import { lib, game, ui, get, ai, _status } from "../../noname.js"; /** @type { importCharacterConfig['skill'] } */ const skills = { //一将2024 //令狐愚 xvzhi: { audio: 2, enable: "phaseUse", filter(event, player) { return ( game.countPlayer(target => { return lib.skill.xvzhi.filterTarget(null, player, target); }) > 1 ); }, filterTarget(card, player, target) { const stat = player.getStat("xvzhi"); return target.countCards("h") && (!stat || !stat.includes(target)); }, selectTarget: 2, usable: 1, multiline: true, multitarget: true, async content(event, trigger, player) { const targets = event.targets; if (!player.getStat().xvzhi) player.getStat().xvzhi = []; player.getStat().xvzhi.addArray(targets); if (targets.some(i => !i.countCards("h"))) return; const result = await player .chooseCardOL(targets, "h", true, [1, Infinity], "蓄志:选择任意张手牌并与对方交换") .set("ai", card => { const player = get.event("player"), target = get .event() .getParent(2) .targets.find(i => i != player); const sha = new lib.element.VCard({ name: "sha" }); const playerEffect = player.hasUseTarget(sha, false) ? Math.max( ...game .filterPlayer(current => player.canUse(sha, current, false)) .map(current => { return get.effect(current, sha, player, player); }) ) : 0; const targetEffect = target.hasUseTarget(sha, false) ? Math.max( ...game .filterPlayer(current => target.canUse(sha, current, false)) .map(current => { return get.effect(current, sha, player, player); }) ) : 0; return 5 + 2 * get.sgn(playerEffect - targetEffect) - get.value(card); }) .forResult(); await targets[0].swapHandcards(targets[1], result[0].cards, result[1].cards); if (result[0].cards.length == result[1].cards.length) { await player.draw(2); player.getStat("skill").xvzhi--; } else { const aim = targets[result[0].cards.length > result[1].cards.length ? 0 : 1]; const sha = new lib.element.VCard({ name: "sha" }); if (aim.hasUseTarget(sha, false)) { await aim.chooseUseTarget(sha, true, false, "nodistance"); } } }, ai: { order: 5, result: { target(player, target) { return get.sgn(get.attitude(player, target)) * target.countCards("h"); }, }, }, }, //司马孚 beiyu: { audio: 2, enable: "phaseUse", filter(event, player) { return player.countCards("h") < player.maxHp; }, usable: 1, async content(event, trigger, player) { await player.drawTo(player.maxHp); if (!player.countCards("h")) return; const suits = player .getCards("h") .reduce((list, card) => list.add(get.suit(card)), []) .sort((a, b) => lib.suit.indexOf(b) - lib.suit.indexOf(a)); const result = await player .chooseControl(suits) .set("prompt", "备预:将一种花色的手牌牌置于牌堆底") .set("ai", () => { const player = get.event("player"); let suits = get.event("controls").slice(); suits.sort((a, b) => player.countCards("h", { suit: a }) - player.countCards("h", { suit: b })); return suits[0]; }) .forResult(); if (result.control) { const suit = result.control, cards = player.getCards("h", { suit: suit }); if (cards.length) { let resultx; if (cards.length == 1) { resultx = { bool: true, moved: [cards] }; } else { resultx = await player .chooseToMove("备预:将牌按顺序置于牌堆底", true) .set("list", [["牌堆底", cards]]) .set("processAI", list => { return [list[0][1].slice(0)]; }) .forResult(); } if (resultx.bool) { const moved = resultx.moved[0]; if (moved.length) { await player.lose(cards, ui.cardPile); for (let i = 0; i < moved.length; i++) { const card = moved[i]; card.fix(); ui.cardPile.appendChild(card); } } } } } }, ai: { order: 0.001, result: { player: 1 }, }, }, duchi: { audio: 2, trigger: { target: "useCardToTargeted" }, filter(event, player) { return event.player != player; }, usable: 1, logTarget: "player", check(event, player) { return get.effect(player, event.card, event.player, player) <= 0; }, async content(event, trigger, player) { await player.draw().set("bottom", true); if (player.countCards("h")) { await player.showHandcards(get.translation(player) + "发动了【督持】"); const colors = player.getCards("h").reduce((list, card) => list.add(get.color(card)), []); if (colors.length == 1) { player.popup("洗具"); trigger.getParent().excluded.add(player); return; } } player.popup("杯具"); }, ai: { threaten: 0.8 }, }, //宣公主 yjqimei: { audio: 2, enable: "phaseUse", filter(event, player) { const count = player.getStat("skill").yjqimei; if (count && count > 0 && !player.hasSkill("yjqimei_rewrite")) return false; return true; }, filterTarget: lib.filter.notMe, usable: 2, async content(event, trigger, player) { const target = event.target; await player.draw(2, "nodelay"); await target.draw(2); const targets = [player, target].filter(current => current.countDiscardableCards(current, "he")); if (targets.length) { const result = await player .chooseCardOL(targets, "he", true, 2, "齐眉:请弃置两张牌", (card, player, target) => { return lib.filter.cardDiscardable(card, player); }) .forResult(); if (result.length == 1) targets[0].discard(result[0].cards); else { await game .loseAsync({ lose_list: [ [targets[0], result[0].cards], [targets[1], result[1].cards], ], }) .setContent("discardMultiple"); await game.asyncDelayx(); } let cards = result.reduce((list, evt) => { list.addArray(evt.cards); return list; }, []); const suits = cards.reduce((list, card) => list.add(get.suit(card)), []); switch (suits.length) { case 1: while (cards.length) { const card = cards.shift(); if (player.hasUseTarget(card)) { player.$gain2(card, false); await game.asyncDelayx(); await player.chooseUseTarget(true, card, false); } } break; case 2: for (const current of [player, target]) { if (!current.isIn()) continue; if (current.isLinked()) await current.link(false); if (current.isTurnedOver()) await current.turnOver(false); } break; case 3: for (const current of [player, target]) { if (current.isIn() && !current.isLinked()) await current.link(true); } break; case 4: await player.draw("nodelay"); await target.draw(); player.addTempSkill("yjqimei_rewrite"); break; } } }, ai: { order: 9, result: { target(player, target) { const att = get.sgn(get.attitude(player, target)); return (2 + att) * att; }, }, }, subSkill: { rewrite: { charlotte: true } }, }, yjzhuiji: { audio: 2, trigger: { player: "die" }, filter(event, player) { return game.hasPlayer(target => { return ( target != player && Array.from({ length: 5 }) .map((_, i) => i + 1) .some(i => target.hasEmptySlot(i)) ); }); }, forceDie: true, skillAnimation: true, animationColor: "water", async cost(event, trigger, player) { event.result = await player .chooseTarget(get.prompt2("yjzhuiji"), (card, player, target) => { return ( target != player && Array.from({ length: 5 }) .map((_, i) => i + 1) .some(i => target.hasEmptySlot(i)) ); }) .set("ai", target => { const player = get.event("player"); return ( get.sgn(get.attitude(player, target)) * Array.from({ length: 5 }) .map((_, i) => i + 1) .reduce((sum, i) => sum + target.countEmptySlot(i), 0) ); }) .set("forceDie", true) .forResult(); }, async content(event, trigger, player) { const target = event.targets[0]; let num = 1, cards = []; while (num <= 5) { while (target.hasEmptySlot(num)) { const card = get.cardPile2(card => { return !cards.includes(card) && get.subtype(card) == "equip" + num && target.canUse(card, target); }); if (card) { cards.push(card); target.$gain2(card, false); await game.asyncDelayx(); await target.chooseUseTarget(card, true, "nopopup"); } else break; } num++; } if (cards.length) { target.addSkill("yjzhuiji_buff"); target.markAuto("yjzhuiji_buff", cards); } }, subSkill: { buff: { charlotte: true, mod: { aiValue(player, card, num) { if (player.getStorage("yjzhuiji_buff").includes(card)) return num + 100; }, aiUseful(player, card, num) { if (player.getStorage("yjzhuiji_buff").includes(card)) return num / 114514; }, }, trigger: { player: "loseAfter", global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, filter(event, player) { const evt = event.getl(player); return evt && evt.es && evt.es.some(i => player.getStorage("yjzhuiji_buff").includes(i)); }, forced: true, popup: false, firstDo: true, content() { const evt = trigger.getl(player); const cards = evt.es.filter(i => player.getStorage("yjzhuiji_buff").includes(i)); player.unmarkAuto("yjzhuiji_buff", cards); for (const card of cards) player.disableEquip(get.subtype(card)); }, intro: { mark(dialog, storage) { if (storage && storage.length) dialog.addSmall([storage, "vcard"]); else return "暂无装备"; }, }, }, }, }, //徐琨(菜不菜我不知道) fazhu: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, filter(event, player) { return player.hasCard(card => !get.tag(card, "damage") && player.canRecast(card), "hej"); }, async content(event, trigger, player) { const cardx = player.getCards("hej", card => !get.tag(card, "damage") && player.canRecast(card)); await player.recast(cardx); const cards = player .getHistory("gain", evt => evt.getParent(3) == event) .reduce((list, evt) => { list.addArray(evt.cards); return list; }, []); let num = Math.min(cards.length, game.countPlayer()), list = []; if (!num) return; if (_status.connectMode) game.broadcastAll(() => (_status.noclearcountdown = true)); while (num - list.length > 0 && cards.some(i => get.owner(i) == player && get.position(i) == "h" && !i.hasGaintag("olsujian_given"))) { const result = await player .chooseCardTarget({ prompt: "筏铸:将以此法获得的牌交给任意角色各一张", position: "he", animate: false, filterCard(card, player) { if (!get.event("cards").includes(card)) return false; return !get.event("list").some(list => list[1] == card); }, filterTarget(card, player, target) { return !get.event("list").some(list => list[0] == target); }, ai1(card) { if (card.name == "sha") return 2.5; return 1 + Math.random(); }, ai2(target) { return get.attitude(get.event("player"), target); }, }) .set("forced", !list.length) .set("list", list) .set("cards", cards) .forResult(); if (result.bool) { list.push([result.targets[0], result.cards[0]]); player.addGaintag(result.cards, "olsujian_given"); } else break; } if (_status.connectMode) { game.broadcastAll(() => { delete _status.noclearcountdown; game.stopCountChoose(); }); } if (list.length) { const targets = list.slice().map(list => list[0]); await game .loseAsync({ gain_list: list, player: player, cards: list.slice().map(list => list[1]), giver: player, animate: "giveAuto", }) .setContent("gaincardMultiple"); for (const target of targets) { await target .chooseToUse(function (card, player, event) { if (get.name(card) != "sha") return false; return lib.filter.cardEnabled.apply(this, arguments); }) .set("openskilldialog", "筏铸:是否使用一张【杀】(无距离限制)?") .set("norestore", true) .set("custom", { add: {}, replace: { window: function () {} }, }) .set("targetRequired", true) .set("complexSelect", true) .set("filterTarget", function (card, player, target) { return lib.filter.targetEnabled.apply(this, arguments); }) .set("addCount", false); } } }, ai: { effect: { target(card, player, target) { if (!card || get.type(card) != "delay") return; if (!get.tag(card, "damage") && target.canRecast(card)) return "zeroplayertarget"; }, }, }, }, //一将2023 //孙礼 kangli: { audio: 2, trigger: { player: "damageEnd", source: "damageSource", }, forced: true, locked: false, content: function () { player.draw(2).gaintag = ["kangli"]; player.when({ source: "damageBegin1" }).then(() => { var cards = player.getCards("h", card => card.hasGaintag("kangli") && lib.filter.cardDiscardable(card, player, "kangli")); if (cards.length) player.discard(cards); }); }, ai: { maixie: true, }, }, //夏侯楙 tongwei: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("he", card => lib.skill.tongwei.filterCard(card, player)) > 1 && game.hasPlayer(i => i != player); }, filterTarget: lib.filter.notMe, filterCard: lib.filter.cardRecastable, selectCard: 2, position: "he", discard: false, lose: false, delay: false, popname: true, check: function (card) { var num = 6.5; if (ui.selected.cards.length) { var cardx = ui.selected.cards[0]; num = get.number(cardx); } var del = Math.abs(get.number(card) - num); return 5 + del / 5 - get.value(card); }, content: function () { "step 0"; player.recast(cards); "step 1"; var numbers = cards.map(c => get.number(c, player)).sort((a, b) => a - b); target.when("useCard1").then(() => { trigger._tongwei_checked = true; }); target .when("useCardAfter") .assign({ numbers: numbers, playerx: player, mod: { aiOrder: function (player, card, num) { var number = get.number(card); if (typeof number != "number" || number <= numbers[0] || number >= numbers[1]) return num + 10; }, }, }) .filter((event, player) => { return event._tongwei_checked; }) .then(() => { var number = get.number(trigger.card); var numbers = get.info(event.name).numbers; event.playerx = get.info(event.name).playerx; if (typeof number != "number" || number <= numbers[0] || number >= numbers[1]) event.finish(); }) .then(() => { var playerx = event.playerx; var names = ["sha", "guohe"].filter(name => playerx.canUse({ name: name, isCard: true }, player, false)); if (!names.length) event.finish(); else if (names.length == 1) event._result = { links: [[null, null, names[0]]] }; else playerx .chooseButton([`请选择要视为对${get.translation(player)}使用的牌`, [names, "vcard"]], true) .set("ai", button => { return button.link[0][2] == _status.event.choice; }) .set( "choice", (function () { var list = names .map(name => { return [name, get.effect(player, { name: name, isCard: true }, playerx, playerx)]; }) .sort((a, b) => { return b[1] - a[1]; }); return list[0][0]; })() ); }) .then(() => { var name = result.links[0][2]; var card = { name: name, isCard: true }, playerx = event.playerx; if (playerx.canUse(card, player, false)) playerx.useCard(card, player, "tongwei"); }); }, ai: { expose: 0.2, order: 7, threaten: 2.2, result: { target: -1, }, }, }, cuguo: { audio: 2, trigger: { player: ["shaMiss", "eventNeutralized"] }, filter: function (event, player) { if (event.type != "card" && event.name != "_wuxie") return false; if ( !event.target || !event.target.isIn() || !player.canUse( { name: event.card.name, nature: event.card.nature, isCard: true, }, event.target, false ) ) return false; if (!player.hasCard(card => lib.filter.cardDiscardable(card, player), "he")) return false; var history = game.getGlobalHistory("everything"); for (var evt of history) { if (evt._neutralized || (evt.responded && (!evt.result || !evt.result.bool))) { var evtx = evt.getParent(); return evtx.name == "useCard" && evtx.player == player && evt == event; } } return false; }, forced: true, direct: true, content: function () { "step 0"; var card = { name: trigger.card.name, nature: trigger.card.nature, isCard: true, storage: { cuguo: true }, }; event.card = card; player.chooseToDiscard("蹙国:请弃置一张牌", `视为你对${get.translation(trigger.target)}使用一张${get.translation(card.nature || "")}【${get.translation(card.name)}】`, "he", true).set("logSkill", ["cuguo", trigger.target]); "step 1"; if (player.canUse(card, trigger.target, false)) { player.useCard(card, trigger.target); player .when("useCardAfter") .filter(event => { return event.card.storage && event.card.storage.cuguo; }) .then(() => { if ( game.hasGlobalHistory("everything", evt => { if (evt._neutralized || (evt.responded && (!evt.result || !evt.result.bool))) { if (evt.getParent() == trigger) return true; } return false; }) ) { player.loseHp(); } }); } }, }, //陈式 qingbei: { audio: 2, trigger: { global: "roundStart" }, direct: true, content: function () { "step 0"; var next = player.chooseButton(['###擎北:是否选择任意种花色?###
你不能于本轮能使用这些花色,且使用牌后摸等同于选择花色数的牌
', [lib.suit.map(i => ["", "", "lukai_" + i]), "vcard"]], [1, 4]); next.set("ai", button => { var player = _status.event.player; var suit = button.link[2].slice(6); var val = player .getCards("hs", { suit: suit }) .map(card => { return get.value(card) + player.getUseValue(card) / 3; }) .reduce((p, c) => { return p + c; }, 0); if (val > 10 && ui.selected.buttons.length > 0) return -1; if (val > 6 && ui.selected.buttons.length == 2) return -1; if (ui.selected.buttons.length == 3) return -1; return 1 + 1 / val; }); "step 1"; if (result.bool) { var suits = result.links.map(i => i[2].slice(6)); player.logSkill("qingbei"); player.addTempSkill("qingbei_effect", "roundStart"); player.setStorage("qingbei_effect", suits); player.markSkill("qingbei_effect"); } }, ai: { threaten: 2.3, }, subSkill: { effect: { audio: "qingbei", trigger: { player: "useCardAfter" }, charlotte: true, onremove: true, forced: true, filter: function (event, player) { if (!lib.suit.includes(get.suit(event.card))) return false; return player.getStorage("qingbei_effect").length; }, content: function () { player.draw(player.getStorage("qingbei_effect").length); }, mark: true, intro: { content: storage => `本轮内不能使用${get.translation(storage)}花色的牌,且使用一张有花色的牌后摸${get.cnNumber(storage.length)}张牌`, }, mod: { cardEnabled: function (card, player) { if (player.getStorage("qingbei_effect").includes(get.suit(card))) return false; }, cardSavable: function (card, player) { if (player.getStorage("qingbei_effect").includes(get.suit(card))) return false; }, }, }, }, }, //费曜 zhenfeng: { audio: 2, trigger: { global: "useCard" }, usable: 1, filter: function (event, player) { return event.player != player && event.player == _status.currentPhase && event.player.countCards("h") <= event.player.getHp(); }, check: function (event, player) { var type = get.type2(event.card, event.player); if (type == "equip" && event.player.hasCard(card => event.player.hasValueTarget(card))) return false; if (get.attitude(player, event.player) > 0 && event.player.getHp() + event.player.countCards("hs", ["shan", "caochuan"]) <= 3) return false; return true; }, onremove: true, logTarget: "player", content: function () { "step 0"; var choices = Array.from({ length: trigger.player.countCards("h") + 1 }).map((_, i) => get.cnNumber(i, true)); var type = get.type2(trigger.card, trigger.player); player .chooseControl(choices) .set("prompt", "镇锋:猜测其手牌中的" + get.translation(type) + "牌数") .set("ai", () => { return _status.event.choice; }) .set( "choice", (function () { var num = trigger.player.countCards("h", card => get.type2(card) == type); var knownNum = trigger.player.countKnownCards(_status.event.player, card => get.type2(card) == type); if (trigger.player.isAllCardsKnown(_status.event.player)) { return knownNum; } var restNum = num - knownNum; var numx; if (type == "basic") numx = num + Math.floor(Math.random() * restNum + 1); else if (type == "trick") { if (num > 2) numx = 2; else numx = 1; if (Math.random() < 0.5) { numx += Math.random() > 0.5 ? 1 : -1; } } else { numx = [0, 1].randomGet(); } if (numx < knownNum) numx = knownNum; else if (numx >= choices.length) numx = choices.length - 1; return numx; })() ); "step 1"; var guessedNum = result.index; player.chat("我猜" + get.cnNumber(guessedNum) + "张"); game.log(player, "猜测", trigger.player, "有", get.cnNumber(guessedNum) + "张" + get.translation(type) + "牌"); event.guessedNum = guessedNum; game.delay(); "step 2"; var type = get.type2(trigger.card, trigger.player); var count = trigger.player.countCards("h", card => get.type2(card) == type); var guessedNum = event.guessedNum; if (count == guessedNum) { player.popup("洗具"); game.log(player, "猜测", "#g正确"); if (player.countMark("zhenfeng") < 5) player.addMark("zhenfeng", 1, false); player.draw(player.countMark("zhenfeng")); if (player.canUse("sha", trigger.player, false)) player.useCard({ name: "sha", isCard: true }, trigger.player); } else { player.popup("杯具"); game.log(player, "猜测", "#y错误"); player.clearMark("zhenfeng"); if (Math.abs(count - guessedNum) > 1 && trigger.player.canUse("sha", player, false)) { trigger.player.useCard({ name: "sha", isCard: true }, player, false, "noai"); } } }, intro: { content: "已连续猜对#次", }, }, //新杀小加强 李严 dcduliang: { enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player != target && target.countCards("he") > 0; }, audio: "duliang", content: function () { "step 0"; player.gainPlayerCard(target, "he", true); "step 1"; var name = get.translation(target); player .chooseControl(function () { return Math.random() < 0.5 ? "选项一" : "选项二"; }) .set("prompt", "督粮:请选择一项") .set("choiceList", ["你观看牌堆顶的两张牌,然后令" + name + "获得其中的一或两张基本牌", "令" + name + "于下回合的摸牌阶段额外摸一张牌"]); "step 2"; if (result.control == "选项一") { var cards = get.cards(2), bool = false; event.cards = cards; game.cardsGotoOrdering(cards); for (var card of cards) { if (get.type(card) == "basic") { bool = true; break; } } player .chooseButton(["督粮:选择令" + get.translation(target) + "获得的牌", cards], [1, 2], bool) .set("filterButton", button => { return get.type(button.link) == "basic"; }) .set("ai", button => { return _status.event.sgn * get.value(button.link); }) .set("sgn", get.sgnAttitude(player, target) > 0); } else { target.addTempSkill("dcduliang2", { player: "phaseAfter" }); target.addMark("dcduliang2", 1, false); event.finish(); } "step 3"; if (result.bool) { var cardsx = result.links; target.gain(cardsx, "draw"); game.log(target, "获得了" + get.cnNumber(cardsx.length) + "张牌"); cards.removeArray(cardsx); cards.reverse(); } for (var i = 0; i < cards.length; i++) { ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild); } game.updateRoundNumber(); }, ai: { order: 4, result: { target: -1, player: 0.1, }, }, }, dcduliang2: { trigger: { player: "phaseDrawBegin" }, forced: true, mark: true, audio: false, onremove: true, charlotte: true, intro: { content: "下回合的摸牌阶段额外摸#张牌", }, content: function () { trigger.num += player.countMark("dcduliang2"); }, }, //苏飞 shuojian: { audio: 2, enable: "phaseUse", usable: 3, filterTarget: lib.filter.notMe, filterCard: true, position: "he", discard: false, lose: false, delay: false, check: function (card, player) { return 6 - get.value(card); }, content: function () { "step 0"; player.give(cards, target); "step 1"; var num = 3 - get.skillCount("shuojian") + 1; event.num = num; event.num2 = num; if (event.num == 0) event.finish(); "step 2"; var forced = num != event.num2; var prompt = "###" + get.translation(player) + "对你发动了【数谏】###视为使用" + get.cnNumber(num) + "张【过河拆桥】" + (forced ? "" : "且" + get.translation(player) + "此技能本回合失效,或点击“取消”令其摸" + get.cnNumber(num) + "张牌"); if (!target.hasUseTarget({ name: "guohe" })) event._result = { bool: false }; else target .chooseUseTarget(prompt, "guohe", forced) .set("ai", function () { var evt = _status.event; if (evt.name == "chooseTarget") evt = evt.getParent(); if (!evt.goon) return 0; return get.effect_use.apply(this, arguments); }) .set("goon", target.getUseValue({ name: "guohe" }) > (get.sgnAttitude(target, player) * player.getUseValue({ name: "wuzhong" })) / (2 - num * 0.4)); "step 3"; if (!result.bool) { player.draw(num); if (num > 1) player.chooseToDiscard("he", num - 1, true); event.finish(); } "step 4"; if (--event.num2 > 0) { event.goto(2); } else player.tempBanSkill("shuojian"); }, ai: { expose: 0.15, order: 8, result: { target: 1 }, }, }, //谯周 shiming: { audio: 2, trigger: { global: "phaseDrawBegin1" }, filter: function (event, player) { return !player.hasSkill("shiming_round"); }, check: function (event, player) { return true; //get.attitude(player,event.player)<0||get.damageEffect(event.player,event.player,player)>0; }, logTarget: "player", content: function () { "step 0"; player.addTempSkill("shiming_round", "roundStart"); var cards = get.cards(3); player .chooseButton(["识命:是否将其中一张置于牌堆底?", cards.slice(0)]) .set("ai", button => { var att = _status.event.att, damage = _status.event.damage, val = get.value(button.link, _status.event.player); if ((att > 0 && damage < 0) || (att <= 0 && damage > 0)) return 6 - val; return val - 5.99; }) .set("att", get.attitude(player, trigger.player)) .set("damage", get.damageEffect(trigger.player, trigger.player, player) > 0 && trigger.player.hp <= 3 ? 