true, "hej"); target.recover(); }, mark: true, intro: { content: "你的手牌对其他“姻缘者”可见。出牌阶段限一次,你可以获得一名其他“姻缘者”区域内的一张牌,然后其回复1点体力。", }, ai: { order: 9, viewHandcard: true, skillTagFilter(player, tag, arg) { if (player == arg) return false; return player.hasSkill("seira_yinyuan") && arg.hasSkill("seira_yinyuan"); }, result: { player(player, target) { var effect = get.effect(target, { name: "shunshou_copy" }, player, player); if (target.isDamaged()) { if (effect < 0) effect /= 2; effect += get.recoverEffect(target, player, player); } return effect; }, }, }, }, //佐藤雏 hina_shenshi: { groupSkill: true, trigger: { player: ["phaseUseBegin", "phaseUseEnd"] }, frequent: true, filter(event, player) { return player.group == "shen"; }, content() { "step 0"; player.draw(2).gaintag = ["hina_shenshi"]; player.addSkill("hina_shenshi_yingbian"); "step 1"; var cards = player.getCards("h", function (card) { return card.hasGaintag("hina_shenshi"); }); if (!cards.length) event.finish(); else if (cards.length == 1) event._result = { bool: true, cards: cards }; else player.chooseCard("h", true, "将一张“神视”牌置于牌堆顶", function (card) { return card.hasGaintag("hina_shenshi"); }); "step 2"; if (result.bool) { game.log(player, "将一张牌置于了牌堆顶"); player.lose(result.cards, ui.cardPile, "insert"); player.$throw(1, 1000); } else event.finish(); "step 3"; game.delayx(); }, onremove(player) { player.removeGaintag("hina_shenshi"); }, group: "hina_shenshi_yingbian", }, hina_shenshi_yingbian: { trigger: { player: "yingbian" }, forced: true, filter: (event, player) => event.card.isCard && player.hasHistory("lose", evt => evt.getParent() == event && Object.values(evt.gaintag_map).some(value => value.includes("hina_shenshi"))), content: () => { if (!Array.isArray(trigger.temporaryYingbian)) trigger.temporaryYingbian = []; trigger.temporaryYingbian.add("force"); trigger.temporaryYingbian.addArray(get.yingbianEffects()); }, }, hina_xingzhi: { groupSkill: true, trigger: { player: "yingbian" }, usable: 1, filter: (event, player) => player.group == "key" && !event.card.yingbian && lib.yingbian.condition.complex.has("zhuzhan"), content: () => { "step 0"; 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); }; trigger.afterYingbianZhuzhan = event => event.zhuzhanresult.draw(2); lib.yingbian.condition.complex.get("zhuzhan")(trigger); "step 1"; if (!result.bool) return; trigger.card.yingbian = true; lib.yingbian.effect.forEach(value => game.yingbianEffect(trigger, value)); player.addTempSkill("yingbian_changeTarget"); }, }, //神山识 shiki_omusubi: { audio: 2, trigger: { global: "roundStart" }, direct: true, content() { "step 0"; player.chooseTarget(get.prompt2("shiki_omusubi"), lib.filter.notMe).set("ai", function (target) { var player = _status.event.player; if (player.isHealthy()) return 0; if (player.hp < 3 && player.getDamagedHp() < 2) return 0; var list = []; if (lib.character[target.name]) list.addArray(lib.character[target.name][3]); if (lib.character[target.name1]) list.addArray(lib.character[target.name1][3]); if (lib.character[target.name2]) list.addArray(lib.character[target.name2][3]); list = list.filter(function (i) { return !player.hasSkill(i); }); if (!list.length) return 0; return 1 + Math.random(); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("shiki_omusubi", target); player.loseMaxHp(); var list = []; if (lib.character[target.name]) list.addArray(lib.character[target.name][3]); if (lib.character[target.name1]) list.addArray(lib.character[target.name1][3]); if (lib.character[target.name2]) list.addArray(lib.character[target.name2][3]); player.addSkills(list); game.broadcastAll(function (list) { lib.character.key_shiki[3].addArray(list); game.expandSkills(list); for (var i of list) { var info = lib.skill[i]; if (!info) continue; if (!info.audioname2) info.audioname2 = {}; info.audioname2.key_shiki = "shiki_omusubi"; } }, list); } }, }, //篝 kagari_zongsi: { enable: "phaseUse", usable: 1, content() { "step 0"; var controls = []; if (ui.cardPile.hasChildNodes()) controls.push("选择牌堆中的一张牌"); if (ui.discardPile.hasChildNodes()) controls.push("选择弃牌堆中的一张牌"); if ( game.hasPlayer(function (current) { return current.countCards("hej") > 0; }) ) controls.push("选择一名角色区域内的一张牌"); if (!controls.length) { event.finish(); return; } event.controls = controls; var next = player.chooseControl(); next.set("choiceList", controls); next.set("prompt", "请选择要移动的卡牌的来源"); next.ai = function () { return 0; }; "step 1"; result.control = event.controls[result.index]; var list = ["弃牌堆", "牌堆", "角色"]; for (var i = 0; i < list.length; i++) { if (result.control.indexOf(list[i]) != -1) { event.index = i; break; } } if (event.index == 2) { player.chooseTarget("请选择要移动的卡牌的来源", true, function (card, kagari, target) { return target.countCards("hej") > 0; }); } else { var source = ui[event.index == 0 ? "discardPile" : "cardPile"].childNodes; var list = []; for (var i = 0; i < source.length; i++) list.push(source[i]); player.chooseButton(["请选择要移动的卡牌", list], true).ai = get.buttonValue; } "step 2"; if (event.index == 2) { player.line(result.targets[0]); event.target1 = result.targets[0]; player.choosePlayerCard(result.targets[0], true, "hej").set("visible", true); } else { event.card = result.links[0]; } "step 3"; if (event.index == 2) event.card = result.cards[0]; var controls = ["将这张牌移动到牌堆的顶部或者底部", "将这张牌移动到弃牌堆的顶部或者底部", "将这张牌移动到一名角色对应的区域里"]; event.controls = controls; var next = player.chooseControl(); next.set("prompt", "要对" + get.translation(event.card) + "做什么呢?"); next.set("choiceList", controls); next.ai = function () { return 2; }; "step 4"; result.control = event.controls[result.index]; var list = ["弃牌堆", "牌堆", "角色"]; for (var i = 0; i < list.length; i++) { if (result.control.indexOf(list[i]) != -1) { event.index2 = i; break; } } if (event.index2 == 2) { player.chooseTarget("要将" + get.translation(card) + "移动到哪一名角色的对应区域呢", true).ai = function (target) { return target == _status.event.player ? 1 : 0; }; } else { player.chooseControl("顶部", "底部").set("prompt", "把" + get.translation(card) + "移动到" + (event.index2 == 0 ? "弃" : "") + "牌堆的..."); } "step 5"; if (event.index2 != 2) { //if(event.target1) event.target1.lose(card,ui.special); //else card.goto(ui.special); event.way = result.control; } else { event.target2 = result.targets[0]; var list = ["手牌区"]; if (lib.card[card.name].type == "equip" && event.target2.canEquip(card)) list.push("装备区"); if (lib.card[card.name].type == "delay" && !event.target2.isDisabledJudge() && !event.target2.hasJudge(card.name)) list.push("判定区"); if (list.length == 1) event._result = { control: list[0] }; else { player.chooseControl(list).set("prompt", "把" + get.translation(card) + "移动到" + get.translation(event.target2) + "的...").ai = function () { return 0; }; } } "step 6"; if (event.index2 != 2) { var node = ui[event.index == 0 ? "discardPile" : "cardPile"]; if (event.target1) { var next = event.target1.lose(card, event.position); if (event.way == "顶部") next.insert_card = true; } else { if (event.way == "底部") node.appendChild(card); else node.insertBefore(card, node.firstChild); } game.updateRoundNumber(); event.finish(); } else { if (result.control == "手牌区") { var next = event.target2.gain(card); if (event.target1) { next.source = event.target1; next.animate = "giveAuto"; } else next.animate = "draw"; } else if (result.control == "装备区") { if (event.target1) event.target1.$give(card, event.target2); event.target2.equip(card); } else { if (event.target1) event.target1.$give(card, event.target2); event.target2.addJudge(card); } } "step 7"; game.updateRoundNumber(); }, ai: { order: 10, result: { player: 1 }, }, }, //伊吹风子 fuuko_xingdiao: { trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter: event => { return event.name != "phase" || game.phaseNumber == 0; }, content() { "step 0"; player.drawTo(8); "step 1"; var hs = player.getCards("h"); if (hs.length > 0) player.addShownCards(hs, "visible_fuuko_xingdiao"); }, mod: { ignoredHandcard(card) { if (card.hasGaintag("visible_fuuko_xingdiao")) { return true; } }, cardDiscardable(card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("visible_fuuko_xingdiao")) { return false; } }, }, onremove: true, global: "fuuko_xingdiao_gain", subSkill: { gain: { enable: "phaseUse", filter: (event, player) => { return game.hasPlayer(current => lib.skill.fuuko_xingdiao_gain.filterTarget(null, player, current)); }, filterTarget: (card, player, target) => { return target != player && target.hasCard(card => card.hasGaintag("visible_fuuko_xingdiao"), "h") && !target.getStorage("fuuko_xingdiao").includes(player) && target.hasSkill("fuuko_xingdiao"); }, selectTarget: () => { const num = game.countPlayer(current => lib.skill.fuuko_xingdiao_gain.filterTarget(null, _status.event.player, current)); return num > 1 ? 1 : -1; }, content() { "step 0"; target.markAuto("fuuko_xingdiao", [player]); var cards = target.getCards("h", card => card.hasGaintag("visible_fuuko_xingdiao")); if (!cards.length) event.finish(); else if (cards.length == 1) event._result = { bool: true, links: cards }; else player.chooseButton(true, ["选择获得" + get.translation(target) + "的一张“星”", cards]); "step 1"; if (result.bool) { player.gain(result.links, target, "give"); target.draw(); } }, ai: { order: 6, result: { target: 1, }, }, }, }, }, fuuko_chuanyuan: { trigger: { player: "loseAfter", global: ["gainAfter", "equipAfter", "addJudgeAfter", "loseAsyncAfter", "addToExpansionAfter"], }, forced: true, filter(event, player) { const evt = event.getl(player); if (!evt.hs.length) return false; for (let i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("visible_fuuko_xingdiao")) return true; } return false; }, content() { var evt = trigger.getl(player), gains = [], draws = 0; var map = evt.gaintag_map; var cards = evt.hs.filter(card => { return map[card.cardid] && map[card.cardid].includes("visible_fuuko_xingdiao"); }); cards.forEach(card => { var suit = get.suit(card, player), num = get.number(card, player); var card2 = get.cardPile2(function (card) { if (gains.includes(card)) return false; return get.suit(card, player) == suit && get.number(card, player) == num; }); if (card2) gains.push(card2); else draws++; }); if (gains.length) player.gain(gains, "gain2").gaintag.add("fuuko_chuanyuan"); if (draws) player.draw(draws).gaintag = ["fuuko_chuanyuan"]; player.addSkill("fuuko_chuanyuan_effect"); }, ai: { combo: "fuuko_xingdiao", }, subSkill: { effect: { mod: { targetInRange(card) { if (!card.cards || !card.cards.length) return; for (var i of card.cards) { if (!i.hasGaintag("fuuko_chuanyuan")) return; } return true; }, cardUsable(card) { if (!card.cards || !card.cards.length) return; for (var i of card.cards) { if (!i.hasGaintag("fuuko_chuanyuan")) return; } return Infinity; }, }, charlotte: true, trigger: { player: "useCard1" }, forced: true, popup: false, firstDo: true, filter(event, player) { if (event.addCount === false) return false; return player.hasHistory("lose", evt => { if (evt.getParent() != event) return false; for (let i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("fuuko_chuanyuan")) return true; } }); //return false; }, content() { trigger.addCount = false; player.getStat("card")[trigger.card.name]--; }, }, }, }, //伊莉雅 iriya_yinji: { trigger: { player: "phaseUseBegin" }, forced: true, filter(event, player) { return player.countCards("h") < 17; }, content() { player.drawTo(17).gaintag = ["iriya_yinji_tag"]; player.addSkill("iriya_yinji_tag"); }, subSkill: { tag: { charlotte: true, mod: { cardEnabled(card) { if (get.itemtype(card) == "card") { if (card.hasGaintag("iriya_yinji_tag")) return false; } else if (card.isCard && card.cards) { if (card.cards.some(card => card.hasGaintag("iriya_yinji_tag"))) return false; } }, aiValue(player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("iriya_yinji_tag")) return num / 10000; }, aiUseful(player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("iriya_yinji_tag")) return num / 10000; }, }, }, }, }, iriya_haozhi: { enable: "phaseUse", filterCard: true, selectCard: [2, Infinity], promptfunc: () => "出牌阶段,你可以按照斗地主牌型弃置至少两张牌,且其他角色可以依次对其进行一轮响应。最后一名进行响应的角色可以根据对应牌型执行对应效果。", position: "he", getType(cards, player) { var nums = cards .map(card => { var num = get.number(card, player); if (num <= 2) return num + 13; return num; }) .sort((a, b) => a - b), len = nums.length; if (len == 1) return ["单张", nums[0], 1]; if (len == 2) return nums[1] == nums[0] ? ["对子", nums[0], 1] : null; var map = {}; for (var i = 0; i < len; i++) { var count = get.numOf(nums, nums[i]); if (!map[count]) map[count] = []; map[count].push(nums[i]); i += count - 1; } if (len == 3) { if (map[3]) return ["三张", nums[0], 1]; return null; } if (map[len]) { return ["炸弹", nums[0], length]; } if (map[1]) { if (map[1].length == len && len > 4) { for (var i = 0; i < map[1].length - 1; i++) { if (map[1][i + 1] - map[1][i] != 1) return null; if (map[1][i + 1] == 15) return null; } return ["单顺", nums[0], len]; } else if (map[1].length == 2 && map[4] && len == 6) { return ["四带二", map[4][0], 1]; } else if (map[3] && map[1].length == map[3].length && len == map[1].length * 4) { if (map[3].length == 1) return ["三带一", map[3][0], 1]; for (var i = 0; i < map[3].length - 1; i++) { if (map[3][i + 1] - map[3][i] != 1) return null; } return ["单带飞机", map[3][0], map[3].length]; } return null; } if (map[2]) { if (map[2].length * 2 == len && len > 5) { for (var i = 0; i < map[2].length - 1; i++) { if (map[2][i + 1] - map[2][i] != 1) return null; if (map[2][i + 1] == 15) return null; } return ["双顺", nums[0], len]; } else if (map[4] && len == 6) { return ["四带二", map[4][0], 1]; } else if (map[3] && map[2].length == map[3].length && len == map[2].length * 5) { if (map[3].length == 1) return ["三带二", map[3][0], 1]; for (var i = 0; i < map[3].length - 1; i++) { if (map[3][i + 1] - map[3][i] != 1) return null; if (map[3][i + 1] == 15) return null; } return ["双带飞机", map[3][0], map[3].length]; } return null; } if (map[3]) { if (map[3].length * 3 == len && len > 5) { for (var i = 0; i < map[3].length - 1; i++) { if (map[3][i + 1] - map[3][i] != 1) return null; if (map[3][i + 1] == 15) return null; } return ["三顺", nums[0], len]; } return null; } return null; }, filterOk() { return Array.isArray(lib.skill.iriya_haozhi.getType(ui.selected.cards, _status.event.player)); }, check(card) { var player = _status.event.player; //收益都一样 多一牌不如少一牌 var types = ["炸弹", "三顺", "单顺", "双顺", "三张", "对子"]; var getNum = function (card, player) { var num = get.number(card, player); if (num <= 2) return num + 13; return num; }, hasEnemy = game.hasPlayer(current => get.attitude(player, current) < 0); //所有手牌 var nums = player .getCards("he", function (card) { return lib.filter.cardDiscardable(card, player); }) .map(card => getNum(card, player)); var numu = ui.selected.cards.map(card => getNum(card, player)); var num = getNum(card, player); if (!_status.event._iriya_haozhi_type) { for (var type of types) { switch (type) { case "炸弹": if (!hasEnemy) break; for (var i of nums) { if (get.numOf(nums, i) >= 4) { _status.event._iriya_haozhi_type = "炸弹"; break; } } break; case "三顺": if (!hasEnemy) break; for (var i of nums) { if (i < 14 && get.numOf(nums, i) >= 3 && get.numOf(nums, i + 1) >= 3) { _status.event._iriya_haozhi_type = "三顺"; break; } } break; case "双顺": if (!hasEnemy) break; for (var i of nums) { if (i < 13 && get.numOf(nums, i) >= 2) { for (var j = 1; j < 3; j++) { if (get.numOf(nums, i + j) < 2) break; if (j == 2) _status.event._iriya_haozhi_type = "双顺"; } } } break; case "单顺": if (!hasEnemy) break; for (var i of nums) { if (i < 11) { for (var j = 1; j < 5; j++) { if (!nums.includes(i + j)) break; if (j == 4) _status.event._iriya_haozhi_type = "单顺"; } } } break; case "三张": if (!hasEnemy) break; for (var i of nums) { if (get.numOf(nums, i) >= 3) { _status.event._iriya_haozhi_type = "三张"; break; } } break; case "对子": for (var i of nums) { if (get.numOf(nums, i) >= 2) { _status.event._iriya_haozhi_type = "对子"; break; } } break; } if (_status.event._iriya_haozhi_type) break; } if (!_status.event._iriya_haozhi_type) _status.event._iriya_haozhi_type = "要不起"; } if (_status.event._iriya_haozhi_type == "要不起") return 0; //复用响应AI if (!ui.selected.cards.length) { var count = get.numOf(nums, num); switch (_status.event._iriya_haozhi_type) { case "炸弹": if (count >= 4) return 15; break; case "对子": if ( count > 1 && player.hasCard(function (cardx) { return cardx != card && getNum(cardx, player) == num && cardx.hasGaintag("iriya_yinji_tag"); }, "he") ) return 4 - get.value(card); break; case "三张": if (count > 2) return 8 - get.value(card); break; case "单顺": if (num > 10) return 0; for (var i = 1; i < 5; i++) { if (get.numOf(nums, num + i) < 1) return 0; } return 9 - get.value(card); case "双顺": if (count < 2 || num > 12) return 0; for (var i = 1; i < 3; i++) { if (get.numOf(nums, num + i) < 2) return 0; } return 9 - get.value(card); case "三顺": if (count < 3 || num > 13) return 0; for (var i = 1; i < 2; i++) { if (get.numOf(nums, num + i) < 2) return 0; } return 12 - get.value(card); } return 0; } else { switch (_status.event._iriya_haozhi_type) { case "炸弹": if (numu.length >= 4) return 0; if (num == numu[0]) return 15; return 0; case "对子": if (numu.length >= 2) return 0; if (num == numu[0]) return 3 - get.value(card); return 0; case "三张": if (numu.length >= 3) return 0; if (num == numu[0]) return 9 - get.value(card); return 0; case "单顺": case "双顺": case "三顺": var map = { 单顺: [5, 0], 双顺: [3, 1], 三顺: [2, 2], }, len = map[_status.event._iriya_haozhi_type][0], addNum = map[_status.event._iriya_haozhi_type][1]; if (numu.length >= len) return 0; var numt = numu[numu.length - 1] + (numu.length % (1 + addNum) == 0 ? 1 : 0); if (num == numt) return 10 + addNum - get.value(card); return 0; } } }, //响应AI respondAI(card) { if (!_status.event.goon) return 0; var type = _status.event.type, player = _status.event.player; var getNum = function (card, player) { var num = get.number(card, player); if (num <= 2) return num + 13; return num; }, nums = player .getCards("he", function (card) { return lib.filter.cardDiscardable(card, player, "iriya_haozhi"); }) .map(card => getNum(card, player)); var num = getNum(card, player); if (!ui.selected.cards.length) { var count = get.numOf(nums, num); if (count >= 4 && (type[0] != "炸弹" || num > type[1] || count > type[2])) return 15; switch (type[0]) { case "对子": if (count > 1 && num > type[1]) return 8 - get.value(card); break; case "三张": case "三带一": case "三带二": if (count > 2 && num > type[1]) return 9 - get.value(card); break; case "单顺": if (num <= type[1] || num > 15 - type[2]) return 0; for (var i = 1; i < type[2]; i++) { if (get.numOf(nums, num + i) < 1) return 0; } return 10 - get.value(card); case "双顺": if (num <= type[1] || count < 2 || num > 15 - type[2] / 2) return 0; for (var i = 1; i < type[2] / 2; i++) { if (get.numOf(nums, num + i) < 2) return 0; } return 11 - get.value(card); case "三顺": case "单带飞机": case "双带飞机": var size = 3 + ["三顺", "单带飞机", "双带飞机"].indexOf(type[0]); if (num <= type[1] || count < 3 || num > 15 - type[2] / size) return 0; for (var i = 1; i < type[2] / size; i++) { if (get.numOf(nums, num + i) < 2) return 0; } return 12 - get.value(card); } return 0; } else { var numu = ui.selected.cards.map(card => getNum(card, player)); var numx = numu[0]; if (num == numx) { var count = get.numOf(nums, numx); if (count >= 4 && (type[0] != "炸弹" || num > type[1] || count > type[2]) && numu.length < (type[0] == "炸弹" ? type2 : 4)) return 15; } switch (type[0]) { case "对子": if (numu.length >= 2) return 0; if (num == numu[0]) return 8 - get.value(card); return 0; case "三张": if (numu.length >= 3) return 0; if (num == numu[0]) return 9 - get.value(card); return 0; case "三带一": if (numu.length == 3 || num == numu[0]) return 9 - get.value(card); return 0; case "三带二": if (numu.length >= 5) return false; if (numu.length == 3) { if (num == numu[0] || get.numOf(nums, num) < 2) return 0; } else if (numu.length == 4) { return num == numu[3] ? 9 - get.value(card) : 0; } if (num == numu[0]) return 9 - get.value(card); return 0; case "单顺": case "双顺": case "三顺": if (numu.length >= type[2]) return 0; var addNum = ["单顺", "双顺", "三顺"].indexOf(type[0]); var numt = numu[numu.length - 1] + (numu.length % (1 + addNum) == 0 ? 1 : 0); if (num == numt) return 10 + addNum - get.value(card); return 0; case "单带飞机": if (numu.length >= type[2]) return 0; var len = (type[2] / 4) * 3; if (numu.length < len) { var numt = numu[numu.length - 1] + (numu.length % 3 == 0 ? 1 : 0); if (num == numt) return 12 - get.value(card); } else { if (num >= numu[0] || num <= numu[len - 1]) return 0; return 12 - get.value(card); } return 0; case "双带飞机": if (numu.length >= type[2]) return 0; var len = (type[2] / 5) * 3; if (numu.length < len) { var numt = numu[numu.length - 1] + (numu.length % 3 == 0 ? 1 : 0); if (num == numt) return 12 - get.value(card); } else { if ((numu.length - len) % 2 == 0) { if (numu.includes(num) || get.numOf(nums, num) < 2) return 0; return 12 - get.value(card); } else { return num == numu[numu.length - 1] ? 12 - get.value(card) : 0; } } return 0; } } }, content() { "step 0"; var players = game.filterPlayer().sortBySeat(player.getNext()); event.players = players; event.current = player; event.current_type = lib.skill.iriya_haozhi.getType(cards, player); event.current_cards = cards.slice(0); if (!event.current_type) event.finish(); "step 1"; var target = event.players.shift(); if ((target != player || event.current != player) && target.isIn() && target.countCards("h") >= Math.min(cards.length, 4)) { event.target = target; target.addTempSkill("iriya_haozhi_temp", { global: ["discardBefore", "chooseToDiscardEnd", "phaseAfter"], }); var trans = get.translation(event.current); var cardsn = (function (cards, player) { var getn = (card, player) => { var num = get.number(card, player); if (num <= 2) return num + 13; return num; }; cards.sort(function (a, b) { var numa = getn(a, player), numb = getn(b, player); if (numa != numb) return numa - numb; return lib.suit.indexOf(get.suit(a, player) - get.suit(b, player)); }); var str = ""; for (var i of cards) { str += ","; str += get.strNumber(get.number(i, player)); str += get.translation(get.suit(i, player)); } return str.slice(1); })(event.current_cards, event.current); var next = target.chooseToDiscard("是否响应" + trans + "的" + get.translation(event.current_type[0]) + "?", trans + "的牌组为" + cardsn + "。