1 : -1); while (cards.length) ui.cardPile.insertBefore(cards.pop(), ui.cardPile.firstChild); "step 1"; if (result.bool) { var card = result.links[0]; card.fix(); ui.cardPile.appendChild(card); player.popup("一下", "wood"); game.log(player, "将一张牌置于了牌堆底"); } "step 2"; trigger.player .chooseBool("是否跳过摸牌阶段并对自己造成1点伤害,然后从牌堆底摸三张牌?") .set("ai", () => _status.event.bool) .set("bool", get.damageEffect(trigger.player, trigger.player) >= -6 || trigger.player.hp > 3); "step 3"; if (result.bool) { trigger.cancel(); trigger.player.damage(trigger.player); } else event.finish(); "step 4"; trigger.player.draw(3, "bottom"); }, subSkill: { round: { mark: true, intro: { content: "本轮已发动〖识命〗" }, }, }, }, jiangxi: { audio: 2, trigger: { global: "phaseEnd" }, filter: function (event, player) { var zhu = game.findPlayer(i => i.getSeatNum() == 1); return ( (zhu && player.hasSkill("shiming_round") && (game.getGlobalHistory("changeHp", evt => { return evt.player == zhu && evt._dyinged; }).length > 0 || zhu.getHistory("damage").length == 0)) || !game.hasPlayer2(current => current.getHistory("damage").length > 0) ); }, direct: true, content: function () { "step 0"; if (player.hasSkill("shiming_round")) { var zhu = game.findPlayer(i => i.getSeatNum() == 1); if ( game.getGlobalHistory("changeHp", evt => { return evt.player == zhu && evt._dyinged; }).length > 0 || zhu.getHistory("damage").length == 0 ) { player.chooseBool(get.prompt("jiangxi"), "重置〖识命〗"); } } else event.goto(2); "step 1"; if (result.bool) { player.logSkill("jiangxi"); event.logged = true; player.removeSkill("shiming_round"); player.draw(); } "step 2"; if (!game.hasPlayer2(current => current.getHistory("damage").length > 0)) { player .chooseBool(get.prompt("jiangxi"), "与" + get.translation(trigger.player) + "各摸一张牌") .set("ai", () => _status.event.bool) .set("bool", trigger.player.getUseValue({ name: "wuzhong" }) + player.getUseValue({ name: "wuzhong" }) > 0); } else event.finish(); "step 3"; if (result.bool) { if (!event.logged) player.logSkill("jiangxi"); trigger.player.draw("nodelay"); player.draw(); } }, }, //韩龙 duwang: { audio: 2, trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { var cards = []; for (var i = 0; i < ui.cardPile.childNodes.length; i++) { var card = ui.cardPile.childNodes[i]; if (card.name != "sha") cards.push(card); if (cards.length >= 5) break; } if (cards.length) player.addToExpansion(cards, "gain2").gaintag.add("duwang"); }, marktext: "刺", intro: { name: "刺", name2: "刺", content: "expansion", markcount: "expansion", }, mod: { globalFrom: function (from, to, distance) { return distance + Math.min(1, from.getExpansions("duwang").filter(i => i.name != "sha").length); }, globalTo: function (from, to, distance) { return distance + Math.min(1, to.getExpansions("duwang").filter(i => i.name != "sha").length); }, }, }, cibei: { audio: 2, trigger: { global: "cardsDiscardAfter" }, filter: function (event, player) { if (!player.getExpansions("duwang").filter(i => i.name != "sha").length) return false; var evt = event.getParent(); if (evt.name != "orderingDiscard") return false; var evtx = evt.relatedEvent || evt.getParent(); return ( evtx.name == "useCard" && evtx.card.name == "sha" && event.cards.filterInD("d").length && game.hasPlayer2(current => current.hasHistory("sourceDamage", evtxx => { return evtxx.card == evtx.card; }) ) ); }, direct: true, group: "cibei_fullyReady", content: function () { "step 0"; player.chooseButton(["###" + get.prompt("cibei") + '###
将一张“刺”置入弃牌堆,并将' + get.translation(trigger.cards.filterInD("d")) + "置入“刺”
", player.getExpansions("duwang")]).set("filterButton", button => { return button.link.name != "sha"; }); "step 1"; if (result.bool) { player.logSkill("cibei"); player.loseToDiscardpile(result.links); player.addToExpansion(trigger.cards.filterInD("d"), "gain2").gaintag.add("duwang"); if (game.hasPlayer(current => current.countDiscardableCards(player, "hej") > 0)) player .chooseTarget("刺北:弃置一名角色区域内的一张牌", true, (card, player, target) => { return target.countDiscardableCards(player, "hej") > 0; }) .set("ai", target => { return get.effect(target, { name: "guohe" }, _status.event.player); }); } else event.finish(); "step 2"; if (result.bool) { var target = result.targets[0]; player.line(target); player.discardPlayerCard(target, "hej", true); player.addExpose(0.1); } }, ai: { combo: "duwang", }, subSkill: { fullyReady: { trigger: { global: "phaseEnd" }, forced: true, locked: false, filter: function (event, player) { var storage = player.getExpansions("duwang"); return storage.length > 0 && storage.every(i => i.name == "sha"); }, content: function () { player.gain(player.getExpansions("duwang"), "gain2").gaintag.add("cibei_mark"); player.addSkill("cibei_mark"); }, }, mark: { trigger: { player: "useCard1" }, onremove: true, charlotte: true, silent: true, firstDo: true, filter: function (event, player) { return player.hasHistory("lose", evt => { if (evt.getParent() != event) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("cibei_mark")) return true; } return false; }); }, content: function () { if (trigger.addCount !== false) { trigger.addCount = false; var stat = player.getStat().card, name = trigger.card.name; if (typeof stat[name] == "number") stat[name]--; } }, mod: { ignoredHandcard: function (card, player) { if (card.hasGaintag("cibei_mark")) return true; }, cardDiscardable: function (card, player, name) { if (card.hasGaintag("cibei_mark")) return false; }, canBeDiscarded: function (card) { if (card.hasGaintag("cibei_mark")) return false; }, targetInRange: function (card, player, target) { if (!card.cards) return; for (var i of card.cards) { if (i.hasGaintag("cibei_mark")) return true; } }, cardUsable: function (card, player) { if (!card.cards) return; for (var i of card.cards) { if (i.hasGaintag("cibei_mark")) return true; } }, }, }, }, }, //武安国 diezhang: { audio: 2, locked: false, zhuanhuanji: function (player, skill) { if (!player.storage.duanwan) player.storage[skill] = !player.storage[skill]; }, trigger: { global: ["eventNeutralized", "shaMiss"] }, filter: function (event, player) { if (player.hasSkill("diezhang_used")) return false; if (event.type != "card") return false; var evt = event._neutralize_event; var user, responder; if (event.name == "sha") { user = event.player; responder = event.target; } else { if (evt.type != "card") return false; user = event.player; responder = evt.player; } if (!player.storage.diezhang) { if (user != player || responder == player) return false; return player.countDiscardableCards(player, "he") > 0 && player.canUse("sha", responder, false); } else { if (user == player || responder != player) return false; return player.canUse("sha", user, false); } }, direct: true, content: function () { "step 0"; var evt = trigger._neutralize_event; var user, responder; if (trigger.name == "sha") { user = trigger.player; responder = trigger.target; } else { user = trigger.player; responder = evt.player; } var num = player.storage.duanwan ? 2 : 1; event.num = num; if (!player.storage.diezhang) { var target = responder; event.target = target; var next = player .chooseToDiscard(get.prompt("diezhang", target), "弃置一张牌,视为对其使用" + get.cnNumber(num) + "张【杀】", "he") .set("ai", card => { if (_status.event.goon) return 6 - get.value(card); return 0; }) .set("logSkill", ["diezhang", target]); } else { var target = user; event.target = target; var next = player.chooseBool(get.prompt("diezhang", target), "摸" + get.cnNumber(num) + "张牌,视为对其使用一张【杀】").set("ai", () => _status.event.goon); } next.set("goon", get.effect(target, { name: "sha" }, player, player) > 0); "step 1"; if (result.bool) { if (player.storage.duanwan) player.addTempSkill("diezhang_used"); player.changeZhuanhuanji("diezhang"); if (!result.cards || !result.cards.length) { player.logSkill("diezhang", target); player.draw(num, "nodelay"); player.useCard({ name: "sha", isCard: true }, target, false); } else while (num--) player.useCard({ name: "sha", isCard: true }, target, false); } }, marktext: "☯", mark: true, intro: { content: function (storage, player) { var cnNum = get.cnNumber(player.storage.duanwan ? 2 : 1); if (storage) return "当其他角色使用牌被你抵消后,你可以摸" + cnNum + "张牌,视为对其使用一张【杀】。"; return "当你使用牌被其他角色抵消后,你可以弃置一张牌,视为对其使用" + cnNum + "张【杀】。"; }, }, mod: { cardUsable: function (card, player, num) { if (!player.storage.duanwan && card.name == "sha") return num + 1; }, }, subSkill: { used: { charlotte: true } }, }, duanwan: { audio: 2, enable: "chooseToUse", skillAnimation: true, animationColor: "soil", limited: true, filter: function (event, player) { return event.type == "dying" && player == event.dying; }, content: function () { player.changeZhuanhuanji("diezhang"); player.awakenSkill("duanwan"); var num = 2 - player.hp; if (num > 0) player.recover(num); }, ai: { save: true, skillTagFilter: function (player, tag, target) { return player == target; }, result: { player: 1 }, }, }, //李婉 liandui: { audio: 2, trigger: { global: "useCard" }, filter: function (event, player) { const history = game.getAllGlobalHistory("useCard"); const index = history.indexOf(event); if (index <= 0) return false; const previous = history[index - 1].player; if (event.player == player && previous != player && previous.isIn()) return true; if (event.player != player && previous == player) return true; return false; }, async cost(event, trigger, player) { if (!trigger.player) return; const history = game.getAllGlobalHistory("useCard"); const index = history.indexOf(trigger); const previous = history[index - 1].player; const { result } = await trigger.player .chooseBool("是否对" + get.translation(previous) + "发动【联对】?", "令" + get.translation(previous) + "摸两张牌") .set("ai", () => _status.event.bool) .set("bool", get.effect(previous, { name: "draw" }, trigger.player, trigger.player) > 0); if (result.bool) event.result = { bool: true, cost_data: previous }; }, async content(event, trigger, player) { const { cost_data: previous } = event; previous.draw(2); }, }, biejun: { audio: 2, global: "biejun_give", trigger: { player: "damageBegin4" }, filter: function (event, player) { return ( !player.hasSkill("biejun_used") && player.countCards("h", card => { return card.hasGaintag("biejun"); }) == 0 ); }, prompt2: "翻面并防止此伤害", check: function (event, player) { return player.isTurnedOver() || event.num >= player.hp || get.distance(_status.currentPhase, player, "absolute") >= 3; }, content: function () { player.addTempSkill("biejun_used"); player.turnOver(); trigger.cancel(); }, ai: { effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (get.tag(card, "damage")) { if (player.getNext() == target && lib.skill.biejun.filter(null, target) && target.isTurnedOver()) return [0, 1]; } }, }, }, subSkill: { used: { charlotte: true }, give: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { if (!player.countCards("h")) return false; var targets = game.filterPlayer(function (current) { return current != player && current.hasSkill("biejun"); }); if (!targets.length) return false; return true; }, selectCard: 1, filterCard: true, filterTarget: function (card, player, target) { return target.hasSkill("biejun"); }, selectTarget: function () { var player = _status.event.player; var targets = game.filterPlayer(function (current) { return current != player && current.hasSkill("biejun"); }); return targets.length > 1 ? 1 : -1; }, complexSelect: true, prompt: function () { var player = _status.event.player; var targets = game.filterPlayer(function (current) { return current != player && current.hasSkill("biejun"); }); return "将一张手牌交给" + get.translation(targets) + (targets.length > 1 ? "中的一人" : ""); }, position: "h", discard: false, lose: false, delay: false, check: function (card) { var player = _status.event.player; if ( game.hasPlayer(function (current) { return lib.skill.biejun_give.filterTarget(null, player, current) && get.attitude(player, current) > 0; }) ) { return 5 - get.value(card); } return -get.value(card); }, content: function () { game.trySkillAudio("biejun", target); player.give(cards, target).gaintag.add("biejun"); target.addTempSkill("biejun_tag"); }, ai: { order: 2, result: { target: 1 }, }, }, tag: { charlotte: true, forced: true, onremove: function (player) { player.removeGaintag("biejun"); }, }, }, }, //诸葛尚 sangu: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, getEffect: function (player, target, event, list1, list2) { let att = get.attitude(player, target); if (att === 0) return 0; let getv = function (name, player, arg) { let v = event.getTempCache("sangu", player.id + name); if (typeof v === "number") return v; v = player.getUseValue({ name: name, storage: { sangu: true } }, arg); event.putTempCache("sangu", player.id + name, v); return v; }; if (att < 0) { for (let i of list1) { if (getv(i, target) <= 0 || getv(i, target) <= 0) return -att * Math.sqrt(get.threaten(target)) * 2; } return 0; } else { let list = list1.concat(player.hp > 1 ? list2 : []), eff = 0; list.sort(function (a, b) { return getv(b, target) - getv(a, target); }); list = list.slice(3); for (let i of list) { let res = getv(i, target); if (res <= 5) break; else eff += res; } return Math.sqrt(eff / 1.5) * att; } }, content: function () { "step 0"; event.list1 = []; event.list2 = []; event.used = []; player.getHistory("useCard", function (evt) { event.used.add(evt.card.name); }); for (let name of lib.inpile) { let add = false, type = get.type(name); if (name === "sha") add = true; else if (type === "trick") { let info = lib.card[name]; if (info && !info.singleCard && !info.notarget) add = true; } if (!add) continue; if (event.used.includes(name)) event.list1.push(name); else event.list2.push(name); } if (!event.list1.length && !event.list2.length) event.finish(); else player .chooseTarget(get.prompt2("sangu"), lib.filter.notMe) .set("ai", function (target) { return lib.skill.sangu.getEffect(_status.event.player, target, _status.event.getTrigger(), _status.event.list1, _status.event.list2); }) .set("list1", event.list1) .set("list2", event.list2); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("sangu", target); event.target = target; } else event.finish(); "step 2"; var dialog = ["为" + get.translation(target) + "选择至多三个牌名"]; if (event.list1.length) { dialog.push('
本回合已使用过的牌
'); dialog.push([event.list1.map(i => [get.type(i), "", i]), "vcard"]); } if (event.list2.length) { dialog.push('
本回合未使用过的牌
'); dialog.push([event.list2.map(i => [get.type(i), "", i]), "vcard"]); } player .chooseButton(dialog, true, [1, 3]) .set("ai", function (button) { let name = button.link[2], list = _status.event.list, player = _status.event.player, target = _status.event.getParent().target, trigger = _status.event.getTrigger(), getv = (name, player) => { let v = trigger.getTempCache("sangu", player.id + name); if (typeof v === "number") return v; v = player.getUseValue({ name: name, storage: { sangu: true } }); trigger.putTempCache("sangu", player.id + name, v); return v; }; if (get.attitude(player, target) < 0) { if (!list.includes(name)) return 0; return -getv(name, target); } else { if (player.hp < 2 && !list.includes(name)) return 0; let val = getv(name, target), base = 5; val = Math.min(15, val - base); if (name === "wuzhong" || name === "dongzhuxianji") val += 15; else if (name === "shunshou") val += 6; return val; } }) .set("list", event.list1); "step 3"; if (result.bool) { var names = result.links.map(i => i[2]); if (!target.storage.sangu_effect) target.storage.sangu_effect = []; target.storage.sangu_effect = target.storage.sangu_effect.concat(names); game.log(player, "为", target, "选择了", "#y" + get.translation(names)); target.addTempSkill("sangu_effect", { player: "phaseUseAfter" }); target.markSkill("sangu_effect"); var bool = true; for (var i of names) { if (!event.used.includes(i)) { bool = false; break; } } if (bool) { target.addTempSkill("sangu_prevent", { player: "phaseUseAfter" }); target.markAuto("sangu_prevent", [player]); } } }, ai: { effect: { target: function (card, player, target, current) { if (get.tag(card, "damage") && card.storage && card.storage.sangu) return "zeroplayertarget"; }, }, }, subSkill: { effect: { trigger: { player: "phaseUseBegin" }, charlotte: true, forced: true, popup: false, content: function () { player.addTempSkill("sangu_viewas"); }, onremove: true, intro: { mark: function (dialog, storage, player) { if (!storage || !storage.length) return "当前无可用牌"; dialog.add([[storage[0]], "vcard"]); if (storage.length > 1) dialog.addSmall([storage.slice(1), "vcard"]); }, content: "$", }, }, viewas: { mod: { hiddenCard: function (player, name) { var storage = player.getStorage("sangu_effect"); if (storage.length) return name == storage[0]; }, cardname: function (card, player) { if (_status.event.name != "chooseToUse" || _status.event.skill) return; var storage = player.getStorage("sangu_effect"); if (storage.length) return storage[0]; }, cardnature: function (card, player) { if (_status.event.name != "chooseToUse" || _status.event.skill) return; var storage = player.getStorage("sangu_effect"); if (storage.length) return false; }, }, trigger: { player: ["useCard", "respond"] }, forced: true, charlotte: true, filter: function (event, player) { return event.cards.length > 0 && player.getStorage("sangu_effect").length > 0; }, content: function () { if (!trigger.card.storage) trigger.card.storage = {}; trigger.card.storage.sangu = true; player.unmarkAuto("sangu_effect", [player.getStorage("sangu_effect")[0]]); }, }, prevent: { trigger: { source: "damageBegin2" }, forced: true, charlotte: true, onremove: true, filter: function (event, player) { return event.card && event.card.storage && event.card.storage.sangu && player.getStorage("sangu_prevent").includes(event.player); }, content: function () { trigger.cancel(); }, }, }, }, yizu: { audio: 2, trigger: { target: "useCardToTargeted" }, forced: true, usable: 1, filter: function (event, player) { return player.isDamaged() && player.hp <= event.player.hp && (event.card.name == "sha" || event.card.name == "juedou"); }, content: function () { player.recover(); }, ai: { effect: { target_use(card, player, target, current) { if (target.isHealthy() || (card.name != "sha" && card.name != "juedou")) return; if (target.storage.counttrigger && target.storage.counttrigger.yizu && current < 0) return 5; if (player.hp < target.hp) return; if (current > 0) return 1.2; if (get.attitude(player, target) >= 0) return; var copy = get.effect(target, { name: "shacopy" }, player, player); if ( copy > 0 && player.isPhaseUsing() && Math.min( player.getCardUsable("sha"), player.countCards("hs", function (card) { return get.name(card) == "sha" && player.canUse(card, target, null, true); }) ) >= 2 ) return; return [0, 2]; }, }, }, }, //轲比能 kousheng: { audio: 2, trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; player .chooseCard("h", [1, player.countCards("h")], get.prompt("kousheng"), "你可以选择任意张手牌,这些手牌于本回合内视为无次数限制的【杀】。但当有角色受到这些【杀】的伤害后,其可以用所有手牌交换剩余的牌。") .set("standard", player.getUseValue({ name: "sha" }, null, true)) .set("ai", function (card) { var player = _status.event.player, standard = _status.event.standard; if (standard <= 0) return 0; var eff = player.getUseValue(card, null, true); if (eff <= standard) return standard - eff + 0.1; return 0; }); "step 1"; if (result.bool) { player.logSkill("kousheng"); player.addGaintag(result.cards, "kousheng"); player.addTempSkill("kousheng_effect"); game.delayx(); } }, subSkill: { effect: { audio: "kousheng", trigger: { player: "useCard1" }, forced: true, charlotte: true, firstDo: true, filter: function (event, player) { if (event.card.name != "sha") return false; return player.hasHistory("lose", function (evt) { if (evt.getParent() != event) return false; for (var i in evt.gaintag_map) { if (evt.gaintag_map[i].includes("kousheng")) return true; } return false; }); }, content: function () { if (!trigger.card.storage) trigger.card.storage = {}; trigger.card.storage.kousheng = true; if (trigger.addCount !== false) { trigger.addCount = false; player.getStat("card").sha--; } }, onremove: function (player) { player.removeGaintag("kousheng"); }, mod: { cardUsable: function (card, player, target) { if (card.name != "sha" || !card.cards) return; for (var i of card.cards) { if (i.hasGaintag("kousheng")) return Infinity; } }, cardname: function (card) { if (get.itemtype(card) == "card" && card.hasGaintag("kousheng")) return "sha"; }, cardnature: function (card) { if (get.itemtype(card) == "card" && card.hasGaintag("kousheng")) return false; }, }, group: "kousheng_damage", }, damage: { audio: "kousheng", trigger: { source: "damageSource" }, forced: true, filter: function (event, player) { if (!event.card || !event.card.storage || !event.card.storage.kousheng || event.getParent().type != "card") return false; var target = event.player; return ( target.isIn() && player.hasCard(function (card) { return card.hasGaintag("kousheng"); }, "h") ); }, content: function () { "step 0"; var target = trigger.player; event.target = target; var cards = player.getCards("h", function (card) { return card.hasGaintag("kousheng"); }); event.cards = cards; var str = get.translation(player); player.showCards(cards, str + "的【寇旌】牌"); if (target.countCards("h") > 0) target.chooseBool("是否交换“寇旌”牌?", "用你的所有手牌交换" + str + "的下列“寇旌”牌:" + get.translation(cards)).set("ai", function () { var player = _status.event.player, target = _status.event.getParent().player; if (player.hasShan() || player.countCards("hs", { name: ["tao", "jiu"] }) > 0 || get.attitude(player, target) >= 0) return false; var hs1 = player.getCards("h"), hs2 = _status.event.getParent().cards; if (hs2.length >= player.hp) return true; if (get.value(hs1, player) >= get.value(hs2, target)) return false; return true; }); else event.finish(); "step 1"; if (result.bool) { player.swapHandcards(target, cards, target.getCards("h")); } }, }, }, }, //陆凯 lkbushi: { audio: 2, getBushi: function (player) { if (!player.storage.lkbushi) return ["spade", "heart", "club", "diamond"]; return player.storage.lkbushi; }, onremove: true, trigger: { player: "phaseZhunbeiBegin" }, direct: true, locked: false, content: function () { "step 0"; var list = lib.skill.lkbushi.getBushi(player); list = list.map(function (i) { return ["", "", "lukai_" + i]; }); var next = player.chooseToMove("卜筮:是否调整〖卜筮〗的花色顺序?"); next.set("list", [ [ "无次数限制/使用打出摸牌
可弃牌无效/结束阶段获得", [list, "vcard"], function (list) { var list2 = list.map(function (i) { return get.translation(i[2].slice(6)); }); return "你使用" + list2[0] + "牌时无次数限制;使用或打出" + list2[1] + "时,摸一张牌;
成为" + list2[2] + "牌目标后可弃一张牌无效;结束阶段获得一张" + list2[3] + "牌"; }, ], ]); next.set("processAI", function () { var player = _status.event.player; var list = lib.skill.lkbushi.getBushi(player); var list2 = []; var hs = player.getCards("hs", function (card) { return player.hasValueTarget(card); }); list.sort(function (a, b) { return hs.filter(i => get.suit(i) == b).length - hs.filter(i => get.suit(i) == a).length; }); list2.push(list.shift()); hs = player.getCards("hs", "sha"); list.sort(function (a, b) { return hs.filter(i => get.suit(i) == b).length - hs.filter(i => get.suit(i) == a).length; }); list2.unshift(list.shift()); list.randomSort(); list2.addArray(list); return [list2.map(i => ["", "", "lukai_" + i])]; }); "step 1"; if (result.bool) { var list = lib.skill.lkbushi.getBushi(player), list2 = result.moved[0].map(function (i) { return i[2].slice(6); }); for (var i = 0; i < 4; i++) { if (list[i] != list2[i]) { player.logSkill("lkbushi"); player.storage.lkbushi = list2; var str = "#g"; for (var j = 0; j < 4; j++) { str += get.translation(list2[j]); if (j != 3) str += "/"; } game.log(player, "将", "#g【卜筮】", "的花色序列改为", str); game.delayx(); break; } } } }, mark: true, marktext: "筮", intro: { content: function (storage, player) { var list = lib.skill.lkbushi.getBushi(player).map(i => get.translation(i)); return "①你使用" + list[0] + "牌无次数限制。②当你使用或打出" + list[1] + "牌后,你摸一张牌。③当你成为" + list[2] + "牌的目标后,你可以弃置一张牌,令此牌对你无效。④结束阶段开始时,你从牌堆或弃牌堆获得一张" + list[3] + "牌。⑤准备阶段开始时,你可调整此技能中四种花色的对应顺序。"; }, }, group: ["lkbushi_unlimit", "lkbushi_draw", "lkbushi_defend", "lkbushi_gain"], subSkill: { unlimit: { mod: { cardUsable: function (card, player) { const list = lib.skill.lkbushi.getBushi(player), suit = get.suit(card); if (suit === "unsure" || list[0] === suit) return Infinity; }, }, trigger: { player: "useCard1" }, forced: true, popup: false, silent: true, firstDo: true, filter: function (event, player) { if (event.addCount === false) return true; var list = lib.skill.lkbushi.getBushi(player); return list[0] == get.suit(event.card); }, content: function () { trigger.addCount = false; var stat = player.getStat().card, name = trigger.card.name; if (stat[name] && typeof stat[name] == "number") stat[name]--; }, }, draw: { audio: "lkbushi", trigger: { player: ["useCard", "respond"] }, forced: true, locked: false, filter: function (event, player) { var list = lib.skill.lkbushi.getBushi(player); return list[1] == get.suit(event.card); }, content: function () { player.draw(); }, }, defend: { audio: "lkbushi", trigger: { target: "useCardToTargeted" }, direct: true, filter: function (event, player) { var list = lib.skill.lkbushi.getBushi(player); return list[2] == get.suit(event.card) && !event.excluded.includes(player) && player.countCards("he") > 0; }, content: function () { "step 0"; player .chooseToDiscard("he", get.prompt("lkbushi"), "弃置一张牌,令" + get.translation(trigger.card) + "对你无效") .set("ai", function (card) { if (_status.event.eff >= 0) return false; return -_status.event.eff * 1.1 - get.value(card); }) .set("eff", get.effect(player, trigger.card, trigger.player, player)).logSkill = ["lkbushi_defend", trigger.player]; "step 1"; if (result.bool) { trigger.excluded.add(player); } }, }, gain: { audio: "lkbushi", trigger: { player: "phaseJieshuBegin" }, forced: true, locked: false, content: function () { var list = lib.skill.lkbushi.getBushi(player); var card = get.cardPile(function (card) { return get.suit(card, false) == list[3]; }); if (card) player.gain(card, "gain2"); }, }, }, }, lkzhongzhuang: { audio: 2, trigger: { source: ["damageBegin1", "damageBegin4"] }, forced: true, filter: function (event, player, name) { if (!event.card || event.card.name != "sha" || event.getParent().type != "card") return false; var range = player.getAttackRange(); if (name == "damageBegin1") return range > 3; return range < 3 && event.num > 1; }, content: function () { if (event.triggername == "damageBegin1") trigger.num++; else trigger.num = 1; }, global: "lkzhongzhuang_ai", subSkill: { ai: { ai: { filterDamage: true, skillTagFilter: function (player, tag, arg) { if (arg && arg.card && arg.card.name == "sha") { if (arg.player && arg.player.hasSkill("lkzhongzhuang") && arg.player.getAttackRange() < 3) return true; } return false; }, }, }, }, }, //顾雍 olbingyi: { audio: "bingyi", trigger: { player: "loseAfter", global: "loseAsyncAfter", }, filter: function (event, player) { return event.type == "discard" && event.getl(player).cards2.length > 0 && player.countCards("h") > 0 && !player.hasSkill("olbingyi_blocker", null, null, false); }, prompt2: function (event, player) { var str = "展示所有手牌,然后", hs = player.getCards("h"); var color = get.color(hs); if (color == "none") return str + "无事发生"; str += "令至多" + get.cnNumber(hs.length) + "名其他角色和自己各摸一张牌"; return str; }, check: function (event, player) { var color = get.color(player.getCards("h")); return color != "none"; }, content: function () { "step 0"; player.addTempSkill("olbingyi_blocker", ["phaseZhunbeiAfter", "phaseJudgeAfter", "phaseDrawAfter", "phaseUseAfter", "phaseDiscardAfter", "phaseJieshuAfter"]); player.showHandcards(get.translation(player) + "发动了【秉壹】"); if (get.color(player.getCards("h")) == "none") event.finish(); "step 1"; var num = player.countCards("h"); player.chooseTarget([1, num], "令至多" + get.cnNumber(num) + "名角色也各摸一张牌", lib.filter.notMe).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 2"; var targets = [player]; if (result.bool) { targets.addArray(result.targets); player.line(targets, "green"); game.asyncDraw(targets.sortBySeat()); } else { player.draw(); event.finish(); } "step 3"; game.delayx(); }, subSkill: { blocker: { charlotte: true } }, }, //孙体 xinzhaofu: { audio: "zhaofu", enable: "phaseUse", usable: 1, mark: true, limited: true, skillAnimation: true, animationColor: "wood", selectTarget: [1, 2], filterTarget: lib.filter.notMe, zhuSkill: true, contentBefore: function () { player.awakenSkill("xinzhaofu"); }, content: function () { target.addSkill("xinzhaofu_effect"); target.markAuto("xinzhaofu_effect", [player]); }, ai: { order: 9, result: { target: function (player, target) { var targets = game.filterPlayer(function (current) { return current.group == "wu" && get.attitude(player, current) > 0; }); if (targets.length) { for (var targetx of targets) { if (!targetx.inRange(target)) return -1; } return -0.5; } return 0; }, }, }, subSkill: { effect: { charlotte: true, mark: true, intro: { content: "已视为在其他吴势力角色的攻击范围内" }, mod: { inRangeOf: function (from, to) { if (from.group != "wu") return; var list = to.getStorage("xinzhaofu_effect"); for (var i of list) { if (i != from) return true; } }, }, }, }, }, xinkuangbi: { audio: "kuangbi", enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target != player && target.countCards("he") > 0; }, content: function () { "step 0"; target.chooseCard("he", [1, 3], "匡弼:交给" + get.translation(player) + "一至三张牌", true).set("ai", function (card) { if (get.attitude(_status.event.player, _status.event.getParent().player) > 0) { return 7 - get.value(card); } return -get.value(card); }); "step 1"; if (result.bool) { target.give(result.cards, player, "giveAuto").gaintag.add("xinkuangbi_keep"); player.addTempSkill("xinkuangbi_keep"); target.addSkill("xinkuangbi_draw"); target.addMark("xinkuangbi_draw", result.cards.length, false); } }, ai: { order: 1, result: { target: function (player, target) { if (get.attitude(player, target) > 0) { return Math.sqrt(target.countCards("he")); } return 0; }, player: 1, }, }, subSkill: { keep: { mod: { ignoredHandcard: function (card, player) { if (card.hasGaintag("xinkuangbi_keep")) return true; }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("xinkuangbi_keep")) return false; }, }, charlotte: true, onremove: function (player) { player.removeGaintag("xinkuangbi_keep"); }, }, draw: { trigger: { player: "phaseBegin" }, forced: true, charlotte: true, onremove: true, intro: { content: "下回合开始时摸#张牌", }, content: function () { player.draw(player.countMark("xinkuangbi_draw")); player.removeSkill("xinkuangbi_draw"); }, }, }, }, rejingce: { audio: "jingce", trigger: { player: "phaseUseEnd" }, frequent: true, filter: function (event, player) { return ( player.getHistory("useCard", function (evt) { return evt.getParent("phaseUse") == event; }).length > 0 ); }, content: function () { var list = []; player.getHistory("useCard", function (evt) { if (evt.getParent("phaseUse") == trigger) list.add(get.type2(evt.card)); }); player.draw(list.length); }, group: "rejingce_add", }, rejingce_add: { trigger: { player: "loseEnd" }, silent: true, firstDo: true, filter: function (event, player) { if (event.getParent().name != "useCard" || player != _status.currentPhase) return false; var list = player.getStorage("rejingce2"); for (var i of event.cards) { if (!list.includes(get.suit(i, player))) return true; } return false; }, content: function () { if (!player.storage.rejingce2) player.storage.rejingce2 = []; for (var i of trigger.cards) player.storage.rejingce2.add(get.suit(i, player)); player.storage.rejingce2.sort(); player.addTempSkill("rejingce2"); player.markSkill("rejingce2"); }, }, rejingce2: { onremove: true, intro: { content: "当前已使用花色:$", }, mod: { maxHandcard: function (player, num) { return num + player.getStorage("rejingce2").length; }, }, }, rejueqing: { audio: 2, trigger: { source: "damageBegin2" }, skillAnimation: true, animationColor: "water", filter: function (event, player) { return player != event.player && !player.storage.rejueqing_rewrite; }, prompt2: function (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: function (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: function (skill, player) { return player && player.storage.rejueqing_rewrite; }, logTarget: "player", content: function () { player.loseHp(trigger.num); trigger.num *= 2; player.storage.rejueqing_rewrite = true; }, derivation: "rejueqing_rewrite", group: "rejueqing_rewrite", subSkill: { rewrite: { trigger: { source: "damageBefore" }, forced: true, charlotte: true, audio: "rejueqing", filter: function (event, player) { return player.storage.rejueqing_rewrite == true; }, check: function () { return false; }, content: function () { trigger.cancel(); trigger.player.loseHp(trigger.num); }, ai: { jueqing: true, skillTagFilter: function (player) { return player.storage.rejueqing_rewrite == true; }, }, }, }, }, reshangshi: { audio: 2, trigger: { player: ["loseAfter", "changeHp", "gainMaxHpAfter", "loseMaxHpAfter"], global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, frequent: true, prompt: function (event, player) { return "是否发动【伤逝】将手牌摸至" + get.cnNumber(player.getDamagedHp()) + "张?"; }, prompt2: false, filter: function (event, player) { if (event.getl && !event.getl(player)) return false; return player.countCards("h") < player.getDamagedHp(); }, content: function () { player.draw(player.getDamagedHp() - player.countCards("h")); }, ai: { noh: true, skillTagFilter: function (player, tag) { if (tag == "noh" && player.maxHp - player.hp < player.countCards("h")) { return false; } }, }, group: "reshangshi_2nd", }, reshangshi_2nd: { trigger: { player: "damageBegin3" }, direct: true, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { player .chooseToDiscard("是否发动【伤逝】弃置一张牌?", "he") .set("logSkill", "reshangshi") .set("ai", function (card) { var player = _status.event.player; if (player.countCards("h") > player.getDamagedHp() + _status.event.getTrigger().num) return 1; if (player.isPhaseUsing()) return 0.1 - player.getUseValue(card, null, true) / Math.max(0.1, get.value(card)); return (get.position(card) == "h" ? 5 : 0.1) - get.value(card); }); }, }, oldzhenlie: { audio: 2, trigger: { player: "judge" }, check: function (event, player) { return event.judge(player.judging[0]) < 0; }, content: function () { "step 0"; var card = get.cards()[0]; event.card = card; game.cardsGotoOrdering(card).relatedEvent = trigger; "step 1"; player.$throw(card); if (trigger.player.judging[0].clone) { trigger.player.judging[0].clone.classList.remove("thrownhighlight"); game.broadcast(function (card) { if (card.clone) { card.clone.classList.remove("thrownhighlight"); } }, trigger.player.judging[0]); game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone])); } game.cardsDiscard(trigger.player.judging[0]); trigger.player.judging[0] = card; game.log(trigger.player, "的判定牌改为", card); game.delay(2); }, }, oldmiji: { trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] }, audio: 2, filter: function (event, player) { return player.isDamaged(); }, content: function () { "step 0"; player.judge(function (card) { return get.color(card) == "black" ? 1 : -1; }).judge2 = function (result) { return result.bool; }; "step 1"; if (result.bool && player.maxHp > player.hp) { var cards = get.cards(player.maxHp - player.hp); event.cards = cards; player .chooseTarget(true) .set("ai", function (target) { return get.attitude(player, target) / Math.sqrt(1 + target.countCards("h")); }) .set("createDialog", ["请选择一名角色获得这些牌", event.cards]); } else { event.finish(); } "step 2"; player.line(result.targets); result.targets[0].gain(event.cards, "draw"); }, ai: { effect: { target: function (card, player, target) { if (get.tag(card, "recover") && target.hp == target.maxHp - 1) return [0, 0]; if (target.hasFriend()) { if ((get.tag(card, "damage") == 1 || get.tag(card, "loseHp")) && target.hp == target.maxHp) return [0, 1]; } }, }, threaten: function (player, target) { if (target.hp == 1) return 3; if (target.hp == 2) return 2; return 1; }, }, }, oldqianxi: { audio: 2, trigger: { source: "damageBegin2" }, check: function (event, player) { var att = get.attitude(player, event.player); if (event.player.hp == event.player.maxHp) return att < 0; if (event.player.hp == event.player.maxHp - 1 && (event.player.maxHp <= 3 || event.player.hasSkillTag("maixie"))) return att < 0; return att > 0; }, filter: function (event, player) { return event.card && event.card.name == "sha" && get.distance(player, event.player) <= 1; }, logTarget: "player", content: function () { "step 0"; player.judge(function (card) { return get.suit(card) != "heart" ? 1 : -1; }).judge2 = function (result) { return result.bool; }; "step 1"; if (result.bool) { trigger.cancel(); trigger.player.loseMaxHp(true); } }, }, old_fuhun: { audio: 2, trigger: { player: "phaseDrawBegin1" }, filter: function (event, player) { return !event.numFixed; }, content: function () { "step 0"; trigger.changeToZero(); "step 1"; var cards = get.cards(2); event.cards = cards; player.showCards(cards, get.translation(player) + "发动了【父魂】"); "step 2"; player.gain(cards, "gain2"); if (get.color(cards[0]) != get.color(cards[1])) { player.addTempSkills(["wusheng", "paoxiao"]); } }, derivation: ["wusheng", "paoxiao"], }, shiyong: { audio: 2, trigger: { player: "damageEnd" }, forced: true, check: function () { return false; }, filter: function (event, player) { return event.card && event.card.name == "sha" && (get.color(event.card) == "red" || event.getParent(2).jiu == true); }, content: function () { player.loseMaxHp(); }, ai: { neg: true, }, }, xindanshou: { audio: 2, trigger: { global: "phaseJieshuBegin", target: "useCardToTargeted", }, direct: true, filter: function (event, player, name) { return ((name == "phaseJieshuBegin" && event.player != player && player.countCards("he") >= event.player.countCards("h")) || (event.targets && event.targets.includes(player) && ["basic", "trick"].includes(get.type(event.card, "trick")))) && !player.hasSkill("xindanshou_as"); }, content: function () { "step 0"; if (event.triggername == "phaseJieshuBegin") { var num = trigger.player.countCards("h"); if (num > 0) player .chooseToDiscard(get.prompt("xindanshou", trigger.player), num, "弃置" + get.cnNumber(num) + "张牌并对" + get.translation(trigger.player) + "造成1点伤害", "he") .set("logSkill", ["xindanshou", trigger.player]) .set("ai", function (card) { if (get.damageEffect(_status.event.getTrigger().player, _status.event.player, _status.event.player) > 0) return Math.max(5.5, 8 - _status.event.selectTarget) - get.value(card); return -1; }); else player.chooseBool(get.prompt("xindanshou", trigger.player), "对" + get.translation(trigger.player) + "造成1点伤害").ai = function () { return get.damageEffect(trigger.player, player, player) > 0; }; } else { var num = 0; game.countPlayer2(function (current) { var history = current.getHistory("useCard"); for (var j = 0; j < history.length; j++) { if (["basic", "trick"].includes(get.type(history[j].card, "trick")) && history[j].targets && history[j].targets.includes(player)) num++; } }); event.num = num; player .chooseBool(get.prompt("xindanshou") + "(可摸" + get.cnNumber(num) + "张牌)", get.translation("xindanshou_info")) .set("ai", function () { return _status.event.choice; }) .set( "choice", (function () { if (player.isPhaseUsing()) { if ( player.countCards("h", function (card) { return ["basic", "trick"].includes(get.type(card, "trick")) && player.canUse(card, player, null, true) && get.effect(player, card, player) > 0 && player.getUseValue(card, null, true) > 0; }) ) return false; return true; } if (num > 2) return true; var card = trigger.card; if (get.tag(card, "damage") && player.hp <= trigger.getParent().baseDamage && (!get.tag(card, "respondShan") || !player.hasShan()) && (!get.tag(card, "respondSha") || !player.hasSha())) return true; var source = _status.currentPhase, todis = source.countCards("h") - source.needsToDiscard(); if ( todis <= Math.max( Math.min( 2 + (source.hp <= 1 ? 1 : 0), player.countCards("he", function (card) { return get.value(card, player) < Math.max(5.5, 8 - todis); }) ), player.countCards("he", function (card) { return get.value(card, player) <= 0; }) ) && get.damageEffect(source, player, player) > 0 ) return false; if (!source.isPhaseUsing() || get.attitude(player, source) > 0) return true; if (card.name == "sha" && !source.getCardUsable("sha")) return true; return Math.random() < num / 3; })() ); } "step 1"; if (result.bool) { if (!result.cards || !result.cards.length) { player.logSkill("xindanshou", trigger.player); } if (event.triggername == "useCardToTargeted") { player.draw(num); player.addTempSkill("xindanshou_as"); } else { trigger.player.damage("nocard"); } } }, subSkill: { as: { sub: true } }, ai: { threaten: 0.6, effect: { target_use(card, player, target, current) { if (typeof card != "object" || target.hasSkill("xindanshou_as") || !