您此时可以点击“整理手牌”,将手牌按点数排序。", [2, Infinity], "he"); next.set("type", event.current_type); next.set("filterOk", function () { var type = lib.skill.iriya_haozhi.getType(ui.selected.cards, _status.event.player); if (!type) return false; var ptype = _status.event.type; if (type[0] == "炸弹") { if (ptype[0] == "炸弹") { if (type[2] > ptype[2]) return true; return type[1] > ptype[1] && type[2] == ptype[2]; } return true; } return type[0] == ptype[0] && type[2] == ptype[2] && type[1] > ptype[1]; }); next.set("goon", get.attitude(target, event.current) < 0); next.set("ai", lib.skill.iriya_haozhi.respondAI); } else if (event.players.length > 0) event.redo(); else event.goto(3); "step 2"; if (result.bool) { event.current = target; event.current_type = lib.skill.iriya_haozhi.getType(result.cards.slice(0), target); event.current_cards = result.cards.slice(0); if (!event.current_type) event.finish(); event.current.addExpose(0.5); } if (event.players.length > 0) event.goto(1); "step 3"; var current = event.current, type = 0; if (!current.isIn()) return; switch (event.current_type[0]) { case "对子": type = 1; break; case "三张": case "三带一": case "三带二": type = 2; break; case "单顺": type = 3; break; case "双顺": type = 4; break; case "三顺": case "单带飞机": case "双带飞机": type = 5; break; case "炸弹": case "四带二": type = 6; break; } /*if(type==2){ current.addSkill('iriya_haozhi_extra'); current.addMark('iriya_haozhi_extra',1,false); } else */ if (type > 0) { var next = game.createEvent("iriya_haozhi_effect", false); next.player = current; next.setContent(lib.skill.iriya_haozhi["content" + type]); } }, content1() { "step 0"; player.chooseTarget([1, 2], "是否令至多两名角色各摸一张牌?").set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (target.hasSkillTag("nogain")) att /= 10; return att; }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); player.line(targets); game.asyncDraw(targets); game.delayex(); } }, content2() { "step 0"; player .chooseTarget([1, 3], "是否弃置至多三名角色的各一张牌?", function (card, player, target) { return ( target != player && target.hasCard(function (card) { return lib.filter.canBeDiscarded(card, player, target); }, "he") ); }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "guohe_copy2" }, player, player); }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); player.line(targets, "green"); for (var target of targets) { player.discardPlayerCard(target, true, "he"); } } "step 2"; //player.recover(); player.draw(); }, content3() { "step 0"; event.count = 0; "step 1"; var next = player .chooseTarget("是否弃置一名其他角色的一张牌?", function (card, player, target) { return ( target != player && target.hasCard(function (card) { return lib.filter.canBeDiscarded(card, player, target); }, "he") ); }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "guohe_copy2" }, player, player); }); if (event.color) next.set("prompt2", "若你弃置的牌为" + get.translation(event.color) + ",则你可以重复此流程"); "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target, "fire"); player.discardPlayerCard(target, true, "he"); } else event.goto(4); "step 3"; if (result.bool) { event.count++; var card = result.cards[0], color = get.color(card, false); if (!event.color) { event.color = color; event.goto(1); } else if (color == event.color) event.goto(1); } "step 4"; if (event.count > 0) player.draw(event.count); }, content4() { "step 0"; event.count = 0; "step 1"; var next = player .chooseTarget("是否获得一名其他角色的一张牌?", function (card, player, target) { return ( target != player && target.hasCard(function (card) { return lib.filter.canBeGained(card, player, target); }, "he") ); }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "shunshou_copy2" }, player, player); }); if (event.color) next.set("prompt2", "若你得到的牌为" + get.translation(event.color) + ",则你可以重复此流程"); "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target, "fire"); player.gainPlayerCard(target, true, "he"); } else event.goto(4); "step 3"; if (result.bool) { event.count++; var card = result.cards[0], color = get.color(card, false); if (!event.color) { event.color = color; event.goto(1); } else if (color == event.color) event.goto(1); //player.draw(); } "step 4"; if (event.count > 0) player.recover(event.count); }, content5() { "step 0"; player.chooseTarget([1, 3], "是否令至多三名其他角色翻面?", lib.filter.notMe).set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (target.isTurnedOver()) return 10 * att; return -6 * att; }); "step 1"; if (result.bool) { var targets = result.targets.sortBySeat(); player.line(targets, "thunder"); event.targets = targets; for (var target of targets) target.turnOver(); } "step 2"; player .chooseTarget("是否对一名目标角色造成1点火属性伤害?", function (card, player, target) { return _status.event.getParent().targets.includes(target); }) .set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player, "fire"); }); "step 3"; if (result.bool) { var target = result.targets[0]; player.line(target, "fire"); target.damage("fire"); } }, content6() { "step 0"; player.chooseTarget("是否对一名其他角色进行核打击?", "你对该角色造成2点雷属性伤害,然后该角色翻面,弃置装备区内的所有牌和四张手牌。", lib.filter.notMe).set("ai", function (target) { var player = _status.event.player, att = get.attitude(player, target); if (target.isTurnedOver()) return -6 * att * Math.sqrt(2 + target.countCards("he")); return -att * Math.sqrt(2 + target.countCards("he")); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.line(target, "thunder"); target.damage("thunder", 2); target.turnOver(); } else event.finish(); "step 2"; var num = target.countCards("e"); if (num > 0) target.chooseToDiscard("e", true, num); "step 3"; var num = target.countCards("h"); if (num > 0) target.chooseToDiscard("h", true, Math.min(4, num)); }, ai: { sortCardByNum: true, order: 13, result: { player: 1, }, }, subSkill: { extra: { charlotte: true, mod: { targetInRange: () => true, cardUsable: () => Infinity, }, trigger: { player: "useCard2" }, forced: true, onremove: true, content() { "step 0"; var num = player.countMark("iriya_haozhi_extra"); player.removeSkill("iriya_haozhi_extra"); var card = trigger.card; if (trigger.addCount !== false) { trigger.addCount = false; var stat = player.getStat().card; if (stat[card.name] && stat[card.name] > 0) stat[card.name]--; } var info = get.info(card); if (info.allowMultiple == false) event.finish(); if (trigger.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return !trigger.targets.includes(current) && lib.filter.targetEnabled2(card, player, current); }) ) { var prompt2 = "为" + get.translation(card) + "增加" + (num > 1 ? "至多" : "") + get.cnNumber(num) + "个目标"; player .chooseTarget(get.prompt("iriya_haozhi_extra"), [1, num], function (card, player, target) { var player = _status.event.player; return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }) .set("card", trigger.card) .set("targets", trigger.targets); } } "step 1"; if (result.bool) { if (!event.isMine() && !event.isOnline()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets) { player.logSkill("iriya_haozhi_extra", event.targets); trigger.targets.addArray(event.targets); } }, intro: { content: "使用下一张牌无距离和次数限制,且可以增加#个目标", }, }, temp: { ai: { sortCardByNum: true }, charlotte: true, }, }, }, //藏里见 satomi_luodao: { trigger: { player: "useCardToPlayered" }, logTarget: "target", filter(event, player) { return event.card.name == "sha" && event.target.countCards("h") > 0; }, content() { "step 0"; var target = trigger.target; event.target = target; target.showHandcards(get.translation(player) + "对" + get.translation(target) + "发动了【落刀】"); "step 1"; if ( target.hasCard(function (card) { return get.name(card, target) == "shan"; }, "h") ) { player.discardPlayerCard(target, true, "h", "visible").set("filterButton", function (button) { return get.name(button.link) == "shan"; }); } else if (player.countCards("he") > 0) player.chooseToDiscard("he", true); }, }, satomi_daohai: { trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return ( player.hasHistory("lose", function (evt) { return evt.type == "discard" && evt.cards2.length > 0; }) && player.hasUseTarget({ name: "wugu" }) ); }, check(event, player) { return player.getUseValue({ name: "wugu" }) + player.getUseValue({ name: "lebu" }) > 0; }, content() { "step 0"; player.chooseUseTarget("wugu", true); "step 1"; if (result.bool) { var cards = []; player.getHistory("gain", function (evt) { if (evt.getParent().name == "wugu" && evt.getParent(4) == event) { cards.addArray(evt.cards); } }); cards = cards.filter(function (card) { return player.getCards("h").includes(card) && game.checkMod(card, player, "unchanged", "cardEnabled2", player); }); if (cards.length) { player.chooseCardTarget({ prompt: "是否将得到的牌当做【乐不思蜀】使用?", filterCard(card) { return _status.event.cards.includes(card); }, cards: cards, filterTarget(card, player, target) { var card = get.autoViewAs({ name: "lebu" }, ui.selected.cards); return player.canUse(card, target); }, ai1: () => 1, ai2(target) { var player = _status.event.player, card = get.autoViewAs({ name: "lebu" }, ui.selected.cards); return get.effect(target, { name: "lebu" }, player, player); }, }); } else event.finish(); } else event.finish(); "step 2"; if (result.bool) { player.useCard({ name: "lebu" }, result.cards, result.targets[0]); } }, }, //苍井绘梨花 erika_shisong: { trigger: { player: "useCard" }, forced: true, charlotte: true, filter(event, player) { if (player != _status.currentPhase) return false; var index = player.getHistory("useCard").indexOf(event), history = player.actionHistory; for (var i = history.length - 2; i >= 0; i--) { if (history[i].isMe) { var evt = history[i].useCard[index]; return evt && get.type2(evt.card) == get.type(event.card); } } return false; }, content() { player.draw(); }, mod: { maxHandcard(player, num) { return num + player.hujia; }, }, }, erika_yousheng: { init: player => { player.addSkill("erika_yousheng_mamori"); }, dutySkill: true, group: ["erika_yousheng_achieve", "erika_yousheng_fail"], trigger: { global: "useCardToTarget" }, filter(event, player) { return player.getStorage("erika_yousheng").includes(event.target) && (event.card.name == "sha" || (get.type2(event.card, false) == "trick" && get.tag(event.card, "damage") > 0)) && player.countMark("erika_yousheng_ruka") + 1 <= player.countCards("he"); }, intro: { content: "已保护$", }, async cost(event, trigger, player) { const num = player.countMark("erika_yousheng_ruka") + 1; event.result = await player.chooseToDiscard("he", num, get.prompt("erika_yousheng", trigger.target), "弃置" + num + "张牌,并转移" + get.translation(trigger.card)).forResult(); }, async content(event, trigger, player) { player.discard(event.cards); var ruka = trigger.target, evt = trigger.getParent(); evt.targets.remove(ruka); evt.triggeredTargets2.remove(ruka); evt.targets.push(player); evt.triggeredTargets2.push(player); player.addTempSkill("erika_yousheng_ruka"); var str = "erika_yousheng_" + player.playerid; if (!evt[str]) evt[str] = []; evt[str].add(ruka); }, subSkill: { achieve: { trigger: { player: "changeHujiaAfter" }, forced: true, skillAnimation: "legend", animationColor: "water", filter(event, player) { return player.storage.erika_yousheng && event.num < 0 && !player.hujia; }, content() { "step 0"; player.awakenSkill("erika_yousheng"); game.log(player, "成功完成使命"); var list = [player]; list.addArray(player.storage.erika_yousheng); list.sortBySeat(); list = list.filter(function (current) { return current.isAlive(); }); player.line(list, "green"); game.asyncDraw(list, 3); "step 1"; game.delayx(); }, }, fail: { trigger: { global: "damageEnd" }, forced: true, filter(event, player) { return player.getStorage("erika_yousheng").includes(event.player) && event.card && (event.card.name == "sha" || (get.type2(event.card, false) == "trick" && get.tag(event.card, "damage") > 0)); }, content() { player.awakenSkill("erika_yousheng"); game.log(player, "使命失败"); var num = player.hujia; if (num > 0) { player.changeHujia(-num); player.chooseToDiscard(num, true, "he"); } }, }, mamori: { trigger: { global: "roundStart" }, skillAnimation: true, animationColor: "wood", async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt("erika_yousheng"), [1, 2], lib.filter.notMe, "选择至多两名其他角色。你减2点体力上限并获得3点护甲。") .set("ai", function (ruka) { return -1; }) .forResult(); }, async content(event, trigger, player) { player.awakenSkill("erika_yousheng_mamori"); player.markAuto("erika_yousheng", event.targets); await player.loseMaxHp(2); await player.changeHujia(3); }, }, ruka: { trigger: { global: "useCardAfter" }, charlotte: true, filter(event, player) { return event["erika_yousheng_" + player.playerid] && event.cards.filterInD().length > 0; }, async cost(event, trigger, player) { event.result = await player .chooseTarget("是否令一名原目标角色获得" + get.translation(trigger.cards.filterInD()) + "?", function (card, player, target) { return _status.event.targets.includes(target); }) .set("targets", trigger["erika_yousheng_" + player.playerid]) .forResult(); }, async content(event, trigger, player) { const ruka = event.targets[0]; player.line(ruka, "green"); ruka.gain(trigger.cards.filterInD(), "gain2"); }, }, }, }, //李映夏 liyingxia_sanli: { trigger: { target: "useCardToTargeted" }, forced: true, filter(event, player) { if (event.player == player || event.player != _status.currentPhase) return false; var index = event.player .getHistory("useCard", function (evt) { return evt.targets.includes(player); }) .indexOf(event.getParent()); if (index == 2) return event.player.isIn() && player.countCards("he") > 0; return index < 2 && index > -1; }, logTarget: "player", content() { "step 0"; var index = trigger.player .getHistory("useCard", function (evt) { return evt.targets.includes(player); }) .indexOf(trigger.getParent()); if (index == 2) { player.chooseCard("he", true, "三礼:交给" + get.translation(trigger.player) + "一张牌"); } else { player.draw(); event.finish(); } "step 1"; if (result.bool) { player.give(result.cards, trigger.player); } }, }, liyingxia_zhenjun: { trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return player.group == "key"; }, async cost(event, trigger, player) { const num = player.getHistory("useCard", function (evt) { return evt.card.name == "sha" || (get.type(evt.card) == "trick" && get.tag(evt.card, "damage") > 0); }).length + 1; event.result = await player .chooseTarget(get.prompt("liyingxia_zhenjun"), [1, num], "令至多" + get.cnNumber(num) + "名角色各摸一张牌") .set("ai", serafu => get.attitude(_status.event.player, serafu)) .forResult(); }, content() { targets.sortBySeat(); game.asyncDraw(targets); for (var i of targets) i.addTempSkill("liyingxia_zhenjun_enhance", { player: player == i ? "phaseJieshuBegin" : "phaseAfter", }); game.delayx(); }, subSkill: { enhance: { trigger: { source: "damageBegin1" }, forced: true, charlotte: true, mark: true, filter: (event, player) => player == _status.currentPhase, intro: { content: "下回合首次造成的伤害+1" }, content() { trigger.num++; player.removeSkill(event.name); }, }, }, }, liyingxia_wumai: { trigger: { global: "roundStart" }, filter(event, player) { return player.group == "shu" && (player.getStorage("liyingxia_wumai").length < 4 || game.hasPlayer(current => current.isDamaged())); }, async cost(event, trigger, player) { var list = lib.skill.liyingxia_wumai.derivation.slice(0); list.removeArray(player.getStorage("liyingxia_wumai")); if (list.length) { const { result } = await player.chooseControl(list, "cancel2").set("prompt", get.prompt("liyingxia_wumai")).set("prompt2", "获得一个技能直到本轮结束"); if (result.control !== "cancel2") { event.result = { bool: true, cost_data: { type: "addSkill", skill: result.control, }, }; } } else { const num = Math.min( 3, game.countPlayer(current => current.isDamaged()) ); const { result } = await player.chooseBool(get.prompt("liyingxia_wumai") + "(可摸" + get.cnNumber(num) + "张牌)"); if (result.bool) { event.result = { bool: true, cost_data: { type: "drawCards", num, }, }; } } }, async content(event, trigger, player) { const result = event.cost_data; if (result.type === "addSkill") { player.markAuto("liyingxia_wumai", [result.skill]); player.addTempSkills(result.skill, "roundStart"); } else if (result.type === "drawCards") { player.draw(result.num); } }, derivation: ["bazhen", "rejizhi", "reguanxing", "youlong"], }, //雾岛佳乃 kano_liezhen: { trigger: { player: "phaseJieshuBegin" }, filter(event, player) { return player.getHistory("useCard").length > 0; }, frequent: true, async cost(event, trigger, player) { var history = player.getHistory("useCard"); if (history.length > 1) { var type = get.type2(history[0].card, false); for (var i = 1; i < history.length; i++) { if (get.type2(history[i].card, false) != type) { const result = await player .chooseButton(["列阵:是否视为使用其中一种牌?", [["kano_paibingbuzhen"].concat(get.zhinangs()), "vcard"]]) .set("filterButton", function (button) { return _status.event.player.hasUseTarget({ name: button.link[2], isCard: true, }); }) .set("ai", function (button) { return _status.event.player.getUseValue({ name: button.link[2], isCard: true, }); }) .forResult(); if (result.bool) event.result = { bool: true, cost_data: { links: result.links, }, }; return; } } } var str = _status.renku.length ? "获得仁库中的所有牌" : "摸两张牌"; event.result = await player.chooseBool(get.prompt("kano_liezhen"), str).set("frequentSkill", "kano_liezhen").forResult(); }, async content(event, trigger, player) { const result = event.cost_data; if (!result || !result.links.length) { if (_status.renku.length) { const cards = _status.renku.slice(0); _status.renku.length = 0; game.updateRenku(); await player.gain(cards, "gain2", "fromRenku"); } else player.draw(2); } else { player.chooseUseTarget(result.links[0][2], true); } }, init(player) { player.storage.renku = true; }, }, kano_poyu: { trigger: { target: "useCardToTargeted" }, charlotte: true, filter(event, player) { return _status.renku.length > 0 && (event.card.name == "sha" || (get.type(event.card) == "trick" && get.tag(event.card, "damage") > 0)); }, check(trigger, player) { return get.effect(player, trigger.card, trigger.player, player) < 0; }, content() { "step 0"; player.judge(); "step 1"; var bool = false, type = get.type2(result.card.name); for (var i of _status.renku) { if (get.suit(i) == result.suit || get.type2(i) == type) { bool = true; break; } } if (bool) { player .chooseButton(["是否移去一张牌,令" + get.translation(trigger.card) + "对你无效?", _status.renku]) .set("types", [result.suit, type]) .set("filterButton", function (button) { var types = _status.event.types; return get.suit(button.link, false) == types[0] || get.type2(button.link, false) == types[1]; }) .set("ai", () => 1); } else event.finish(); "step 2"; if (result.bool) { var card = result.links[0]; player.$throw(card, 1000); _status.renku.remove(card); game.cardsDiscard(card).fromRenku = true; game.log(player, "将", card, "置入了弃牌堆"); trigger.excluded.add(player); game.updateRenku(); } }, init(player) { player.storage.renku = true; }, }, //藤川米亚 mia_shihui: { trigger: { player: "phaseDrawBegin1" }, forced: true, filter(event, player) { return !event.numFixed; }, content() { trigger.changeToZero(); var num = 0; all = player.getAllHistory(); if (all.length > 1) { for (var i = all.length - 2; i >= 0; i--) { if (all[i].isMe) { for (var evt of all[i].lose) { if (evt.type == "discard") num += evt.cards2.length; } break; } } } player.draw(1 + num); }, group: "mia_shihui_recover", subSkill: { recover: { trigger: { player: "phaseJieshuBegin" }, forced: true, filter(event, player) { return player.isDamaged() || player.countCards("he") > 0; }, content() { player.chooseToDiscard("he", true); player.recover(); }, }, }, }, mia_qianmeng: { trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, dutySkill: true, filter(event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content() { "step 0"; player.draw(); "step 1"; if (player.countCards("he") > 0) { player.chooseCard("he", true, "潜梦:选择一张牌置于牌堆中"); } else event.finish(); "step 2"; if (result.bool) { var card = result.cards[0]; player.storage.mia_qianmeng = card; player.$throw(card, 1000); player.lose(card, ui.cardPile).insert_index = function () { return ui.cardPile.childNodes[Math.ceil(ui.cardPile.childNodes.length / 2)]; }; } else event.finish(); "step 3"; game.delayx(); }, onremove: true, group: ["mia_qianmeng_achieve", "mia_qianmeng_fail"], subSkill: { achieve: { trigger: { global: ["gainAfter", "loseAsyncAfter"], }, forced: true, filter(event, player) { var card = player.storage.mia_qianmeng; if (event.name == "gain") { var source = event.player, cards = event.getg(source); return cards.includes(card) && source.getCards("hejsx").includes(card); } else { if (event.type != "gain") return false; var owner = get.owner(card); return owner && event.getg(owner).includes(card); } }, skillAnimation: true, animationColor: "key", content() { "step 0"; game.log(player, "成功完成使命"); player.awakenSkill("mia_qianmeng"); var card = player.storage.mia_qianmeng, owner = get.owner(card); if (owner && owner != player) owner.give(card, player); "step 1"; if (player.hp < player.maxHp) player.recover(player.maxHp - player.hp); player.changeSkills(["mia_fengfa"], ["mia_shihui"]); }, }, fail: { trigger: { player: "die" }, forceDie: true, filter(event, player) { return get.itemtype(player.storage.mia_qianmeng) == "card"; }, async cost(event, trigger, player) { event.result = await player.chooseTarget(get.prompt("mia_qianmeng"), "令一名角色获得牌堆中所有点数为" + player.storage.mia_qianmeng.number + "的牌", lib.filter.notMe).forResult(); }, async content(event, trigger, player) { game.log(player, "使命失败"); var target = event.targets[0]; var num = player.storage.mia_qianmeng.number, suit = player.storage.mia_qianmeng.suit, cards = []; for (var i = 0; i < ui.cardPile.childNodes.length; i++) { var card = ui.cardPile.childNodes[i]; if (card.number == num && card.suit == suit) cards.push(card); } if (cards.length) await target.gain(cards, "gain2"); }, }, }, }, mia_fengfa: { trigger: { player: "phaseDrawBegin2" }, forced: true, filter(event, player) { return !event.numFixed; }, content() { var num = 0; all = player.getAllHistory(); if (all.length > 1) { for (var i = all.length - 2; i >= 0; i--) { if (all[i].isMe) { num += all[i].useCard.length; break; } } } trigger.num += num; }, }, //一之濑琴美 kotomi_qinji: { trigger: { player: "phaseUseBegin" }, filter(event, player) { return player.hasUseTarget("wanjian"); }, //chooseUseTarget也不好改 先放着 direct: true, content() { player.addTempSkill("kotomi_qinji2"); player.chooseUseTarget({ name: "wanjian", isCard: true }, get.prompt("kotomi_qinji"), "视为使用一张【万箭齐发】").logSkill = "kotomi_qinji"; }, }, kotomi_qinji2: { trigger: { source: "damageBefore" }, forced: true, popup: false, filter(event, player) { return event.getParent().skill == "kotomi_qinji"; }, content() { trigger.cancel(); trigger.player.loseHp(trigger.num); }, }, kotomi_chuanxiang: { global: "kotomi_chuanxiang2", }, kotomi_chuanxiang2: { enable: "phaseUse", usable: 1, filter(event, player) { return !player.hasSkill("kotomi_chuanxiang") && player.countCards("e", lib.skill.kotomi_chuanxiang2.filterCard) > 0; }, filterCard(card, player) { if (!player) player = _status.event.player; return game.hasPlayer(function (current) { return current != player && current.canEquip(card); }); }, position: "e", filterTarget(card, player, target) { return target != player && target.canEquip(ui.selected.cards[0]); }, check(card) { if (get.value(card) <= 0) return 10; var player = _status.event.player; if ( game.hasPlayer(function (current) { return current.hasSkill("kotomi_chuanxiang") && get.attitude(player, current) > 0; }) ) { var subtype = get.subtype(card, false); if ( player.countCards("hs", function (cardx) { return get.type(cardx) == "equip" && get.subtype(cardx, false) == subtype && player.canUse(cardx, player) && get.effect(player, cardx, player, player) > 0; }) ) return 8; return 7 / Math.max(1, get.value(card)); } return 0; }, promptfunc() { var players = game.filterPlayer(function (current) { return current.hasSkill("kotomi_chuanxiang"); }); return "将一张装备牌传给其他角色,然后令" + get.translation(players) + "摸一张牌。若传给该角色,则其改为摸两张牌。"; }, prepare: "give", discard: false, lose: false, content() { "step 0"; target.equip(cards[0]); var list = game.filterPlayer(function (current) { return current.hasSkill("kotomi_chuanxiang"); }); game.asyncDraw(list, function (targetx) { return targetx == target ? 2 : 1; }); "step 1"; game.delayx(); }, ai: { order: 8, result: { target(player, target) { var card = ui.selected.cards[0]; if (!card) return 0; var eff = get.effect(target, card, player, target); if (target.hasSkill("kotomi_chuanxiang")) eff++; return eff; }, }, }, }, //井上晶 asara_shelu: { enable: "phaseUse", usable: 1, filter(event, player) { return ( player.countCards("he") > 0 && game.hasPlayer(function (current) { return current != player && current.countCards("h") > 0; }) ); }, filterCard: true, position: "he", filterTarget(card, player, target) { return target != player && target.countCards("h") > 0; }, check(card) { return 6 - get.value(card); }, content() { "step 0"; if (!target.countCards("h")) event.finish(); else player.choosePlayerCard(target, "h", true); "step 1"; player.showCards(result.cards); event.cards2 = result.cards; "step 2"; target.$give(event.cards2, player, false); target.loseToSpecial(event.cards2, "asara_yingwei", player).visible = true; var card1 = cards[0], card2 = event.cards2[0]; if (card1.suit == card2.suit) player.draw(2); if (card1.number == card2.number) player.recover(); }, ai: { order: 6, result: { target: -1, }, }, }, asara_yingwei: { trigger: { player: "yingbian" }, forced: true, filter: (event, player) => event.card.isCard && player.hasHistory("lose", evt => evt.getParent() == event && Object.values(evt.gaintag_map).some(value => value.includes("asara_yingwei"))), content: () => { trigger.forceYingbian = true; }, ai: { combo: "asara_shelu", }, }, //国崎往人 yukito_kongwu: { enable: "phaseUse", usable: 1, content() { "step 0"; if (_status.connectMode) event.time = lib.configOL.choose_timeout; event.videoId = lib.status.videoId++; if (player.isUnderControl()) { game.swapPlayerAuto(player); } var switchToAuto = function () { game.pause(); game.countChoose(); setTimeout(function () { _status.imchoosing = false; event._result = { bool: true, score: get.rand(1, 5), }; if (event.dialog) event.dialog.close(); if (event.control) event.control.close(); game.resume(); }, 5000); }; var createDialog = function (player, id) { if (_status.connectMode) lib.configOL.choose_timeout = "30"; if (player == game.me) return; var str = get.translation(player) + "正在表演《小空飞天》...