["basic", "trick"].includes(get.type(card, "trick"))) return; var num = 0; game.countPlayer2(function (current) { var history = current.getHistory("useCard"); for (var j = 0; j < history.length; j++) { if (["basic", "trick"].includes(get.type(history[j].card, "trick")) && history[j].targets && history[j].targets.includes(player)) num++; } }); if (player == target && current > 0) return [1.1, num]; return [0.9, num]; }, }, }, }, xinbenxi: { group: ["xinbenxi_summer", "xinbenxi_damage"], audio: 2, trigger: { player: "useCard2", }, forced: true, mod: { globalFrom: function (from, to, distance) { if (_status.currentPhase == from) { return distance - from.storage.xinbenxi; } }, wuxieRespondable: function (card, player, target, current) { if (player != current && player.storage.xinbenxi_directHit.includes(card)) { return false; } }, }, init: function (player) { player.storage.xinbenxi_directHit = []; player.storage.xinbenxi_damage = []; player.storage.xinbenxi_unequip = []; player.storage.xinbenxi = 0; }, filter: function (trigger, player) { return ( _status.currentPhase == player && trigger.targets && trigger.targets.length == 1 && (get.name(trigger.card) == "sha" || get.type(trigger.card) == "trick") && !game.hasPlayer(function (current) { return get.distance(player, current) > 1; }) ); }, filterx: function (event, player) { var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return lib.filter.targetEnabled2(event.card, player, current) && !event.targets.includes(current); }) ) { return true; } } return false; }, content: function () { "step 0"; var list = ["为XXX多选择一个目标", " 令XXX无视防具牌 ", " 令XXX不可被抵消 ", "当XXX造成伤害时摸牌"], card = get.translation(trigger.card); for (var i = 0; i < list.length; i++) { list[i] = [i, list[i].replace(/XXX/g, card)]; } var next = player.chooseButton(["奔袭:请选择一至两项", [list.slice(0, 2), "tdnodes"], [list.slice(2, 4), "tdnodes"]]); next.set("forced", true); next.set("selectButton", [1, 2]); next.set("filterButton", function (button) { if (button.link == 0) { return _status.event.bool1; } return true; }); next.set("bool1", lib.skill.xinbenxi.filterx(trigger, player)); next.set("ai", function (button) { var player = _status.event.player; var event = _status.event.getTrigger(); switch (button.link) { case 0: { if ( game.hasPlayer(function (current) { return lib.filter.targetEnabled2(event.card, player, current) && !event.targets.includes(current) && get.effect(current, event.card, player, player) > 0; }) ) return 1.6 + Math.random(); return 0; } case 1: { if ( event.targets.filter(function (current) { var eff1 = get.effect(current, event.card, player, player); player._xinbenxi_ai = true; var eff2 = get.effect(current, event.card, player, player); delete player._xinbenxi_ai; return eff1 > eff2; }).length ) return 1.9 + Math.random(); return Math.random(); } case 2: { var num = 1.3; if ( event.card.name == "sha" && event.targets.filter(function (current) { if ( current.mayHaveShan( player, "use", current.getCards("h", i => { return i.hasGaintag("sha_notshan"); }) ) && get.attitude(player, current) <= 0 ) { if (current.hasSkillTag("useShan")) num = 1.9; return true; } return false; }).length ) return num + Math.random(); return 0.5 + Math.random(); } case 3: { return (get.tag(event.card, "damage") || 0) + Math.random(); } } }); "step 1"; var map = [ function (trigger, player, event) { player .chooseTarget("请选择" + get.translation(trigger.card) + "的额外目标", true, function (card, player, target) { var player = _status.event.player; if (_status.event.targets.includes(target)) return false; return lib.filter.targetEnabled2(_status.event.card, player, target); }) .set("targets", trigger.targets) .set("card", trigger.card) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }); }, function (trigger, player, event) { player.storage.xinbenxi_unequip.add(trigger.card); }, function (trigger, player, event) { player.storage.xinbenxi_directHit.add(trigger.card); trigger.nowuxie = true; trigger.customArgs.default.directHit2 = true; }, function (trigger, player, event) { player.storage.xinbenxi_damage.add(trigger.card); }, ]; for (var i = 0; i < result.links.length; i++) { game.log(player, "选择了", "#g【奔袭】", "的", "#y选项" + get.cnNumber(result.links[i] + 1, true)); map[result.links[i]](trigger, player, event); } if (!result.links.includes(0)) event.finish(); "step 2"; if (result.targets) { player.line(result.targets); trigger.targets.addArray(result.targets); } }, ai: { unequip: true, unequip_ai: true, directHit_ai: true, skillTagFilter: function (player, tag, arg) { if (tag == "unequip") { if (arg && player.storage.xinbenxi_unequip.includes(arg.card)) return true; return false; } if ( _status.currentPhase != player || game.hasPlayer(function (current) { return get.distance(player, current) > 1; }) ) return false; if (tag == "directHit_ai") return arg.card.name == "sha"; if (!arg || !arg.card || (arg.card.name != "sha" && arg.card.name != "chuqibuyi")) return false; var card = arg.target.getEquip(2); if (card && card.name.indexOf("bagua") != -1) return true; if (player._xinbenxi_ai) return false; }, }, subSkill: { damage: { sub: true, trigger: { global: "damageBegin1" }, audio: 2, forced: true, filter: function (event, player) { return event.card && player.storage.xinbenxi_damage.includes(event.card); }, content: function () { player.draw(); }, }, summer: { sub: true, trigger: { player: ["phaseAfter", "useCardAfter", "useCard"] }, silent: true, filter: function (event, player) { return player == _status.currentPhase; }, content: function () { if (trigger.name == "phase") { player.storage.xinbenxi = 0; return; } else if (event.triggername == "useCard") { player.logSkill("xinbenxi"); player.storage.xinbenxi++; player.syncStorage("xinbenxi"); return; } else { player.storage.xinbenxi_unequip.remove(event.card); player.storage.xinbenxi_directHit.remove(event.card); player.storage.xinbenxi_damage.remove(event.card); } }, }, }, }, xinyaoming: { audio: 2, trigger: { player: "damageEnd", source: "damageSource", }, filter: function (event, player) { return game.hasPlayer(function (target) { return ["摸牌", "弃牌", "制衡"].some(function (control) { var storage = player.getStorage("xinyaoming_kanon"); if (storage.includes(control)) return false; if (control == "摸牌" && target != player) return true; if (control == "弃牌" && target != player && target.countCards("h")) return true; if (control == "制衡") return true; return false; }); }); }, direct: true, content: function () { "step 0"; var func = function () { game.countPlayer(function (target) { var list = ["摸牌", "弃牌", "制衡"].filter(function (control) { var storage = player.getStorage("xinyaoming_kanon"); if (storage.includes(control)) return false; if (control == "摸牌" && target != player) return true; if (control == "弃牌" && target != player && target.countCards("h")) return true; if (control == "制衡") return true; return false; }), str = ""; for (var i of list) str += i + "
"; str = str.slice(0, -4); target.prompt(str); }); }; if (event.player == game.me) func(); else if (event.isOnline()) player.send(func); player .chooseTarget(get.prompt2("xinyaoming"), function (card, player, target) { var storage = player.getStorage("xinyaoming_kanon"); if (!storage.includes("制衡")) return true; if (target == player) return false; return !storage.includes("摸牌") || target.countCards("h"); }) .set("ai", function (target) { var player = _status.event.player; var storage = player.getStorage("xinyaoming_kanon"); if (get.attitude(player, target) > 0 && !storage.includes("摸牌") && target != player) return get.effect(target, { name: "draw" }, player, player); if (get.attitude(player, target) < 0 && !storage.includes("弃牌") && target != player && target.countCards("h")) return get.effect(target, { name: "guohe_copy2" }, player, player); if (get.attitude(player, target) > 0 && !storage.includes("制衡")) return get.effect(target, { name: "kaihua" }, player, player); return 0; }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("xinyaoming", target); var controls = ["摸牌", "弃牌", "制衡"].filter(function (control) { var storage = player.getStorage("xinyaoming_kanon"); if (storage.includes(control)) return false; if (control == "摸牌" && target != player) return true; if (control == "弃牌" && target != player && target.countCards("h")) return true; if (control == "制衡") return true; return false; }); if (controls.length == 1) event._result = { control: controls[0] }; else { var str = get.translation(target); var choiceList = ["令" + str + "摸一张牌", "弃置" + str + "一张手牌", "令" + str + "弃置至多两张牌,然后其摸等量的牌"]; var list = ["摸牌", "弃牌", "制衡"]; for (var i = 0; i < 3; i++) { if (!controls.includes(list[i])) { choiceList[i] = '' + choiceList[i] + ""; } } player .chooseControl(controls) .set("choiceList", choiceList) .set("ai", function () { var player = _status.event.player; var target = _status.event.target; var controls = _status.event.controls.slice(); var map = { 摸牌: get.effect(target, { name: "draw" }, player, player), 弃牌: get.effect(target, { name: "guohe_copy2" }, player, player), 制衡: get.effect(target, { name: "kaihua" }, player, player), }; controls.sort((a, b) => map[b] - map[a]); return controls[0]; }) .set("target", target); } } else event.finish(); "step 2"; player.addTempSkill("xinyaoming_kanon"); player.markAuto("xinyaoming_kanon", [result.control]); switch (result.control) { case "摸牌": target.draw(); break; case "弃牌": player.discardPlayerCard(target, "h", true); break; case "制衡": target.chooseToDiscard([1, 2], "he", "邀名:弃置至多两张牌,然后摸等量的牌", true).set("ai", card => lib.skill.zhiheng.check(card)); break; } if (result.control != "制衡") event.finish(); "step 3"; if (result.bool) { target.draw(result.cards.length); } }, subSkill: { kanon: { charlotte: true, onremove: true, }, }, }, xinfuli: { audio: 2, skillAnimation: true, animationColor: "soil", unique: true, limited: true, enable: "chooseToUse", mark: true, filter: function (event, player) { if (event.type != "dying") return false; if (player != event.dying) return false; return true; }, content: function () { "step 0"; player.awakenSkill("xinfuli"); event.num = game.countGroup(); player.recover(event.num - player.hp); "step 1"; var num2 = num - player.countCards("h"); if (num2) player.draw(num2); "step 2"; if (num > 2) player.turnOver(); player.storage.xinfuli = true; }, ai: { save: true, skillTagFilter: function (player, arg, target) { return player == target; }, result: { player: 10, }, threaten: function (player, target) { if (!target.storage.xinfuli) return 0.9; }, }, intro: { content: "limited", }, }, xindangxian: { trigger: { player: "phaseBegin" }, forced: true, audio: "dangxian", audioname: ["xin_liaohua", "re_liaohua"], audioname2: { dc_guansuo: "dangxian_guansuo", guansuo: "dangxian_guansuo", }, content: function () { trigger.phaseList.splice(trigger.num, 0, "phaseUse|xindangxian"); }, group: "xindangxian_rewrite", subSkill: { rewrite: { trigger: { player: "phaseUseBegin" }, forced: true, popup: false, filter: function (kagari) { return kagari._extraPhaseReason == "xindangxian"; }, content: function () { "step 0"; if (player.storage.xinfuli) { player.chooseBool("是否失去1点体力并获得一张【杀】?").ai = function () { return player.hp > 2 && !player.hasSha(); }; } else event._result = { bool: true }; "step 1"; if (!result.bool) { event.finish(); return; } player.loseHp(); "step 2"; var card = get.cardPile(function (card) { return card.name == "sha"; }); if (card) player.gain(card, "gain2"); "step 3"; game.updateRoundNumber(); }, }, }, }, xinjunxing: { inherit: "junxing", audio: "junxing", content: function () { "step 0"; var types = []; for (var i = 0; i < cards.length; i++) { types.add(get.type(cards[i], "trick", player)); } target .chooseToDiscard(function (card) { return !_status.event.types.includes(get.type(card, "trick")); }) .set("ai", function (card) { if (_status.event.player.isTurnedOver()) return -1; return 8 - get.value(card); }) .set("types", types) .set("dialog", ["弃置一张与" + get.translation(player) + "弃置的牌类别均不同的牌,或将武将牌翻面", "hidden", cards]); "step 1"; if (!result.bool) { target.turnOver(); } else event.finish(); "step 2"; var num = 4 - target.countCards("h"); if (num) target.draw(num); }, }, xinzhige: { enable: "phaseUse", usable: 1, audio: "zhige", position: "he", selectTarget: 2, multitarget: true, targetprompt: ["出杀人", "出杀目标"], filterTarget: function (card, player, target) { if (ui.selected.targets.length == 0) { return target != player && target.inRange(player); } else { return ui.selected.targets[0].inRange(target); } }, content: function () { "step 0"; targets[0].chooseCard("交给" + get.translation(player) + "一张【杀】或武器牌,否则视为对" + get.translation(targets[1]) + "使用一张【杀】", "he", function (card) { return get.name(card) == "sha" || get.subtype(card) == "equip1"; }).ai = function (card) { var player = _status.event.player; var target = _status.event.getParent("xinzhige").targets[1]; return get.effect(target, { name: "sha" }, player, player) >= 0 ? -1 : 9 - get.value(card); }; "step 1"; if (result.bool) { targets[0].give(result.cards, player, "give"); } else { if (targets[0].canUse("sha", targets[1])) targets[0].useCard({ name: "sha", isCard: true }, targets[1]); } }, ai: { result: { target: function (player, target) { if (ui.selected.targets.length) { var from = ui.selected.targets[0]; return get.effect(target, { name: "sha" }, from, target); } var effs = [0, 0]; game.countPlayer(function (current) { if (current != target && target.canUse("sha", current)) { var eff = get.effect(current, { name: "sha" }, target, target); if (eff > effs[0]) effs[0] = eff; if (eff < effs[1]) effs[1] = eff; } }); return effs[get.attitude(player, target) > 0 ? 0 : 1]; }, }, order: 8.5, expose: 0.2, }, }, xinzongzuo: { trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, audio: "zongzuo", filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { "step 0"; var num = game.countGroup(); player.gainMaxHp(num); event.num = num; "step 1"; player.recover(event.num); //player.update(); }, group: "xinzongzuo_lose", subSkill: { lose: { trigger: { global: "dieAfter" }, forced: true, audio: "zongzuo", filter: function (event, player) { if (!lib.group.includes(event.player.group)) return false; if ( game.hasPlayer(function (current) { return current.group == event.player.group; }) ) { return false; } return true; }, content: function () { "step 0"; player.loseMaxHp(); "step 1"; player.draw(2); }, }, }, }, xintaoluan: { hiddenCard: function (player, name) { return !player.getStorage("xintaoluan").includes(name) && player.countCards("hes") > 0 && !player.hasSkill("xintaoluan3") && lib.inpile.includes(name); }, audio: "taoluan", enable: "chooseToUse", filter: function (event, player) { return ( !player.hasSkill("xintaoluan3") && player.hasCard(card => lib.inpile.some(name => { if (player.getStorage("xintaoluan").includes(name)) return false; if (get.type(name) != "basic" && get.type(name) != "trick") return false; if (event.filterCard({ name: name, isCard: true, cards: [card] }, player, event)) return true; if (name == "sha") { for (var nature of lib.inpile_nature) { if (event.filterCard({ name: name, nature: nature, isCard: true, cards: [card] }, player, event)) return true; } } return false; }, "hes") ) > 0 && !_status.dying.length ); }, chooseButton: { dialog: function (event, player) { var list = []; for (var name of lib.inpile) { if (get.type(name) == "basic" || get.type(name) == "trick") { if (player.getStorage("xintaoluan").includes(name)) continue; list.push([get.translation(get.type(name)), "", name]); if (name == "sha") { for (var j of lib.inpile_nature) list.push(["基本", "", "sha", j]); } } } return ui.create.dialog("滔乱", [list, "vcard"]); }, filter: function (button, player) { return _status.event.getParent().filterCard({ name: button.link[2] }, player, _status.event.getParent()); }, check: function (button) { var player = _status.event.player; var card = { name: button.link[2], nature: button.link[3] }; if (player.countCards("hes", cardx => cardx.name == card.name)) return 0; return _status.event.getParent().type == "phase" ? player.getUseValue(card) : 1; }, backup: function (links, player) { return { filterCard: true, audio: "taoluan", popname: true, check: function (card) { return 7 - get.value(card); }, position: "hes", viewAs: { name: links[0][2], nature: links[0][3] }, onuse: function (result, player) { var evt = _status.event.getParent("phase"); if (evt && evt.name == "phase" && !evt.xintaoluan) { evt.xintaoluan = true; var next = game.createEvent("xintaoluan_clear"); _status.event.next.remove(next); evt.after.push(next); next.player = player; next.setContent(function () { delete player.storage.xintaoluan; delete player.storage.xintaoluan2; }); } player.markAuto("xintaoluan", [result.card.name]); }, }; }, prompt: function (links, player) { return "将一张牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用"; }, }, ai: { order: 4, save: true, respondSha: true, respondShan: true, skillTagFilter: function (player, tag, arg) { if (!player.countCards("hes") || player.hasSkill("taoluan3")) return false; if (tag == "respondSha" || tag == "respondShan") { if (arg == "respond") return false; return !player.getStorage("taoluan").includes(tag == "respondSha" ? "sha" : "shan"); } return !player.getStorage("taoluan").includes("tao") || (!player.getStorage("taoluan").includes("jiu") && arg == player); }, result: { player: function (player) { var num = player.countMark("xintaoluan2"); var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i] != player && players[i].countCards("he") > (num + 1) * 2 && get.attitude(player, players[i]) > 0) { return 1; } } return 0; }, }, threaten: 1.9, }, group: "xintaoluan2", }, xintaoluan2: { trigger: { player: ["useCardAfter", "respondAfter"] }, forced: true, popup: false, charlotte: true, filter: function (event, player) { if (!game.hasPlayer(current => current != player)) return false; return event.skill == "xintaoluan_backup"; }, content: function () { "step 0"; player.addMark("xintaoluan2", 1, false); event.num = player.countMark("xintaoluan2"); player .chooseTarget( true, function (card, player, target) { return target != player; }, '滔乱

令一名其他角色选择一项:1.交给你' + get.cnNumber(event.num) + "张与你以此法使用的牌类别不同的牌;2.你失去" + get.cnNumber(event.num) + "点体力" ) .set("ai", function (target) { var player = _status.event.player; if (get.attitude(player, target) > 0) { if (get.attitude(target, player) > 0) { return target.countCards("h"); } return target.countCards("h") / 2; } return 0; }); "step 1"; var target = result.targets[0]; event.target = target; player.line(target, "green"); var type = get.type(trigger.card, "trick"); target .chooseCard('滔乱

交给' + get.translation(player) + get.cnNumber(num) + "张不为" + get.translation(type) + "牌的牌,或令其失去" + get.cnNumber(num) + "点体力且滔乱无效直到回合结束", "he", num, function (card, player, target) { return get.type(card, "trick") != _status.event.cardType; }) .set("cardType", type) .set("ai", function (card) { if (_status.event.att) { return 11 - get.value(card); } return 0; }) .set("att", get.attitude(target, player) > 0); "step 2"; var target = event.target; if (result.bool) { target.give(result.cards, player, "give"); } else { player.addTempSkill("xintaoluan3"); player.loseHp(num); } }, }, xintaoluan3: { charlotte: true }, xintaoluan_backup: {}, xincaishi: { trigger: { player: "phaseDrawBegin2", }, audio: "caishi", direct: true, content: function () { "step 0"; var choiceList = ["手牌上限-1且发动【忠鉴】时可以多展示对方的一张牌"]; if (!trigger.numFixed) { choiceList.push("摸牌阶段多摸两张牌,然后本回合内不能发动【忠鉴】"); if (trigger.num > 0) { choiceList.unshift("摸牌阶段少摸一张牌,发动【忠鉴】时可以多展示自己的一张牌直到回合结束"); event.first = true; } } var next = player.chooseControl("cancel2"); next.set("choiceList", choiceList); next.set("prompt", get.prompt("xincaishi")); next.set("ai", function () { return 2; }); "step 1"; if (result.control != "cancel2") { player.logSkill("xincaishi"); if (!event.first) result.index++; trigger.num += result.index > 1 ? 2 : result.index - 1; player.addTempSkill("xincaishi_" + result.index); } }, subSkill: { 0: { mark: true, intro: { content: "发动【忠鉴】时可以多展示自己的一张牌", }, }, 1: { mark: true, intro: { content: "发动【忠鉴】时可以多展示目标角色的一张牌", }, mod: { maxHandcard: function (player, num) { return num - 1; }, }, }, 2: { mark: true, intro: { content: "不能发动【忠鉴】直到回合结束", }, }, }, }, xinzhongjian: { audio: "zhongjian", enable: "phaseUse", usable: 1, filter: function (event, player) { return !player.hasSkill("xincaishi_2") && player.countCards("h") > 0; }, filterTarget: function (event, player, target) { return target != player && target.countCards("h") > 0; }, filterCard: true, selectCard: function () { return _status.event.player.hasSkill("xincaishi_0") ? [1, 2] : [1, 1]; }, check: function () { return 1; }, discard: false, lose: false, content: function () { "step 0"; event.suits = []; event.nums = []; for (var i = 0; i < cards.length; i++) { event.suits.push(get.suit(cards[i])); event.nums.push(get.number(cards[i])); } player.showCards(cards); "step 1"; player.choosePlayerCard(target, "h", [1, player.hasSkill("xincaishi_1") ? 4 : 3], "请选择要展示的牌", true).ai = function () { return Math.random(); }; "step 2"; event.cards2 = result.cards.slice(0); target.showCards(event.cards2); "step 3"; var card = event.cards2.shift(); var bool = false; if (event.suits.includes(get.suit(card))) { bool = true; player.draw(); } if (event.nums.includes(get.number(card))) { bool = true; target.damage("nocard"); } if (!bool && player.countCards("h")) player.chooseToDiscard("h", true); "step 4"; if (event.cards2.length) event.goto(3); }, ai: { result: { target: function (player, target) { return -target.countCards("h"); }, }, }, }, new_qingxian: { group: ["qingxian_draw"], enable: "phaseUse", audio: "qingxian", usable: 1, position: "he", filterTarget: function (card, player, target) { return target != player; }, complexCard: true, complexSelect: true, selectTarget: function () { return ui.selected.cards.length; }, filterCard: true, selectCard: function () { var player = _status.event.player; return [1, player.hp]; }, check: function (cardx) { var player = _status.event.player; var number = game.countPlayer(function (target) { if (player == target) return false; var pe = player.countCards("e", function (card) { return card != cardx && ui.selected.cards.includes(card) == false; }); var te = target.countCards("e"); if (pe > te && target.isDamaged() && get.attitude(player, target) > 2) return true; else if (pe == te && get.attitude(player, target) > 2) return true; else if (pe < te && get.attitude(player, target) < 0) return true; return false; }); if (ui.selected.cards.length < number) return 7 - get.value(cardx); else return 0; }, targetprompt: function (target) { var pe = _status.event.player.countCards("e", function (card) { return ui.selected.cards.includes(card) == false; }); var te = target.countCards("e"); if (pe > te) return "回复体力"; else if (pe == te) return "摸一张牌"; else if (pe < te) return "失去体力"; }, line: "thunder", content: function () { var pe = player.countCards("e"); var te = target.countCards("e"); if (pe > te) target.recover(); else if (pe == te) target.draw(); else if (pe < te) target.loseHp(); }, ai: { order: 10, result: { target: function (player, target) { var pe = player.countCards("e", function (card) { return ui.selected.cards.includes(card) == false; }); var te = target.countCards("e"); if (pe > te && target.isDamaged()) return 2; else if (pe == te) return 1; else if (pe < te) return -2.5; else return 0; }, }, }, }, new_juexiang: { audio: "qingxian_jilie", trigger: { player: "die", }, forced: true, forceDie: true, skillAnimation: true, animationColor: "water", derivation: ["new_canyun"], content: function () { "step 0"; if (trigger.source) { trigger.source.discard(trigger.source.getCards("e")); trigger.source.loseHp(); } "step 1"; player .chooseTarget("【绝响】:是否令一名其他角色获得技能〖残韵〗?", function (card, player, target) { return target != player; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (target.countCards("ej", { suit: "club" })) att = att * 2; return 10 + att; }) .set("forceDie", true); "step 2"; if (result.bool) { var target = result.targets[0]; event.target = target; player.line(target, "thunder"); target.addSkills("new_canyun"); target .discardPlayerCard("是否弃置自己区域内的一张梅花牌,获得技能〖绝响〗?", target, "hej") .set("ai", function (card) { if (get.position(card) == "j") return 100 + get.value(card); return 100 - get.value(card); }) .set("visible", true) .set("filterButton", function (card) { return get.suit(card.link) == "club"; }); } else event.finish(); "step 3"; if (result.bool) target.addSkills("new_juexiang"); }, }, new_canyun: { group: ["qingxian_draw"], complexCard: true, complexSelect: true, marktext: "韵", init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = []; }, intro: { content: function (storage) { var str = ""; var str2 = "
  • 出牌阶段限一次,你可以弃置至多X张牌并选择等量的其他角色(不能选择已经成为过〖残韵〗目标的角色)。这些角色中,装备区内牌数少于你的回复1点体力,等于你的摸一张牌,多于你的失去1点体力。若你以此法指定的角色数等于X,则你摸一张牌。(X为你的体力值)"; if (storage.length > 0) { for (var i = 0; i < storage.length; i++) { str += "、"; str += get.translation(storage[i]); } str = str.slice(1); str2 += "