"; ui.create.dialog(str).videoId = id; }; var chooseButton = function () { lib.skill.yufeng.$playFlappyBird(5, "小空飞天"); }; //event.switchToAuto=switchToAuto; game.broadcastAll(createDialog, player, event.videoId); if (event.isMine()) { chooseButton(); } else if (event.isOnline()) { event.player.send(chooseButton); event.player.wait(); game.pause(); } else { switchToAuto(); } "step 1"; game.broadcastAll( function (id, time) { if (_status.connectMode) lib.configOL.choose_timeout = time; var dialog = get.idDialog(id); if (dialog) { dialog.close(); } }, event.videoId, event.time ); var result = event.result || result; game.log(player, "获得了", "#g" + result.score + "分"); if (!result.score) { player.chooseToDiscard(2, true, "he"); event.finish(); return; } var list = []; var list2 = []; for (var i = 0; i < 5; i++) { if (lib.skill.yukito_kongwu.moves[i].filter(player, true)) list.push(i); else list2.push(i); } if (list.length >= result.score) list = list.randomGets(result.score); else list.addArray(list2.randomGets(result.score - list.length)); list.sort(); var next = player.chooseButton([ "控物:请选择一项", [ list.map(i => { return [i, lib.skill.yukito_kongwu.moves[i].prompt]; }), "textbutton", ], ]); next.set("forced", true); next.set("filterButton", function (button) { return lib.skill.yukito_kongwu.moves[button.link].filter(_status.event.player); }); next.set("ai", function (button) { if (lib.skill.yukito_kongwu.moves[button.link].filter(_status.event.player, true)) return 1 + Math.random(); return Math.random(); }); "step 2"; var num = result.links[0]; switch (num) { case 0: event.goto(3); break; case 1: event.goto(5); break; case 2: event.goto(7); break; case 3: event.goto(9); break; case 4: player.moveCard(true); event.finish(); break; } "step 3"; player.chooseTarget(true, "令一名角色摸两张牌").set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target) / Math.sqrt(1 + target.countCards("h")); if (target.hasSkillTag("nogain")) att /= 10; return att; }); "step 4"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); target.draw(2); } event.finish(); "step 5"; player.chooseTarget(true, "对一名角色造成1点伤害").set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }); "step 6"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); target.damage(); } event.finish(); "step 7"; player .chooseTarget(true, "令一名已受伤的角色回复1点体力", function (card, player, target) { return target.isDamaged(); }) .set("ai", function (target) { var player = _status.event.player; return get.recoverEffect(target, player, player); }); "step 8"; if (result.bool) { var target = result.targets[0]; player.line(target, "green"); target.recover(); } event.finish(); "step 9"; player .chooseTarget(true, "弃置一名角色区域内的两张牌", function (card, player, target) { return target.countDiscardableCards(player, "hej") > 0; }) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }); ("step 10"); if (result.bool) { var target = result.targets[0]; player.line(target, "green"); player.discardPlayerCard(target, "hej", true, 2); } event.finish(); }, moves: [ { prompt: "令一名角色摸两张牌", filter: () => true, }, { prompt: "对一名角色造成1点伤害", filter(player, ai) { if (!ai) return true; return game.hasPlayer(function (current) { return get.damageEffect(current, player, player) > 0; }); }, }, { prompt: "令一名已受伤的角色回复1点体力", filter(player, ai) { return game.hasPlayer(function (current) { if (current.isDamaged()) return !ai || get.recoverEffect(current, player, player) > 0; }); }, }, { prompt: "弃置一名角色区域内的两张牌", filter(player, ai) { return game.hasPlayer(function (current) { return ( current.countDiscardableCards(player, "hej", function (card) { if (!ai) return true; return ( get.buttonValue({ link: card, }) * get.attitude(player, current) > 0 ); }) >= (ai ? 1 : Math.min(2, current.countDiscardableCards(player, "hej"))) ); }); }, }, { prompt: "移动场上的一张牌", filter(player, ai) { return player.canMoveCard(ai); }, }, ], ai: { order: 10, result: { player: 1 }, threaten: 3.2, }, }, yukito_yaxiang: { unique: true, forceunique: true, enable: "chooseToUse", limited: true, filter(event, player) { return event.type == "dying" && (player.name1 == "key_yukito" || player.name2 == "key_yukito"); }, filterTarget(card, player, target) { return target == _status.event.dying; }, selectTarget: -1, skillAnimation: true, animationColor: "key", content() { "step 0"; player.awakenSkill("yukito_yaxiang"); player.reinitCharacter("key_yukito", "key_crow", false); "step 1"; if (target.hp < 3) target.recover(3 - target.hp); "step 2"; var cards = target.getCards("j"); if (cards.length) target.discard(cards); "step 3"; target.addSkills("misuzu_zhongyuan"); }, derivation: "misuzu_zhongyuan", ai: { save: true, order: 4, result: { target(player, target) { if (get.attitude(player, target) < 4) return false; 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, target, "unchanged", "cardSavable", player); if (mod != "unchanged") return mod; var savable = get.info(card).savable; if (typeof savable == "function") savable = savable(card, player, target); return savable; }) >= 1 - target.hp ) return false; if (target == player || target == get.zhu(player)) return true; return !player.hasUnknown(); }, }, }, }, misuzu_zhongyuan: { trigger: { player: "judge" }, skillAnimation: true, animationColor: "key", logTarget: "player", cost() { "step 0"; var str = "你的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + ",是否发动【终愿】修改判定结果?"; if (player.isUnderControl()) { game.swapPlayerAuto(player); } var switchToAuto = function () { _status.imchoosing = false; event._result = { bool: false, }; if (event.dialog) event.dialog.close(); if (event.control) event.control.close(); }; var chooseButton = function (player, str) { var event = _status.event; player = player || event.player; if (!event._result) event._result = {}; var dialog = ui.create.dialog(str, "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("点数"); var table2 = document.createElement("div"); table2.classList.add("add-setting"); table2.style.margin = "0"; table2.style.width = "100%"; table2.style.position = "relative"; for (var i = 1; i < 14; i++) { var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode"); td.link = i; table2.appendChild(td); var num = i; td.innerHTML = "" + get.strNumber(num) + ""; 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.number = link; }); } dialog.content.appendChild(table2); dialog.add("  "); event.dialog.open(); event.switchToAuto = function () { event._result = { bool: false, }; 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.number || !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, str); } else if (event.isOnline()) { event.player.send(chooseButton, event.player, str); event.player.wait(); game.pause(); } else { switchToAuto(); } "step 1"; var map = event.result || result; if (map.bool) { event.result = { bool: true, cost_data: map, }; } }, async content(event, trigger, player) { var map = event.cost_data; player.awakenSkill("misuzu_zhongyuan"); game.log(player, "将判定结果修改为了", "#g" + get.translation(map.suit + 2) + get.strNumber(map.number)); trigger.fixedResult = { suit: map.suit, color: get.color({ suit: map.suit }), number: map.number, }; player.popup(get.translation(map.suit + 2) + get.strNumber(map.number), "thunder"); event.getParent("arrangeTrigger").finish(); }, }, //凤千早 chihaya_liewu: { derivation: "chihaya_huairou", mod: { cardUsable(card) { if (card.name == "sha") return Infinity; }, targetInRange(card) { if (card.name == "sha") return true; }, }, trigger: { player: "useCard2" }, filter(event, player) { var card = event.card; var info = get.info(card); if (info.type != "trick" || info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current); }) ) { return true; } } return false; }, async cost(event, trigger, player) { var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标"; event.result = await player .chooseTarget(get.prompt("chihaya_liewu"), function (card, player, target) { var player = _status.event.player; return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }) .set("card", trigger.card) .set("targets", trigger.targets) .forResult(); }, autodelay: true, async content(event, trigger, player) { trigger.targets.addArray(event.targets); game.log(event.targets, "也成为了", trigger.card, "的目标"); }, group: "chihaya_liewu2", }, chihaya_liewu2: { trigger: { player: "disableEquipAfter" }, forced: true, filter(event, player) { return !player.hasEnabledSlot() && !player._chihaya_liewu; }, skillAnimation: true, animationColor: "orange", content() { player._chihaya_liewu = true; player.loseMaxHp(4); player.addSkills("chihaya_huairou"); }, }, chihaya_huairou: { audio: 2, enable: "phaseUse", position: "he", filter: (event, player) => player.hasCard(card => lib.skill.chihaya_huairou.filterCard(card, player), lib.skill.chihaya_huairou.position), filterCard: (card, player) => get.type(card) == "equip" && player.canRecast(card), check(card) { if (!_status.event.player.hasEquipableSlot(get.subtype(card))) return 5; return 3 - get.value(card); }, content() { player.recast(cards); }, discard: false, lose: false, delay: false, prompt: "将一张装备牌置入弃牌堆并摸一张牌", ai: { order: 10, result: { player: 1, }, }, }, chihaya_youfeng: { enable: "chooseToUse", zhuanhuanji: true, mark: true, intro: { content(storage, player) { return storage ? "每轮限一次,你可以废除你的一个装备栏,视为使用一张基本牌。" : "每轮限一次,你可以加1点体力上限,视为使用一张普通锦囊牌。"; }, }, marktext: "☯", init(player) { player.storage.chihaya_youfeng = false; }, hiddenCard(player, name) { if (player.storage.chihaya_youfeng && !player.hasEnabledSlot()) return false; if (player.hasSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false))) return false; var type = get.type(name); if (player.storage.chihaya_youfeng) return type == "basic"; return type == "trick"; }, filter(event, player) { if (player.storage.chihaya_youfeng && !player.hasEnabledSlot()) return false; if (player.hasSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false))) return false; var type = player.storage.chihaya_youfeng ? "basic" : "trick"; for (var name of lib.inpile) { if (get.type(name) != type) continue; if (event.filterCard({ name: name, isCard: true }, player, event)) return true; } return false; }, chooseButton: { dialog(event, player) { const dialog = ui.create.dialog("游凤", "hidden"); const equips = []; if (player.storage.chihaya_youfeng) { for (let i = 1; i < 6; i++) { if (!player.hasEnabledSlot(i)) continue; equips.push([i, get.translation("equip" + i)]); } if (equips.length > 0) dialog.add([equips, "tdnodes"]); } const type = player.storage.chihaya_youfeng ? "basic" : "trick"; const list = []; for (const name of lib.inpile) { if (get.type(name) != type) continue; if (event.filterCard({ name: name, isCard: true }, player, event)) { list.push([type, "", name]); if (name == "sha") { for (let j of lib.inpile_nature) list.push([type, "", name, j]); } } } dialog.add([list, "vcard"]); return dialog; }, filter(button) { if (ui.selected.buttons.length && typeof button.link == typeof ui.selected.buttons[0].link) return false; return true; }, select() { if (_status.event.player.storage.chihaya_youfeng) return 2; return 1; }, check(button) { var player = _status.event.player; if (typeof button.link == "number") { if (!player.hasEmptySlot(button.link)) { var card = player.getEquip(button.link); if (card) { var val = get.value(card); if (val > 0) return 0; return 5 - val; } } switch (button.link) { case 3: return 4.5; case 4: return 4.4; case 5: return 4.3; case 2: return (3 - player.hp) * 1.5; case 1: { if ( game.hasPlayer(function (current) { return (get.realAttitude || get.attitude)(player, current) < 0 && get.distance(player, current) > 1; }) ) return 0; return 3.2; } } } var name = button.link[2]; var evt = _status.event.getParent(); if (get.type(name) == "basic") { if (name == "shan") return 2; if (evt.type == "dying") { if (get.attitude(player, evt.dying) < 2) return false; if (name == "jiu") return 2.1; return 1.9; } if (evt.type == "phase") return player.getUseValue({ name: name, nature: button.link[3], isCard: true, }); return 1; } if (!["chuqibuyi", "shuiyanqijunx", "juedou", "nanman", "wanjian", "shunshou", "zhujinqiyuan"].includes(name)) return 0; var card = { name: name, isCard: true }; if (["shunshou", "zhujinqiyuan"].includes(card.name)) { if ( !game.hasPlayer(function (current) { return get.attitude(player, current) != 0 && get.distance(player, current) <= 1 && player.canUse(card, current) && get.effect(current, card, player, player) > 0; }) ) return 0; return player.getUseValue(card) - 7; } return player.getUseValue(card) - 4; }, backup(links, player) { if (links.length == 1) return { filterCard() { return false; }, selectCard: -1, viewAs: { name: links[0][2], nature: links[0][3], isCard: true, }, popname: true, precontent() { player.logSkill("chihaya_youfeng"); player.gainMaxHp(); delete event.result.skill; player.addTempSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false), "roundStart"); player.changeZhuanhuanji("chihaya_youfeng"); }, }; if (typeof links[1] == "number") links.reverse(); var equip = links[0]; var name = links[1][2]; var nature = links[1][3]; return { filterCard() { return false; }, selectCard: -1, equip: equip, viewAs: { name: name, nature: nature, isCard: true, }, popname: true, precontent() { player.logSkill("chihaya_youfeng"); player.disableEquip(lib.skill.chihaya_youfeng_backup.equip); delete event.result.skill; player.addTempSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false), "roundStart"); player.changeZhuanhuanji("chihaya_youfeng"); }, }; }, prompt(links, player) { if (links.length == 1) return "增加1点体力上限,视为使用" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]); if (typeof links[1] == "number") links.reverse(); var equip = "equip" + links[0]; var name = links[1][2]; var nature = links[1][3]; return "废除自己的" + get.translation(equip) + "栏,视为使用" + (get.translation(nature) || "") + get.translation(name); }, }, ai: { respondSha: true, respondShan: true, skillTagFilter(player, tag, arg) { if (arg == "respond") return false; if (!player.storage.chihaya_youfeng || player.hasSkill("chihaya_youfeng_true")) return false; }, order: 1, result: { player: 1, }, }, }, chihaya_youfeng_true: { charlotte: true }, chihaya_youfeng_false: { charlotte: true }, //七濑留美 rumi_shuwu: { mod: { cardUsable(card) { if (card.name == "sha") return Infinity; }, targetInRange(card) { if (card.name == "sha") return true; }, }, trigger: { player: "useCard2" }, filter(event, player) { var card = event.card; var info = get.info(card); if (info.type != "trick" || info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current); }) ) { return true; } } return false; }, autodelay: true, async cost(event, trigger, player) { var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标"; const { result } = await player .chooseTarget(get.prompt("rumi_shuwu"), function (card, player, target) { var player = _status.event.player; return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }) .set("card", trigger.card) .set("targets", trigger.targets); event.result = result; }, content() { trigger.targets.addArray(event.targets); game.log(event.targets, "也成为了", trigger.card, "的目标"); }, group: "rumi_shuwu2", }, rumi_shuwu2: { trigger: { player: "phaseUseEnd" }, forced: true, filter(event, player) { if (player.hp <= 3) return true; if ( player.getHistory("useCard", function (evt) { return evt.card.name == "sha" && evt.addCount !== false && evt.getParent("phaseUse") == event; }).length <= 1 ) return true; if ( player.getHistory("sourceDamage", function (evt) { return get.type(evt.card, false) == "trick" && evt.getParent("phaseUse") == event; }).length == 0 ) return true; return false; }, content() { var num = 0; if (player.hp <= 3) num++; if ( player.getHistory("useCard", function (evt) { return evt.card.name == "sha" && evt.addCount !== false && evt.getParent("phaseUse") == trigger; }).length <= 1 ) num++; if ( player.getHistory("sourceDamage", function (evt) { return get.type(evt.card, false) == "trick" && evt.getParent("phaseUse") == trigger; }).length == 0 ) num++; player.draw(num); player.addTempSkill("rumi_shuwu3"); player.addMark("rumi_shuwu3", num, false); }, }, rumi_shuwu3: { mod: { maxHandcard(player, num) { return num + player.countMark("rumi_shuwu3"); }, }, onremove: true, }, //凤咲夜 sakuya_junbu: { mod: { targetInRange(card, player) { if (player.countDisabledSlot() >= 1) return true; }, cardUsable(card, player) { if (player.countDisabledSlot() >= 2) return Infinity; }, }, trigger: { player: "useCard2" }, filter(event, player) { if (player.countDisabledSlot() >= 4) return true; return lib.skill.sakuya_junbu.filter2.apply(this, arguments); }, filter2(event, player) { if (player.countDisabledSlot() < 3) return false; var card = event.card; var info = get.info(card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current); }) ) { return true; } } return false; }, async cost(event, trigger, player) { const result = { bool: false }; event.result = result; if (player.countDisabledSlot() >= 4) { result.bool = true; if (!lib.skill.sakuya_junbu.filter2(trigger, player)) { return; } } var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标"; const { result: result2 } = await player .chooseTarget(get.prompt("sakuya_junbu"), function (card, player, target) { var player = _status.event.player; return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target); }) .set("prompt2", prompt2) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }) .set("card", trigger.card) .set("targets", trigger.targets); if (result2.bool) { result.bool = true; result.targets = result2.targets; } }, async content(event, trigger, player) { if (player.countDisabledSlot() >= 4) { trigger.directHit.addArray(game.players); game.log(trigger.card, "不可被响应"); } if (event.targets && event.targets.length > 0) { trigger.targets.addArray(event.targets); game.log(event.targets, "也成为了", trigger.card, "的目标"); } }, group: "sakuya_junbu_damage", subSkill: { damage: { trigger: { source: "damageBegin1" }, forced: true, sub: true, filter(event, player) { return !player.hasEnabledSlot() && event.getParent().type == "card"; }, logTarget: "player", content() { player.loseHp(); trigger.num++; }, }, }, }, //铃木央人 hiroto_huyu: { trigger: { global: "phaseUseEnd" }, noHidden: true, filter(event, player) { return player != event.player && player.hasSkill("hiroto_huyu") && !player.hasSkill("hiroto_zonglve") && event.player.countCards("h") > 0; }, async cost(event, trigger, player) { event.result = await trigger.player .chooseCard(2, "h", "是否对" + get.translation(player) + "发动【虎驭】?", "将两张手牌交给该角色,然后令其获得〖纵略〗并于下回合获得该角色得到的所有牌") .set( "goon", (function () { var source = trigger.player; if (get.attitude(source, player) > 0) return 7; if (source.hp > 2) return 4; return 0; })() ) .set("ai", function (card) { return _status.event.goon - get.value(card); }) .forResult(); }, content() { var target = trigger.player; target.give(cards, player); player.storage.hiroto_huyu2 = target; player.addSkills("hiroto_zonglve"); player.addSkill("hiroto_huyu2"); }, derivation: "hiroto_zonglve", }, hiroto_huyu2: { trigger: { player: "phaseEnd" }, forced: true, popup: false, charlotte: true, async content(event, trigger, player) { player.removeSkill("hiroto_huyu2"); await player.removeSkills("hiroto_zonglve"); player.removeGaintag("hiroto_huyu2"); var target = player.storage.hiroto_huyu2; if (target && target.isIn()) { var cards = []; player.getHistory("gain", function (evt) { cards.addArray(evt.cards); }); var he = player.getCards("he"); cards = cards.filter(function (card) { return he.includes(card); }); if (cards.length) target.gain(cards, player, "giveAuto", "bySelf"); } }, mark: "character", intro: { content: "已成为$的工具人" }, group: "hiroto_huyu_gain", }, hiroto_huyu_gain: { trigger: { player: "gainBegin" }, silent: true, filter(event, player) { if (player == _status.currentPhase) event.gaintag.add("hiroto_huyu2"); return false; }, }, hiroto_zonglve: { enable: "phaseUse", usable: 1, filter(event, player) { return ( player.countCards("h") > 0 && game.hasPlayer(function (current) { return current != player && current.countCards("h") > 0; }) ); }, filterTarget(card, player, target) { return target != player && target.countCards("h") > 0; }, filterCard: true, delay: false, charlotte: true, position: "h", discard: false, lose: false, content() { "step 0"; player.choosePlayerCard(true, target, "h"); "step 1"; event.card = result.cards[0]; player.$compare(cards[0], target, event.card); game.log(player, "展示了", cards[0]); game.log(target, "展示了", event.card); game.delay(3.5); "step 2"; game.broadcastAll(ui.clear); if (get.color(cards[0], player) == get.color(card, target)) { target.damage("nocard"); target.discard(card).animate = false; } else player.gainPlayerCard(target, true, 2, "hej"); }, mod: { maxHandcard(player, num) { return num + 3; }, }, ai: { order: 7, result: { target: -1, }, }, }, hiroto_tuolao: { trigger: { player: "phaseAfter" }, forced: true, juexingji: true, skillAnimation: true, animationColor: "water", filter(event, player) { return ( player.phaseNumber > 1 && !player.getHistory("lose", function (evt) { return evt.getParent(2).name == "hiroto_huyu2"; }).length ); }, content() { player.awakenSkill("hiroto_tuolao"); player.draw(3); player.changeSkills(["hiroto_zonglve"], ["hiroto_huyu"]); }, }, //水织静久 shizuku_sizhi: { audio: 2, enable: "phaseUse", getResult(cards) { var l = cards.length; var all = Math.pow(l, 2); var list = []; for (var i = 1; i < all; i++) { var array = []; for (var j = 0; j < l; j++) { if (Math.floor((i % Math.pow(2, j + 1)) / Math.pow(2, j)) > 0) array.push(cards[j]); } var num = 0; for (var k of array) { num += get.number(k); } if (num == 13) list.push(array); } if (list.length) { list.sort(function (a, b) { if (a.length != b.length) return b.length - a.length; return get.value(a) - get.value(b); }); return list[0]; } return list; }, usable: 1, filterCard(card) { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } return get.number(card) + num <= 13; }, complexCard: true, selectCard() { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } if (num == 13) return ui.selected.cards.length; return ui.selected.cards.length + 2; }, check(card) { var evt = _status.event; if (!evt.shizuku_sizhi_choice) evt.shizuku_sizhi_choice = lib.skill.shizuku_sizhi.getResult(evt.player.getCards("he")); if (!evt.shizuku_sizhi_choice.includes(card)) return 0; return 1; }, position: "he", content() { player.draw(cards.length * 2).gaintag = ["shizuku_sizhi2"]; player.addTempSkill("shizuku_sizhi2"); }, ai: { order: 5, result: { player: 1 }, }, }, shizuku_sizhi2: { onremove(player) { player.removeGaintag("shizuku_sizhi2"); }, mod: { targetInRange(card) { if (!card.cards || !card.cards.length) return; for (var i of card.cards) { if (!i.hasGaintag("shizuku_sizhi2") || get.color(i) != "black") return; } return true; }, cardUsable(card) { if (!card.cards || !card.cards.length) return; for (var i of card.cards) { if (!i.hasGaintag("shizuku_sizhi2") || get.color(i) != "black") return; } return Infinity; }, ignoredHandcard(card, player) { if (card.hasGaintag("shizuku_sizhi2") && get.color(card) == "red") { return true; } }, cardDiscardable(card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("shizuku_sizhi2") && get.color(card) == "red") { return false; } }, aiOrder(player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("shizuku_sizhi2") && get.color(card) == "black") return num - 0.1; }, }, }, shizuku_biyi: { trigger: { player: "damageEnd" }, frequent: true, content() { "step 0"; player.judge(); "step 1"; var num = result.number; var next = player.chooseToDiscard( "是否弃置任意张点数之和为" + get.cnNumber(num) + "的牌并回复1点体力?", function (card) { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } return get.number(card) + num <= _status.event.num; }, "he" ); next.set("num", num); next.set("complexCard", true); next.set("selectCard", function () { var num = 0; for (var i = 0; i < ui.selected.cards.length; i++) { num += get.number(ui.selected.cards[i]); } if (num == _status.event.num) return ui.selected.cards.length; return ui.selected.cards.length + 2; }); next.set( "cardResult", (function () { var cards = player.getCards("he"); var l = cards.length; var all = Math.pow(l, 2); var list = []; for (var i = 1; i < all; i++) { var array = []; for (var j = 0; j < l; j++) { if (Math.floor((i % Math.pow(2, j + 1)) / Math.pow(2, j)) > 0) array.push(cards[j]); } var numx = 0; for (var k of array) { numx += get.number(k); } if (numx == num) list.push(array); } if (list.length) { list.sort(function (a, b) { return get.value(a) - get.value(b); }); return list[0]; } return list; })() ); next.set("ai", function (card) { if (!_status.event.cardResult.includes(card)) return 0; return 6 - get.value(card); }); "step 2"; if (result.bool) player.recover(); }, }, shizuku_sanhua: { trigger: { player: "die" }, forceDie: true, skillAnimation: true, animationColor: "thunder", async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt2("shizuku_sanhua"), lib.filter.notMe) .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .forResult(); }, async content(event, trigger, player) { var target = event.targets[0]; var names = []; var cards = []; while (cards.length < 4) { var card = get.cardPile2(function (card) { return !cards.includes(card) && !names.includes(card.name) && get.type(card) == "basic"; }); if (card) { cards.push(card); names.push(card.name); } else break; } if (cards.length) await target.gain(cards, "gain2"); }, }, //鸣濑白羽 shiroha_yuzhao: { trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, charlotte: true, filter(event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content() { player.addToExpansion(get.cards(game.countGroup()), "draw").gaintag.add("shiroha_yuzhao"); }, marktext: "兆", intro: { markcount: "expansion", mark(dialog, content, player) { var content = player.getExpansions("shiroha_yuzhao"); if (content && content.length) { if (player == game.me || player.isUnderControl()) { dialog.addAuto(content); } else { return "共有" + get.cnNumber(content.length) + "张牌"; } } }, content(content, player) { var content = player.getExpansions("shiroha_yuzhao"); if (content && content.length) { if (player == game.me || player.isUnderControl()) { return get.translation(content); } return "共有" + get.cnNumber(content.length) + "张牌"; } }, }, group: "shiroha_yuzhao_umi", }, shiroha_yuzhao_umi: { trigger: { global: "phaseBegin" }, forced: true, filter(event, player) { return player.getExpansions("shiroha_yuzhao").length > 0 && get.distance(event.player, player) <= 1; }, content() { "step 0"; event.num = game.countGroup(); player.addToExpansion(get.cards(event.num)).gaintag.add("shiroha_yuzhao"); "step 1"; var next = player.chooseToMove(), num = game.countGroup(); next.set("prompt", "预兆:将" + get.cnNumber(num) + "张牌置于牌堆顶"); next.set("num", num); next.set("forced", true); next.set("filterOk", function (moved) { return moved[1].length == _status.event.num; }); next.set("filterMove", function (from, to, moved) { if (to != 1) return true; return moved[1].length < _status.event.num; }); next.set("list", [[get.translation(player) + "(你)的“兆”", player.getExpansions("shiroha_yuzhao")], ["牌堆顶"]]); next.set("processAI", function (list) { var cards = list[0][1], cards2 = cards.randomRemove(_status.event.num); return [cards, cards2]; }); "step 2"; if (result && result.bool) { var cards = result.moved[1]; player.lose(cards, ui.cardPile, "insert"); } game.updateRoundNumber(); }, }, shiroha_guying: { derivation: "shiroha_guying_rewrite", trigger: { player: "damageBegin3", source: "damageBegin1", }, filter(event, player, name) { if (!player.storage.shiroha_jiezhao && player.hasSkill("shiroha_guying_temp")) return false; if (name == "damageBegin3") return true; return player != event.player; }, locked(skill, player) { if (!player || !player.storage.shiroha_jiezhao) return true; return false; }, cost() { "step 0"; var num = event.triggername == "damageBegin3" ? -1 : 1; if (player.storage.shiroha_jiezhao || !player.hasSkill("shiroha_guying")) { if (num > 0) player.chooseBool(get.prompt("shiroha_guying", trigger.player), "进行判定。若判定结果为黑色,则即将对其造成的伤害+1"); else player.chooseBool(get.prompt("shiroha_guying"), "进行判定。若判定结果为红色,则即将受到的伤害-1"); } else event._result = { bool: true }; "step 1"; event.result = result; }, content() { "step 0"; var num = event.triggername == "damageBegin3" ? -1 : 1; event.num = num; player.addTempSkill("shiroha_guying_temp"); player.judge(function (card) { return get.color(card) == (_status.event.getParent("shiroha_guying").num > 0 ? "black" : "red") ? 2 : 0; }).judge2 = function (result) { return result.bool ? true : false; }; "step 1"; if (result.bool) trigger.num += num; }, }, shiroha_guying_temp: { charlotte: true }, shiroha_jiezhao: { trigger: { global: "judge" }, filter(event, player) { return player.getExpansions("shiroha_yuzhao").length && event.player.isIn(); }, async cost(event, trigger, player) { const list = player.getExpansions("shiroha_yuzhao"); const { result } = await player .chooseButton([get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "," + get.prompt("shiroha_jiezhao"), 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); 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; }); if (result.bool) { event.result = { bool: true, cards: result.links }; } }, //logSkill留给respond popup: false, async content(event, trigger, player) { const cards = event.cards; await player.respond(cards, "shiroha_jiezhao", "highlight", "noOrdering"); 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])); } const oldJudgeCard = trigger.player.judging[0]; trigger.player.judging[0] = cards[0]; trigger.orderingCards.addArray(cards); game.log(trigger.player, "的判定牌改为", cards[0]); await game.cardsDiscard(oldJudgeCard); await game.asyncDelay(2); if (!player.getExpansions("shiroha_yuzhao").length) { player.storage.shiroha_jiezhao = true; player.gainMaxHp(); player.recover(); var list = ["umi_chaofan", "ao_xishi", "tsumugi_mugyu", "kamome_jieban"]; var skill = list.randomGet(); player.flashAvatar("shiroha_jiezhao", "key_" + skill.split("_")[0]); await player.addSkills(skill); } }, ai: { rejudge: true, tag: { rejudge: 0.6, }, combo: "shiroha_yuzhao", }, derivation: ["umi_chaofan", "ao_xishi", "tsumugi_mugyu", "kamome_jieban"], }, //高城丈士朗 jojiro_shensu: { group: ["jojiro_shensu1", "jojiro_shensu2", "jojiro_shensu4"], charlotte: true, }, jojiro_shensu1: { trigger: { player: "phaseJudgeBefore" }, async cost(event, trigger, player) { const check = player.countCards("h") > 2; event.result = await player .chooseTarget(get.prompt("jojiro_shensu"), "跳过判定阶段和摸牌阶段,视为对一名其他角色使用一张【杀】", function (card, player, target) { if (player == target) return false; return player.canUse({ name: "sha" }, target, false); }) .set("check", check) .set("ai", function (target) { if (!_status.event.check) return 0; return get.effect(target, { name: "sha" }, _status.event.player); }) .forResult(); }, async content(event, trigger, player) { await trigger.cancel(); player.skip("phaseDraw"); await player.useCard({ name: "sha", isCard: true }, event.targets[0], false); }, }, jojiro_shensu2: { trigger: { player: "phaseUseBefore" }, filter(event, player) { return player.countCards("he", { type: "equip" }) > 0; }, async cost(event, trigger, player) { const check = player.needsToDiscard(); event.result = await player .chooseCardTarget({ prompt: get.prompt("jojiro_shensu"), prompt2: "弃置一张装备牌并跳过出牌阶段,视为对一名其他角色使用一张【杀】", filterCard(card, player) { return get.type(card) == "equip" && lib.filter.cardDiscardable(card, player); }, position: "he", filterTarget(card, player, target) { if (player == target) return false; return player.canUse({ name: "sha" }, target, false); }, ai1(card) { if (_status.event.check) return 0; return 6 - get.value(card); }, ai2(target) { if (_status.event.check) return 0; return get.effect(target, { name: "sha" }, _status.event.player); }, check: check, }) .forResult(); }, async content(event, trigger, player) { await trigger.cancel(); await player.discard(event.cards[0]); await player.useCard({ name: "sha", isCard: true }, event.targets[0]); }, }, jojiro_shensu4: { trigger: { player: "phaseDiscardBefore" }, async cost(event, trigger, player) { var check = player.needsToDiscard() || player.isTurnedOver() || (player.hasSkill("shebian") && player.canMoveCard(true, true)); event.result = await player .chooseTarget(get.prompt("jojiro_shensu"), "跳过弃牌阶段并将武将牌翻面,视为对一名其他角色使用一张【杀】", function (card, player, target) { if (player == target) return false; return player.canUse({ name: "sha" }, target, false); }) .set("check", check) .set("ai", function (target) { if (!_status.event.check) return 0; return get.effect(target, { name: "sha" }, _status.event.player, _status.event.player); }) .forResult(); }, async content(event, trigger, player) { await trigger.cancel(); await player.turnOver(); await player.useCard({ name: "sha", isCard: true }, event.targets[0], false); }, }, jojiro_shunying: { trigger: { player: "phaseEnd" }, forced: true, charlotte: true, filter(event, player) { return player.getHistory("skipped").length > 0; }, content() { "step 0"; var num = player.getHistory("skipped").length; event.num = num; player.chooseToMoveChess(num, "瞬影:移动至多" + get.cnNumber(num) + "格或失去1点体力"); "step 1"; if (!result.bool) player.loseHp(); else player.draw(num); }, }, //神户小鸟 kotori_yumo: { trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, charlotte: true, filter(event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content() { var list = ["wei", "shu", "wu", "qun", "jin"]; for (var i of list) { if (!player.hasMark("kotori_yumo_" + i)) { player.addMark("kotori_yumo_" + i, 1, false); game.log(player, "获得了一个", lib.translate["kotori_yumo_" + i].replace(/魔物/g, "【魔物】")); } } }, group: ["kotori_yumo_damage", "kotori_yumo_gain"], }, kotori_yumo_damage: { trigger: { global: "damageEnd" }, forced: true, filter(event, player) { var name = "kotori_yumo_" + event.player.group; return lib.skill[name] && !player.hasMark(name); }, popup: false, content() { game.log(player, "对", trigger.player, "发动了", "#g【驭魔】"); var group = trigger.player.group; player.popup("驭魔", get.groupnature(group)); player.addMark("kotori_yumo_" + group, 1, false); game.log(player, "获得了一个", lib.translate["kotori_yumo_" + group].replace(/魔物/g, "【魔物】")); }, }, kotori_yumo_gain: { trigger: { player: "phaseBegin" }, filter(event, player) { var list = ["wei", "shu", "wu", "qun", "key", "jin"]; for (var i in list) { if (player.hasMark("kotori_yumo_" + list[i])) return true; } return false; }, async cost(event, trigger, player) { const list = ["wei", "shu", "wu", "qun", "key", "jin"]; const list2 = []; for (const i of list) { if (player.hasMark("kotori_yumo_" + i)) list2.push("kotori_skill_" + i); } list2.push("cancel2"); const { control } = await player .chooseControl(list2) .set("prompt", "###是否发动【驭魔】?###弃置对应的标记并获得下列技能中的一个,或点取消,不获得技能") .set( "choice", (function () { if ( list2.includes("kotori_skill_shu") && player.countCards("h", function (card) { return get.name(card, player) == "sha" && player.getUseValue(card) > 0; }) > 1 ) return "kotori_skill_shu"; if (list2.includes("kotori_skill_key") && player.hp > 1) return "kotori_skill_key"; if (list2.includes("kotori_skill_qun") && player.isDamaged() && player.needsToDiscard() > 1) return "kotori_skill_qun"; return "cancel2"; })() ) .set("ai", function () { return _status.event.choice; }) .forResult(); event.result = { bool: control !== "cancel2", cost_data: { control }, }; }, content() { const result = event.cost_data; if (result.control != "cancel2") { var name = "kotori_yumo_" + result.control.slice(13); player.removeMark(name, 1, false); game.log(player, "移去了一个", lib.translate[name].replace(/魔物/g, "【魔物】")); player.addTempSkills(result.control); game.log(player, "获得了技能", lib.translate[name].replace(/魔物/g, "【" + get.translation(result.control) + "】")); } }, }, kotori_skill_wei: { trigger: { player: "phaseBegin" }, filter(event, player) { return player.countCards("he") > 0; }, async cost(event, trigger, player) { event.result = await player .chooseCardTarget({ prompt: get.prompt2(event.skill), filterCard: lib.filter.cardDiscardable, filterTarget(card, player, target) { return player != target; }, position: "he", ai1(card) { return 6 - get.value(card); }, ai2(target) { return (1 / (1 + target.countCards("he"))) * -get.attitude(_status.event.player, target); }, }) .forResult(); }, content() { "step 0"; player.discard(cards); targets[0].chooseToDiscard("弃置一张牌,或令" + get.translation(player) + "摸一张牌", "he").ai = lib.skill.zhiheng.check; "step 1"; if (!result.bool) player.draw(); }, }, kotori_skill_shu: { mod: { cardUsable(card, player, num) { if (card.name == "sha") return num + 1; }, }, trigger: { player: "phaseUseEnd" }, forced: true, filter(event, player) { return ( player.getHistory("useCard", function (evt) { return evt.card && evt.card.name == "sha" && evt.getParent("phaseUse") == event; }).length > 1 ); }, content() { player.draw(); }, }, kotori_skill_wu: { trigger: { player: "phaseEnd" }, forced: true, filter(event, player) { return player.countCards("h") != player.hp; }, content() { player.draw(); }, }, kotori_skill_qun: { trigger: { player: "phaseDiscardBegin" }, forced: true, filter(event, player) { return player.getDamagedHp() > 1 || player.countCards("h") - player.getHp() > 1; }, content() { var num = 0; if (player.getDamagedHp() > 1) num++; if (player.countCards("h") - player.getHp() > 1) num++; player.addMark("kotori_qunxin_temp", num, false); player.addTempSkill("kotori_qunxin_temp", "phaseDiscardEnd"); }, }, kotori_skill_key: { enable: "phaseUse", usable: 1, content() { "step 0"; player.draw(); "step 1"; player.changeHujia(1); "step 2"; var evt = event.getParent("phase"); if (evt && evt.after) { var next = player.loseHp(); event.next.remove(next); evt.after.push(next); } }, ai: { order: 10, result: { player(player) { return player.hp - 1; }, }, }, }, kotori_skill_jin: { trigger: { player: "phaseDrawEnd" }, filter(event, player) { var hs = player.getCards("h"); return ( hs.length > 0 && player.getHistory("gain", function (evt) { if (evt.getParent().name != "draw" || evt.getParent("phaseDraw") != event) return false; for (var i of evt.cards) { if (hs.includes(i)) return true; } return false; }).length > 0 ); }, check(event, player) { var hs = player.getCards("h"), cards = [], suits = []; player.getHistory("gain", function (evt) { if (evt.getParent().name != "draw" || evt.getParent("phaseDraw") != event) return false; for (var i of evt.cards) { if (hs.includes(i)) { cards.add(i); suits.add(get.suit(i, player)); } } }); return cards.length == suits.length; }, content() { var hs = player.getCards("h"), cards = [], suits = []; player.getHistory("gain", function (evt) { if (evt.getParent().name != "draw" || evt.getParent("phaseDraw") != trigger) return false; for (var i of evt.cards) { if (hs.includes(i)) { cards.add(i); suits.add(get.suit(i, player)); } } }); player.showCards(cards, get.translation(player) + "发动了【晋势】"); if (cards.length == suits.length) player.draw(); }, }, kotori_qunxin_temp: { onremove: true, mod: { maxHandcard(player, num) { return num + player.countMark("kotori_qunxin_temp"); }, }, }, kotori_yumo_wei: { marktext: '', intro: { name: '魔物', content: "mark", }, }, kotori_yumo_shu: { marktext: '', intro: { name: '魔物', content: "mark", }, }, kotori_yumo_wu: { marktext: '', intro: { name: '魔物', content: "mark", }, }, kotori_yumo_qun: { marktext: '', intro: { name: '魔物', content: "mark", }, }, kotori_yumo_key: { marktext: '', intro: { name: '魔物', content: "mark", }, }, kotori_yumo_jin: { marktext: '', intro: { name: '魔物', content: "mark", }, }, kotori_huazhan: { charlotte: true, enable: "chooseToUse", filter(event, player) { var bool = false; var list = ["wei", "shu", "wu", "qun", "key", "jin"]; for (var i of list) { if (player.hasMark("kotori_yumo_" + i) && !player.getStorage("kotori_huazhan2").includes("kotori_yumo_" + i)) { bool = true; break; } } return bool && event.filterCard({ name: "kaihua", isCard: true }, player, event); }, chooseButton: { dialog(event, player) { return ui.create.dialog("###花绽###" + lib.translate.kotori_huazhan_info); }, chooseControl(event, player) { var list = ["wei", "shu", "wu", "qun", "key", "jin"]; var list2 = []; for (var i of list) { if (player.hasMark("kotori_yumo_" + i) && !player.getStorage("kotori_huazhan2").includes("kotori_yumo_" + i)) list2.push("kotori_yumo_" + i); } list2.push("cancel2"); return list2; }, check() { var player = _status.event.player; var list = ["wei", "shu", "wu", "qun", "key", "jin"]; var list2 = []; for (var i of list) { if (player.hasMark("kotori_yumo_" + i) && !player.getStorage("kotori_huazhan2").includes("kotori_yumo_" + i)) list2.push("kotori_yumo_" + i); } if (list2.includes("kotori_yumo_wei")) return "kotori_yumo_wei"; if (list2.includes("kotori_yumo_wu")) return "kotori_yumo_wu"; if (list2.includes("kotori_yumo_qun")) return "kotori_yumo_qun"; if (list2.includes("kotori_yumo_key")) return "kotori_yumo_key"; if ( list2.includes("kotori_yumo_shu") && game.hasPlayer(function (current) { return current.group == "shu"; }) ) return "kotori_yumo_shu"; return "cancel2"; }, backup(result, player) { return { markname: result.control, viewAs: { name: "kaihua", isCard: true }, filterCard() { return false; }, selectCard: -1, precontent() { delete event.result.skill; var name = lib.skill.kotori_huazhan_backup.markname; if (!player.storage.kotori_huazhan2) player.storage.kotori_huazhan2 = []; player.storage.kotori_huazhan2.push(name); player.addTempSkill("kotori_huazhan2"); player.popup("花绽", get.groupnature(name.slice(12))); game.log(player, "发动了技能", lib.translate[name].replace(/魔物/g, "【花绽】")); player.removeMark(name, 1, false); game.log(player, "移去了一个", lib.translate[name].replace(/魔物/g, "【魔物】")); }, }; }, }, ai: { order: 1, result: { player(player) { if ( player.countCards("he", function (card) { if (get.type(card, player) == "equip") return get.value(card) < 6; return get.value(card) < 5; }) < 2 ) return 0; return player.getUseValue({ name: "kaihua" }); }, }, combo: "kotori_yumo", }, }, kotori_huazhan2: { onremove: true, charlotte: true }, //三谷良一 ryoichi_baoyi: { trigger: { player: "loseAfter", global: ["gainAfter", "equipAfter", "addJudgeAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filterTarget(card, player, target) { return target != player && (target.hasSex("female") || target.countCards("hej") > 0); }, filter(event, player) { var evt = event.getl(player); return ( evt && evt.es && evt.es.length > 0 && game.hasPlayer(function (target) { return lib.skill.ryoichi_baoyi.filterTarget; }) ); }, forced: true, content() { "step 0"; event.count = trigger.getl(player).es.length; player.draw(event.count); "step 1"; event.count--; if ( game.hasPlayer(function (target) { return lib.skill.ryoichi_baoyi.filterTarget(null, player, target); }) ) { player.chooseTarget(true, lib.skill.ryoichi_baoyi.filterTarget, "请选择【爆衣】的目标").set("ai", function (target) { return -get.attitude(_status.event.player, target); }); } else event.finish(); "step 2"; if (result.bool && result.targets && result.targets.length) { var target = result.targets[0]; player.line(target, "green"); if (target.hasSex("female")) target.loseHp(); else player.discardPlayerCard(target, 2, "hej", true); } else event.finish(); "step 3"; if ( event.count && game.hasPlayer(function (target) { return lib.skill.ryoichi_baoyi.filterTarget(null, player, target); }) ) event.goto(1); }, }, ryoichi_tuipi: { mod: { targetEnabled(card) { if (card.name == "shunshou" || card.name == "guohe") return false; }, }, trigger: { player: "phaseDiscardBegin" }, forced: true, content() { trigger.setContent(lib.skill.ryoichi_tuipi.phaseDiscardContent); }, phaseDiscardContent() { "step 0"; event.num = Math.max(0, player.countCards("he", card => !player.canIgnoreHandcard(card)) - player.getHandcardLimit()); if (event.num <= 0) event.finish(); else { if (lib.config.show_phase_prompt) { player.popup("弃牌阶段"); } } event.trigger("phaseDiscard"); "step 1"; player.chooseToDiscard(num, true, "he"); "step 2"; event.cards = result.cards; }, }, //乙坂有宇 yuu_lveduo: { mod: { cardEnabled(card, player) { if (player.isTurnedOver()) return false; }, cardRespondable(card, player) { if (player.isTurnedOver()) return false; }, cardSavable(card, player) { if (player.isTurnedOver()) return false; }, }, trigger: { global: "phaseBeginStart" }, filter(event, player) { return player != event.player && !event.player._trueMe && !player.getStorage("yuu_lveduo").includes(event.player) && !player.isTurnedOver() && !player.hasSkill("yuu_lveduo4"); }, charlotte: true, check(event, player) { if (get.attitude(player, event.player) > 0) return false; if (event.player.hasJudge("lebu") || !event.player.needsToDiscard()) return false; return true; }, logTarget: "player", content() { "step 0"; player.turnOver(); "step 1"; if (player.isTurnedOver()) { player.addTempSkill("yuu_lveduo4", "roundStart"); if (!player.storage.yuu_lveduo) player.storage.yuu_lveduo = []; player.storage.yuu_lveduo.push(trigger.player); trigger.player._trueMe = player; game.addGlobalSkill("autoswap"); if (trigger.player == game.me) { game.notMe = true; if (!_status.auto) ui.click.auto(); } player.addSkill("yuu_lveduo2"); trigger.player.addSkill("yuu_lveduo3"); } }, }, yuu_lveduo2: { trigger: { player: "turnOverEnd", }, lastDo: true, charlotte: true, forceDie: true, forced: true, silent: true, filter(event, player) { return !player.isTurnedOver(); }, content() { var target = game.findPlayer(function (current) { return current._trueMe == player; }); if (target) { if (target == game.me) { if (!game.notMe) game.swapPlayerAuto(target._trueMe); else delete game.notMe; if (_status.auto) ui.click.auto(); } delete target._trueMe; target.removeSkill("yuu_lveduo3"); var skills = target.getStockSkills(true, true).filter(function (skill) { var info = get.info(skill); return info && info.charlotte == true; }); if (skills.length) { target.removeSkills(skills); player.addSkills(skills); lib.translate.yuu_lveduo_info = lib.translate.yuu_lveduo_full_info; } if (target.name == "key_yusa") { delete target.storage.dualside; target.storage.dualside_over = true; target.unmarkSkill("dualside"); target.removeSkill("dualside"); } else if (target.name == "key_misa") { delete target.storage.dualside; target.storage.dualside_over = true; target.unmarkSkill("dualside"); target.reinit("key_misa", "key_yusa"); target.removeSkill("yusa_misa"); target.removeSkill("dualside"); target.turnOver(false); } } player.removeSkill("yuu_lveduo2"); }, }, yuu_lveduo3: { trigger: { player: ["phaseAfter", "dieAfter"], global: "phaseBefore", }, lastDo: true, charlotte: true, forceDie: true, forced: true, silent: true, content() { player.removeSkill("yuu_lveduo3"); }, onremove(player) { if (player._trueMe && player._trueMe.isTurnedOver()) player._trueMe.turnOver(); }, }, yuu_lveduo4: { charlotte: true }, //松下五段 godan_yuanyi: { trigger: { player: "phaseBegin" }, forced: true, content() { "step 0"; var num = game.roundNumber; if (num && typeof num == "number") player.draw(Math.min(3, num)); "step 1"; trigger.phaseList.splice(trigger.num, 0, "phaseUse|godan_yuanyi"); }, }, godan_feiqu: { inherit: "doruji_feiqu", }, godan_xiaoyuan: { trigger: { player: "changeHp" }, forced: true, juexingji: true, skillAnimation: true, animationColor: "soil", filter(event, player) { return event.num < 0 && player.hp < 4; }, content() { player.awakenSkill("godan_xiaoyuan"); player.loseMaxHp(3); player.draw(3); player.removeSkills("godan_feiqu"); }, }, //游佐 abyusa_jueqing: { audio: 2, trigger: { source: "damageBegin2" }, skillAnimation: true, animationColor: "water", filter(event, player) { return player != event.player && !player.storage.abyusa_jueqing_rewrite; }, prompt2(event, player) { var num = get.cnNumber(2 * event.num, true); return "令即将对其造成的伤害翻倍至" + num + "点,并令自己失去" + get.cnNumber(event.num) + "点体力"; }, check(event, player) { return ( player.hp > event.num && event.player.hp > event.num && !event.player.hasSkillTag("filterDamage", null, { player: player, card: event.card, }) && get.attitude(player, event.player) < 0 ); }, locked(skill, player) { return player && player.storage.abyusa_jueqing_rewrite; }, logTarget: "player", content() { player.loseHp(trigger.num); trigger.num *= 2; player.storage.abyusa_jueqing_rewrite = true; }, derivation: "abyusa_jueqing_rewrite", group: "abyusa_jueqing_rewrite", subSkill: { rewrite: { audio: "abyusa_jueqing", trigger: { source: "damageBefore" }, forced: true, charlotte: true, filter(event, player) { return player.storage.abyusa_jueqing_rewrite == true; }, check() { return false; }, content() { trigger.cancel(); trigger.player.loseHp(trigger.num); }, ai: { jueqing: true, skillTagFilter(player) { return player.storage.abyusa_jueqing_rewrite == true; }, }, }, }, }, abyusa_dunying: { audio: 2, trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] }, forced: true, filter(event, player) { return player.isDamaged(); }, content() { player.draw(player.getDamagedHp()); }, mod: { globalTo(from, to, num) { return num + to.getDamagedHp(); }, }, }, //水濑秋子 akiko_dongcha: { trigger: { global: "phaseBefore" }, forced: true, filter(event, player) { return get.mode() == "identity" && game.phaseNumber == 0; }, content() { var func = function () { game.countPlayer(function (current) { current.setIdentity(); }); }; if (player == game.me) func(); else if (player.isOnline()) player.send(func); if (!player.storage.zhibi) player.storage.zhibi = []; player.storage.zhibi.addArray(game.players); }, ai: { viewHandcard: true, skillTagFilter(player, tag, arg) { if (player == arg) return false; }, }, }, //美坂香里 kaori_siyuan: { enable: "phaseUse", filter(event, player) { return player.countCards("he", lib.skill.kaori_siyuan.filterCard); }, filterCard(card) { return ["equip", "delay"].includes(get.type(card, false)); }, filterTarget(card, player, target) { if (player == target) return false; var card = ui.selected.cards[0]; if (get.type(card, false) == "delay") return target.canAddJudge({ name: card.name }); return target.canEquip(card); }, discard: false, lose: false, prepare: "give", content() { "step 0"; var card = cards[0]; if (get.type(card, false) == "equip") target.equip(card); else target.addJudge(card); "step 1"; var list = []; for (var i of lib.inpile) { var type = get.type(i); if (type == "basic" || type == "trick") list.push([type, "", i]); if (i == "sha") { for (var j of lib.inpile_nature) list.push([type, "", i, j]); } } player .chooseButton(["是否视为使用一张基本牌或普通锦囊牌?", [list, "vcard"]]) .set("filterButton", function (button) { return player.hasUseTarget({ name: button.link[2], nature: button.link[3], isCard: true, }); }) .set("ai", function (button) { return player.getUseValue({ name: button.link[2], nature: button.link[3], isCard: true, }); }); "step 2"; if (result.bool) { player.chooseUseTarget(true, { name: result.links[0][2], nature: result.links[0][3], isCard: true, }); } }, ai: { basic: { order: 10, }, result: { target(player, target) { var card = ui.selected.cards[0]; if (card) return get.effect(target, card, target, target); return 0; }, }, }, }, //美坂栞 shiori_huijuan: { trigger: { global: "phaseJieshuBegin" }, locked: true, filter(event, player) { return ( event.player != player && event.player.getHistory("useCard", function (evt) { return ( evt.isPhaseUsing() && ["basic", "trick"].includes(get.type(evt.card)) && player.hasUseTarget({ name: evt.card.name, nature: evt.card.nature, isCard: true, }) ); }).length > 0 ); }, async cost(event, trigger, player) { const list = []; trigger.player.getHistory("useCard", function (evt) { if (!evt.isPhaseUsing() || !