  • 已对" + str + "发动过〖残韵〗"; } return str2; }, }, mark: true, enable: "phaseUse", usable: 1, check: function (cardx) { var player = _status.event.player; var number = game.countPlayer(function (target) { if (player == target) return false; var pe = player.countCards("e", function (card) { return card != cardx && ui.selected.cards.includes(card) == false; }); var te = target.countCards("e"); if (pe > te && target.isDamaged() && get.attitude(player, target) > 2) return true; else if (pe < te && get.attitude(player, target) < 0) return true; return false; }); if (ui.selected.cards.length < number) return 6 - get.value(cardx); else return 0; }, filter: function (event, player) { if (!player.storage.new_canyun) player.storage.new_canyun = []; return game.hasPlayer(function (current) { return current != player && !player.storage.new_canyun.includes(current); }); }, filterTarget: function (card, player, target) { return target != player && !player.storage.new_canyun.includes(target); }, selectTarget: function () { return ui.selected.cards.length; }, filterCard: true, selectCard: function () { var player = _status.event.player; return [1, player.hp]; }, targetprompt: function (target) { var pe = _status.event.player.countCards("e", function (card) { return ui.selected.cards.includes(card) == false; }); var te = target.countCards("e"); if (pe > te) return "回复体力"; else if (pe == te) return "摸一张牌"; else if (pe < te) return "失去体力"; }, line: "thunder", position: "he", content: function () { player.storage.new_canyun.push(target); var pe = player.countCards("e"); var te = target.countCards("e"); if (pe > te) target.recover(); else if (pe == te) target.draw(); else if (pe < te) target.loseHp(); }, ai: { order: 10, result: { target: function (player, target) { var pe = player.countCards("e"); var te = target.countCards("e"); if (pe > te && target.isDamaged()) return 2; else if (pe == te) return 1; else if (pe < te) return -2.5; else return 0; }, }, }, }, qingxian_draw: { trigger: { player: ["new_qingxianAfter", "new_canyunAfter"], }, forced: true, popup: false, silent: false, filter: function (event, player) { return event.target == event.targets[event.targets.length - 1] && event.targets.length == player.hp; }, content: function () { player.draw(); }, }, zhenjun: { audio: "jieyue", trigger: { player: "phaseZhunbeiBegin", }, filter: function (event, player) { return game.hasPlayer(function (current) { return current.countCards("h") > current.hp; }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("zhenjun"), function (card, player, target) { return target.countCards("h") > target.hp; }) .set("ai", function (target) { return -get.attitude(_status.event.player, target) * (target.countCards("e") + 1); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; var num = target.countCards("h") - target.hp; player.line(target, "thunder"); player.logSkill("zhenjun", target); player.discardPlayerCard(num, target, true); } "step 2"; if (result.cards && result.cards.length) { event.num = 0; event.num2 = result.cards.length; for (var i = 0; i < result.cards.length; i++) { if (get.type(result.cards[i], null, result.cards[i].original == "h" ? target : false) != "equip") { event.num++; } } if (event.num > 0) { var prompt = "弃置" + get.cnNumber(event.num) + "张牌,或令" + get.translation(event.target) + "摸" + get.cnNumber(event.num2) + "张牌"; player.chooseToDiscard(event.num, prompt, "he").ai = function (card) { return 5 - get.value(card); }; } else event.finish(); } else event.finish(); "step 3"; if (!result.bool) { event.target.draw(event.num2); } }, }, rezhenjun: { audio: "jieyue", trigger: { player: "phaseZhunbeiBegin", }, filter: function (event, player) { return game.hasPlayer(function (current) { return current.countCards("h") > 0; }); }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt2("rezhenjun"), (card, player, target) => { return target.countCards("he"); }).ai = function (target) { return -get.attitude(_status.event.player, target) * (target.countCards("e") + 1); }; "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; var num = Math.max(target.countCards("h") - target.hp, 1); player.logSkill("rezhenjun", target); player.discardPlayerCard(num, target, true); } "step 2"; if (result.cards && result.cards.length) { event.num = 0; for (var i = 0; i < result.cards.length; i++) { if (get.type(result.cards[i]) != "equip") { event.num++; } } if (event.num > 0) { var prompt = "弃置" + get.cnNumber(event.num) + "张牌,或令" + get.translation(event.target) + "摸" + get.cnNumber(event.num) + "张牌"; player.chooseToDiscard(event.num, prompt, "he").ai = function (card) { return 5 - get.value(card); }; } else event.finish(); } else event.finish(); "step 3"; if (!result.bool) { event.target.draw(event.num); } }, }, fenli: { audio: 2, audioname: ["xin_zhuhuan"], group: ["fenli_draw", "fenli_use", "fenli_discard"], subfrequent: ["discard"], subSkill: { draw: { audio: "fenli", audioname: ["xin_zhuhuan"], trigger: { player: "phaseDrawBefore" }, prompt: "是否发动【奋励】跳过摸牌阶段?", filter: function (event, player) { return player.isMaxHandcard(); }, check: function (event, player) { if (player.getHistory("skipped").length > 0) return false; return game.hasPlayer(function (current) { return get.attitude(player, current) < 0 && current.hp == 1 && get.damageEffect(current, player, player) > 0; }); }, content: function () { trigger.cancel(); }, }, use: { audio: "fenli", audioname: ["xin_zhuhuan"], trigger: { player: "phaseUseBefore" }, prompt: "是否发动【奋励】跳过出牌阶段?", filter: function (event, player) { return player.isMaxHp(); }, check: function (event, player) { if (!player.needsToDiscard() || (player.countCards("e") && player.isMaxEquip())) return true; if (player.getHistory("skipped").length > 0) return false; return game.hasPlayer(function (current) { return get.attitude(player, current) < 0 && current.hp == 1 && get.damageEffect(current, player, player) > 0; }); }, content: function () { trigger.cancel(); }, }, discard: { audio: "fenli", audioname: ["xin_zhuhuan"], trigger: { player: "phaseDiscardBefore" }, prompt: "是否发动【奋励】跳过弃牌阶段?", frequent: true, filter: function (event, player) { return player.isMaxEquip() && player.countCards("e"); }, content: function () { trigger.cancel(); }, }, }, ai: { combo: "pingkou", }, }, pingkou: { audio: 2, trigger: { player: "phaseEnd" }, direct: true, filter: function (event, player) { return player.getHistory("skipped").length > 0; }, content: function () { "step 0"; player .chooseTarget([1, player.getHistory("skipped").length], get.prompt2("pingkou"), function (card, player, target) { return target != player; }) .set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }); "step 1"; if (result.bool) { player.logSkill("pingkou", result.targets); event.targets = result.targets.slice(0).sortBySeat(); } else { event.finish(); } "step 2"; if (event.targets && event.targets.length) { event.targets.shift().damage(); event.redo(); } }, ai: { combo: "fenli", effect: { target: function (card) { if (card.name == "lebu" || card.name == "bingliang") return 0.5; }, }, }, }, xinanguo: { audio: "anguo", enable: "phaseUse", usable: 1, filterTarget: lib.filter.notMe, content: function () { "step 0"; if (target.isMinHandcard()) { target.draw(); event.h = true; } "step 1"; if (target.isMinHp() && target.isDamaged()) { target.recover(); event.hp = true; } "step 2"; var equip = get.cardPile(function (card) { return get.type(card) == "equip" && target.hasUseTarget(card); }); if (target.isMinEquip() && equip) { target.chooseUseTarget(equip, "nothrow", "nopopup", true); event.e = true; } "step 3"; game.updateRoundNumber(); if (!event.h && player.isMinHandcard()) { player.draw(); } "step 4"; if (!event.hp && player.isMinHp() && player.isDamaged()) { player.recover(); } "step 5"; if (!event.e && player.isMinEquip()) { var equip = get.cardPile(function (card) { return get.type(card) == "equip" && player.hasUseTarget(card); }); if (equip) player.chooseUseTarget(equip, "nothrow", "nopopup", true); } "step 6"; game.updateRoundNumber(); }, ai: { threaten: 1.6, order: 9, result: { player: function (player, target) { if (get.attitude(player, target) <= 0) { if (target.isMinHandcard() || target.isMinEquip() || target.isMinHp()) return -1; } var num = 0; if (player.isMinHandcard() || target.isMinHandcard()) num++; if (player.isMinEquip() || target.isMinEquip()) num++; if ((player.isMinHp() && player.isDamaged()) || (target.isMinHp() && target.isDamaged())) num += 2.1; return num; }, }, }, }, pindi: { audio: 2, enable: "phaseUse", filterTarget: function (card, player, target) { if (player == target) return false; if (player.storage.pindi_target && player.storage.pindi_target.includes(target)) { return false; } return true; }, filterCard: function (card, player) { if (player.storage.pindi_type && player.storage.pindi_type.includes(get.type2(card))) { return false; } return true; }, subSkill: { clear: { trigger: { player: "phaseAfter" }, silent: true, content: function () { delete player.storage.pindi_target; delete player.storage.pindi_type; }, }, }, //group:'pindi_clear', check: function (card) { var num = _status.event.player.getStat("skill").pindi || 0; return 6 + num - get.value(card); }, position: "he", content: function () { "step 0"; if (!player.storage.pindi_target) { player.storage.pindi_target = []; } if (!player.storage.pindi_type) { player.storage.pindi_type = []; } player.storage.pindi_target.push(target); player.storage.pindi_type.push(get.type2(cards[0], cards[0].original == "h" ? player : false)); event.num = player.getStat("skill").pindi; var evt = _status.event.getParent("phase"); if (evt && evt.name == "phase" && !evt.pindi) { var next = game.createEvent("rerende_clear"); _status.event.next.remove(next); evt.after.push(next); evt.pindi = true; next.player = player; next.setContent(lib.skill.pindi_clear.content); } player.syncStorage(); if (target.countCards("he") == 0) event._result = { index: 0 }; else { player .chooseControlList(["令" + get.translation(target) + "摸" + get.cnNumber(event.num) + "张牌", "令" + get.translation(target) + "弃置" + get.cnNumber(event.num) + "张牌"], function () { return _status.event.choice; }) .set("choice", get.attitude(player, target) > 0 ? 0 : 1); } "step 1"; if (result.index == 0) { target.draw(event.num); } else { target.chooseToDiscard(event.num, "he", true); } "step 2"; if (target.isDamaged()) { player.link(true); } }, ai: { order: 8, threaten: 1.8, result: { target: function (player, target) { var att = get.attitude(player, target); var num = (player.getStat("skill").pindi || 0) + 1; if (att <= 0 && target.countCards("he") < num) return 0; return get.sgn(att); }, }, }, }, funan: { audio: 2, trigger: { global: ["respond", "useCard"] }, filter: function (event, player) { if (!event.respondTo) return false; if (event.player == player) return false; if (player != event.respondTo[0]) return false; if (!player.hasSkill("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: function () { "step 0"; if (!player.hasSkill("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("funan"); trigger.player.addTempSkill("funan_use"); } "step 1"; var cards = trigger.cards.filterInD("od"); player.gain(cards, "log", "gain2"); }, subSkill: { jiexun: { charlotte: true, mark: true, marktext: "复", intro: { content: "你发动“复难”时,无须令其他角色获得你使用的牌", }, }, use: { onremove: function (player) { player.removeGaintag("funan"); }, charlotte: true, mod: { cardEnabled2: function (card, player) { if (get.itemtype(card) == "card" && card.hasGaintag("funan")) { return false; } }, }, }, }, }, jiexun: { audio: 2, trigger: { player: "phaseJieshuBegin" }, onremove: true, direct: true, content: function () { "step 0"; var num1 = game.countPlayer(function (current) { return current.countCards("ej", { suit: "diamond" }); }); var num2 = player.countMark("jiexun"); event.num1 = num1; event.num2 = num2; var str = "令目标摸" + get.cnNumber(num1) + "张牌"; if (num2) { str += ",然后弃置" + get.cnNumber(num2) + "张牌;若目标因此法弃置了所有牌,则你失去“诫训”,然后你发动“复难”时,无须令其获得你使用的牌"; } player .chooseTarget(get.prompt("jiexun"), function (card, player, target) { return target != player; }) .set("ai", function (target) { return _status.event.coeff * get.attitude(_status.event.player, target); }) .set("coeff", num1 >= num2 ? 1 : -1) .set("prompt2", str); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("jiexun", target); if (event.num1) { target.draw(event.num1); } player.addMark("jiexun", 1, false); } else { event.finish(); } "step 2"; if (event.num2) { event.target.chooseToDiscard(event.num2, true, "he"); } else { event.finish(); } "step 3"; if (result.bool && result.autochoose && result.cards.length == result.rawcards.length) { player.removeSkills("jiexun"); player.addSkill("funan_jiexun"); } }, }, xinjiexun: { audio: "jiexun", trigger: { player: "phaseJieshuBegin" }, onremove: true, direct: true, content: function () { "step 0"; var num1 = game.countPlayer(function (current) { return current.countCards("ej", { suit: "diamond" }); }); var num2 = player.countMark("xinjiexun"); event.num1 = num1; event.num2 = num2; var str = "令目标摸" + get.cnNumber(num1) + "张牌"; if (num2) { str += ",然后弃置" + get.cnNumber(num2) + "张牌"; } player .chooseTarget(get.prompt("xinjiexun"), function (card, player, target) { return target != player; }) .set("ai", function (target) { return _status.event.coeff * get.attitude(_status.event.player, target); }) .set("coeff", num1 >= num2 ? 1 : -1) .set("prompt2", str); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("xinjiexun", target); if (event.num1) { target.draw(event.num1); } player.addMark("xinjiexun", 1, false); } else { event.finish(); } "step 2"; if (event.num2) { event.target.chooseToDiscard(event.num2, true, "he"); } else { event.finish(); } "step 3"; if (result.bool && result.autochoose && result.cards.length == result.rawcards.length) { player.removeMark("xinjiexun", player.countMark("xinjiexun"), false); player.addSkill("funan_jiexun"); } }, intro: { content: "已经发动过了#次" }, }, zhuandui: { shaRelated: true, audio: 2, group: ["zhuandui_respond", "zhuandui_use"], subSkill: { use: { audio: "zhuandui", trigger: { player: "useCardToPlayered" }, check: function (event, player) { return get.attitude(player, event.target) < 0; }, filter: function (event, player) { return event.card.name == "sha" && player.canCompare(event.target); }, logTarget: "target", content: function () { "step 0"; player.chooseToCompare(trigger.target); "step 1"; if (result.bool) { trigger.getParent().directHit.add(trigger.target); } }, }, respond: { audio: "zhuandui", trigger: { target: "useCardToTargeted" }, check: function (event, player) { return get.effect(player, event.card, event.player, player) < 0; }, filter: function (event, player) { return event.card.name == "sha" && player.canCompare(event.player); }, logTarget: "player", content: function () { "step 0"; player.chooseToCompare(trigger.player); "step 1"; if (result.bool) { trigger.getParent().excluded.add(player); } }, }, }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { if (player._zhuandui_temp || tag !== "directHit_ai") return false; player._zhuandui_temp = true; var bool = (function () { if (arg.card.name != "sha" || get.attitude(player, arg.target) >= 0 || !arg.target.countCards("h")) return false; if ( arg.target.countCards("h") == 1 && (!arg.target.hasSkillTag( "freeShan", false, { player: player, card: arg.card, }, true ) || player.hasSkillTag("unequip", false, { name: arg.card ? arg.card.name : null, target: arg.target, card: arg.card, }) || player.hasSkillTag("unequip_ai", false, { name: arg.card ? arg.card.name : null, target: arg.target, card: arg.card, })) ) return true; return ( player.countCards("h", function (card) { return card != arg.card && (!arg.card.cards || !arg.card.cards.includes(card)) && get.value(card) <= 4 && (get.number(card) >= 11 + arg.target.countCards("h") / 2 || get.suit(card, player) == "heart"); }) > 0 ); })(); delete player._zhuandui_temp; return bool; }, effect: { target_use(card, player, target, current) { if (card.name == "sha" && current < 0) return 0.7; }, }, }, }, tianbian: { audio: 2, enable: "chooseCard", check: function (event, player) { var player = _status.event.player; return !player.hasCard(function (card) { var val = get.value(card); return val < 0 || (val <= 4 && (get.number(card) >= 11 || get.suit(card) == "heart")); }, "h") ? 20 : 0; }, filter: function (event) { return event.type == "compare" && !event.directresult; }, onCompare: function (player) { return game.cardsGotoOrdering(get.cards()).cards; }, group: "tianbian_number", subSkill: { number: { trigger: { player: "compare", target: "compare" }, filter: function (event, player) { if (event.player == player) { return !event.iwhile && get.suit(event.card1) == "heart"; //&&event.card1.vanishtag.includes('tianbian'); } else { return get.suit(event.card2) == "heart"; //&&event.card2.vanishtag.includes('tianbian'); } }, silent: true, content: function () { game.log(player, "拼点牌点数视为", "#yK"); if (player == trigger.player) { trigger.num1 = 13; } else { trigger.num2 = 13; } }, }, }, }, jianzheng: { audio: 2, trigger: { global: "useCardToPlayer" }, filter: function (event, player) { if (!player.countCards("h")) return false; return event.player != player && event.card.name == "sha" && !event.targets.includes(player) && event.player.inRange(player); }, direct: true, content: function () { "step 0"; var effect = 0; for (var i = 0; i < trigger.targets.length; i++) { effect -= get.effect(trigger.targets[i], trigger.card, trigger.player, player); } if (effect > 0) { if (get.color(trigger.card) != "black") { effect = 0; } else { effect = 1; } if (trigger.targets.length == 1) { if (trigger.targets[0].hp == 1) { effect++; } if (effect > 0 && trigger.targets[0].countCards("h") < player.countCards("h")) { effect++; } } if (effect > 0) { effect += 6; } } player .chooseCard("h", get.prompt2("jianzheng", trigger.player)) .set("ai", function (card) { if (_status.event.effect >= 0) { var val = get.value(card); if (val < 0) return 10 - val; return _status.event.effect - val; } return 0; }) .set("effect", effect) .set("logSkill", ["jianzheng", trigger.player]); "step 1"; if (result.bool && result.cards) { event.card = result.cards[0]; trigger.targets.length = 0; trigger.getParent().triggeredTargets1.length = 0; } else { event.finish(); } "step 2"; if (!event.isMine()) game.delayx(); "step 3"; if (event.card) { player.logSkill("jianzheng", trigger.player); player.lose(event.card, ui.cardPile, "visible", "insert"); player.$throw(event.card, 1000); game.log(player, "将", card, "置于牌堆顶"); } "step 4"; if (get.color(trigger.card) != "black") { trigger.getParent().targets.push(player); trigger.player.line(player); game.delay(); } }, ai: { threaten: 1.1, expose: 0.25, }, }, qingxian: { audio: 2, group: ["qingxian_jilie", "qingxian_rouhe", "qingxian_dying"], ai: { threaten: 0.8, maixie: true, maixie_hp: true, maixie_defend: true, effect: { target: function (card, player, target) { if (get.tag(card, "damage")) { if (target.hp > 1 && target.hasFriend()) return 0.4; } }, }, }, subSkill: { dying: { audio: "qingxian", trigger: { global: "dyingAfter" }, filter: function (event, player) { return player.storage.qingxian && player.storage.qingxian > 0 && !_status.dying.length; }, direct: true, content: function () { "step 0"; player.storage.qingxian--; player .chooseTarget(get.prompt("qingxian"), function (card, player, target) { return target != player; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (target.isHealthy() && att > 0) return 0; if (target.hp == 1 && att != 0) { if (att > 0) return 9; else return 10; } else { return Math.sqrt(Math.abs(att)); } }) .set("prompt2", "当你回复体力后,你可以令一名其他角色执行一项:失去1点体力,随机使用一张装备牌;回复1点体力,弃置一张装备牌。若其以此法使用或弃置的牌为梅花,你回复1点体力"); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("qingxian", target); event.insert(lib.skill.qingxian.content_choose, { target: target, player: player, }); } "step 2"; if (lib.skill.qingxian_dying.filter(trigger, player)) event.goto(0); }, }, rouhe: { audio: "qingxian", trigger: { player: "recoverEnd" }, direct: true, content: function () { "step 0"; if (_status.dying.length) { if (!player.storage.qingxian) player.storage.qingxian = 0; player.storage.qingxian++; event.finish(); return; } player .chooseTarget(get.prompt("qingxian"), function (card, player, target) { return target != player; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (target.isHealthy() && att > 0) return 0; if (target.hp == 1 && att != 0) { if (att > 0) return 9; else return 10; } else { return Math.sqrt(Math.abs(att)); } }) .set("prompt2", "当你回复体力后,你可以令一名其他角色执行一项:失去1点体力,随机使用一张装备牌;回复1点体力,弃置一张装备牌。若其以此法使用或弃置的牌为梅花,你回复1点体力"); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("qingxian", target); event.insert(lib.skill.qingxian.content_choose, { target: target, player: player, }); } }, }, jilie: { audio: "qingxian", trigger: { player: "damageEnd" }, filter: function (event, player) { return event.source && event.source.isIn(); }, check: function (event, player) { if (get.attitude(player, event.source) > 0 && event.source.isHealthy()) { return false; } return true; }, logTarget: "source", prompt2: "当你受到伤害后,你可以令伤害来源执行一项:失去1点体力,随机使用一张装备牌;回复1点体力,弃置一张装备牌。