["basic", "trick"].includes(get.type(evt.card))) return; if (evt.card.name == "sha" && evt.card.nature) list.add("sha:" + evt.card.nature); else list.add(evt.card.name); }); for (var i = 0; i < list.length; i++) { if (list[i].indexOf("sha:") == 0) list[i] = ["基本", "", "sha", list[i].slice(4)]; else list[i] = [get.type(list[i]), "", list[i]]; } const { result } = await player .chooseButton([get.prompt("shiori_huijuan"), [list, "vcard"]]) .set("filterButton", function (button) { return player.hasUseTarget({ name: button.link[2], nature: button.link[3], isCard: true, }); }) .set("ai", function (button) { return player.getUseValue({ name: button.link[2], nature: button.link[3], isCard: true, }); }); if (result.bool) { event.result = { bool: true, cost_data: { card: { name: result.links[0][2], nature: result.links[0][3], isCard: true, }, }, }; } }, async content(event, trigger, player) { player.chooseUseTarget(true, event.cost_data.card); player.getStat("skill").shiori_huijuan = 1; }, group: "shiori_huijuan_discard", }, shiori_huijuan_discard: { trigger: { player: "phaseZhunbeiBegin" }, filter(event, player) { var num = 0; var stat = player.stat; for (var i = stat.length - 2; i--; i >= 0) { if (stat[i].isMe) break; if (stat[i].skill && stat[i].skill.shiori_huijuan) num++; } return num >= Math.max(2, game.countPlayer() / 2); }, forced: true, content() { "step 0"; if (!player.countDiscardableCards(player, "ej")) event._result = { bool: false }; else player.discardPlayerCard(player, "ej").set("ai", function (button) { var card = button.link; var player = _status.event.player; if (get.position(card) == "j") return 7 + Math.random(); return 4 + player.needsToDiscard() - get.value(card); }); "step 1"; if (!result.bool) player.skip("phaseUse"); }, }, //野村美希 miki_shenqiang: { trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter(event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content() { player.equip(game.createCard2("miki_hydrogladiator", "club", 6)); player.equip(game.createCard2("miki_binoculars", "diamond", 6)); }, mod: { canBeDiscarded(card) { if (get.position(card) == "e" && ["equip1", "equip5"].includes(get.subtype(card))) return false; }, }, }, miki_huanmeng: { inherit: "kamome_huanmeng", }, miki_zhiluo: { trigger: { global: "phaseEnd" }, filter(event, player) { return !event.player.countCards("e") && player.inRange(event.player); }, locked: true, async cost(event, trigger, player) { event.result = { bool: true, cost_data: { index: 0 } }; if (player.canUse("sha", trigger.player, false)) { const { index } = await player .chooseControl() .set("prompt", "制裸:请选择一项") .set("choiceList", ["摸一张牌", "视为对" + get.translation(trigger.player) + "使用一张【杀】"]) .set("ai", function () { if (get.effect(_status.event.getTrigger().player, { name: "sha" }, _status.event.player) > 0) return 1; return 0; }) .forResult(); event.result.cost_data.index = index; } }, async content(event, trigger, player) { const result = event.cost_data; if (result.index == 0) { player.logSkill("miki_zhiluo"); player.draw(); } else player.useCard({ name: "sha", isCard: true }, trigger.player, "miki_zhiluo"); }, }, miki_hydrogladiator_skill: { trigger: { source: "damageSource", }, locked: true, popup: "海德洛", filter(event, player) { return ( event.getParent().name == "sha" && game.hasPlayer(function (current) { return (current == event.player || (current != player && get.distance(current, event.player) <= 1)) && current.countDiscardableCards(player, "he") > 0; }) ); }, cost() { "step 0"; var list = []; var choiceList = []; if (trigger.player.countDiscardableCards(player, "he") > 0) { list.push(true); choiceList.push("弃置" + get.translation(trigger.player) + "的两张牌"); } if ( game.hasPlayer(function (current) { return current != player && get.distance(current, trigger.player) <= 1; }) ) { list.push(false); choiceList.push("弃置所有至" + get.translation(trigger.player) + "距离为1的角色的各一张牌"); } event.list = list; if (list.length == 1) event._result = { index: 0 }; else { player .chooseControl() .set("choiceList", choiceList) .set("prompt", "海德洛格拉迪尔特·改") .set("ai", function () { var player = _status.event.player; var source = _status.event.getTrigger().player; var num = game.countPlayer(function (current) { if (current != player && get.distance(current, source) <= 1 && current.countDiscardableCards(player, "he") > 0) return -get.sgn(get.attitude(player, current)); }); if (num > Math.min(2, source.countDiscardableCards(player, "he"))) return 1; return 0; }); } "step 1"; if (event.list[result.index]) { event.result = { bool: true, cost_data: { type: "single" }, targets: [trigger.player], }; } else { event.result = { bool: true, cost_data: { type: "multiple" }, targets: game .filterPlayer(function (current) { return current != player && get.distance(current, trigger.player) <= 1; }) .sortBySeat(), }; } }, content() { "step 0"; if (event.cost_data.type == "single") { player.discardPlayerCard(targets[0], "he", 2, true); event.finish(); } "step 1"; var target = targets.shift(); if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, "he", true); if (targets.length) event.redo(); }, }, miki_binoculars: { locked: true, ai: { viewHandcard: true, skillTagFilter(player, tag, arg) { if (player == arg) return false; }, }, }, //关根诗织&入江美雪 shiorimiyuki_banyin: { audio: 2, trigger: { player: ["damageEnd", "recoverEnd"] }, filter(event, player) { return game.hasPlayer(function (current) { return current != player && current.isDamaged(); }); }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt("shiorimiyuki_banyin"), "令一名其他角色回复1点体力", lib.filter.notMe) .set("ai", function (target) { var player = _status.event.player; return get.recoverEffect(target, player, player); }) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; target.recover(); }, }, shiorimiyuki_tingxian: { audio: 2, trigger: { player: "phaseUseBegin" }, async cost(event, trigger, player) { const { control, index } = await player .chooseControl("一张", "两张", "三张", "cancel2") .set("prompt", get.prompt2("shiorimiyuki_tingxian")) .set("ai", function () { var player = _status.event.player; var max = Math.min(player.hp + 1, player.maxHp); var min = Math.min(Math.max(max - 2, max - player.hp), 3); if (min) return min - 1; return 3; }) .forResult(); if (control != "cancel2") event.result = { bool: true, cost_data: index }; }, async content(event, trigger, player) { let num = 1 + event.cost_data; await player.draw(num).set("gaintag", ["shiorimiyuki_tingxian"]); await player.recover(); player.addTempSkill("shiorimiyuki_tingxian2"); }, group: "shiorimiyuki_tingxian1", }, shiorimiyuki_tingxian1: { audio: true }, shiorimiyuki_tingxian2: { audio: true, trigger: { player: "phaseUseEnd" }, forced: true, charlotte: true, mod: { aiOrder(player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("shiorimiyuki_tingxian")) return num + 2; }, aiValue(player, card, num) { if (get.itemtype(card) == "card" && card.hasGaintag("shiorimiyuki_tingxian")) return 0; }, }, filter(event, player) { return ( player.countCards("h", function (card) { return card.hasGaintag("shiorimiyuki_tingxian"); }) > 0 ); }, content() { player.loseHp( player.countCards("h", function (card) { return card.hasGaintag("shiorimiyuki_tingxian"); }) ); player.removeGaintag("shiorimiyuki_tingxian"); }, }, //中津静流 shizuru_nianli: { enable: "chooseToUse", charlotte: true, prompt: "展示一张♦/♣/♥/♠手牌,然后视为使用一张雷杀/闪/桃/无懈可击", viewAs(cards, player) { var name = false; var nature = null; switch (get.suit(cards[0], player)) { case "club": name = "shan"; break; case "diamond": name = "sha"; nature = "thunder"; break; case "spade": name = "wuxie"; break; case "heart": name = "tao"; break; } if (name) return { name: name, nature: nature, isCard: true }; return null; }, check(card) { var player = _status.event.player; if (_status.event.type == "phase") { var max = 0; var name2; var list = ["sha", "tao"]; var map = { sha: "diamond", tao: "heart" }; for (var i = 0; i < list.length; i++) { var name = list[i]; if ( player.countCards("h", function (card) { return get.suit(card, player) == map[name]; }) > 0 && player.getUseValue({ name: name, nature: name == "sha" ? "fire" : null, }) > 0 ) { var temp = get.order({ name: name, nature: name == "sha" ? "fire" : null, }); if (temp > max) { max = temp; name2 = map[name]; } } } if (name2 == get.suit(card, player)) return 1; return 0; } return 1; }, ignoreMod: true, filterCard(card, player, event) { event = event || _status.event; var filter = event._backup.filterCard; var name = get.suit(card, player); if (name == "club" && filter({ name: "shan" }, player, event)) return true; if (name == "diamond" && filter({ name: "sha", nature: "thunder" }, player, event)) return true; if (name == "spade" && filter({ name: "wuxie" }, player, event)) return true; if (name == "heart" && filter({ name: "tao" }, player, event)) return true; return false; }, filter(event, player) { if (player.hasSkill("shizuru_nianli_round")) return false; var filter = event.filterCard; if (filter({ name: "sha", nature: "thunder" }, player, event) && player.countCards("h", { suit: "diamond" })) return true; if (filter({ name: "shan" }, player, event) && player.countCards("h", { suit: "club" })) return true; if (filter({ name: "tao" }, player, event) && player.countCards("h", { suit: "heart" })) return true; if (filter({ name: "wuxie" }, player, event) && player.countCards("h", { suit: "spade" })) return true; return false; }, precontent() { player.logSkill("shizuru_nianli"); player.addTempSkill("shizuru_nianli_round", "roundStart"); player.showCards(get.translation(player) + "发动了【念力】", event.result.cards.slice(0)); event.result.card.cards = []; event.result.cards = []; delete event.result.skill; delete event.result.card.suit; delete event.result.card.number; event.getParent().addCount = false; event.getParent().shizuru_nianli = true; }, ai: { respondSha: true, respondShan: true, skillTagFilter(player, tag) { if (player.hasSkill("shizuru_nianli_round")) return false; var name; switch (tag) { case "respondSha": name = "diamond"; break; case "respondShan": name = "club"; break; case "save": name = "heart"; break; } if (!player.countCards("h", { suit: name })) return false; }, order(item, player) { if (player && _status.event.type == "phase") { var max = 0; var list = ["sha", "tao"]; var map = { sha: "diamond", tao: "heart" }; for (var i = 0; i < list.length; i++) { var name = list[i]; if ( player.countCards("h", function (card) { return get.suit(card, player) == map[name]; }) > 0 && player.getUseValue({ name: name, nature: name == "sha" ? "thunder" : null, }) > 0 ) { var temp = get.order({ name: name, nature: name == "sha" ? "thunder" : null, }); if (temp > max) max = temp; } } max /= 1.1; return max; } return 2; }, }, hiddenCard(player, name) { if (name == "wuxie") return ( player.countCards("h", function (card) { return _status.connectMode || get.suit(card) == "spade"; }) > 0 && !player.hasSkill("shizuru_nianli_round") ); if (name == "tao") return player.countCards("h", { suit: "heart" }) > 0 && !player.hasSkill("shizuru_nianli_round"); return false; }, group: "shizuru_nianli_clear", subSkill: { round: { mark: true, intro: { content: "本轮已发动" }, }, clear: { trigger: { player: "useCardAfter" }, lastDo: true, silent: true, filter(event, player) { return event.getParent().shizuru_nianli == true; }, content() { player.getHistory("useCard").remove(trigger); }, }, }, }, shizuru_benzhan: { trigger: { global: ["useCard", "respond"] }, usable: 1, filter(event, player) { return Array.isArray(event.respondTo) && event.respondTo[0] != event.player && [event.respondTo[0], event.player].includes(player); }, async cost(event, trigger, player) { event.type = get.type(trigger.card) == "basic"; var prompt = event.type ? "令一名角色摸两张牌或弃置两张牌" : "令一名角色回复1点体力或对其造成1点伤害"; event.result = await player .chooseTarget(get.prompt("shizuru_benzhan"), prompt) .set("ai", function (target) { var player = _status.event.player; if (_status.event.getParent().type) { var att = get.attitude(player, target); if (target.hasSkillTag("nogain")) return -att; if (target.countCards("he") == 1 && att < 0) att /= 2; return Math.abs(att) * (1 + 0.1 * Math.min(0, 5 - target.countCards("h"))); } return Math.max(get.recoverEffect(target, player, player), get.damageEffect(target, player, player)); }) .forResult(); }, content() { "step 0"; event.type = get.type(trigger.card) == "basic"; var target = event.targets[0]; event.target = target; var trans = get.translation(target); var list; if (event.type) { if (!target.countCards("he")) event._result = { index: 0 }; else list = ["令" + trans + "摸两张牌", "令" + trans + "弃置两张牌"]; } else { if (target.isHealthy()) event._result = { index: 1 }; else list = ["令" + trans + "回复1点体力", "对" + trans + "造成1点伤害"]; } player .chooseControl() .set("choiceList", list) .set( "choice", (function () { if (event.type) return get.attitude(player, target) > 0 ? 0 : 1; return get.recoverEffect(target, player, player) > get.damageEffect(target, player, player) ? 0 : 1; })() ) .set("ai", function () { return _status.event.choice; }); "step 1"; player.addExpose(0.2); if (event.type) { if (result.index == 0) target.draw(2); else target.chooseToDiscard(2, "he", true); } else { if (result.index == 0) target.recover(); else target.damage(); } }, }, //岬镜子 kyoko_juwu: { trigger: { global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"], }, filter(event, player) { if (player == _status.currentPhase) return false; var cards = event.getd(); if (!cards.length) return false; cards.removeArray(event.getd(player)); for (var card of cards) { if (get.position(card, true) == "d" && get.type(card, null, false) == "equip") return true; } return false; }, autodelay(event, player) { return event.delay === false; }, async cost(event, trigger, player) { var cards = trigger.getd(); cards.removeArray(trigger.getd(player)); cards = cards.filter(function (card) { if (get.position(card, true) == "d" && get.type(card, null, false) == "equip") return true; }); const { result } = await player.chooseButton([get.prompt("kyoko_juwu"), cards], [1, cards.length]).set("ai", function () { return 1; }); if (result.bool) event.result = { bool: true, cards: result.links, }; }, async content(event, trigger, player) { await player.gain(event.cards, "gain2", "log"); }, }, kyoko_zhengyi: { group: ["kyoko_jingce", "kyoko_shelie", "kyoko_zhiheng"], count(player) { var list = []; player.countCards("e", function (card) { list.add(get.suit(card, player)); }); return list.length; }, }, kyoko_jingce: { trigger: { player: ["phaseUseEnd", "phaseJieshuBegin"] }, filter(event, player) { var num = lib.skill.kyoko_zhengyi.count(player); if (!num || (event.name == "phaseUse") == num > 3) return false; return ( player.getHistory("useCard", function (evt) { return event.name != "phaseUse" || evt.getParent("phaseUse") == event; }).length >= player.hp ); }, frequent: true, content() { "step 0"; if (trigger.name == "phaseUse") { player.draw(2); event.finish(); return; } var list = [], history = player.getHistory("useCard"); for (var i of history) { list.add(get.suit(i.card)); if (list.length >= player.hp) break; } if (list.length >= player.hp) event.goon = true; else player.chooseControl("摸牌阶段", "出牌阶段").set("prompt", "精策:选择要执行的额外阶段"); "step 1"; if (event.goon || result.index == 0) { var next = player.phaseDraw(); event.next.remove(next); trigger.getParent().next.push(next); } if (event.goon || result.index == 1) { var next = player.phaseUse(); event.next.remove(next); trigger.getParent().next.push(next); } }, }, kyoko_shelie: { audio: 2, trigger: { player: "phaseDrawBegin1" }, filter(event, player) { return !event.numFixed && lib.skill.kyoko_zhengyi.count(player) > 1; }, content() { "step 0"; trigger.changeToZero(); event.cards = get.cards(5); game.cardsGotoOrdering(event.cards); event.videoId = lib.status.videoId++; game.broadcastAll( function (player, id, cards) { var str; if (player == game.me && !_status.auto) { str = "涉猎:获取花色各不相同的牌"; } else { str = "涉猎"; } var dialog = ui.create.dialog(str, cards); dialog.videoId = id; }, player, event.videoId, event.cards ); event.time = get.utc(); game.addVideo("showCards", player, ["涉猎", get.cardsInfo(event.cards)]); game.addVideo("delay", null, 2); "step 1"; var next = player.chooseButton([0, 5], true); next.set("dialog", event.videoId); next.set("filterButton", function (button) { for (var i = 0; i < ui.selected.buttons.length; i++) { if (get.suit(ui.selected.buttons[i].link) == get.suit(button.link)) return false; } return true; }); next.set("ai", function (button) { return get.value(button.link, _status.event.player); }); "step 2"; if (result.bool && result.links) { event.cards2 = result.links; } else { event.finish(); } var time = 1000 - (get.utc() - event.time); if (time > 0) { game.delay(0, time); } "step 3"; game.broadcastAll("closeDialog", event.videoId); var cards2 = event.cards2; player.gain(cards2, "log", "gain2"); }, }, kyoko_zhiheng: { enable: "phaseUse", usable: 1, position: "he", filter(event, player) { return lib.skill.kyoko_zhengyi.count(player) > 2; }, prompt() { var str = "弃置任意张牌并摸等量的牌"; if (lib.skill.kyoko_zhengyi.count(_status.event.player) > 3) str += ",若弃置了所有手牌则多摸一张牌。"; return str; }, filterCard: lib.filter.cardDiscardable, discard: false, lose: false, delay: false, selectCard: [1, Infinity], check(card) { var player = _status.event.player; if (get.position(card) == "h") { return 8 - get.value(card); } return 6 - get.value(card); }, content() { "step 0"; player.discard(cards); event.num = 1; var hs = player.getCards("h"); if (!hs.length || lib.skill.kyoko_zhengyi.count(player) < 4) event.num = 0; else for (var i = 0; i < hs.length; i++) { if (!cards.includes(hs[i])) { event.num = 0; break; } } "step 1"; player.draw(event.num + cards.length); }, ai: { order: 1, result: { player: 1, }, }, }, //音无结弦(3v3) yuzuru_bujin: { global: "yuzuru_bujin2", trigger: { global: "phaseDrawBegin" }, forced: true, logTarget: "player", filter(event, player) { return event.player != player && event.player.isFriendOf(player); }, content() { trigger.num++; }, }, yuzuru_bujin2: { mod: { globalFrom(from, to, num) { return ( num - game.countPlayer(function (current) { return current != from && current.hasSkill("yuzuru_bujin") && current.isFriendOf(from); }) ); }, }, }, //西园美鱼 mio_tuifu: { trigger: { global: "damageBegin1" }, forced: true, filter(event, player) { return event.source && event.source.sameSexAs(event.player); }, content() { player.draw(); }, }, mio_tishen: { trigger: { player: "phaseZhunbeiBegin" }, limited: true, unique: true, charlotte: true, skillAnimation: true, animationColor: "water", filter(event, player) { return player.isDamaged(); }, check(event, player) { return player.hp <= 1 || player.getDamagedHp() > 1; }, content() { player.awakenSkill(event.name); var num = player.maxHp - player.hp; player.recover(num); player.draw(num); if (_status.characterlist && _status.characterlist.includes("key_midori")) { player.reinitCharacter("key_mio", "key_midori", false); } }, }, //西园美鸟 midori_nonghuan: { enable: "phaseUse", charlotte: true, filter(event, player) { return (player.getStat("skill").midori_nonghuan || 0) < player.hp; }, filterTarget(card, player, target) { var stat = player.getStat("midori_nonghuan"); return target != player && (!stat || !stat.includes(target)) && target.countGainableCards(player, "hej") > 0; }, content() { "step 0"; var stat = player.getStat(); if (!stat.midori_nonghuan) stat.midori_nonghuan = []; stat.midori_nonghuan.push(target); player.gainPlayerCard(target, "hej", true); player.draw(); "step 1"; if (player.countCards("he") > 0) player.chooseCard("he", true, "交给" + get.translation(target) + "一张牌"); else event.goto(3); "step 2"; player.give(result.cards, target); "step 3"; var history = game.getGlobalHistory("cardMove"); for (var i = 0; i < history.length; i++) { if (history[i].getParent("midori_nonghuan") == event) history.splice(i--, 1); } game.countPlayer2(function (current) { var history = current.getHistory("lose"); for (var i = 0; i < history.length; i++) { if (history[i].getParent("midori_nonghuan") == event) history.splice(i--, 1); } var history = current.getHistory("gain"); for (var i = 0; i < history.length; i++) { if (history[i].getParent("midori_nonghuan") == event) history.splice(i--, 1); } }); }, ai: { order: 9, result: { player() { return lib.card.shunshou.ai.result.player.apply(this, arguments); }, target() { return lib.card.shunshou.ai.result.target.apply(this, arguments); }, }, }, }, midori_tishen: { trigger: { player: "phaseZhunbeiBegin" }, limited: true, charlotte: true, unique: true, skillAnimation: true, animationColor: "water", filter(event, player) { return player.isDamaged(); }, check(event, player) { return player.hp <= 1 || player.getDamagedHp() > 1; }, content() { player.awakenSkill(event.name); var num = player.maxHp - player.hp; player.recover(num); player.draw(num); if (_status.characterlist && _status.characterlist.includes("key_mio")) { player.reinitCharacter("key_midori", "key_mio", false); } }, }, //立华奏 kanade_mapo: { audio: 2, derivation: "mapodoufu", enable: "chooseToUse", viewAs: { name: "mapodoufu" }, filterCard: { suit: "heart" }, viewAsFilter(player) { return player.countCards("hes", { suit: "heart" }) > 0; }, position: "hes", mod: { selectTarget(card, player, range) { if (card.name == "mapodoufu" && range[1] != -1) range[1]++; }, }, check(card) { var player = _status.event.player; if ( game.countPlayer(function (current) { return player.canUse("mapodoufu", current) && get.effect(current, { name: "mapodoufu" }, player, player) > 0; }) > 1 ) return 6 - get.value(card); return 4 - get.value(card); }, }, kanade_benzhan: { audio: 3, trigger: { global: ["useCard", "respond"] }, usable: 1, filter(event, player) { return Array.isArray(event.respondTo) && event.respondTo[0] != event.player && [event.respondTo[0], event.player].includes(player); }, async cost(event, trigger, player) { event.type = get.type(trigger.card) == "basic"; var prompt = event.type ? "令一名角色摸两张牌或弃置两张牌" : "令一名角色回复1点体力或对其造成1点伤害"; event.result = await player .chooseTarget(get.prompt("kanade_benzhan"), prompt) .set("ai", function (target) { var player = _status.event.player; if (_status.event.getParent().type) { var att = get.attitude(player, target); if (target.hasSkillTag("nogain")) return -att; if (target.countCards("he") == 1 && att < 0) att /= 2; return Math.abs(att) * (1 + 0.1 * Math.min(0, 5 - target.countCards("h"))); } return Math.max(get.recoverEffect(target, player, player), get.damageEffect(target, player, player)); }) .forResult(); }, content() { "step 0"; event.type = get.type(trigger.card) == "basic"; var target = event.targets[0]; event.target = target; var trans = get.translation(target); var list; if (event.type) { if (!target.countCards("he")) event._result = { index: 0 }; else list = ["令" + trans + "摸两张牌", "令" + trans + "弃置两张牌"]; } else { if (target.isHealthy()) event._result = { index: 1 }; else list = ["令" + trans + "回复1点体力", "对" + trans + "造成1点伤害"]; } player .chooseControl() .set("choiceList", list) .set( "choice", (function () { if (event.type) return get.attitude(player, target) > 0 ? 0 : 1; return get.recoverEffect(target, player, player) > get.damageEffect(target, player, player) ? 0 : 1; })() ) .set("ai", function () { return _status.event.choice; }); "step 1"; player.addExpose(0.2); if (event.type) { if (result.index == 0) target.draw(2); else target.chooseToDiscard(2, "he", true); } else { if (result.index == 0) target.recover(); else target.damage(); } }, }, //音无结弦 yuzuru_wuxin: { trigger: { player: "phaseJieshuBegin" }, async cost(event, trigger, player) { event.result = await player .chooseCardTarget({ filterTarget() { if (ui.selected.cards.length) return false; return true; }, filterCard() { if (ui.selected.targets.length) return false; return lib.filter.cardDiscardable.apply(this, arguments); }, selectTarget() { if (!ui.selected.cards.length) return [1, 1]; return [0, 0]; }, selectCard() { if (ui.selected.targets.length) return [0, 0]; if (!ui.selected.cards.length) return [0, 2]; return [2, 2]; }, prompt: get.prompt2("yuzuru_wuxin"), complexCard: true, complexTarget: true, ai1(card) { var player = _status.event.player; if (player.hp > 3) return 0; return player.getDamagedHp() * 2 - get.value(card); }, ai2(target) { if (player.hp < 4 || target.hasSkillTag("nogain")) return 0; return get.attitude(_status.event.player, target); }, }) .forResult(); }, async content(event, trigger, player) { if (event.cards && event.cards.length) { player.discard(event.cards); player.recover(); } else { const target = event.targets[0]; player.loseHp(); target.draw(2); } }, }, yuzuru_deyi: { derivation: ["yuzuru_kunfen", "yuzuru_quji", "yuzuru_wangsheng", "yuzuru_kunfen_rewrite", "yuzuru_quji_rewrite"], trigger: { global: "dieAfter" }, forced: true, unique: true, juexingji: true, skillAnimation: true, animationColor: "orange", content() { player.awakenSkill("yuzuru_deyi"); player.changeSkills(["yuzuru_kunfen", "yuzuru_quji", "yuzuru_wangsheng"], ["yuzuru_wuxin"]); player.loseMaxHp(); player.recover(); }, }, yuzuru_kunfen: { trigger: { player: "phaseJieshuBegin" }, forced: true, content() { "step 0"; if (!player.storage._yuzuru_sss) player.loseHp(); player.draw(2); "step 1"; if (player.countCards("he") < 2) event.finish(); else { player.chooseCardTarget({ selectCard: 2, filterTarget: lib.filter.notMe, prompt: "是否交给一名其他角色两张牌?", position: "he", ai1(card) { var player = _status.event.player; if (player.maxHp - player.hp == 1 && card.name == "du") return 30; var check = player.countCards("h") - 2; if (check < 1) return 0; if (player.hp > 1 && check < 2) return 0; return get.unuseful(card) + 9; }, ai2(target) { var att = get.attitude(_status.event.player, target); if (ui.selected.cards.length == 1 && ui.selected.cards[0].name == "du") return 1 - att; return att - 2; }, }); } "step 2"; if (result.bool) player.give(result.cards, result.targets[0]); }, }, yuzuru_quji: { audio: 2, enable: "phaseUse", usable: 1, position: "he", filterCard: true, selectCard() { var player = _status.event.player; return player.getDamagedHp(); }, filterTarget(card, player, target) { return target != player && target.hp < target.maxHp; }, filter(event, player) { return player.hp < player.maxHp; }, selectTarget() { return [1, ui.selected.cards.length]; }, complexSelect: true, check(card) { if (!_status.event.player.storage._yuzuru_sss && get.color(card) == "black") return -1; return 9 - get.value(card); }, line: { color: [194, 117, 92] }, content() { "step 0"; target.recover(); "step 1"; if (target == targets[targets.length - 1] && !player.storage._yuzuru_sss) { for (var i = 0; i < cards.length; i++) { if (get.color(cards[i], player) == "black") { player.loseHp(); break; } } } }, ai: { result: { target: 1, }, order: 6, }, }, yuzuru_wangsheng: { trigger: { player: "dieBegin" }, forced: true, juexingji: true, unique: true, skillAnimation: true, animationColor: "soil", content() { "step 0"; trigger.cancel(); player.awakenSkill("yuzuru_wangsheng"); player.storage._yuzuru_sss = true; if (player.countCards("he") > 0) { player.chooseCardTarget({ selectCard: [1, Infinity], filterTarget: lib.filter.notMe, prompt: "将任意张牌交给一名其他角色,或点【取消】。", position: "he", ai1(card) { var player = _status.event.player; if ( get.suit(card, false) == "heart" && game.hasPlayer(function (current) { return current.hasSkill("kanade_mapo") && get.attitude(player, current) > 0; }) ) return 1; return 0; }, ai2(kanade) { if (kanade.hasSkill("kanade_mapo") && get.attitude(_status.event.player, kanade) > 0) return 2; return 0; }, }); } else event.goto(2); "step 1"; if (result.bool) player.give(result.cards, result.targets[0]); "step 2"; player.loseMaxHp(); "step 3"; if (player.hp < 2) player.recover(2 - player.hp); }, }, //空门苍 ao_xishi: { trigger: { player: ["useCard", "respond"], target: "useCardToTargeted", }, forced: true, filter(event, player, name) { return (name == "useCard" || name == "respond" || event.player != player) && get.suit(event.card) == "diamond"; }, content() { player.draw(); }, }, ao_kuihun: { trigger: { global: "dying" }, logTarget: "player", line: "thunder", filter(event, player) { return player != event.player; }, content() { "step 0"; player.draw(); "step 1"; if (!trigger.player.countCards("h")) event.finish(); else player.chooseButton(["选择一张牌作为「蝶」", trigger.player.getCards("h")]).set("ai", function (button) { var val = get.buttonValue(button); if (get.attitude(_status.event.player, get.owner(button.link)) <= 0) return 10 + val; if (val <= 0) return 20; if (button.link.name == "tao" || button.link.name == "jiu") return 0; return 1 / val; }); "step 2"; if (result.bool) { player.addToExpansion(result.links, trigger.player, "give").set("log", false).gaintag.add("ao_diegui"); game.log(result.links, "飞向了", player); } }, locked: false, mod: { targetInRange(card, player) { const cardSuit = get.suit(card, false); const list = player.getExpansions("ao_diegui"); for (let i = 0; i < list.length; i++) { if (cardSuit === "unsure" || get.suit(list[i], false) === cardSuit) return true; } }, cardUsable(card, player) { const cardSuit = get.suit(card, false); const list = player.getExpansions("ao_diegui"); for (let i = 0; i < list.length; i++) { if (cardSuit === "unsure" || get.suit(list[i], false) === cardSuit) return Infinity; } }, maxHandcard(player, num) { return num + player.getExpansions("ao_diegui").length; }, }, }, ao_shixin: { derivation: "ao_diegui", trigger: { player: "phaseZhunbeiBegin" }, juexingji: true, forced: true, skillAnimation: true, animationColor: "key", unique: true, filter(event, player) { var list = player.getExpansions("ao_diegui"); var list2 = []; for (var i = 0; i < list.length; i++) { list2.add(get.suit(list[i], false)); } return list2.length > 2; }, content() { player.awakenSkill("ao_shixin"); player.changeSkills(["ao_diegui"], ["ao_kuihun"]); player.gainMaxHp(); player.recover(); }, ai: { combo: "ao_kuihun", }, }, ao_diegui: { enable: "phaseUse", usable: 1, filter(event, player) { return player.getExpansions("ao_diegui").length > 0; }, chooseButton: { dialog(event, player) { return ui.create.dialog("蝶归", player.getExpansions("ao_diegui"), "hidden"); }, backup(links, player) { return { card: links, filterCard() { return false; }, selectCard: -1, filterTarget: true, delay: false, content: lib.skill.ao_diegui.contentx, line: "thunder", ai: { result: { target(player, target) { if (target != player && target.hasSkillTag("nogain")) return 0; var num = 1; if (target.isTurnedOver()) num += 2; if (target.isLinked()) num += 0.5; return num; }, }, }, }; }, prompt(links, player) { return "选择一名角色,令其获得" + get.translation(links[0]) + ",摸两张牌并将武将牌复原。"; }, }, contentx() { "step 0"; player.give(lib.skill.ao_diegui_backup.card, target, "visible"); target.draw(2); "step 1"; target.link(false); "step 2"; target.turnOver(false); }, intro: { name: "七影蝶", content: "expansion", markcount: "expansion", }, onremove(player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, ai: { order: 1, result: { player: 1 } }, }, //直井文人 ayato_jianshen: { mod: { cardnature(card, player) { if (get.name(card) == "sha") return "kami"; }, }, ai: { threaten: 3 }, }, ayato_zonghuan: { enable: "phaseUse", usable: 1, filterTarget(card, player, target) { return target != player && target.countCards("h") > 0; }, content() { "step 0"; player.chooseButton(["请选择" + get.translation(target) + "的一张手牌", target.getCards("h")], true).set("ai", get.buttonValue); "step 1"; if (result.bool) { var card = result.links[0]; event.card = card; if (!lib.filter.cardEnabled(card, target)) event._result = { bool: false }; else { var targets = game.players.slice(0); var info = get.info(card); var range; if (!info.notarget) { var select = get.copy(info.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, target, range, "selectTarget", target); } if (info.notarget || range[1] == -1) { if (range[1] == -1) { for (var i = 0; i < targets.length; i++) { if (!target.canUse(card, targets[i])) { targets.splice(i--, 1); } } if (targets.length) { event.targets2 = targets; } else { event.finish(); return; } } else event.targets2 = []; var next = player.chooseBool(); next.set("prompt", event.prompt || "是否令" + get.translation(target) + (event.targets2.length ? "对" : "") + get.translation(event.targets2) + "使用" + get.translation(card) + "?"); next.set("prompt2", "或点「取消」,令其将此牌置入弃牌堆"); next.ai = function () { var eff = 0; for (var i = 0; i < event.targets2.length; i++) { eff += get.effect(event.targets2[i], card, target, player); } return eff > 0; }; } else { var next = player.chooseTarget(); next.set("_get_card", card); next.set("source", target); next.set("filterTarget", function (card, player, target) { return lib.filter.filterTarget(_status.event._get_card, _status.event.source, target); }); next.set("ai", function (target) { var evt = _status.event; return get.effect(target, evt._get_card, evt.source, evt.player); }); next.set("selectTarget", function () { var card = get.card(), player = _status.event.source; if (card == undefined) return; var range; var select = get.copy(get.info(card).selectTarget); if (select == undefined) { if (get.info(card).filterTarget == undefined) return [0, 0]; 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; }); next.set("prompt", event.prompt || "选择" + get.translation(target) + "使用" + get.translation(card) + "的目标"); next.set("prompt2", "或点「取消」令其将此牌置入弃牌堆"); } } } else event.finish(); "step 2"; if (result.bool) { target.useCard(card, event.targets2 || result.targets, false, "noai"); player.draw(); } else { target.lose(card, ui.discardPile); target.$throw(card); game.log(target, "将", card, "置入了弃牌堆"); } }, ai: { order: 10, result: { target: -1 } }, }, //古河渚 nagisa_tiandu: { trigger: { player: "judgeEnd" }, charlotte: true, frequent(event) { if (event.result.card.name == "du") return false; return true; }, check(event) { if (event.result.card.name == "du") return false; return true; }, filter(event, player) { return get.position(event.result.card, true) == "o"; }, content() { player.gain(trigger.result.card, "gain2"); }, }, nagisa_fuxin: { trigger: { global: ["gainAfter", "loseAfter", "loseAsyncAfter", "damageEnd"], }, filterx(event, player) { var source = _status.currentPhase; if (event.name == "damage") { return event.player.isAlive() && event.player != source; } else if (event.name == "lose") { if (event.type != "discard" || event.player == source || event.player.isDead()) return false; if ((event.discarder || event.getParent(2).player) == event.player) return false; if (!event.getl(event.player).hs.length) return false; return true; } else if (event.name == "gain") { if (event.giver || event.getParent().name == "gift") return false; var cards = event.getg(event.player); if (!cards.length) return false; return game.hasPlayer(function (current) { if (current == event.player || current == source) return false; var hs = event.getl(current).hs; for (var i of hs) { if (cards.includes(i)) return true; } return false; }); } else if (event.type == "gain") { if (event.giver || !event.player || event.player == source || event.player.isDead()) return false; var hs = event.getl(event.player); return game.hasPlayer(function (current) { if (current == event.player) return false; var cards = event.getg(current); for (var i of cards) { if (hs.includes(i)) return true; } }); } else if (event.type == "discard") { if (!event.discarder) return false; return game.hasPlayer(function (current) { return current != source && current != event.discarder && event.getl(current).hs.length > 0; }); } return false; }, filter(event, player, triggername, target) { return target.isIn(); }, getIndex(trigger, player, triggername) { if (!lib.skill.nagisa_fuxin.filterx(trigger, player)) return false; const targets = [], source = _status.currentPhase; if (trigger.name == "gain") { const cards = trigger.getg(trigger.player); targets.addArray( game.filterPlayer(function (current) { if (current === trigger.player || current === source) return false; const hs = trigger.getl(current).hs; for (const i of hs) { if (cards.includes(i)) return true; } return false; }) ); } else if (trigger.name == "loseAsync" && trigger.type == "discard") { targets.addArray( game.filterPlayer(function (current) { return current != trigger.discarder && current != source && trigger.getl(current).hs.length > 0; }) ); } else targets.push(trigger.player); targets.sortBySeat(); return targets; }, logTarget: (event, player, triggername, target) => target, check(event, player, triggername, target) { const source = _status.currentPhase; if (source && source.isIn() && get.attitude(player, source) > 0) return false; return get.attitude(player, target) > 0; }, async content(event, trigger, player) { const target = event.indexedData; const { result } = await target.judge(); if (result.color === "red" && target.isIn()) { await target.draw(); } else { const source = _status.currentPhase; if (source && source.isIn() && source.countCards("h") > 0) { source.chooseToDiscard("he", true); } } }, ai: { expose: 0.2 }, }, //冈崎朋也 tomoya_shangxian: { trigger: { player: "phaseUseBegin" }, mark: true, locked: true, intro: { content(s) { return "计算与其他角色的距离时始终从" + (s ? "逆" : "顺") + "时针计算"; }, }, content() { player.draw(); player.storage.tomoya_shangxian = !player.storage.tomoya_shangxian; }, ai: { left_hand: true, right_hand: true, skillTagFilter(player, tag) { return (player.storage.tomoya_shangxian == true) == (tag == "left_hand"); }, }, }, tomoya_wangjin: { trigger: { global: "phaseJieshuBegin" }, filter(event, player) { return player != event.player && !player.hasSkill("tomoya_wangjin_" + player.inRange(event.player)); }, logTarget: "player", check(event, player) { var target = event.player; var bool = player.inRange(target); if (!bool) { if (target.hp > player.hp) return get.effect(target, { name: "sha", isCard: true }, player, player) > 0; var temp = target; while (true) { temp = temp.getNext(); if (temp == target || temp == _status.roundStart) return true; if (temp == player) continue; if (temp.hp > player.hp && !player.inRange(temp) && get.effect(temp, { name: "sha", isCard: true }, player, player) > 0) return false; } } if (get.attitude(player, target) < 2) return false; if (target.hp < player.hp && !target.hasSkillTag("nogain")) return true; var temp = target; while (true) { temp = temp.getNext(); if (temp == target || temp == _status.roundStart) return true; if (temp == player) continue; if (temp.hp < player.hp && player.inRange(temp) && get.attitude(player, target) >= 2 && !temp.hasSkillTag("nogain")) return false; } }, content() { "step 0"; event.bool = player.inRange(trigger.player); player.addTempSkill("tomoya_wangjin_" + event.bool, "roundStart"); if (event.bool) { trigger.player.draw(); } else player.draw(2); "step 1"; if (event.bool) { if (trigger.player.hp < player.hp) player.draw(); else event.finish(); } else { if (player.countDiscardableCards(trigger.player, "h") > 0) trigger.player.discardPlayerCard(player, "h", true); else event.finish(); } "step 2"; if (event.bool) { player.chooseCard("h", "是否交给" + get.translation(trigger.player) + "一张牌?"); } else { event.finish(); if (player.hp >= trigger.player.hp) return; var card = { name: "sha", isCard: true }; if (player.canUse(card, trigger.player, false)) player.useCard(card, trigger.player, false); } "step 3"; if (result.bool) player.give(result.cards, target); }, subSkill: { true: { charlotte: true }, false: { charlotte: true }, }, ai: { expose: 0.2 }, }, //野田 noda_fengcheng: { audio: 2, trigger: { player: "gainAfter", }, forced: true, filter(event, player) { return get.itemtype(event.source) == "player" && event.bySelf != true; }, check(event, player) { return get.attitude(player, event.source) > 0; }, logTarget: "source", content() { trigger.source.draw(); }, }, noda_xunxin: { audio: 2, enable: "phaseUse", viewAs: { name: "juedou" }, filter(event, player) { return (player.getStat("skill").noda_xunxin || 0) < player.hp; }, filterTarget(event, player, target) { if (target.hp < player.hp) return false; return lib.filter.filterTarget.apply(this, arguments); }, selectCard: -1, filterCard() { return false; }, group: "noda_xunxin2", }, noda_xunxin2: { trigger: { player: "juedouAfter" }, popup: false, forced: true, filter(event, player) { if (event.target.isDead()) return false; return event.turn && event.turn.countCards("he") > 0; }, content() { "step 0"; event.giver = trigger.turn; event.gainner = event.giver == player ? trigger.target : player; event.giver.chooseCard("he", true, "交给" + get.translation(event.gainner) + "一张牌"); "step 1"; event.giver.give(result.cards, event.gainner); }, }, //日向秀树 hinata_qiulve: { audio: 2, enable: ["chooseToUse", "chooseToRespond"], viewAsFilter(player) { return ( player.countCards("hes", function (card) { return get.type(card) != "basic"; }) > 0 ); }, viewAs: { name: "sha" }, filterCard(card, player) { return get.type(card) != "basic"; }, locked: false, position: "hes", check(card) { var val = get.value(card); if (val >= 6) return 0; if (get.color(card) == "black") return 12 - val; return 6 - val; }, mod: { targetInRange(card, player, target) { if (_status.event.skill == "hinata_qiulve") return true; }, }, group: "hinata_qiulve_clear", ai: { respondSha: true, skillTagFilter(player) { return ( player.countCards("hes", function (card) { return get.type(card) != "basic"; }) > 0 ); }, }, }, hinata_qiulve_clear: { trigger: { player: "useCard1" }, firstDo: true, silent: true, filter(event, player) { return event.skill == "hinata_qiulve"; }, content() { if (get.color(trigger.card) == "red") trigger.directHit.addArray(game.players); else if (trigger.addCount !== false) { trigger.addCount = false; var stat = player.getStat().card; if (stat.sha) stat.sha--; } }, }, hinata_ehou: { audio: 2, trigger: { global: "useCardAfter" }, //这个也是chooseToUse 改不了 direct: true, filter(event, player) { return player != event.player && event.targets && event.targets.includes(player) && (_status.connectMode || player.hasSha()); }, content() { "step 0"; player.chooseToUse({ logSkill: "hinata_ehou", preTarget: trigger.player, prompt: "是否发动【扼喉】,对" + get.translation(trigger.player) + "使用一张【杀】?", filterCard(card, player) { return get.name(card) == "sha" && lib.filter.filterCard.apply(this, arguments); }, filterTarget(card, player, target) { return target == _status.event.preTarget && lib.filter.filterTarget.apply(this, arguments); }, addCount: false, }); "step 1"; if ( result.bool && player.getHistory("sourceDamage", function (evt) { return evt.getParent(4) == event; }).length ) player.draw(); }, }, //高桥久子 hisako_yinbao: { audio: 2, trigger: { player: ["damageEnd", "recoverAfter"] }, content() { "step 0"; player.judge(function (card) { return get.suit(card) == "spade" ? 2 : -2; }).judge2 = function (result) { return result.bool; }; "step 1"; if (result.bool && game.hasPlayer(current => current != player)) { player.chooseTarget(lib.filter.notMe, true, "选择一名其他角色,对其造成1点雷属性伤害").set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player, "thunder"); }); } else event.finish(); "step 2"; var target = result.targets[0]; player.addExpose(0.2); player.line(target, "thunder"); target.damage("thunder"); }, }, hisako_zhuanyun: { trigger: { player: "judgeBegin" }, forced: true, charlotte: true, silent: true, filter(event, player) { return !event.directresult; }, content() { var tempcard = false, temp = -Infinity; for (var i = 0; i < ui.cardPile.childElementCount; i++) { var card = ui.cardPile.childNodes[i]; var temp2 = trigger.judge(card); if (temp2 > temp) { tempcard = card; temp = temp2; } } if (tempcard) trigger.directresult = tempcard; }, ai: { luckyStar: true }, }, //直枝理树 riki_spwenji: { audio: 2, trigger: { player: "phaseUseBegin" }, filter(event, player) { return game.hasPlayer(function (current) { return current != player && current.countCards("he"); }); }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt2("riki_spwenji"), function (card, player, target) { return target != player && target.countCards("he"); }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (att > 0) return Math.sqrt(att) / 10; return 5 - att; }) .forResult(); }, content() { "step 0"; target = targets[0]; event.target = target; target.chooseCard("he", true, "问计:将一张牌交给" + get.translation(player)); "step 1"; if (result.bool) { player.addTempSkill("riki_spwenji_respond"); player.storage.riki_spwenji_respond = get.type2(result.cards[0], target); event.target.give(result.cards, player, true); } }, ai: { expose: 0.2 }, subSkill: { respond: { onremove: true, trigger: { player: "useCard" }, forced: true, charlotte: true, audio: "riki_spwenji", filter(event, player) { return get.type2(event.card) == player.storage.riki_spwenji_respond; }, content() { trigger.directHit.addArray(game.players); }, ai: { directHit_ai: true, skillTagFilter(player, tag, arg) { return get.type2(arg.card) == player.storage.riki_spwenji_respond; }, }, }, }, }, riki_nvzhuang: { trigger: { player: "phaseJieshuBegin" }, forced: true, content() { player.draw(player.countCards("h") == 0 ? 2 : 1); }, }, riki_mengzhong: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, derivation: "riki_chongzhen", juexingji: true, unique: true, skillAnimation: true, animationColor: "key", filter(event, player) { var num = 0; player.getAllHistory("gain", function (evt) { if (evt.getParent().name == "riki_spwenji") num += evt.cards.length; }); return num >= 3; }, content() { player.awakenSkill("riki_mengzhong"); player.removeSkills("riki_spwenji"); player.gainMaxHp(); player.recover(); player.addSkills("riki_chongzhen"); }, ai: { combo: "riki_spwenji", }, }, riki_chongzhen: { trigger: { player: "phaseUseBegin", }, filter(event, player) { return game.hasPlayer(current => player.canCompare(current)); }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt2("riki_chongzhen"), function (card, player, target) { return player.canCompare(target); }) .set("ai", function (target) { return (-get.attitude(player, target) * (1 + target.countCards("e"))) / (1 + target.countCards("j")); }) .forResult(); }, content() { "step 0"; var target = targets[0]; event.target = target; player.chooseToCompare(target); "step 1"; if (result.bool) { var num = 0; if (target.countCards("h")) num++; if (target.countCards("e")) num++; if (target.countCards("j")) num++; if (num) { player.gainPlayerCard(target, num, "hej", 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; }); } } else { player.addTempSkill("zishou2", "phaseEnd"); } }, ai: { expose: 0.2 }, }, //来谷唯湖 yuiko_fenglun: { enable: "phaseUse", usable: 1, filter(event, player) { return ( player.countCards("h") > 0 && game.hasPlayer(function (current) { return player.canCompare(current); }) ); }, filterTarget(card, player, target) { return player.canCompare(target); }, content() { "step 0"; player.chooseToCompare(target); "step 1"; if (result.bool) player.addTempSkill("yuiko_fenglun2", "phaseUseEnd"); }, ai: { order: 10, result: { target: -1 }, }, }, yuiko_fenglun2: { mod: { cardUsable() { return Infinity; }, targetInRange() { return true; }, }, }, yuiko_dilve: { enable: "chooseCard", check() { return 20; }, filter(event) { return event.type == "compare" && !event.directresult; }, onCompare(player) { return game.cardsGotoOrdering(get.bottomCards()).cards; }, group: "yuiko_dilve_gain", subSkill: { gain: { trigger: { player: ["chooseToCompareAfter", "compareMultipleAfter"], target: ["chooseToCompareAfter", "compareMultipleAfter"], }, filter(event, player) { if (event.preserve) return false; return [event.card1, event.card2].filterInD("od").length > 0; }, prompt2(event, player) { return "获得" + get.translation([event.card1, event.card2].filterInD("od")); }, content() { player.gain([trigger.card1, trigger.card2].filterInD("od"), "gain2", "log"); }, }, }, }, //多鲁基 doruji_feiqu: { trigger: { player: "useCard", target: "useCardToTargeted", }, forced: true, filter(event, player) { return event.card.name == "sha"; }, content() { if (trigger.name == "useCard") trigger.directHit.addArray(game.players); else trigger.directHit.add(player); }, ai: { directHit_ai: true, skillTagFilter(player, tag, arg) { return arg.card.name == "sha"; }, }, global: "doruji_feiqu_ai", }, doruji_feiqu_ai: { ai: { directHit_ai: true, skillTagFilter(player, tag, arg) { return arg.card.name == "sha" && (arg.target.hasSkill("doruji_feiqu") || arg.target.hasSkill("godan_feiqu")); }, }, }, //千里朱音 akane_jugu: { audio: 2, mod: { maxHandcard(player, num) { return num + player.maxHp; }, }, trigger: { global: "phaseBefore", player: "enterGame" }, forced: true, filter(event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content() { player.draw(player.maxHp); }, }, akane_quanqing: { enable: "phaseUse", filterCard: true, filterTarget(card, player, target) { return target != player && player.inRange(target); }, position: "he", check(card) { var val = get.value(card); var num = card.number; if (num > 10) return 8 - val; var player = _status.event.player; if (player.getUseValue(card, null, true) > player.getUseValue({ name: "guohe" })) return 0; if (num > 6) return 6 - val; return 3 - val; }, content() { "step 0"; var num = cards[0].number; var trans = get.translation(target); var list = ["令" + trans + "摸一张牌"]; event.addIndex = 0; if (num > 6) { if (target.countDiscardableCards(player, "hej") > 0) list.push("弃置" + trans + "区域内的一张牌"); else event.addIndex++; } if (num > 10) list.push("对" + trans + "造成1点伤害"); if (list.length == 1) event._result = { index: 0 }; else player .chooseControl() .set("choiceList", list) .set("index", list.length - 1) .set("ai", function () { return _status.event.index; }); "step 1"; if (result.index > 0) result.index += event.addIndex; switch (result.index) { case 0: target.draw(); break; case 1: player.discardPlayerCard(target, "hej", true); break; case 2: target.damage("nocard"); break; } }, ai: { order: 4, result: { target(player, target) { var card = ui.selected.cards[0]; if (card) { if (card.number > 10) return get.damageEffect(target, player, target); if (card.number > 6) return lib.card.guohe.ai.result.target.apply(this, arguments); return 1; } }, }, }, }, akane_yifu: { unique: true, global: "akane_yifu2", zhuSkill: true, }, akane_yifu2: { audio: 2, enable: "phaseUse", discard: false, line: true, log: false, delay: false, lose: false, prepare(cards, player, targets) { targets[0].logSkill("akane_yifu"); }, prompt() { var player = _status.event.player; var list = game.filterPlayer(function (target) { return target != player && target.hasZhuSkill("akane_yifu", player); }); var str = "将一张手牌交给" + get.translation(list); if (list.length > 1) str += "中的一人"; return str; }, filter(event, player) { if (player.group != "key") return false; if (player.countCards("h") == 0) return 0; return game.hasPlayer(function (target) { return target != player && target.hasZhuSkill("akane_yifu", player) && !target.hasSkill("akane_yifu3"); }); }, filterCard: true, filterTarget(card, player, target) { return target != player && target.hasZhuSkill("akane_yifu", player) && !target.hasSkill("akane_yifu3"); }, content() { "step 0"; player.give(cards, target); target.addTempSkill("akane_yifu3", "phaseUseEnd"); target.draw(); "step 1"; if (target.countCards("h") > 0) target.chooseCard("h", true, "交给" + get.translation(player) + "一张牌").set("ai", function (card) { return 14 - get.value(card); }); else event.finish(); "step 2"; target.give(result.cards, player); }, ai: { expose: 0.3, order: 10, result: { target: 5, }, }, }, akane_yifu3: { charlotte: true }, //笹濑川佐佐美 sasami_miaobian: { derivation: ["sasami_gongqing", "sasami_funan", "sasami_baoqiu"], init2(player) { if (player.hp <= 3) player.addSkill("sasami_gongqing"); if (player.hp <= 2) player.addSkill("sasami_funan"); if (player.hp <= 1) player.addSkill("sasami_baoqiu"); }, trigger: { player: "changeHp" }, firstDo: true, silent: true, content() { lib.skill.sasami_miaobian.init2(player); }, }, sasami_baoqiu: { line: { color: [173, 149, 206] }, inherit: "rin_baoqiu", }, sasami_gongqing: { audio: true, trigger: { player: ["damageBegin3", "damageBegin4"], }, forced: true, filter(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; }, content() { trigger.num = event.triggername == "damageBegin4" ? 