若其以此法使用或弃置的牌为梅花,你回复1点体力", content: function () { event.insert(lib.skill.qingxian.content_choose, { target: trigger.source, player: player, }); }, }, }, content_choose: function () { "step 0"; if (target.isHealthy()) { event._result = { index: 0 }; } else { var index; if (get.attitude(player, target) > 0) { index = 1; } else { index = 0; } player .chooseControlList(["令" + get.translation(target) + "失去1点体力,随机使用一张装备牌", "令" + get.translation(target) + "回复1点体力,弃置一张装备牌"], true, function (event, player) { return _status.event.index; }) .set("index", index); } "step 1"; if (result.index == 0) { target.loseHp(); event.card = get.cardPile(function (card) { return get.type(card) == "equip" && target.canUse(card, target); }); if (event.card) { target.chooseUseTarget(event.card, "nothrow", "nopopup", true); event.goto(3); } else { event.finish(); } } else { target.recover(); if (target.countCards("he", { type: "equip" })) { target .chooseToDiscard("he", true, "弃置一张装备牌", function (card) { return get.type(card) == "equip"; }) .set("ai", function (card) { var val = -get.value(card); if (get.suit(card) == "club") { val += _status.event.att * 10; } return val; }) .set("att", get.sgnAttitude(target, player)); } else { event.finish(); } } "step 2"; if (result && result.cards) { event.card = result.cards[0]; } "step 3"; if (event.card && get.suit(event.card) == "club") { player.draw(); } }, }, juexiang: { audio: 2, trigger: { player: "die" }, direct: true, forceDie: true, skillAnimation: true, animationColor: "thunder", content: function () { "step 0"; player .chooseTarget(get.prompt2("juexiang"), function (card, player, target) { return target != player; }) .set("forceDie", true) .set("ai", function (target) { return get.attitude(_status.event.player, target) / Math.sqrt(target.hp + 1); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("juexiang", target); target.addSkills(lib.skill.juexiang.derivation.randomGet()); target.addTempSkill("juexiang_club", { player: "phaseZhunbeiBegin" }); } }, derivation: ["juexiang_ji", "juexiang_lie", "juexiang_rou", "juexiang_he"], subSkill: { ji: { audio: 1, mark: true, nopop: true, intro: { content: "info", }, trigger: { player: "damageEnd" }, filter: function (event, player) { return event.source && event.source.isIn() && event.source != player; }, check: function (event, player) { return get.attitude(player, event.source) < 0; }, logTarget: "source", content: function () { trigger.source.loseHp(); var card = get.cardPile(function (card) { return get.type(card) == "equip" && trigger.source.canUse(card, trigger.source); }); if (card) { trigger.source.chooseUseTarget(card, "nothrow", "nopopup", true); } }, ai: { maixie_defend: true, }, }, lie: { audio: 1, mark: true, nopop: true, intro: { content: "info", }, trigger: { player: "recoverEnd", global: "dyingAfter", }, direct: true, content: function () { "step 0"; if (_status.dying.length) { if (event.triggername == "recoverEnd") { if (!player.storage.juexiang_lie) player.storage.juexiang_lie = 0; player.storage.juexiang_lie++; } event.finish(); return; } if (event.triggername == "dyingAfter") { if (!player.storage.juexiang_lie) { event.finish(); return; } player.storage.juexiang_lie--; } player .chooseTarget(get.prompt2("juexiang_lie"), function (card, player, target) { return target != player; }) .set("ai", function (target) { return -get.attitude(player, target) / (1 + target.hp); }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("juexiang_lie", target); target.loseHp(); var card = get.cardPile(function (card) { return get.type(card) == "equip" && target.canUse(card, target); }); if (card) { target.chooseUseTarget(card, true, "nothrow", "nopopup", true); } } if (event.triggername == "dyingAfter" && player.storage.juexiang_lie > 0) event.goto(0); }, }, rou: { audio: 1, mark: true, nopop: true, intro: { content: "info", }, trigger: { player: "damageEnd" }, filter: function (event, player) { return event.source && event.source.isIn() && event.source != player; }, check: function (event, player) { var att = get.attitude(player, event.source); if (player.isHealthy()) { return att < 0; } else { return att > 0; } }, logTarget: "source", content: function () { trigger.source.recover(); if (trigger.source.countCards("he", { type: "equip" })) { trigger.source.chooseToDiscard("he", true, "弃置一张装备牌", function (card) { return get.type(card) == "equip"; }); } }, ai: { maixie_defend: true, }, }, he: { audio: 1, mark: true, nopop: true, intro: { content: "info", }, trigger: { player: "recoverEnd" }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("juexiang_he"), function (card, player, target) { return target != player; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (target.isHealthy() && target.countCards("he")) { return -att; } else { return (10 * att) / (1 + target.hp); } }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("juexiang_he", target); target.recover(); if (target.countCards("he", { type: "equip" })) { target.chooseToDiscard("he", true, "弃置一张装备牌", function (card) { return get.type(card) == "equip"; }); } } }, }, club: { mark: true, nopop: true, intro: { content: "info", }, mod: { targetEnabled: function (card, player, target) { if (get.suit(card) == "club" && player != target) { return false; } }, }, }, }, }, bizhuan: { audio: 2, trigger: { player: "useCard", target: "useCardToTargeted", }, filter: function (event, player) { if (event.name != "useCard" && event.player == event.target) return false; if (player.getExpansions("bizhuan").length >= 4) return false; return get.suit(event.card) == "spade"; }, intro: { content: "expansion", markcount: "expansion", }, frequent: true, locked: false, content: function () { player.addToExpansion(get.cards(), "gain2").gaintag.add("bizhuan"); }, mod: { maxHandcard: function (player, num) { return num + player.getExpansions("bizhuan").length; }, }, }, tongbo: { trigger: { player: "phaseDrawAfter" }, direct: true, filter: function (event, player) { return player.getExpansions("bizhuan").length > 0 && player.countCards("he") > 0; }, content: function () { "step 0"; var four = false; var nofour = !player.hasFriend(); var expansions = player.getExpansions("bizhuan"); if (expansions.length == 4) { var suits = ["club", "spade", "heart", "diamond"]; var list = player.getCards("he").concat(expansions); for (var i = 0; i < list.length; i++) { suits.remove(get.suit(list[i])); if (suits.length == 0) { four = true; break; } } } var next = player.chooseToMove("通博:是否交换“书”和手牌?").set("four", four).set("suits2", suits2).set("nofour", nofour); next.set("list", [ [get.translation(player) + "(你)的“书”", expansions], ["你的牌", player.getCards("he")], ]); next.set("filterMove", function (from, to) { return typeof to != "number"; }); next.set("processAI", function (list) { var player = _status.event.player, cards = list[0][1].concat(list[1][1]), cards2 = []; if (_status.event.four) { var sorted = [[], [], [], []]; for (var i of cards) { var index = lib.suit.indexOf(get.suit(i, false)); if (sorted[index]) sorted[index].push(i); } if (_status.event.nofour) { sorted.sort(function (a, b) { return a.length - b.length; }); var cards3 = cards.slice(0).sort(function (a, b) { return get.useful(a) - get.useful(b); }); cards3.removeArray(sorted[0]); cards2 = cards3.slice(0, 4); cards.removeArray(cards2); } else { for (var i of sorted) { cards2.push(i.randomGet()); cards.remove(cards2); } } } else { cards.sort(function (a, b) { return get.useful(a) - get.useful(b); }); cards2 = cards.splice(0, player.getExpansions("bizhuan").length); } return [cards2, cards]; }); "step 1"; if (result.bool) { var pushs = result.moved[0], gains = result.moved[1]; pushs.removeArray(player.getExpansions("bizhuan")); gains.removeArray(player.getCards("he")); if (!pushs.length || pushs.length != gains.length) { event.finish(); return; } player.logSkill("tongbo"); player.addToExpansion(pushs, "give", player).gaintag.add("bizhuan"); player.gain(gains, "gain2"); } "step 2"; var suits2 = ["club", "spade", "heart", "diamond"]; var expansions = player.getExpansions("bizhuan"); for (var i = 0; i < expansions.length; i++) { suits2.remove(get.suit(expansions[i])); } if (suits2.length > 0) { event.finish(); } "step 3"; event.cards = player.getExpansions("bizhuan").slice(0); if (event.cards.length > 1) { player.chooseCardButton("将所有“书”交给任意名其他角色", true, event.cards, [1, event.cards.length]).set("ai", function (button) { if (ui.selected.buttons.length == 0) return 1; return 0; }); } else if (event.cards.length == 1) { event._result = { links: event.cards.slice(0), bool: true }; } else { event.finish(); } "step 4"; if (result.bool) { for (var i = 0; i < result.links.length; i++) { event.cards.remove(result.links[i]); } event.togive = result.links.slice(0); player .chooseTarget("将" + get.translation(result.links) + "交给一名其他角色", true, function (card, player, target) { return target != player; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (_status.event.enemy) { return -att; } else if (att > 0) { return att / (1 + target.countCards("h")); } else { return att / 100; } }) .set("enemy", get.value(event.togive[0], player, "raw") < 0); } else { event.finish(); } "step 5"; if (result.targets.length) { result.targets[0].gain(event.togive, "draw").giver = player; player.line(result.targets[0], "green"); game.log(result.targets[0], "获得了" + get.cnNumber(event.togive.length) + "张", "#g“书”"); if (event.cards.length) event.goto(3); } }, ai: { combo: "bizhuan", }, }, shouxi: { audio: 2, trigger: { target: "useCardToTargeted" }, direct: true, init: function (player) { if (!player.storage.shouxi) player.storage.shouxi = []; }, filter: function (event, player) { return event.card.name == "sha" && event.player.isIn(); }, content: function () { "step 0"; var list = lib.inpile.filter(function (i) { if (player.storage.shouxi.includes(i)) return false; var type = get.type2(i); if (type == "basic" || type == "trick") return true; return false; }); for (var i = 0; i < list.length; i++) { list[i] = [get.type(list[i]), "", list[i]]; } player.chooseButton([get.prompt("shouxi", trigger.player), [list, "vcard"]]).set("ai", function (button) { return Math.random(); }); "step 1"; if (result.bool) { player.logSkill("shouxi"); var name = result.links[0][2]; event.vcard = result.links; event.cardname = name; player.storage.shouxi.add(name); player.popup(name); game.log(player, "声明了", "#y" + get.translation(name)); } else { event.finish(); } "step 2"; var name = event.cardname; trigger.player .chooseToDiscard(function (card) { return card.name == _status.event.cardname; }) .set("ai", function (card) { if (_status.event.att < 0) { return 10 - get.value(card); } return 0; }) .set("att", get.attitude(trigger.player, player)) .set("cardname", name) .set("dialog", ["守玺:请弃置一张【" + get.translation(name) + "】,否则此【杀】对" + get.translation(player) + "无效", [event.vcard, "vcard"]]); "step 3"; if (result.bool == false) { trigger.excluded.push(player); } else { trigger.player.gainPlayerCard(player); } }, ai: { effect: { target_use(card, player, target, current) { if (card.name == "sha" && get.attitude(player, target) < 0) { return 0.3; } }, }, }, }, huimin: { audio: 2, trigger: { player: "phaseJieshuBegin" }, check: function (event, player) { return ( game.countPlayer(function (current) { if (current.countCards("h") < current.hp) { return get.sgn(get.attitude(player, current)); } }) >= 0 ); }, filter: function (event, player) { return game.hasPlayer(function (current) { return current.countCards("h") < current.hp; }); }, content: function () { "step 0"; event.list = game .filterPlayer(function (current) { return current.countCards("h") < current.hp; }) .sortBySeat(); player.draw(event.list.length); "step 1"; player .chooseTarget( true, function (card, player, target) { var list = _status.event.list; return list.includes(target); }, "选择一名角色作为分牌起点" ) .set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (att <= 0) return att; var list = _status.event.list; var index = list.indexOf(target); var prev; if (index == 0) { prev = list[list.length - 1]; } else { prev = list[index - 1]; } if (get.attitude(player, prev) < 0) return att; return 0; }) .set("list", event.list); "step 2"; var index = event.list.indexOf(result.targets[0]); if (index < 0) index = 0; var tmp = event.list.splice(index); event.list = tmp.concat(event.list); player.line(result.targets, "green"); player.chooseCard("h", "选择要分配的手牌", event.list.length, true); "step 3"; var cards = result.cards; player.lose(cards, ui.ordering); event.togain = cards; if (result.bool && cards.length) { var dialog = ui.create.dialog("惠民", cards, true); _status.dieClose.push(dialog); dialog.videoId = lib.status.videoId++; event.dialogID = dialog.videoId; game.addVideo("cardDialog", null, ["惠民", get.cardsInfo(cards), dialog.videoId]); game.broadcast( function (cards, id) { var dialog = ui.create.dialog("惠民", cards, true); _status.dieClose.push(dialog); dialog.videoId = id; }, cards, dialog.videoId ); } else { event.finish(); } "step 4"; game.delay(); "step 5"; if (event.list.length && event.togain.length) { event.current = event.list.shift(); var next = event.current.chooseButton(true, function (button) { return get.value(button.link, _status.event.player); }); next.set("dialog", event.dialogID); next.set("closeDialog", false); next.set("dialogdisplay", true); next.set("cardFilter", event.togain.slice(0)); next.set("filterButton", function (button) { return _status.event.cardFilter.includes(button.link); }); } else { for (var i = 0; i < ui.dialogs.length; i++) { if (ui.dialogs[i].videoId == event.dialogID) { var dialog = ui.dialogs[i]; dialog.close(); _status.dieClose.remove(dialog); break; } } if (event.togain.length) { game.cardsDiscard(event.togain); } game.broadcast(function (id) { var dialog = get.idDialog(id); if (dialog) { dialog.close(); _status.dieClose.remove(dialog); } }, event.dialogID); game.addVideo("cardDialog", null, event.dialogID); event.finish(); } "step 6"; var card = result.links[0], target = event.current; if (card) { target.gain(card, "gain2"); event.togain.remove(card); } var capt = get.translation(target) + "选择了" + get.translation(card); game.broadcastAll( function (card, id, name, capt) { var dialog = get.idDialog(id); if (dialog) { dialog.content.firstChild.innerHTML = capt; for (var i = 0; i < dialog.buttons.length; i++) { if (dialog.buttons[i].link == card) { dialog.buttons[i].querySelector(".info").innerHTML = name; break; } } game.addVideo("dialogCapt", null, [dialog.videoId, dialog.content.firstChild.innerHTML]); } }, card, event.dialogID, (function (target) { if (target._tempTranslate) return target._tempTranslate; var name = target.name; if (lib.translate[name + "_ab"]) return lib.translate[name + "_ab"]; return get.translation(name); })(target), capt ); if (event.togain.length) event.goto(5); else { for (var i = 0; i < ui.dialogs.length; i++) { if (ui.dialogs[i].videoId == event.dialogID) { var dialog = ui.dialogs[i]; dialog.close(); _status.dieClose.remove(dialog); break; } } if (event.togain.length) { game.cardsDiscard(event.togain); } game.broadcast(function (id) { var dialog = get.idDialog(id); if (dialog) { dialog.close(); _status.dieClose.remove(dialog); } }, event.dialogID); game.addVideo("cardDialog", null, event.dialogID); event.finish(); } }, }, fuzhu: { audio: 2, trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return event.player != player && event.player.hasSex("male") && ui.cardPile.childElementCount <= player.hp * 10; }, check: function (event, player) { return get.attitude(player, event.player) < 0 && get.effect(event.player, { name: "sha" }, player, player) > 0; }, logTarget: "player", skillAnimation: true, animationColor: "wood", onWash: function () { _status.event.getParent("fuzhu").washed = true; return "remove"; }, content: function () { "step 0"; event.washed = false; lib.onwash.push(lib.skill.fuzhu.onWash); event.total = game.players.length + game.dead.length; "step 1"; event.total--; var card = get.cardPile2(function (card) { return card.name == "sha" && player.canUse(card, trigger.player, false); }); if (card) { player.useCard(card, trigger.player, false); } "step 2"; if (event.total > 0 && !event.washed && ui.cardPile.childElementCount <= player.hp * 10 && trigger.player.isIn()) event.goto(1); "step 3"; lib.onwash.remove(lib.skill.fuzhu.onWash); game.washCard(); }, ai: { threaten: 1.5, }, }, wengua: { global: "wengua2", audio: 2, }, wengua2: { audio: "wengua", enable: "phaseUse", filter: function (event, player) { if (player.hasSkill("wengua3")) return false; return ( player.countCards("he") && game.hasPlayer(function (current) { return current.hasSkill("wengua"); }) ); }, log: false, delay: false, filterCard: true, discard: false, lose: false, position: "he", prompt: function () { var player = _status.event.player; var list = game.filterPlayer(function (current) { return current.hasSkill("wengua"); }); if (list.length == 1 && list[0] == player) return "将一张牌置于牌堆顶或是牌堆底"; var str = "将一张牌交给" + get.translation(list); if (list.length > 1) str += "中的一人"; return str; }, check: function (card) { if (card.name == "sha") return 5; return 8 - get.value(card); }, content: function () { "step 0"; var targets = game.filterPlayer(function (current) { return current.hasSkill("wengua"); }); if (targets.length == 1) { event.target = targets[0]; event.goto(2); } else if (targets.length > 0) { player .chooseTarget(true, "选择【问卦】的目标", function (card, player, target) { return _status.event.list.includes(target); }) .set("list", targets) .set("ai", function (target) { var player = _status.event.player; return get.attitude(player, target); }); } else { event.finish(); } "step 1"; if (result.bool && result.targets.length) { event.target = result.targets[0]; } else { event.finish(); } "step 2"; if (event.target) { player.logSkill("wengua", event.target); player.addTempSkill("wengua3", "phaseUseEnd"); event.card = cards[0]; if (event.target != player) { player.give(cards, event.target); } } else { event.finish(); } delete _status.noclearcountdown; game.stopCountChoose(); "step 3"; if (event.target.getCards("he").includes(event.card)) { event.target.chooseControlList("问卦", "将" + get.translation(event.card) + "置于牌堆顶", "将" + get.translation(event.card) + "置于牌堆底", event.target == player, function () { if (get.attitude(event.target, player) < 0) return 2; return 1; }); } else { event.finish(); } "step 4"; event.index = result.index; if (event.index == 0 || event.index == 1) { var next = event.target.lose(event.card, ui.cardPile); if (event.index == 0) next.insert_card = true; game.broadcastAll(function (player) { var cardx = ui.create.card(); cardx.classList.add("infohidden"); cardx.classList.add("infoflip"); player.$throw(cardx, 1000, "nobroadcast"); }, event.target); } else event.finish(); "step 5"; game.delay(); "step 6"; if (event.index == 1) { game.log(event.target, "将得到的牌置于牌堆底"); if (ui.cardPile.childElementCount == 1 || player == event.target) { player.draw(); } else { game.asyncDraw([player, target], null, null); } } else if (event.index == 0) { game.log(player, "将获得的牌置于牌堆顶"); if (ui.cardPile.childElementCount == 1 || player == event.target) { player.draw("bottom"); } else { game.asyncDraw([player, target], null, null, true); } } }, ai: { order: 2, threaten: 1.5, result: { player: function (player, target) { var target = game.findPlayer(function (current) { return current.hasSkill("wengua"); }); if (target) { return get.attitude(player, target); } }, }, }, }, wengua3: { charlotte: true }, daiyan: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, init: function () { lib.onwash.push(function () { delete _status.daiyan_notao; }); }, content: function () { "step 0"; player .chooseTarget(get.prompt2("daiyan"), function (card, player, target) { return target != player; }) .set("ai", function (target) { var player = _status.event.player; var att = get.attitude(player, target); if (att > 0) { if (_status.daiyan_notao) { return 0; } else { if (target == player.storage.daiyan) return 0; return (2 * att) / Math.sqrt(1 + target.hp); } } else { if (_status.daiyan_notao) { if (target == player.storage.daiyan) return -3 * att; return -att; } else { return 0; } } }); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("daiyan", target); var tao = get.cardPile2(function (card) { return get.suit(card) == "heart" && get.type(card) == "basic"; }); if (tao) { target.gain(tao, "gain2"); } else { _status.daiyan_notao = true; } if (target == player.storage.daiyan) { target.loseHp(); } player.storage.daiyan = target; } else { delete player.storage.daiyan; } }, ai: { threaten: 1.5, expose: 0.2, }, }, fumian: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function () { "step 0"; if (player.storage.fumian_choice == "draw") { player.chooseControlList(get.prompt("fumian"), "摸牌阶段多摸一张牌", "使用红色牌可以多选择两个目标(限一次)", function (event, player) { if (player.hp == 1 || player.countCards("h") <= 1) return 0; return 1; }); } else if (player.storage.fumian_choice == "red") { player.chooseControlList(get.prompt("fumian"), "摸牌阶段多摸两张牌", "使用红色牌可以多选择一个目标(限一次)", function (event, player) { return 0; }); } else { player.chooseControlList(get.prompt("fumian"), "摸牌阶段多摸一张牌", "使用红色牌可以多选择一个目标(限一次)", function (event, player) { if (player.hp == 1 || player.countCards("h") < player.hp) return 0; return 1; }); } "step 1"; if (player.storage.fumian_choice == "draw") { if (result.index == 0) { player.storage.fumian_draw = 1; } else if (result.index == 1) { player.storage.fumian_red = 2; delete player.storage.fumian_choice; } } else if (player.storage.fumian_choice == "red") { if (result.index == 0) { player.storage.fumian_draw = 2; delete player.storage.fumian_choice; } else if (result.index == 1) { player.storage.fumian_red = 1; } } else { if (result.index == 0) { player.storage.fumian_draw = 1; player.storage.fumian_choice = "draw"; } else if (result.index == 1) { player.storage.fumian_red = 1; player.storage.fumian_choice = "red"; } } if (result.index == 0) { player.logSkill("fumian"); player.addTempSkill("fumian_draw"); } else if (result.index == 1) { player.logSkill("fumian"); player.addTempSkill("fumian_red"); } }, ai: { threaten: 1.3, }, subSkill: { draw: { trigger: { player: "phaseDrawBegin2" }, forced: true, popup: false, onremove: true, filter: function (event, player) { return !event.numFixed && typeof player.storage.fumian_draw == "number"; }, content: function () { trigger.num += player.storage.fumian_draw; }, }, red2: {}, red: { trigger: { player: "useCard2" }, direct: true, mark: true, onremove: true, intro: { content: "你使用红色牌可以多选择#个目标(限一次)", }, filter: function (event, player) { if (get.color(event.card) != "red") return false; if (player.hasSkill("fumian_red2")) return false; var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return lib.filter.targetEnabled2(event.card, player, current) && !event.targets.includes(current); }) ) { return true; } } return false; }, content: function () { "step 0"; var prompt2 = "额外指定"; if (player.storage.fumian_red == 2) { prompt2 += "至多两"; } else { prompt2 += "一"; } prompt2 += "名" + get.translation(trigger.card) + "的目标"; player .chooseTarget([1, player.storage.fumian_red], get.prompt("fumian"), function (card, player, target) { var player = _status.event.player; if (_status.event.targets.includes(target)) return false; return 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("targets", trigger.targets) .set("card", trigger.card); "step 1"; if (result.bool) { if (!event.isMine()) game.delayx(); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets) { player.logSkill("fumian", event.targets); trigger.targets.addArray(event.targets); player.addTempSkill("fumian_red2"); } }, }, }, }, zhongjian: { audio: 2, enable: "phaseUse", usable: 2, filter: function (event, player) { if (!player.countCards("h")) return false; if (player.getStat("skill").zhongjian && !player.hasSkill("zhongjian2")) return false; return game.hasPlayer(function (current) { return current != player && Math.min(current.hp, current.countCards("h")) > 0; }); }, filterCard: true, check: function () { return Math.random(); }, discard: false, lose: false, delay: false, filterTarget: function (card, player, target) { return target != player && target.hp > 0 && target.countCards("h") > 0; }, content: function () { "step 0"; player.showCards(cards); "step 1"; player.choosePlayerCard(target, "h", Math.min(target.countCards("h"), target.hp), true); "step 2"; var hs = result.cards; target.showCards(hs); var colors = []; var numbers = []; for (var i = 0; i < cards.length; i++) { colors.add(get.color(cards[i])); numbers.add(get.number(cards[i])); } event.bool1 = false; event.bool2 = false; for (var i = 0; i < hs.length; i++) { if (!event.bool1 && colors.includes(get.color(hs[i]))) event.bool1 = true; if (!event.bool2 && numbers.includes(get.number(hs[i]))) event.bool2 = true; } "step 3"; if (event.bool1) { var filterTarget = function (card, player, target) { return target != player && target.countDiscardableCards(player, "he") > 0; }; if ( !game.hasPlayer(function (current) { return filterTarget(null, player, current); }) ) event._result = { bool: false }; else player.chooseTarget(filterTarget, "弃置一名其他角色的一张牌或摸一张牌").set("ai", function (target) { var att = get.attitude(player, target); if (att >= 0) return 0; if ( target.countCards("he", function (card) { return get.value(card) > 5; }) ) return -att; return 0; }); } else { event.goto(5); } "step 4"; if (!result.bool) player.draw(); else { var target = result.targets[0]; player.line(target, "green"); player.discardPlayerCard(target, true, "he"); } "step 5"; if (event.bool2) { player.addTempSkill("zhongjian2"); } if (!event.bool1 && !event.bool2) { player.addSkill("caishix"); if (typeof player.storage.caishix != "number") player.storage.caishix = 0; player.storage.caishix--; player.markSkill("caishix"); player.popup("杯具"); } }, ai: { order: 8, result: { player: function (player, target) { return Math.min(target.hp, target.countCards("h")); }, }, }, }, zhongjian2: {}, caishi: { audio: 2, trigger: { player: "phaseDrawBegin" }, direct: true, content: function () { "step 0"; if (player.isHealthy()) { event.type = 0; player.chooseBool(get.prompt("caishi"), "令自己的手牌上限+1", function () { return true; }); } else { event.type = 1; player.chooseControlList(get.prompt("caishi"), "令自己的手牌上限+1", "回复1点体力,然后本回合你的牌不能对自己使用", function () { return 1; }); } "step 1"; if (event.type) { if (result.control != "cancel2") { player.logSkill("caishi"); if (result.index == 0) { player.addSkill("caishix"); if (typeof player.storage.caishix != "number") player.storage.caishix = 0; player.storage.caishix++; player.markSkill("caishix"); } else if (result.index == 1) { player.recover(); player.addTempSkill("caishi3"); } } } else { if (result.bool) { player.logSkill("caishi"); player.addSkill("caishix"); if (typeof player.storage.caishix != "number") player.storage.caishix = 0; player.storage.caishix++; player.markSkill("caishix"); } } }, }, caishix: { intro: { content: function (storage) { if (storage > 0) return "手牌上限+" + storage; if (storage < 0) return "手牌上限" + storage; return "手牌上限无变化"; }, }, mod: { maxHandcard: function (player, num) { if (typeof player.storage.caishix == "number") return num + player.storage.caishix; }, }, charlotte: true, onremove: true, }, caishi2: { mod: { playerEnabled: function (card, player, target) { if (player != target) return false; }, }, }, caishi3: { mod: { playerEnabled: function (card, player, target) { if (player == target) return false; }, }, }, ttt: { mod: { targetEnabled: function (card) { if (card.name == "tao") return false; }, }, }, jyzongshi: { audio: 2, audioname: ["re_jianyong"], trigger: { player: ["chooseToCompareAfter", "compareMultipleAfter"], target: ["chooseToCompareAfter", "compareMultipleAfter"], }, filter: function (event, player) { if (event.preserve) return false; if (player == event.player) { if (event.num1 > event.num2) { return !get.owner(event.card2); } else { return !get.owner(event.card1); } } else { if (event.num1 < event.num2) { return !get.owner(event.card1); } else { return !get.owner(event.card2); } } }, check: function (event, player) { if (player == event.player) { if (event.num1 > event.num2) { return event.card2.name != "du"; } else { return event.card1.name != "du"; } } else { if (event.num1 < event.num2) { return event.card1.name != "du"; } else { return event.card2.name != "du"; } } }, content: function () { if (player == trigger.player) { if (trigger.num1 > trigger.num2) { player.gain(trigger.card2, "gain2", "log"); } else { player.gain(trigger.card1, "gain2", "log"); } } else { if (trigger.num1 < trigger.num2) { player.gain(trigger.card1, "gain2", "log"); } else { player.gain(trigger.card2, "gain2", "log"); } } }, }, xinsidi: { audio: "sidi", trigger: { global: "phaseUseBegin" }, direct: true, filter: function (event, player) { if (event.player == player || event.player.isDead()) return false; return player.countCards("e") > 0; }, content: function () { "step 0"; var goon = true; if (get.attitude(player, trigger.player) >= -0.8) goon = false; else if (trigger.player.countCards("h") <= 3) goon = false; else if (player.countCards("h", "shan") == 0) goon = false; var es = player.getCards("e"); var color = []; for (var i = 0; i < es.length; i++) { color.add(get.color(es[i])); } if (color.length == 2) color = "all"; else color = color[0]; player .chooseToDiscard(get.prompt2("xinsidi", trigger.player), "he", function (card) { if (get.type(card) == "basic") return false; if (_status.event.color == "all") return true; return get.color(card) == _status.event.color; }) .set("ai", function (card) { if (_status.event.goon) return 6 - get.value(card); return 0; }) .set("goon", goon) .set("color", color) .set("logSkill", ["xinsidi", trigger.player]); "step 1"; if (result.bool) { trigger.player.addSkill("xinsidi2"); trigger.player.markAuto("xinsidi2", [get.color(result.cards[0], result.cards[0].original == "h" ? player : false)]); trigger.player.storage.xinsidi4 = player; trigger.player.syncStorage("xinsidi2"); } }, ai: { threaten: 1.5, }, }, xinsidi2: { mark: true, group: ["xinsidi2_end"], subSkill: { end: { trigger: { player: "phaseUseEnd" }, forced: true, popup: false, audio: false, content: function () { "step 0"; if ( player.storage.xinsidi4.isIn() && !player.getHistory("useCard", function (evt) { return evt.card.name == "sha"; }).length && player.storage.xinsidi4.canUse({ name: "sha", isCard: true }, player, false) ) { player.storage.xinsidi4.logSkill("xinsidi", player); player.storage.xinsidi4.useCard({ name: "sha", isCard: true }, player); } "step 1"; delete player.storage.xinsidi2; delete player.storage.xinsidi3; delete player.storage.xinsidi4; player.removeSkill("xinsidi2"); }, }, }, mod: { cardEnabled: function (card, player) { if (player.getStorage("xinsidi2").includes(get.color(card))) return false; }, cardRespondable: function (card, player) { if (player.getStorage("xinsidi2").includes(get.color(card))) return false; }, cardSavable: function (card, player) { if (player.getStorage("xinsidi2").includes(get.color(card))) return false; }, }, intro: { content: "不能使用或打出$的牌", }, }, taoluan: { hiddenCard: function (player, name) { return !player.getStorage("taoluan").includes(name) && player.countCards("hes") > 0 && !player.hasSkill("taoluan3") && lib.inpile.includes(name); }, audio: 2, enable: "chooseToUse", filter: function (event, player) { return ( !player.hasSkill("taoluan3") && player.hasCard(card => lib.inpile.some(name => { if (player.getStorage("taoluan").includes(name)) return false; if (get.type(name) != "basic" && get.type(name) != "trick") return false; if (event.filterCard({ name: name, isCard: true, cards: [card] }, player, event)) return true; if (name == "sha") { for (var nature of lib.inpile_nature) { if (event.filterCard({ name: name, nature: nature, isCard: true, cards: [card] }, player, event)) return true; } } return false; }, "hes") ) > 0 ); }, onremove: true, chooseButton: { dialog: function (event, player) { var list = []; for (var name of lib.inpile) { if (get.type(name) == "basic" || get.type(name) == "trick") { if (player.getStorage("taoluan").includes(name)) continue; list.push([get.translation(get.type(name)), "", name]); if (name == "sha") { for (var j of lib.inpile_nature) list.push(["基本", "", "sha", j]); } } } return ui.create.dialog("滔乱", [list, "vcard"]); }, filter: function (button, player) { return _status.event.getParent().filterCard({ name: button.link[2] }, player, _status.event.getParent()); }, check: function (button) { var player = _status.event.player; var card = { name: button.link[2], nature: button.link[3] }; if (player.countCards("hes", cardx => cardx.name == card.name)) return 0; return _status.event.getParent().type == "phase" ? player.getUseValue(card) : 1; }, backup: function (links, player) { return { audio: "taoluan", filterCard: true, popname: true, check: function (card) { return 7 - get.value(card); }, position: "hes", viewAs: { name: links[0][2], nature: links[0][3] }, onuse: function (result, player) { player.markAuto("taoluan", [result.card.name]); }, }; }, prompt: function (links, player) { return "将一张牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用"; }, }, ai: { save: true, respondSha: true, respondShan: true, skillTagFilter: function (player, tag, arg) { if (!player.countCards("hes") || player.hasSkill("taoluan3")) return false; if (tag == "respondSha" || tag == "respondShan") { if (arg == "respond") return false; return !player.getStorage("taoluan").includes(tag == "respondSha" ? "sha" : "shan"); } return !player.getStorage("taoluan").includes("tao") || (!player.getStorage("taoluan").includes("jiu") && arg == player); }, order: 4, result: { player: function (player) { var allshown = true, players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].ai.shown == 0) { allshown = false; } if (players[i] != player && players[i].countCards("h") && get.attitude(player, players[i]) > 0) { return 1; } } if (allshown) return 1; return 0; }, }, threaten: 1.9, }, group: "taoluan2", }, taoluan2: { charlotte: true, trigger: { player: "useCardAfter" }, filter: function (event, player) { if (!game.hasPlayer(current => current != player)) return false; return event.skill == "taoluan_backup"; }, forced: true, popup: false, content: function () { "step 0"; player .chooseTarget( true, function (card, player, target) { return target != player; }, '滔乱

    令一名其他角色选择一项:1.交给你一张与你以此法使用的牌类别不同的牌;2.你失去1点体力' ) .set("ai", function (target) { var player = _status.event.player; if (get.attitude(player, target) > 0) { if (get.attitude(target, player) > 0) { return target.countCards("he"); } return target.countCards("he") / 2; } return 0; }); "step 1"; var target = result.targets[0]; event.target = target; player.line(target, "green"); var type = get.type(trigger.card, "trick"); target .chooseCard('滔乱

    交给' + get.translation(player) + "一张不为" + get.translation(type) + "牌的牌,或令其失去1点体力且滔乱无效直到回合结束", "he", function (card, player, target) { return get.type(card, "trick") != _status.event.cardType; }) .set("cardType", type) .set("ai", function (card) { if (_status.event.att) { return 11 - get.value(card); } return 0; }) .set("att", get.attitude(target, player) > 0); "step 2"; var target = event.target; if (result.bool) { target.give(result.cards, player); } else { player.addTempSkill("taoluan3"); player.loseHp(); } }, }, taoluan3: { charlotte: true }, taoluan_backup: {}, jishe: { audio: 2, enable: "phaseUse", filter: function (event, player) { return player.getHandcardLimit() > 0; }, usable: 20, locked: false, content: function () { player.draw(); player.addTempSkill("jishe2"); player.addMark("jishe2", 1, false); }, ai: { order: 10, result: { player: function (player) { if (!player.needsToDiscard(1)) { return 1; } return 0; }, }, }, group: ["jishe3"], }, jishe2: { mod: { maxHandcard: function (player, num) { return num - player.countMark("jishe2"); }, }, onremove: true, charlotte: true, marktext: "奢", intro: { content: "手牌上限-#" }, }, jishe3: { audio: "jishe", trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { if (player.countCards("h")) return false; return game.hasPlayer(function (current) { return !current.isLinked(); }); }, content: function () { "step 0"; var num = game.countPlayer(function (current) { return !current.isLinked(); }); player .chooseTarget(get.prompt("jishe"), "横置至多" + get.cnNumber(Math.min(num, player.hp)) + "名未横置的角色", [1, Math.min(num, player.hp)], function (card, player, target) { return !target.isLinked(); }) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { player.logSkill("jishe", result.targets); event.targets = result.targets; event.num = 0; } else { event.finish(); } "step 2"; if (event.num < event.targets.length) { event.targets[event.num].link(); event.num++; event.redo(); } }, ai: { expose: 0.3, }, }, lianhuo: { audio: 2, trigger: { player: "damageBegin3" }, forced: true, filter: function (event, player) { return player.isLinked() && event.notLink() && event.hasNature("fire"); }, content: function () { trigger.num++; }, ai: { halfneg: true, }, }, huisheng: { audio: 2, audioname: ["dc_huanghao"], trigger: { player: "damageBegin4" }, direct: true, filter: function (event, player) { if (!player.countCards("he")) return false; if (!event.source || event.source == player || !event.source.isIn()) return false; if (player.storage.huisheng && player.storage.huisheng.includes(event.source)) return false; return true; }, init: function (player) { if (player.storage.huisheng) player.storage.huisheng = []; }, content: function () { "step 0"; var att = get.attitude(player, trigger.source) > 0; var goon = false; if (player.hp == 1) { goon = true; } else { var he = player.getCards("he"); var num = 0; for (var i = 0; i < he.length; i++) { if (get.value(he[i]) < 8) { num++; if (num >= 2) { goon = true; break; } } } } player .chooseCard("he", [1, player.countCards("he")], get.prompt2("huisheng", trigger.source)) .set("ai", function (card) { if (_status.event.att) { return 10 - get.value(card); } if (_status.event.goon) { return 8 - get.value(card); } if (!ui.selected.cards.length) { return 7 - get.value(card); } return 0; }) .set("goon", goon) .set("att", att); "step 1"; if (result.bool) { player.logSkill("huisheng", trigger.source); game.delay(); event.num = result.cards.length; var goon = false; if (event.num > 2 || get.attitude(trigger.source, player) >= 0) { goon = true; } var forced = false; var str = "获得其中一张牌并防止伤害"; if (trigger.source.countCards("he") < event.num) { forced = true; } else { str += ",或取消并弃置" + get.cnNumber(result.cards.length) + "张牌"; } trigger.source .chooseButton([str, result.cards], forced) .set("ai", function (button) { if (_status.event.goon) { return get.value(button.link); } return get.value(button.link) - 8; }) .set("goon", goon); } else { event.finish(); } "step 2"; if (result.bool) { var card = result.links[0]; trigger.source.gain(card, player, "giveAuto", "bySelf"); trigger.cancel(); if (!player.storage.huisheng) player.storage.huisheng = []; player.storage.huisheng.push(trigger.source); } else { trigger.source.chooseToDiscard(event.num, true, "he"); } }, }, qinqing: { audio: 2, mode: ["identity", "versus", "doudizhu"], available: function (mode) { if (mode == "versus" && _status.mode != "four") return false; if (mode == "identity" && _status.mode == "purple") return false; }, getZhu: player => { if (get.mode == "doudizhu") return game.findPlayer(i => i.identity == "zhu"); return get.zhu(player); }, trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { var zhu = get.info("qinqing").getZhu(player); if (!zhu || (get.mode != "doudizhu" && !zhu.isZhu)) return false; return game.hasPlayer(function (current) { return current != zhu && current.inRange(zhu); }); }, content: function () { "step 0"; event.zhu = get.info("qinqing").getZhu(player); player .chooseTarget(get.prompt2("qinqing"), [1, Infinity], function (card, player, target) { var zhu = get.event("zhu"); if (target == zhu) return false; return target.inRange(zhu); }) .set("ai", function (target) { var he = target.countCards("he"); var zhu = get.event("zhu"); if (get.attitude(_status.event.player, target) > 0) { if (he == 0) return 1; if (target.countCards("h") > zhu.countCards("h")) return 1; } else { if (he > 0) return 1; } return 0; }) .set("zhu", event.zhu); "step 1"; if (result.bool) { event.targets = result.targets.slice(0).sortBySeat(); event.list = event.targets.slice(0); player.logSkill("qinqing", event.targets); } else { event.finish(); } "step 2"; if (event.targets.length) { var target = event.targets.shift(); if (target.countCards("he")) { player.discardPlayerCard(target, "he", true); } target.draw(); event.redo(); } "step 3"; var num = 0; if (event.zhu) { var nh = event.zhu.countCards("h"); for (var i = 0; i < event.list.length; i++) { if (event.list[i].countCards("h") > nh) { num++; } } if (num) { player.draw(num); } } }, ai: { threaten: 1.2, }, }, guizao: { audio: 2, trigger: { player: "phaseDiscardEnd" }, direct: true, filter: function (event, player) { if (event.cards && event.cards.length > 1) { var suits = []; for (var i = 0; i < event.cards.length; i++) { var suit = get.suit(event.cards[i]); if (suits.includes(suit)) { return false; } else { suits.push(suit); } } return true; } return false; }, content: function () { player.chooseDrawRecover(get.prompt("guizao"), "摸一张牌或回复1点体力").logSkill = "guizao"; }, }, jiyu: { audio: 2, enable: "phaseUse", locked: false, filter: function (event, player) { if (!player.getStat().skill.jiyu || !player.storage.jiyu2) return true; var hs = player.getCards("h"); for (var i = 0; i < hs.length; i++) { if (!player.storage.jiyu2.includes(get.suit(hs[i]))) { return true; } } return false; }, filterTarget: function (card, player, target) { return target.countCards("h") && (!player.storage.jiyu || !player.storage.jiyu.includes(target)); }, content: function () { "step 0"; var evt = _status.event.getParent("phaseUse"); if (evt && evt.name == "phaseUse" && !evt.jiyu) { evt.jiyu = true; var next = game.createEvent("jiyu_clear"); _status.event.next.remove(next); evt.after.push(next); next.player = player; next.setContent(function () { game.broadcastAll(function (player) { delete player.storage.jiyu; delete player.storage.jiyu2; }, player); }); } if (!player.storage.jiyu) player.storage.jiyu = []; player.storage.jiyu.push(target); var spade = true; if (player.isTurnedOver() || get.attitude(target, player) > 0 || target.hp <= 2) { spade = false; } target .chooseToDiscard("h", true) .set("ai", function (card) { if (get.suit(card) == "spade") { if (_status.event.spade) { return 10 - get.value(card); } else { return -10 - get.value(card); } } if (_status.event.getParent().player.storage.jiyu2 && _status.event.getParent().player.storage.jiyu2.includes(get.suit(card))) { return -3 - get.value(card); } return -get.value(card); }) .set("spade", spade); "step 1"; if (!result.cards || !result.cards.length) return; var card = result.cards[0]; if (get.suit(card, target) == "spade") { player.turnOver(); target.loseHp(); } if (!player.storage.jiyu2) player.storage.jiyu2 = []; player.storage.jiyu2.add(get.suit(card)); }, onremove: ["jiyu", "jiyu2"], ai: { order: 9, result: { target: function (player, target) { if (player.isTurnedOver() || target.countCards("h") <= 3) return -1; return 0; }, }, }, mod: { cardEnabled: function (card, player) { if (player.storage.jiyu2 && player.storage.jiyu2.includes(get.suit(card))) return false; }, cardSavable: function (card, player) { if (player.storage.jiyu2 && player.storage.jiyu2.includes(get.suit(card))) return false; }, }, }, jiyu2: { trigger: { player: ["phaseUseBegin", "phaseUseAfter"] }, silent: true, content: function () { player.storage.jiyu = []; player.storage.jiyu2 = []; }, }, jiaozhao: { mod: { targetEnabled: function (card, player, target) { if (card.storage && card.storage.jiaozhao && card.storage.jiaozhao == target) return false; }, }, enable: "phaseUse", usable: 1, audio: 2, check: function (card) { return 8 - get.value(card); }, filter: function (event, player) { return player.countMark("xindanxin") < 2 && player.countCards("h") > 0; }, filterCard: true, discard: false, lose: false, delay: false, locked: false, content: function () { "step 0"; player.showCards(cards); "step 1"; if (player.countMark("xindanxin") > 1) { event.target = player; } else { var targets = game.filterPlayer(); targets.remove(player); targets.sort(function (a, b) { return Math.max(1, get.distance(player, a)) - Math.max(1, get.distance(player, b)); }); var distance = Math.max(1, get.distance(player, targets[0])); for (var i = 1; i < targets.length; i++) { if (Math.max(1, get.distance(player, targets[i])) > distance) { targets.splice(i); break; } } player .chooseTarget("请选择【矫诏】的目标", true, function (card, player, target) { return _status.event.targets.includes(target); }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .set("targets", targets); } "step 2"; if (!event.target) { event.target = result.targets[0]; player.line(result.targets, "green"); } if (!event.target) { event.finish(); return; } var list = []; for (var i = 0; i < lib.inpile.length; i++) { var name = lib.inpile[i]; if (name == "sha") { list.push(["基本", "", "sha"]); for (var j of lib.inpile_nature) list.push(["基本", "", "sha", j]); } else if (get.type(name) == "basic") list.push(["基本", "", name]); else if (player.countMark("xindanxin") > 0 && get.type(name) == "trick") list.push(["锦囊", "", name]); } event.target .chooseButton(["矫诏", [list, "vcard"]], true) .set("ai", function (button) { var player = _status.event.getParent().player, card = { name: button.link[2], nature: button.link[3], storage: { jiaozhao: player, }, }; return player.getUseValue(card, null, true) * _status.event.att; }) .set("att", get.attitude(event.target, player) > 0 ? 