1 : trigger.num + 1; }, ai: { filterDamage: true, skillTagFilter(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; }, }, }, sasami_funan: { audio: 2, trigger: { global: ["respond", "useCard"] }, line: { color: [173, 149, 206] }, filter(event, player) { if (!event.respondTo) return false; if (event.player == player) return false; if (player != event.respondTo[0]) return false; if (!player.hasSkill("sasami_funan_jiexun")) { var cards = []; if (get.itemtype(event.respondTo[1]) == "card") cards.push(event.respondTo[1]); else if (event.respondTo[1].cards) cards.addArray(event.respondTo[1].cards); return cards.filterInD("od").length > 0; } else return event.cards.filterInD("od").length > 0; }, logTarget: "player", content() { "step 0"; if (!player.hasSkill("sasami_funan_jiexun")) { var cards = []; if (get.itemtype(trigger.respondTo[1]) == "card") cards.push(trigger.respondTo[1]); else if (trigger.respondTo[1].cards) cards.addArray(trigger.respondTo[1].cards); cards = cards.filterInD("od"); trigger.player.gain(cards, "gain2", "log").gaintag.add("sasami_funan"); trigger.player.addTempSkill("sasami_funan_use"); } "step 1"; var cards = trigger.cards.filterInD("od"); player.gain(cards, "log", "gain2"); }, subSkill: { use: { onremove(player) { player.removeGaintag("sasami_funan"); }, charlotte: true, mod: { cardEnabled2(card, player) { if (get.itemtype(card) == "card" && card.hasGaintag("sasami_funan")) { return false; } }, }, }, }, }, //枣铃 rin_baoqiu: { mod: { attackRange(rin, ball) { return ball + 2; }, }, trigger: { player: "useCardToPlayered" }, forced: true, logTarget: "target", filter(event, player) { return event.card.name == "sha"; }, line: { color: [194, 117, 92] }, content() { "step 0"; player.judge(function () { return 0; }); "step 1"; var target = trigger.target; var map = trigger.customArgs; var id = target.playerid; if (!map[id]) map[id] = {}; if (result.color == "red") { if (!map[id].extraDamage) map[id].extraDamage = 0; map[id].extraDamage++; } if (result.color == "black") { trigger.directHit.add(target); } if (result.suit == "spade" || result.suit == "heart") { var evt = trigger.getParent(); if (evt.addCount !== false) { evt.addCount = false; player.getStat().card.sha--; } player.draw(); } if (result.suit == "diamond" || result.suit == "club") { target.addTempSkill("fengyin"); if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, "he", true); } }, }, //春原阳平&春原芽衣 sunohara_chengshuang: { trigger: { global: "phaseBefore", player: "enterGame", }, group: "sunohara_chengshuang_phase", forced: true, filter(event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content() { "step 0"; var evt = event.getParent("phase"); if (evt && evt.player == player) evt.sunohara_chengshuang = true; player.chooseControl("male", "female").set("prompt", "成双:请选择自己的性别"); "step 1"; var sex = result.control; game.broadcastAll( function (player, sex) { player.sex = sex; if (player.marks && player.marks.sunohara_chengshuang) player.marks.sunohara_chengshuang.firstChild.innerHTML = sex == "male" ? "♂" : "♀"; }, player, sex ); game.log(player, "将性别变更为", "#g" + get.translation(sex) + "性"); }, mark: true, intro: { content(storage, player) { if (player.sex == "unknown" || player.sex == "double") return "当前性别未确定"; return "当前性别:" + get.translation(player.sex); }, }, }, sunohara_chengshuang_phase: { trigger: { player: "phaseBegin", }, filter(event, player) { if (event.sunohara_chengshuang) return false; return game.phaseNumber > 1; }, prompt2(event, player) { if (player.sex == "unknown" || player.sex == "double") return "选择自己的性别"; return "将自己的性别变更为" + (player.sex == "male" ? "女性" : "男性"); }, content() { "step 0"; if (player.sex == "unknown" || player.sex == "double") player.chooseControl("male", "female").set("prompt", "成双:请选择自己的性别"); else event._result = { control: player.sex == "male" ? "female" : "male", }; "step 1"; var sex = result.control; game.broadcastAll( function (player, sex) { player.sex = sex; if (player.marks && player.marks.sunohara_chengshuang) player.marks.sunohara_chengshuang.firstChild.innerHTML = sex == "male" ? "♂" : "♀"; }, player, sex ); game.log(player, "将性别变更为", "#g" + get.translation(sex) + "性"); }, }, sunohara_tiaoyin: { enable: "phaseUse", usable: 1, filterTarget(card, player, target) { return target != player && target.countGainableCards(player, "hej") > 0; }, selectCard: [1, 4], filterCard(card) { for (var i = 0; i < ui.selected.cards.length; i++) { if (get.suit(ui.selected.cards[i]) == get.suit(card)) return false; } return true; }, complexSelect: true, complexCard: true, complexTarget: true, selectTarget() { return [ui.selected.cards.length, ui.selected.cards.length]; }, line: { color: [239, 204, 96] }, content() { if (target.countGainableCards(player, "hej") > 0) player.gainPlayerCard(target, "hej", "visible"); }, contentAfter() { var bool = false; for (var i = 0; i < targets.length; i++) { if (targets[i].differentSexFrom(player)) { bool = true; break; } } if (bool) player.loseHp(); }, ai: { order: 6, result: { target(player, target) { return lib.card.shunshou.ai.result.target.apply(this, arguments); }, player(player, target) { if (target.sameSexAs(player)) return 0; for (var i = 0; i < ui.selected.targets.length; i++) { if (ui.selected.targets[i].differentSexFrom(player)) return 0; } return get.attitude(player, target) < 0 && target.countCards("h", "tao") > 0 ? 1 : -2; }, }, }, }, sunohara_jianren: { trigger: { player: "damageEnd" }, line: { color: [145, 149, 179] }, async cost(event, trigger, player) { const num = !trigger.source || trigger.source.isDead() || trigger.source.differentSexFrom(player) ? 3 : 1; event.result = await player .chooseTarget(get.prompt("sunohara_jianren"), "令一名角色摸" + get.cnNumber(num) + "张牌。") .set("ai", function (target) { var att = get.attitude(player, target); if (att <= 0) return 0; if (target.hasSkillTag("nogain") && target != _status.currentPhase) return 0.1; return att / (1 + 0.1 * target.countCards("h")); }) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; const num = !trigger.source || trigger.source.isDead() || trigger.source.differentSexFrom(player) ? 3 : 1; target.draw(num); }, }, //椎名 shiina_qingshen: { audio: 1, trigger: { player: "damageEnd", source: "damageSource", }, filter(event, player) { return event.cards && event.cards.filterInD().length > 0; }, frequent: true, content() { "step 0"; var cards = trigger.cards.filterInD("od"); player.gain(cards, "gain2", "log"); event.count = cards.length; "step 1"; var cards = player.getCards("he"); if (cards.length == 0) { event.finish(); return; } else if (cards.length <= event.count) { event._result = { bool: true, cards: cards }; } else player.chooseCard(true, "he", event.count, "请选择要置于武将牌上的牌"); "step 2"; if (result.bool && result.cards.length) { var cards = result.cards; player.addToExpansion(cards, player, "give").gaintag.add("shiina_qingshen"); } }, intro: { content: "expansion", markcount: "expansion", }, mod: { attackRange(from, num) { return num + from.getExpansions("shiina_qingshen").length; }, maxHandcard(from, num) { return num + from.getExpansions("shiina_qingshen").length; }, }, ai: { notemp: true, }, }, shiina_feiyan: { audio: 1, animalList: ["key_inari", "key_doruji"], trigger: { global: "phaseBegin" }, filter(event, player) { if (lib.skill.shiina_feiyan.animalList.includes(event.player.name)) return false; return player.getExpansions("shiina_qingshen").length > 0 && player.inRange(event.player); }, async cost(event, trigger, player) { const { result } = await player .chooseButton([get.prompt("shiina_feiyan", trigger.player), player.getExpansions("shiina_qingshen")]) .set("goon", get.attitude(player, trigger.player) < 0 ? 1 : -1) .set("ai", function () { return _status.event.goon; }); if (result.bool) event.result = { bool: true, cards: result.links, }; }, logTarget: "player", async content(event, trigger, player) { await player.loseToDiscardpile(event.cards); const cardToUse = { name: "sha", isCard: true }; if (lib.filter.targetEnabled(cardToUse, player, trigger.player)) { const { card } = await player.useCard(cardToUse, trigger.player); console.log(card); if ( !player.hasHistory("sourceDamage", function (evt) { return evt.card === card; }) ) await player.draw(); } }, group: "shiina_retieji", ai: { notemp: true, combo: "shiina_feiyan", }, }, shiina_retieji: { audio: 1, shaRelated: true, trigger: { player: "useCardToPlayered" }, check(event, player) { return get.attitude(player, event.target) < 0; }, filter(event, player) { return event.card.name == "sha" && event.getParent(2).name == "shiina_feiyan"; }, logTarget: "target", content() { "step 0"; player.judge(function () { return 0; }); if (!trigger.target.hasSkill("fengyin")) { trigger.target.addTempSkill("fengyin"); } "step 1"; 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 2"; if (!result.bool) { trigger.getParent().directHit.add(trigger.target); } }, }, //稻荷 inari_baiwei: { enable: ["chooseToUse", "chooseToRespond"], hiddenCard(player, name) { return name != "du" && get.type(name) == "basic" && player.countCards("hes", { suit: "diamond" }) > 0; }, filter(event, player) { if (event.type == "wuxie" || !player.countCards("hse", { suit: "diamond" })) return false; for (var i = 0; i < lib.inpile.length; i++) { var name = lib.inpile[i]; if (name != "du" && get.type(name) == "basic" && event.filterCard(get.autoViewAs({ name: name }, "unsure"), player, event)) return true; } return false; }, chooseButton: { dialog(event, player) { var list = []; for (var i = 0; i < lib.inpile.length; i++) { var name = lib.inpile[i]; if (name == "du") continue; if (name == "sha") { list.push(["基本", "", "sha"]); for (var j of lib.inpile_nature) list.push(["基本", "", name, j]); } else if (get.type(name) == "basic") { list.push(["基本", "", name]); } } return ui.create.dialog("摆尾", [list, "vcard"], "hidden"); }, filter(button, player) { return _status.event.getParent().filterCard(get.autoViewAs({ name: button.link[2] }, "unsure"), player, _status.event.getParent()); }, check(button) { if (_status.event.getParent().type == "phase") { var player = _status.event.player; var fakecard = { name: button.link[2], nature: button.link[3], }; if (player.getUseValue(fakecard) > 0) return get.order(fakecard); return 0; } return 1; }, backup(links, player) { return { selectCard: 1, filterCard: { suit: "diamond" }, popname: true, check(card) { if (get.type(card) == "basic") return 6; return 1 / Math.max(0.1, get.value(card)); }, position: "hse", viewAs: { name: links[0][2], nature: links[0][3] }, }; }, prompt(links, player) { return "将一张♦牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用或打出"; }, }, ai: { order(item, player) { if (player && _status.event.type == "phase") { var max = 0; for (var i = 0; i < lib.inpile.length; i++) { var name = lib.inpile[i]; if (get.type(name) == "basic" && player.getUseValue({ name: name }) > 0) { var temp = get.order({ name: name }); if (temp > max) max = temp; } } if (max > 0) max += 0.5; return max; } return 4; }, result: { player: 1, }, respondSha: true, fireAttack: true, skillTagFilter(player, tag) { return tag == "fireAttack" || player.countCards("he", { suit: "diamond" }) > 0; }, }, group: ["inari_baiwei_draw"], }, inari_baiwei_draw: { trigger: { player: ["useCardAfter", "respondAfter"] }, forced: true, popup: false, filter(event, player) { return event.skill && event.skill.indexOf("inari_baiwei") == 0; }, content() { player.draw(); }, }, inari_huhun: { mod: { suit(card, suit) { if (suit == "club") return "diamond"; }, maxHandcard(player, num) { return num + 1; }, }, }, //朱鹭户沙耶 saya_powei: { audio: 2, trigger: { player: "phaseAfter" }, locked: true, limited: true, unique: true, skillAnimation: true, animationColor: "metal", filter(event, player) { return ( event.type != "saya_powei" && game.hasPlayer(function (current) { return current.hp > player.hp; }) ); }, async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt2("saya_powei"), function (card, saya, kyousuke) { return kyousuke.hp > saya.hp; }) .set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (att >= -2) return 0; if (target != get.zhu(target) && player.hasUnknown()) return 0; if (target.getEquip(3) && !player.getEquip(4)) att /= 2; if (player.hp <= 1) att *= 1.5; return -att; }) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; player.awakenSkill("saya_powei"); game.asyncDelay(3); var next = game.createEvent("saya_powei_loop", false, trigger); next.playertrue = player; next.playerfalse = target; next.setContent(lib.skill.saya_powei.content2); }, content2() { "step 0"; event.count = 0; event.stat = true; event.current = event["player" + event.stat]; game.countPlayer2(function (current) { if (current != event.playertrue && current != event.playerfalse) current.addSkill("saya_nodis"); }); event.playertrue.addSkill("saya_judge"); "step 1"; event.count++; event.current.phase().set("type", "saya_powei"); "step 2"; if (event.count == 9 || event.playertrue.isDead() || event.playerfalse.isDead()) { game.countPlayer2(function (current) { current.removeSkill("saya_nodis"); current.removeSkill("saya_judge"); }); } else { event.stat = !event.stat; event.current = event["player" + event.stat]; event.goto(1); } }, }, saya_nodis: { group: "undist", mark: true, intro: { content: "不计入距离和座次的计算" }, }, saya_judge: { trigger: { player: "phaseBegin" }, forced: true, popup: false, filter(event, player) { return event.type == "saya_powei" && player == event.getParent().playertrue; }, content() { "step 0"; player.judge(function (card) { return get.color(card) == "red" ? 5 : 0; }).judge2 = function (result) { return result.bool ? true : false; }; "step 1"; if (result.bool) { player.line(trigger.getParent().playerfalse); trigger.getParent().playerfalse.damage(); } }, }, saya_shouji: { audio: 2, trigger: { player: "useCardAfter" }, filter(event, player) { return event.cards.filterInD().length > 0; }, usable: 1, async cost(event, trigger, player) { const goon = (function () { var num = 0; var cards = trigger.cards.filterInD(); for (var i = 0; i < cards.length; i++) { num += player.getUseValue(cards[i]); } return ( player.countCards("h", function (card) { return player.getUseValue(card, null, true) > num; }) == 0 ); })(); event.result = await player .chooseTarget(get.prompt2("saya_shouji"), lib.filter.notMe) .set("ai", function (target) { if (!_status.event.goon) return 0; var player = _status.event.player; var cards = _status.event.getTrigger().cards.filterInD(); var att = get.attitude(player, target); var num = 0; for (var i = 0; i < cards.length; i++) { num += target.getUseValue(cards[i]); } return Math.max(num, 0.1) * att; }) .set("goon", goon) .forResult(); }, content() { "step 0"; event.cards = trigger.cards.filterInD(); var target = targets[0]; event.target = target; target.gain(event.cards, "gain2", "log"); "step 2"; target.chooseToUse({ cards: cards, filterCard(card) { if (get.itemtype(card) != "card" || !_status.event.cards || !_status.event.cards.includes(card)) return false; return lib.filter.filterCard.apply(this, arguments); }, prompt: "是否使用得到的牌中的一张?", }); "step 3"; if (result.bool) player.draw(); }, }, //三枝叶留佳&二木佳奈多 haruka_shuangche: { audio: 2, enable: "phaseUse", filter(event, player) { return !player.hasSkill("haruka_kanata"); }, chooseButton: { dialog(event, player) { var list = []; for (var i = 0; i < lib.inpile.length; i++) { var name = lib.inpile[i]; if (name == "boss_mengpohuihun") continue; if (name == "sha") { list.push(["基本", "", "sha"]); for (var j of lib.inpile_nature) list.push(["基本", "", name, j]); } else if (get.type(name) == "trick") list.push(["锦囊", "", name]); else if (get.type(name) == "basic") list.push(["基本", "", name]); } return ui.create.dialog("双掣", [list, "vcard"]); }, filter(button, player) { return _status.event.getParent().filterCard({ name: button.link[2] }, player, _status.event.getParent()); }, check(button) { var player = _status.event.player; if (player.countCards("h", button.link[2]) > 0) return 0; if (["wugu", "zhulu_card"].includes(button.link[2])) return 0; var effect = player.getUseValue(button.link[2]); if (effect > 0) return effect; return 0; }, backup(links, player) { return { audio: "haruka_shuangche", filterCard() { return false; }, selectCard: -1, popname: true, check(card) { return 6 - get.value(card); }, position: "he", viewAs: { name: links[0][2], nature: links[0][3], isCard: true, }, }; }, prompt(links, player) { return "请选择" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "的目标"; }, }, ai: { order: 1, result: { player(player) { var cards = player.getCards("he").sort(function (a, b) { return get.value(a) - get.value(b); }); var num = (player.getStat("skill").haruka_shuangche || 0) + 1; if (player.needsToDiscard() >= num) return 1; if (player.hp > 2) return 1; if (cards.length >= num) { var val = 0; for (var i = 0; i < cards.length; i++) { val += get.value(cards[i]); } return 12 - val; } return 0; }, }, fireAttack: true, }, group: "kanata_shuangche", }, kanata_shuangche: { trigger: { player: "useCardAfter" }, forced: true, filter(event, player) { return event.skill == "haruka_shuangche_backup"; }, content() { "step 0"; var num = player.getStat("skill").haruka_shuangche || 1; player.chooseToDiscard("###双掣:请选择一项###选择弃置" + get.cnNumber(num) + "张牌,或失去1点体力且令〖双掣〗失效至回合结束", num, "he").set("ai", function (card) { var total = 12; for (var i = 0; i < ui.selected.cards.length; i++) { total -= get.value(ui.selected.cards[i]); } return total - get.value(card); }); "step 1"; if (!result.bool) { player.addTempSkill("haruka_kanata"); player.loseHp(); } }, }, haruka_kanata: { charlotte: true }, //紬文德斯 tsumugi_mugyu: { audio: 5, trigger: { target: "useCardToTargeted" }, frequent: true, filter(event, player) { return player.countCards("h") < player.maxHp; }, content() { player.draw(); }, }, tsumugi_huilang: { trigger: { player: "phaseEnd" }, charlotte: true, line: { color: [253, 198, 116] }, filter(event, player) { return player.countCards("he") > 0; }, async cost(event, trigger, player) { event.result = await player .chooseCard("he", [1, player.countCards("he")], get.prompt2("tsumugi_huilang")) .set("ai", function (card) { if (get.position(card) != "h") return -1; if (!["shan", "wuxie", "caochuan"].includes(get.name(card))) return 9; return 5 - get.value(card); }) .forResult(); }, async content(event, trigger, player) { const cards = event.cards; player.addSkill("tsumugi_huilang2"); player.addToExpansion("giveAuto", cards, player).gaintag.add("tsumugi_huilang2"); }, }, tsumugi_huilang2: { charlotte: true, marktext: "隐", intro: { content: "隐藏于回廊之牌", markcount: "expansion" }, onremove(player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, trigger: { player: "phaseBegin" }, forced: true, filter(event, player) { return player.getExpansions("tsumugi_huilang2").length > 0; }, content() { "step 0"; var cards = player.getExpansions("tsumugi_huilang2"); event.num = cards.length; player.gain(cards, "draw"); "step 1"; player.chooseTarget([1, num], "是否令至多" + get.cnNumber(num) + "名角色各摸一张牌?").set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 2"; if (result.bool) { var targets = result.targets; player.line(targets, lib.skill.tsumugi_huilang.line); targets.sortBySeat(); game.asyncDraw(targets); } else event.finish(); "step 3"; game.delay(); }, }, //由依 yui_jiang: { shaRelated: true, audio: 2, audioname: ["sp_lvmeng", "re_sunben", "re_sunce"], trigger: { player: "useCardToPlayered", target: "useCardToTargeted", }, filter(event, player) { if (!(event.card.name == "juedou" || (event.card.name == "sha" && get.color(event.card) == "red"))) return false; return player == event.target || event.getParent().triggeredTargets3.length == 1; }, frequent: true, content() { player.draw(); }, ai: { effect: { target(card, player, target) { if (card.name == "sha" && get.color(card) == "red") return [1, 0.6]; }, player(card, player, target) { if (card.name == "sha" && get.color(card) == "red") return [1, 1]; }, }, }, }, yui_lieyin: { trigger: { player: "phaseUseBegin" }, locked: true, async cost(event, trigger, player) { const list = []; if (player.storage._ichiban_no_takaramono) list.push("cancel2"); const { control, index } = await player .chooseControl(...list) .set("choiceList", ["令此阶段内的所有红色牌视为【杀】", "令此阶段内的所有【杀】视为【决斗】"]) .set("prompt", player.storage._ichiban_no_takaramono ? get.prompt("yui_lieyin") : "烈音:请选择一项") .set("ai", function () { var player = _status.event.player; var shas = player.countCards("h", "sha"); if (shas > 0) { if ( game.hasPlayer(function (current) { return get.attitude(player, current) < 0 && player.canUse("juedou", current) && !current.hasSha() && get.effect(current, { name: "juedou" }, player, player) > 0; }) ) return 1; if (player.storage._ichiban_no_takaramono) return "cancel2"; } if ( player.countCards("h", function (card) { return get.color(card) == "red" && card.name != "sha" && player.hasValueTarget(card); }) == 0 ) return 0; if (player.storage._ichiban_no_takaramono) return "cancel2"; return 1; }) .forResult(); if (control !== "cancel2") { event.result = { bool: true, cost_data: { index }, }; } }, async content(event, trigger, player) { player.addTempSkill(`yui_lieyin${event.cost_data.index}`, "phaseUseEnd"); }, }, yui_lieyin0: { mod: { cardname(card) { if (get.color(card) == "red") return "sha"; }, }, }, yui_lieyin1: { mod: { cardname(card) { if (card.name == "sha") return "juedou"; }, }, }, yui_takaramono: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, unique: true, juexingji: true, skillAnimation: true, animationColor: "key", filter(event, player) { var num = 0; if (player.hp <= 1) num++; if (game.dead.length > 0) num++; if (num != 1) return num > 1; var draw = 0; player.getAllHistory("gain", function (evt) { if (evt.getParent(2).name == "yui_jiang") draw += evt.cards.length; }); return draw >= 3; }, content() { player.awakenSkill("yui_takaramono"); player.addSkills("yui_yinhang"); player.storage._ichiban_no_takaramono = true; player.gainMaxHp(); player.recover(); }, derivation: "yui_yinhang", }, yui_yinhang: { trigger: { player: "changeHp" }, locked: true, getIndex: event => Math.abs(event.num), line: { color: [253, 153, 182] }, async cost(event, trigger, player) { event.result = await player .chooseTarget([1, 2], get.prompt("yui_yinhang"), "令至多两名角色各摸一张牌") .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .forResult(); }, async content(event, trigger, player) { const targets = event.targets; targets.sortBySeat(); game.asyncDraw(targets); }, }, //吉野晴彦 yoshino_jueyi: { trigger: { player: "phaseUseBegin" }, async cost(event, trigger, player) { event.result = await player .chooseTarget(lib.filter.notMe, get.prompt2("yoshino_jueyi")) .set("ai", function (target) { var player = _status.event.player; if (get.damageEffect(target, player, player) < 0) return 0; var att = get.attitude(player, target); if (att > 0) return 0; if (att == 0) return 0.1; var eff = 0; var hs = player.getCards("h"); for (var i = 0; i < hs.length; i++) { if (player.canUse(hs[i], target)) { var eff2 = get.effect(target, hs[i], player, player); if (eff2 > 0) eff += eff2; } } return -att / (1 + eff); }) .forResult(); }, content() { "step 0"; var target = targets[0]; event.target = target; player.draw(); "step 1"; player.chooseToPSS(target); "step 2"; if (result.tie) event.goto(1); else if (result.bool) target.damage(); else target.addTempSkill("yoshino_fail", "phaseUseEnd"); }, }, yoshino_fail: { mod: { targetEnabled(card, player, target) { if (player == _status.currentPhase) return false; }, }, }, //宫泽谦吾 kengo_weishang: { locked: false, mod: { cardUsable(card, player, num) { if (card.name == "sha" && player.hasDisabledSlot(1)) return num + 1; }, globalFrom(from, to, distance) { if (from.hasDisabledSlot(4)) return distance - 1; }, globalTo(from, to, distance) { if (to.hasDisabledSlot(3)) return distance + 1; }, }, enable: "phaseUse", usable: 1, filter(event, player) { var list = ["equip1", "equip2", "equip3", "equip4", "equip5"]; for (var i = 0; i < list.length; i++) { if (player.hasEnabledSlot(list[i]) && (!player.storage.kengo_guidui2 || !player.storage.kengo_guidui2.includes(list[i]))) return true; } return false; }, content() { "step 0"; var list = ["equip1", "equip2", "equip3", "equip4", "equip5"]; for (var i = 0; i < list.length; i++) { if (!player.hasEnabledSlot(list[i]) || (player.storage.kengo_guidui2 && player.storage.kengo_guidui2.includes(list[i]))) list.splice(i--, 1); } player.chooseControl(list).set("prompt", "请选择废除一个装备栏").ai = function () { if ( list.includes("equip1") && player.hasEmptySlot("equip1") && player.countCards("h", function (card) { return card.name == "sha" && player.getUseValue(card) > 0; }) ) return "equip1"; if (list.includes("equip3") && player.hasEmptySlot("equip3")) return "equip3"; if (list.includes("equip4") && player.hasEmptySlot("equip4")) return "equip4"; if (list.includes("equip5") && player.hasEmptySlot("equip5")) return "equip5"; if (list.includes("equip2") && player.hasEmptySlot("equip2")) return "equip2"; return list.randomGet(); }; "step 1"; player.disableEquip(result.control); player.draw(2); }, group: ["kengo_weishang_sha", "kengo_weishang_shan"], ai: { order: 10, result: { player: 1 }, }, }, kengo_weishang_sha: { trigger: { player: "useCardToPlayered" }, forced: true, filter(event, player) { return event.card.name == "sha" && player.hasDisabledSlot(1) && event.target.countCards("he") > 0; }, logTarget: "target", content() { trigger.target.chooseToDiscard("he", true); }, }, kengo_weishang_shan: { enable: ["chooseToUse", "chooseToRespond"], viewAs: { name: "shan" }, filterCard: true, position: "hes", prompt: "将一张牌当做闪使用或打出", viewAsFilter(player) { return player.hasDisabledSlot(2) && player.countCards("hes") > 0; }, check(card) { return 1 / Math.max(0.1, get.value(card)); }, ai: { respondShan: true, skillTagFilter(player) { return player.hasDisabledSlot(2) && player.countCards("he") > 0; }, }, }, kengo_guidui: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, filter(event, player) { return player.countDisabledSlot() > 0; }, content() { var list = []; for (var i = 1; i <= 5; i++) { for (var j = 0; j < player.countDisabledSlot(i); j++) { list.push("equip" + i); } } player.enableEquip(list); if (!player.storage.kengo_guidui2) player.storage.kengo_guidui2 = []; player.storage.kengo_guidui2.addArray(list); }, }, kengo_guidui2: { onremove: true }, //岩泽雅美 iwasawa_yinhang: { trigger: { player: "changeHp" }, locked: true, line: { color: [235, 96, 138] }, getIndex: event => Math.abs(event.num), async cost(event, trigger, player) { event.result = await player .chooseTarget([1, 2], get.prompt("iwasawa_yinhang"), "令至多两名角色各摸一张牌") .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .forResult(); }, async content(event, trigger, player) { const targets = event.targets; targets.sortBySeat(); game.asyncDraw(targets); }, }, iwasawa_mysong: { trigger: { player: ["phaseBeginStart", "phaseAfter", "dyingBefore"], }, forced: true, filter(event, player) { return event.name == "dying" || player.hp < 1; }, content() { if (trigger.name == "dying") trigger.cancel(); else if (event.triggername == "phaseBeginStart") player.addTempSkill("iwasawa_fenyin"); else player.die(); }, nobracket: true, derivation: "iwasawa_fenyin", }, iwasawa_refenyin: { audio: 2, audioname2: { wufan: "refenyin_wufan", }, trigger: { global: ["loseAfter", "cardsDiscardAfter", "equipAfter"], }, forced: true, filter(event, player) { if (player != _status.currentPhase) return false; var cards = event.getd(); var list = []; for (var i = 0; i < cards.length; i++) { var card = cards[i]; list.add(card.suit); } game.getGlobalHistory("cardMove", function (evt) { if (evt == event || evt.getParent() == event || (evt.name != "lose" && evt.name != "cardsDiscard")) return false; if (evt.name == "lose" && evt.position != ui.discardPile) return false; for (var i = 0; i < evt.cards.length; i++) { var card = evt.cards[i]; list.remove(card.suit); } }); return list.length > 0; }, content() { var list = []; var list2 = []; var cards = trigger.getd(); for (var i = 0; i < cards.length; i++) { var card = cards[i]; var suit = card.suit; list.add(suit); list2.add(suit); } game.getGlobalHistory("cardMove", function (evt) { if (evt == trigger || evt.getParent() == trigger || (evt.name != "lose" && evt.name != "cardsDiscard")) return false; if (evt.name == "lose" && evt.position != ui.discardPile) return false; for (var i = 0; i < evt.cards.length; i++) { var card = evt.cards[i]; var suit = card.suit; list.remove(suit); list2.add(suit); } }); list2.sort(); player.draw(list.length); player.storage.iwasawa_refenyin_mark = list2; player.addTempSkill("iwasawa_refenyin_mark"); player.markSkill("iwasawa_refenyin_mark"); }, subSkill: { mark: { onremove: true, intro: { content(s) { var str = "本回合已经进入过弃牌堆的卡牌的花色:"; for (var i = 0; i < s.length; i++) { str += get.translation(s[i]); } return str; }, }, }, }, }, iwasawa_fenyin: { mod: { aiOrder(player, card, num) { if (typeof card == "object" && player == _status.currentPhase) { var evt = player.getLastUsed(); if (evt && evt.card && get.color(evt.card) != "none" && get.color(card) != "none" && get.color(evt.card) != get.color(card)) { return num + 10; } } }, }, audio: 2, trigger: { player: "useCard" }, frequent: true, //usable:3, filter(event, player) { if (_status.currentPhase != player) return false; var evt = player.getLastUsed(1); if (!evt) return false; var color1 = get.color(evt.card); var color2 = get.color(event.card); return color1 && color2 && color1 != "none" && color2 != "none" && color1 != color2; }, content() { player.draw(); }, ai: { threaten(player, target) { if (target.hp < 1) return 3; return 1; }, }, }, //井之原真人 masato_baoquan: { trigger: { source: "damageBefore" }, forced: true, content() { "step 0"; player .chooseControl("防止伤害", "增加伤害") .set("prompt", "暴拳:防止即将对" + get.translation(trigger.player) + "造成的伤害,或失去1点体力上限并令此伤害+2") .set("choice", get.attitude(player, trigger.player) >= 0 ? 0 : 1) .set("ai", function () { return _status.event.choice; }); "step 1"; if (result.control == "增加伤害") { player.loseMaxHp(); trigger.num += 2; } else trigger.cancel(); }, ai: { effect: { player(card, player, target) { if (target && get.attitude(player, target) > 0 && get.tag(card, "damage")) return "zeroplayertarget"; }, }, }, }, //西森柚咲&黑羽美砂 yusa_yanyi: { enable: "phaseUse", usable: 1, filterTarget(card, player, target) { return get.distance(player, target) <= player.hp; }, selectTarget() { return [1, Math.max(_status.event.player.getAttackRange())]; }, line: "thunder", content() { "step 0"; if (target.isHealthy()) { player.draw(); event.finish(); } else { var name = get.translation(player); target .chooseControl() .set("choiceList", ["令" + name + "摸一张牌", "回复1点体力,然后交给" + name + "一张牌"]) .set("ai", function () { return 1; }); } "step 1"; if (result.index == 0) { player.draw(); event.finish(); } else { target.recover(); } "step 2"; if (target != player && target.countCards("he") > 0) { target.chooseCard("交给" + get.translation(player) + "一张牌", "he", true); } else event.finish(); "step 3"; target.give(result.cards, player, "giveAuto"); }, ai: { order: 10, result: { player(player, target) { return target.isHealthy() ? 1 : 0; }, target(player, target) { if (target.isHealthy()) return 0; return get.recoverEffect(target, player, target); }, }, }, }, yusa_misa: { charlotte: true, trigger: { player: "useSkillAfter" }, filter(event, player) { return event.skill == "yusa_yanyi" && !player.storage.dualside_over && Array.isArray(player.storage.dualside); }, content() { player.turnOver(); }, ai: { combo: "yusa_yanyi", }, }, misa_yusa: { charlotte: true, trigger: { player: "misa_yehuoAfter" }, filter(event, player) { return event.bool === true && !player.storage.dualside_over && Array.isArray(player.storage.dualside); }, content() { player.turnOver(); }, }, misa_yehuo: { charlotte: true, trigger: { global: "phaseDrawBegin1" }, locked: true, line: { color: [236, 137, 52] }, filter(event, player) { var target = event.player; return player.inRange(target) && player.countCards("he") >= get.distance(player, target); }, async cost(event, trigger, player) { var next = player.chooseToDiscard("he", get.distance(player, trigger.player) || 1, get.prompt2("misa_yehuo", trigger.player), "chooseonly"); next.set("ai", function (card) { var val = _status.event.val; for (var i = 0; i < ui.selected.cards.length; i++) { val -= get.value(ui.selected.cards[i]); } return val - get.value(card); }); next.set("val", -2 * get.attitude(player, trigger.player)); event.result = await next.forResult(); }, logTarget: "player", content() { "step 0"; player.discard(cards); "step 1"; event.bool = true; if (trigger.numFixed) event._result = { index: 0 }; else if (trigger.player.isIn()) { var name = get.translation(trigger.player); player.chooseControl().set("choiceList", ["对" + name + "造成1点火属性伤害", "令" + name + "此出牌阶段的额定摸牌数改为0"]); } else event.finish(); "step 2"; if (result.index == 0) trigger.player.damage("fire"); else trigger.changeToZero(); }, ai: { fireAttack: true, }, }, //宫泽有纪宁 yukine_wenzhou: { trigger: { global: "phaseUseBegin" }, filter(event, player) { return event.player.countCards("he") > 0; }, async cost(event, trigger, player) { event.forceDie = true; var ask = trigger.player.chooseCard("he", get.prompt("yukine_wenzhou")); if (player === trigger.player) { ask.set("prompt2", "选择一张牌,然后从牌堆中获得一张与此牌类型相同的牌。本回合内使用与此牌类型相同的牌时不可被其他角色响应。"); } else ask.set("prompt2", "将一张牌交给" + get.translation(player) + "然后其可以选择:交给你一张牌;或令你从牌堆中获得一张与此牌类型相同的牌,且你本回合内使用与此牌类型相同的牌时不可被响应。"); ask.set("ai", function (card) { if (get.attitude(_status.event.player, _status.event.getParent().player) > 0) return 10 - get.value(card); return -1; }); event.result = await ask.forResult(); }, content() { "step 0"; event.forceDie = true; event.type = get.type(cards[0], "trick"); if (trigger.player != player) trigger.player.give(cards, player, "giveAuto"); "step 1"; if (player == trigger.player || player.countCards("he") == 0) { event._result = { index: 1 }; } else { player .chooseControl() .set("choiceList", ["将一张牌交给" + get.translation(trigger.player), "令" + get.translation(trigger.player) + "从牌堆中获得一张" + get.translation(event.type) + "牌,且其本回合内使用与此牌名称相同的牌时不可被响应"]) .set("forceDie", true) .set("ai", function () { if (get.attitude(_status.event.player, _status.event.getTrigger().player) > 0) return 1; return 0; }); } "step 2"; event.index = result.index; if (result.index == 1) { var magic = get.cardPile2(function (card) { return get.type(card, "trick") == event.type; }); if (magic) { trigger.player.addTempSkill("yukine_magic", "phaseUseEnd"); trigger.player.storage.yukine_magic.add(magic.name); trigger.player.gain(magic, "draw"); } else event.finish(); } else player.chooseCard("he", true, "选择要交给" + get.translation(trigger.player) + "的牌").set("ai", function (card) { return -get.value(card, _status.event.getTrigger().player); }); "step 3"; if (event.index == 1) game.updateRoundNumber(); else if (result.bool) player.give(result.cards, trigger.player, "giveAuto"); }, }, yukine_magic: { trigger: { player: "useCard" }, forced: true, popup: false, charlotte: true, filter(event, player) { return player.storage.yukine_magic && player.storage.yukine_magic.includes(event.card.name); }, content() { trigger.directHit.addArray( game.filterPlayer(function (current) { if (player != current) return true; return !player.hasSkill("yukine_wenzhou"); }) ); }, onremove: true, init(player, skill) { if (!player.storage[skill]) player.storage[skill] = []; }, ai: { directHit_ai: true, skillTagFilter(player, tag, arg) { return player.storage.yukine_magic && player.storage.yukine_magic.includes(arg.card.name); }, }, }, //神北小毬 komari_tiankou: { trigger: { player: "useCard2", target: "useCardToTarget", }, forced: true, filter(event, player, name) { if (name == "useCardToTarget" && player == event.player) return false; if (get.color(event.card) != "red") return false; if (get.tag(event.card, "damage")) return false; return ["basic", "trick"].includes(get.type(event.card)); }, content() { "step 0"; var info = get.info(trigger.card); var bool = true; if (info.multitarget || info.allowMultiple === false) bool = false; else { var list = game.filterPlayer(function (current) { return !trigger.targets.includes(current) && lib.filter.targetEnabled2(trigger.card, trigger.player, current); }); if (!list.length) bool = false; } if (bool) player .chooseTarget("甜口:为" + get.translation(trigger.card) + "增加一个额外目标,或点【取消】摸一张牌。", function (candy, komari, rin) { return _status.event.rin_chan.includes(rin); }) .set("rin_chan", list) .set("ai", function (target) { var evt = _status.event; return get.effect(target, evt.candy, evt.source, evt.player); }) .set("candy", trigger.card) .set("", trigger.player); else event._result = { bool: false }; "step 1"; if (result.bool) { var rin = result.targets[0]; trigger.targets.push(rin); player.line(rin, { color: [255, 224, 172] }); } else player.draw(); }, }, komari_xueshang: { trigger: { global: "die" }, forced: true, skillAnimation: true, chargingSkill: true, filter(event, player) { return player.hp > 0; }, animationColor: "metal", content() { "step 0"; player.addSkill("riki_xueshang"); var map = {}; var list = []; for (var i = 1; i <= player.hp; i++) { var cn = get.cnNumber(i, true); map[cn] = i; list.push(cn); } event.map = map; player .chooseControl(list, function () { return "一"; }) .set("prompt", "血殇:请选择自己受到的伤害的点数"); "step 1"; var num = event.map[result.control] || 1; event.num = num > 1 ? 2 : 1; event.list = game .filterPlayer(function (current) { return current != player; }) .sortBySeat(); player.damage(num); player.line(event.list, { color: [255, 224, 172] }); "step 2"; if (!player.hasSkill(event.name)) return; else { event.list.shift().damage(num); if (event.list.length) event.redo(); } }, }, riki_xueshang: { trigger: { global: "dying" }, forced: true, popup: false, charlotte: true, filter(event, player) { return event.getParent(2).name == "komari_xueshang" && event.getParent(2).player == player; }, content() { player.removeSkills("komari_xueshang"); player.gainMaxHp(true); player.recover(); }, }, //鹰原羽未 umi_chaofan: { enable: "phaseUse", usable: 1, selectCard: 2, complexCard: true, filter(summer, umi) { return umi.countCards("h") > 1; }, check(ingredient) { return 7 - get.value(ingredient); }, filterCard(ingredient) { if (ui.selected.cards.length) return get.suit(ingredient) != get.suit(ui.selected.cards[0]); return true; }, line: { color: [251, 193, 217] }, filterTarget: lib.filter.notMe, content() { "step 0"; player.draw(); "step 1"; if (player.hp > 2) target.recover(); else if (player.hp == 2) target.draw(2); else target.damage("fire", "nosource"); }, ai: { order: 2, result: { target(umi, takahara) { if (umi.hp > 2 && takahara.isDamaged()) return 2.2; if (umi.hp == 2 && !takahara.hasSkillTag("nogain")) return 2; if (umi.hp < 2) return get.damageEffect(takahara, umi, umi, "fire"); }, }, }, }, umi_lunhui: { trigger: { global: "phaseAfter" }, filter(summer, umi) { return summer.player != umi && umi.countCards("h") < umi.hp; }, line: { color: [251, 193, 217] }, logTarget: "player", charlotte: true, content() { "step 0"; player.loseHp(); "step 1"; player.draw(2); player.insertPhase(); player.storage.umi_shiroha = trigger.player; player.addTempSkill("umi_shiroha"); }, }, umi_shiroha: { mark: "character", intro: { content: "到$的距离视为1", }, onremove: true, charlotte: true, mod: { globalFrom(umi, shiroha) { if (umi.storage.umi_shiroha == shiroha) return -Infinity; }, }, }, umi_qihuan: { unique: true, forceunique: true, enable: "chooseToUse", filter(summer, umi) { return ( summer.type == "dying" && umi.isDying() && [umi.name1, umi.name2].includes("key_umi") ); }, limited: true, skillAnimation: true, charlotte: true, animationColor: "key", content() { "step 0"; player.awakenSkill("umi_qihuan"); player.reinitCharacter("key_umi", "key_umi2", false); player.recover(game.countGroup() || 1); if (!game.dead.length) event.finish(); "step 1"; var chara = []; var skills = []; for (var i = 0; i < game.dead.length; i++) { var name = game.dead[i].name; var name2 = game.dead[i].name2; var skill = []; if (name && lib.character[name]) skill.addArray(lib.character[name][3]); if (name2 && lib.character[name2]) skill.addArray(lib.character[name2][3]); if (skill.length) { chara.push(game.dead[i]); skills.push(skill); } } if (!chara.length) event.finish(); event.chara = chara; event.skills = skills; event.chosen = []; "step 2"; var next = player.chooseTarget("是否获得一名已死亡角色的一个技能?"); next.set("chara", event.chara); next.set("skills", event.skills); next.set("chosen", event.chosen); next.set("filterTarget", function (card, player, target) { if (target.isAlive()) return false; var evt = _status.event; if (!evt.chosen.length) return true; var skills = evt.skills[evt.chara.indexOf(target)]; if (skills.length == 1 && skills[0] == evt.chosen[0]) return false; return true; }); next.set("deadTarget", true); next.set("ai", function () { return Math.random(); }); "step 3"; if (!result.bool) event.finish(); else { event.temp = result.targets[0]; var list = event.skills[event.chara.indexOf(result.targets[0])]; result.targets[0].line(player, { color: [251, 193, 217], }); list.removeArray(event.chosen); player.chooseControl(list).set("prompt", "选择获得一个技能"); } "step 4"; //player.addSkills(result.control,get.groupnature(event.temp.group)||'key'); player.addSkills(result.control); var info = get.info(result.control); if (info.zhuSkill) { if (!player.storage.zhuSkill_umi_qihuan) player.storage.zhuSkill_umi_qihuan = []; player.storage.zhuSkill_umi_qihuan.push(result.control); } event.chosen.push(result.control); if (event.chosen.length < 2) event.goto(2); }, ai: { order: 10, save: true, skillTagFilter(player, tag, target) { return player == target; }, result: { player: 1, }, }, }, //神尾晴子 haruko_haofang: { mod: { cardname(card, player, name) { if (lib.card[card.name].type == "delay") return "wuzhong"; }, }, trigger: { player: "drawBefore" }, forced: true, filter(event, player) { return event.getParent().name == "wuzhong"; }, content() { trigger.num += 2; }, }, haruko_zhuishi: { trigger: { global: "phaseJudgeBegin" }, filter(misuzu) { return misuzu.player.countCards("j") > 0; }, check(event, player) { return get.attitude(player, event.player) > 1; }, logTarget: "player", content() { "step 0"; player.gain(trigger.player.getCards("j"), trigger.player, "give", "bySelf"); "step 1"; if (player.hp > 1) player.loseHp(); }, }, yuri_xingdong: { audio: 3, group: "yuri_xingdong_gain", subSkill: { mark: { mark: true, marktext: "令", intro: { content: "跳过下个回合的判定阶段和摸牌阶段", }, }, gain: { audio: 2, trigger: { player: "phaseUseBegin" }, forced: true, content() { "step 0"; var card = get.cardPile(function (card) { return card.name == "sha" || get.type(card) == "trick"; }); if (card) player.gain(card, "gain2", "log"); "step 1"; game.updateRoundNumber(); }, }, }, enable: "phaseUse", usable: 1, locked: true, filter(event, player) { return player.countCards("h", lib.skill.yuri_xingdong.filterCard); }, filterCard(card) { return card.name == "sha" || get.type(card) == "trick"; }, check(card) { return 1; }, filterTarget: lib.filter.notMe, discard: false, lose: false, delay: 0, content() { "step 0"; player.give(cards, target); "step 1"; if (!target.getCards("h").includes(cards[0])) event._result = { bool: false }; else target.chooseUseTarget( cards[0], game.filterPlayer(function (current) { return current != player; }), "请使用得到的牌,或者跳过下回合的判定阶段和摸牌阶段" ); "step 2"; if (result.bool) game.asyncDraw([player, target]); else { target.addTempSkill("yuri_xingdong_mark", "phaseJudgeSkipped"); target.skip("phaseJudge"); target.skip("phaseDraw"); target.addTempSkill("zhengjing3", { player: "phaseAfter", }); event.finish(); } "step 3"; game.delay(); }, ai: { order: 12, result: { target(player, target) { var card = ui.selected.cards[0]; if (target.hasSkill("pingkou")) return 1; if (!card) return 0; var info = get.info(card); if (info.selectTarget == -1) { var eff = 0; game.countPlayer(function (current) { if (current != player && target.canUse(card, current)) eff += get.effect(current, card, target, target); }); if (eff > 0 || get.value(card) < 3) return eff; return 0; } else if ( game.hasPlayer(function (current) { return current != player && target.canUse(card, current) && get.effect(current, card, target, target) > 0; }) ) return 1.5; else if (get.value(card) < 3) return -1; return 0; }, }, }, }, yuri_wangxi: { audio: 2, trigger: { global: "dieAfter" }, limited: true, mark: false, init(player) { if (player.hasZhuSkill("yuri_wangxi")) { player.markSkill("yuri_wangxi"); player.storage.yuri_wangxi = false; } }, zhuSkill: true, unique: true, skillAnimation: true, animationColor: "thunder", filter(event, player) { if (get.mode() != "identity") return false; if (!player.hasZhuSkill("yuri_wangxi")) return false; if (event.player.isIn()) return false; if (event.player.identity == "mingzhong") return false; var evt = event.getParent("yuri_xingdong"); return evt && evt.name == "yuri_xingdong" && evt.player == player; }, async cost(event, trigger, player) { event.result = await trigger.player .chooseBool("是否发动" + get.translation(player) + "的【忘隙】?") .set("forceDie", true) .forResult(); }, logTarget: "player", async content(event, trigger, player) { player.awakenSkill("yuri_wangxi"); var identity = "zhong"; if (_status.mode == "purple") { if (["rNei", "bNei"].includes(player.identity)) identity = player.identity; else if (["rZhu", "rZhong", "bNei"].includes(player.identity)) identity = "rZhong"; else identity = "bZhong"; } game.broadcastAll( function (source, identity) { if (source.node.dieidentity) { source.node.dieidentity.innerHTML = get.translation(identity + 2); } source.revive(2, false); source.identity = identity; source.setIdentity(); }, trigger.player, identity ); var evt = trigger.getParent("damage"); if (evt.untrigger) evt.untrigger(false, trigger.player); game.addVideo("setIdentity", trigger.player, "zhong"); await trigger.player.changeGroup(player.group); await trigger.player.draw(); }, ai: { combo: "yuri_xingdong", }, }, //枣恭介 nk_shekong: { enable: "phaseUse", usable: 1, filter(event, player) { return player.countCards("h") > 0; }, filterCard: true, selectCard() { if (ui.selected.targets.length) return [1, ui.selected.targets[0].countCards("he")]; return [1, Infinity]; }, filterTarget(event, player, target) { return target != player && target.countCards("he") >= Math.max(1, ui.selected.cards.length); }, check(card) { if ( !game.hasPlayer(function (current) { return current != _status.event.player && get.attitude(_status.event.player, current) < 0 && current.countCards("he") > ui.selected.cards.length; }) ) return 0; return 6 - get.value(card); }, content() { "step 0"; event.cardsx = cards.slice(0); var num = get.cnNumber(cards.length); var trans = get.translation(player); var prompt = "弃置" + num + "张牌,然后" + trans + "摸一张牌"; if (cards.length > 1) prompt += ";或弃置一张牌,然后" + trans + "摸" + num + "张牌"; var next = target.chooseToDiscard(prompt, "he", true); next.numx = cards.length; next.selectCard = function () { if (ui.selected.cards.length > 1) return _status.event.numx; return [1, _status.event.numx]; }; next.complexCard = true; next.ai = function (card) { if ( ui.selected.cards.length == 0 || _status.event.player.countCards("he", function (cardxq) { return get.value(cardxq) < 7; }) >= _status.event.numx ) return 7 - get.value(card); return -1; }; "step 1"; if (result.bool) { if (result.cards.length == cards.length) player.draw(); else player.draw(cards.length); event.cardsx.addArray(result.cards); for (var i = 0; i < event.cardsx.length; i++) { if (get.position(event.cardsx[i]) != "d") event.cardsx.splice(i--, 1); } } else event.finish(); "step 2"; if (event.cardsx.length) { player.chooseButton(["请按顺序将卡牌置于牌堆顶(先选择的在上)", event.cardsx], true, event.cardsx.length); } else event.finish(); "step 3"; if (result.bool) { var cardsx = result.links; while (cardsx.length) { var card = cardsx.pop(); card.fix(); ui.cardPile.insertBefore(card, ui.cardPile.firstChild); } } }, ai: { order: 10, result: { target: -1, }, }, }, key_huanjie: { trigger: { player: ["drawBegin", "judgeBegin"] }, forced: true, silent: true, popup: false, lastDo: true, filter(event) { return event.name == "draw" || !event.directresult; }, content() { if (trigger.name == "draw") { if (trigger.bottom) trigger.bottom = false; else trigger.bottom = true; } else trigger.directresult = get.bottomCards()[0]; }, }, //此花露西娅 lucia_duqu: { trigger: { player: ["damage", "loseHpBefore", "useCardBefore"], source: "damage", }, forced: true, charlotte: true, filter(event, player, onrewrite) { if (onrewrite == "loseHpBefore") { return event.type == "du"; } return event.source != undefined && event.source != event.player; }, content() { var onrewrite = event.triggername; if (onrewrite == "loseHpBefore") { trigger.cancel(); player.recover(trigger.num); } else { var another = trigger[trigger.source == player ? "player" : "source"]; player.line(another, { color: [220, 90, 139] }); another.gain(game.createCard2("du"), "gain2"); } }, ai: { usedu: true, }, }, lucia_zhenren: { trigger: { global: "phaseJieshuBegin" }, forced: true, charlotte: true, filter(event, player) { return player.countCards("e") > 0; }, content() { "step 0"; var es = player.getCards("e"); event.count = es.length; player.discard(es); "step 1"; event.count--; if ( game.hasPlayer(function (current) { return current.countDiscardableCards(player, "ej") > 0; }) ) { player.chooseTarget("请选择一名角色,弃置其装备区或判定区内的一张牌。", true, function (card, player, target) { return target.countDiscardableCards(player, "ej") > 0; }).ai = function (target) { var att = get.attitude(_status.event.player, target); if (target.countCards("j") && att > 0) return att * 1.5; return -att; }; } else event.finish(); "step 2"; if (result.bool && result.targets && result.targets.length) { var target = result.targets[0]; player.line(target, { color: [220, 90, 139] }); player.discardPlayerCard(target, "ej", true); if (event.count) event.goto(1); } }, }, }; export default skills;