1 : -1); "step 3"; var chosen = result.links[0][2]; var nature = result.links[0][3]; var fakecard = { name: chosen, storage: { jiaozhao: player }, }; if (nature) fakecard.nature = nature; event.target.showCards( game.createCard({ name: chosen, nature: nature, suit: cards[0].suit, number: cards[0].number, }), get.translation(event.target) + "声明了" + get.translation(chosen) ); player.storage.jiaozhao = cards[0]; player.storage.jiaozhao_card = fakecard; game.broadcastAll( function (name, card) { lib.skill.jiaozhao2.viewAs = fakecard; card.addGaintag("jiaozhao"); }, fakecard, cards[0] ); player.addTempSkill("jiaozhao2", "phaseUseEnd"); }, ai: { order: 9, result: { player: 1, }, }, group: "jiaozhao3", }, jiaozhao2: { enable: "phaseUse", audio: "jiaozhao", charlotte: true, filter: function (event, player) { if (!player.storage.jiaozhao || !lib.skill.jiaozhao2.viewAs) return false; var name = lib.skill.jiaozhao2.viewAs.name; return player.getCards("h").includes(player.storage.jiaozhao) && player.storage.jiaozhao.hasGaintag("jiaozhao") && game.checkMod(player.storage.jiaozhao, player, "unchanged", "cardEnabled2", player) !== false; }, filterCard: function (card, player) { return card == player.storage.jiaozhao; }, selectCard: -1, popname: true, prompt: function () { return "选择" + get.translation(lib.skill.jiaozhao2.viewAs) + "的目标"; }, check: function (card) { return 8 - get.value(card); }, ai: { order: 6, }, onremove: function (player) { player.removeGaintag("jiaozhao"); delete player.storage.jiaozhao; delete player.storage.jiaozhao_card; }, }, jiaozhao3: { audio: "jiaozhao", enable: "phaseUse", filter: function (event, player) { return (player.getStat("skill").jiaozhao || 0) + (player.getStat("skill").jiaozhao3 || 0) < player.countMark("xindanxin") - 1 && player.countCards("h") > 0; }, chooseButton: { dialog: function (event, player) { var list = []; for (var i of lib.inpile) { var type = get.type(i, false); if (type == "basic" || type == "trick") { var card = { name: i, storage: { jiaozhao: player, }, }; if (event.filterCard(card, player, event)) list.push([type, "", i]); if (i == "sha") { for (var j of lib.inpile_nature) { card.nature = j; if (event.filterCard(card, player, event)) list.push([type, "", i, j]); } } } } if (list.length) return ui.create.dialog("矫诏", [list, "vcard"]); return ui.create.dialog("矫诏:当前没有可用牌"); }, check: function (button) { var player = _status.event.player, card = { name: button.link[2], nature: button.link[3], storage: { jiaozhao: player, }, }; return player.getUseValue(card); }, backup: function (links, player) { return { audio: "jiaozhao", filterCard: true, position: "h", popname: true, viewAs: { name: links[0][2], nature: links[0][3], storage: { jiaozhao: player, }, }, check: function (card) { return 8 - get.value(card); }, }; }, prompt: function (links, player) { return "将一张牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用"; }, }, ai: { order: 9, result: { player: 1, }, }, }, jiaozhao3_backup: { audio: "jiaozhao" }, xindanxin: { trigger: { player: "damageEnd" }, frequent: true, audio: "danxin", content: function () { player.draw(); if (player.countMark("xindanxin") < 3) { player.addMark("xindanxin", 1, false); game.log(player, "修改了技能", "#g【矫诏】"); } }, intro: { content: "【矫诏】加成等级:Lv.#" }, ai: { maixie: true, effect: { target: (card, player, target) => { if (!get.tag(card, "damage")) return; if (target.hp + target.hujia < 2 || player.hasSkillTag("jueqing", false, target)) return 1.8; if (target.countMark("xindanxin") > 1) return [1, 1]; return [1, 0.8 * target.hp - 0.5]; }, }, }, }, danxin: { trigger: { player: "damageEnd" }, frequent: true, audio: 2, content: function () { "step 0"; if (player.countMark("xindanxin") >= 2) { player.draw(); event.finish(); } else { var list = ["draw_card", "更改描述"]; var prompt; if (player.countMark("xindanxin") == 0) { prompt = '摸一张牌或更改矫诏的描述

    更改描述:将“选择距离最近的一名其他角色,该角色”改为“你”'; } else { prompt = '摸一张牌或更改矫诏的描述

    更改描述:将“基本牌”改为“基本牌或普通锦囊牌”'; } player .chooseControl(list, function () { if (!_status.event.player.hasSkill("jiaozhao")) return "draw_card"; return "更改描述"; }) .set("prompt", prompt); } "step 1"; if (result.control == "draw_card") { player.draw(); } else { game.log(player, "更改了", "【矫诏】", "的描述"); player.popup("更改描述"); player.addMark("xindanxin", 1, false); } }, ai: { maixie: true, effect: { target: (card, player, target) => { if (!get.tag(card, "damage")) return; if (target.hp < 2 || player.hasSkillTag("jueqing", false, target)) return 1.5; return [1, 1]; }, }, }, }, zongzuo: { trigger: { global: "phaseBefore", player: "enterGame", }, forced: true, audio: 2, filter: function (event, player) { return event.name != "phase" || game.phaseNumber == 0; }, content: function () { "step 0"; var num = game.countGroup(); player.gainMaxHp(num); event.num = num; "step 1"; player.recover(event.num); //player.update(); }, group: "zongzuo_lose", subSkill: { lose: { trigger: { global: "dieAfter" }, forced: true, audio: "zongzuo", filter: function (event, player) { if (!lib.group.includes(event.player.group)) return false; if ( game.hasPlayer(function (current) { return current.group == event.player.group; }) ) { return false; } return true; }, content: function () { player.loseMaxHp(); }, }, }, }, zhige: { enable: "phaseUse", usable: 1, audio: 2, filter: function (event, player) { return player.countCards("h") > player.hp; }, filterTarget: function (card, player, target) { return get.distance(target, player, "attack") <= 1 && target.countCards("e") > 0; }, content: function () { "step 0"; target.chooseToUse({ name: "sha" }, "止戈:使用一张杀,或将其装备区里的一张牌交给" + get.translation(player)); "step 1"; if (!result.bool && target.countCards("e")) { target.chooseCard("e", true, "将其装备区里的一张牌交给" + get.translation(player)); } else { event.finish(); } "step 2"; if (result.bool && result.cards && result.cards.length) { target.give(result.cards, player); } }, ai: { expose: 0.2, order: 5, result: { target: -1, player: function (player, target) { if (target.countCards("h") == 0) return 0; if (target.countCards("h") == 1) return -0.1; if (player.hp <= 2) return -2; if (player.countCards("h", "shan") == 0) return -1; return -0.5; }, }, }, }, kuangbi: { enable: "phaseUse", usable: 1, audio: 2, filterTarget: function (card, player, target) { return target != player && target.countCards("he") > 0; }, content: function () { "step 0"; target.chooseCard("he", [1, 3], "匡弼:将至多三张牌置于" + get.translation(player) + "的武将牌上", true).set("ai", function (card) { if (get.attitude(_status.event.player, _status.event.getParent().player) > 0) { return 7 - get.value(card); } return -get.value(card); }); "step 1"; if (result.bool) { player.addToExpansion(result.cards, target, "give").gaintag.add("kuangbi"); if (!player.storage.kuangbi_draw) player.storage.kuangbi_draw = [[], []]; player.storage.kuangbi_draw[0].push(target); player.storage.kuangbi_draw[1].push(result.cards.length); player.addSkill("kuangbi_draw"); player.syncStorage("kuangbi_draw"); player.updateMarks("kuangbi_draw"); } }, intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); delete player.storage[skill]; }, ai: { order: 1, result: { target: function (player, target) { if (get.attitude(player, target) > 0) { return Math.sqrt(target.countCards("he")); } return 0; }, player: 1, }, }, subSkill: { draw: { trigger: { player: "phaseZhunbeiBegin" }, forced: true, mark: true, charlotte: true, audio: "kuangbi", onremove: true, filter: function (event, player) { return player.getExpansions("kuangbi").length; }, content: function () { player.gain(player.getExpansions("kuangbi"), "gain2"); var storage = player.storage.kuangbi_draw; if (storage.length) { for (var i = 0; i < storage[0].length; i++) { var target = storage[0][i], num = storage[1][i]; if (target && target.isIn()) { player.line(target); target.draw(num); } } } player.removeSkill("kuangbi_draw"); }, }, }, }, fulin: { trigger: { player: "phaseDiscardBegin" }, audio: 2, forced: true, content: function () { player.addTempSkill("fulin2", "phaseDiscardAfter"); }, group: ["fulin_count", "fulin_reset"], subSkill: { reset: { trigger: { player: ["phaseBefore", "phaseAfter"] }, silent: true, priority: 10, content: function () { player.removeGaintag("fulin"); }, }, count: { trigger: { player: "gainBegin" }, audio: "fulin", forced: true, silent: true, filter: function (event, player) { return _status.currentPhase == player; }, content: function () { trigger.gaintag.add("fulin"); }, }, }, onremove: function (player) { player.removeGaintag("fulin"); }, }, fulin2: { mod: { ignoredHandcard: function (card, player) { if (card.hasGaintag("fulin")) { return true; } }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && card.hasGaintag("fulin")) { return false; } }, }, }, duliang: { enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player != target && target.countCards("h") > 0; }, audio: 2, content: function () { "step 0"; player.gainPlayerCard(target, "h", true); "step 1"; var name = get.translation(target); player .chooseControl(function () { return Math.random() < 0.5 ? "选项一" : "选项二"; }) .set("prompt", "督粮") .set("choiceList", ["令" + name + "观看牌堆顶的两张牌,然后获得其中的基本牌", "令" + name + "于下个摸牌阶段额外摸一张牌"]); "step 2"; if (result.control == "选项一") { var cards = get.cards(2); target.viewCards("督粮", cards); event.cards2 = []; event.tothrow = []; for (var i = 0; i < cards.length; i++) { if (get.type(cards[i]) == "basic") { ui.special.appendChild(cards[i]); event.cards2.push(cards[i]); } else { event.tothrow.push(cards[i]); } } while (event.tothrow.length) { ui.cardPile.insertBefore(event.tothrow.pop(), ui.cardPile.firstChild); } } else { target.addSkill("duliang2"); target.updateMarks("duliang2"); target.storage.duliang2++; event.finish(); } "step 3"; if (event.cards2 && event.cards2.length) { target.gain(event.cards2, "draw"); game.log(target, "获得了" + get.cnNumber(event.cards2.length) + "张牌"); } game.updateRoundNumber(); }, ai: { order: 4, result: { target: -1, player: 0.1, }, }, }, duliang2: { trigger: { player: "phaseDrawBegin" }, forced: true, mark: true, audio: false, onremove: true, charlotte: true, init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = 0; }, intro: { content: "下个摸牌阶段额外摸#张牌", }, content: function () { trigger.num += player.storage.duliang2; player.removeSkill("duliang2"); }, }, xinfencheng: { skillAnimation: "epic", animationColor: "gray", audio: 2, audioname: ["re_liru"], enable: "phaseUse", filter: function (event, player) { return !player.storage.xinfencheng; }, filterTarget: function (card, player, target) { return player != target; }, unique: true, limited: true, selectTarget: -1, multitarget: true, multiline: true, mark: true, line: "fire", content: function () { "step 0"; player.storage.xinfencheng = true; player.awakenSkill("xinfencheng"); event.num = 1; event.targets = targets.slice(0); event.targets.sort(lib.sort.seat); "step 1"; if (event.targets.length) { var target = event.targets.shift(); event.target = target; var res = get.damageEffect(target, player, target, "fire"); target .chooseToDiscard("he", "弃置至少" + get.cnNumber(event.num) + "张牌或受到2点火焰伤害", [num, Infinity]) .set("ai", function (card) { if (ui.selected.cards.length >= _status.event.getParent().num) return -1; if (_status.event.player.hasSkillTag("nofire")) return -1; if (_status.event.res >= 0) return 6 - get.value(card); if (get.type(card) != "basic") { return 10 - get.value(card); } return 8 - get.value(card); }) .set("res", res); } else { event.finish(); } "step 2"; if (!result.bool) { event.target.damage(2, "fire"); event.num = 1; } else { event.num = result.cards.length + 1; } event.goto(1); }, ai: { order: 1, result: { player: function (player) { var num = 0, eff = 0, players = game .filterPlayer(function (current) { return current != player; }) .sortBySeat(player); for (var target of players) { if (get.damageEffect(target, player, target, "fire") >= 0) { num = 0; continue; } var shao = false; num++; if ( target.countCards("he", function (card) { if (get.type(card) != "basic") { return get.value(card) < 10; } return get.value(card) < 8; }) < num ) shao = true; if (shao) { eff -= 4 * (get.realAttitude || get.attitude)(player, target); num = 0; } else eff -= (num * (get.realAttitude || get.attitude)(player, target)) / 4; } if (eff < 4) return 0; return eff; }, }, }, init: function (player) { player.storage.xinfencheng = false; }, intro: { content: "limited", }, }, xinjuece: { audio: "juece", audioname: ["dc_liru"], trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return game.hasPlayer(function (player) { return player.countCards("h") == 0; }); }, content: function () { "step 0"; player .chooseTarget(get.prompt("xinjuece"), "对一名没有手牌的角色造成1点伤害", function (card, player, target) { return target.countCards("h") == 0; }) .set("ai", function (target) { var player = _status.event.player; return get.damageEffect(target, player, player); }); "step 1"; if (result.bool) { player.logSkill("xinjuece", result.targets); result.targets[0].damage(); } }, }, xinmieji: { audio: 2, enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("h", { type: ["trick", "delay"], color: "black" }); }, filterCard: function (card) { return get.color(card) == "black" && get.type(card, "trick") == "trick"; }, filterTarget: function (card, player, target) { return target != player && target.countCards("h") > 0; }, discard: false, delay: false, check: function (card) { return 8 - get.value(card); }, loseTo: "cardPile", insert: true, visible: true, content: function () { "step 0"; player.showCards(cards); "step 1"; target.chooseToDiscard("he", true).set("prompt", "请弃置一张锦囊牌,或依次弃置两张非锦囊牌。"); "step 2"; if ( (!result.cards || get.type(result.cards[0], "trick", result.cards[0].original == "h" ? target : false) != "trick") && target.countCards("he", function (card) { return get.type(card, "trick") != "trick"; }) ) { target .chooseToDiscard("he", true, function (card) { return get.type(card, "trick") != "trick"; }) .set("prompt", "请弃置第二张非锦囊牌"); } }, ai: { order: 9, result: { target: -1, }, }, }, qianju: { mod: { globalFrom: function (from, to, distance) { return distance - from.getDamagedHp(); }, }, }, reqianju: { mod: { globalFrom: function (from, to, distance) { return distance - Math.max(1, from.getDamagedHp()); }, }, }, reqingxi: { audio: 2, trigger: { player: "useCardToPlayered" }, filter: function (event, player) { return event.card.name == "sha" || event.card.name == "juedou"; }, check: function (event, player) { return get.attitude(player, event.target) < 0; }, logTarget: "target", content: function () { "step 0"; var num = Math.min( game.countPlayer(function (current) { return player.inRange(current); }), player.getEquips(1).length ? 4 : 2 ); if (trigger.target.countCards("h") < num) { event.directfalse = true; } else { trigger.target.chooseToDiscard(num, "弃置" + get.cnNumber(num) + "张手牌,或令" + get.translation(trigger.card) + "的伤害+1").set("ai", function (card) { var player = _status.event.player; if (player.hp == 1) { if (get.type(card) == "basic") { return 8 - get.value(card); } else { return 10 - get.value(card); } } else { if (num > 2) { return 0; } return 8 - get.value(card); } }); } "step 1"; if (!event.directfalse && result.bool) { var e1 = player.getEquips(1); if (e1.length) { player.discard(e1, "notBySelf"); } event.finish(); } else { var id = trigger.target.playerid; var map = trigger.customArgs; if (!map[id]) map[id] = {}; if (!map[id].extraDamage) map[id].extraDamage = 0; map[id].extraDamage++; player.judge(function (card) { if (get.color(card) == "red") return 1; return 0; }).judge2 = function (result) { return result.bool; }; } "step 2"; if (result.color == "red") trigger.directHit.add(trigger.target); }, }, reqingxi2: { mod: { cardEnabled: function (card, player) { if ( player.storage.reqingxi2 && player.storage.reqingxi2.filter(function (cd) { return get.color(cd) == get.color(card); }).length ) return false; }, cardRespondable: function (card, player) { if ( player.storage.reqingxi2 && player.storage.reqingxi2.filter(function (cd) { return get.color(cd) == get.color(card); }).length ) return false; }, }, firstDo: true, onremove: true, trigger: { player: ["damage", "damageCancelled", "damageZero"], target: ["shaMiss", "useCardToExcluded"], }, charlotte: true, filter: function (event, player) { return player.storage.reqingxi2 && event.card && player.storage.reqingxi2.includes(event.card); }, silent: true, forced: true, popup: false, priority: 12, content: function () { player.storage.reqingxi2.remove(trigger.card); if (!player.storage.reqingxi2.length) player.removeSkill("reqingxi2"); }, }, qingxi: { audio: 2, trigger: { source: "damageBegin1" }, check: function (event, player) { return get.attitude(player, event.player) < 0; }, filter: function (event, player) { return event.getParent().name == "sha" && player.getEquips(1).length > 0; }, content: function () { "step 0"; var num = player.getEquipRange(); if (trigger.player.countCards("h") < num) { event.directfalse = true; } else { trigger.player.chooseToDiscard(num, "弃置" + get.cnNumber(num) + "张手牌,或令杀的伤害+1").set("ai", function (card) { var player = _status.event.player; if (player.hp == 1) { if (get.type(card) == "basic") { return 8 - get.value(card); } else { return 10 - get.value(card); } } else { if (num > 2) { return 0; } return 8 - get.value(card); } }); } "step 1"; if (!event.directfalse && result.bool) { var e1 = player.getEquips(1); if (e1.length) { player.discard(e1, "notBySelf"); } } else { trigger.num++; } }, }, jieyue: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; player.chooseCardTarget({ filterTarget: function (card, player, target) { return target != player && target.countCards("he") > 0; }, filterCard: lib.filter.cardDiscardable, ai1: function (card) { return 7 - get.useful(card); }, ai2: function (target) { return 1 - get.attitude(_status.event.player, target); }, prompt: get.prompt2("jieyue"), }); "step 1"; if (result.bool) { player.logSkill("jieyue", result.targets); player.discard(result.cards); var target = result.targets[0]; event.target = target; target.chooseCard("将一张牌置于" + get.translation(player) + "的武将牌上,或令其弃置你的一张牌", "he").set("ai", function (card) { if (card.name == "du") return 20; var player = _status.event.player; if (get.attitude(player, _status.event.getParent().player) > 0) { return 8 - get.value(card); } var nh = player.countCards("h"); if (nh <= 2) { return 6 - get.value(card); } if (nh <= 3) { return 2 - get.value(card); } return 0; }); } else { event.finish(); } "step 2"; if (result.bool && result.cards && result.cards.length) { player.addToExpansion(result.cards, "give", target).gaintag.add("jieyue"); } else if (event.target.countCards("he")) { player.discardPlayerCard(event.target, true); } }, ai: { expose: 0.1 }, marktext: "节", intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, group: ["jieyue_wuxie", "jieyue_shan", "jieyue_gain"], subSkill: { wuxie: { audio: true, enable: "chooseToUse", filterCard: function (card) { return get.color(card) == "black"; }, viewAsFilter: function (player) { return player.getExpansions("jieyue").length && player.countCards("hs", { color: "black" }) > 0; }, position: "hs", viewAs: { name: "wuxie" }, prompt: "将一张黑色手牌当无懈可击使用", check: function (card) { return 8 - get.value(card); }, }, shan: { audio: true, enable: ["chooseToRespond", "chooseToUse"], filterCard: function (card) { return get.color(card) == "red"; }, position: "hs", viewAs: { name: "shan" }, viewAsFilter: function (player) { return player.getExpansions("jieyue").length && player.countCards("hs", { color: "red" }) > 0; }, prompt: "将一张红色手牌当闪使用或打出", check: () => 1, ai: { respondShan: true, skillTagFilter: function (player) { if (!player.getExpansions("jieyue").length || !player.countCards("hs", { color: "red" })) return false; }, effect: { target: function (card, player, target, current) { if (get.tag(card, "respondShan") && current < 0) return 0.8; }, }, }, }, gain: { audio: "jieyue", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return player.getExpansions("jieyue").length; }, forced: true, content: function () { var cards = player.getExpansions("jieyue"); if (cards.length) player.gain(cards, "gain2"); }, }, }, }, jinjiu: { mod: { cardname: function (card, player) { if (card.name == "jiu") return "sha"; }, }, ai: { skillTagFilter: function (player) { if (!player.countCards("h", "jiu")) return false; }, respondSha: true, }, audio: 2, trigger: { player: ["useCard1", "respond"] }, firstDo: true, forced: true, filter: function (event, player) { return event.card.name == "sha" && !event.skill && event.cards.length == 1 && event.cards[0].name == "jiu"; }, content: function () {}, }, xinxianzhen: { audio: "xianzhen", inherit: "xianzhen", }, xinxianzhen2: { audio: "xianzhen", audioname2: { ol_gaoshun: "rexianzhen", }, mod: { targetInRange: function (card, player, target) { if (target == player.storage.xinxianzhen) return true; }, cardUsableTarget: function (card, player, target) { if (target == player.storage.xinxianzhen) return true; }, }, ai: { unequip: true, skillTagFilter: function (player, tag, arg) { if (arg.target != player.storage.xinxianzhen) return false; }, effect: { player_use(card, player, target, current, isLink) { if (isLink || !player.storage.xinxianzhen) return; if (target != player.storage.xinxianzhen && ["sha", "guohe", "shunshou", "huogong", "juedou"].includes(card.name)) { if (get.effect(player.storage.xinxianzhen, card, player, player) > 0) { return [1, 2]; } } }, }, }, trigger: { player: "useCard2" }, filter: function (event, player) { return player.storage.xinxianzhen && player.storage.xinxianzhen.isIn() && (event.card.name == "sha" || get.type(event.card) == "trick") && event.targets && event.targets.length == 1 && !event.targets.includes(player.storage.xinxianzhen); }, check: function (event, player) { return get.effect(player.storage.xinxianzhen, event.card, player, player) > 0; }, logTarget: function (event, player) { return player.storage.xinxianzhen; }, prompt2: (event, player) => "令" + get.translation(player.storage.decadexianzhen2) + "也成为" + get.translation(event.card) + "的目标", content: function () { var target = player.storage.xinxianzhen; trigger.targets.push(target); game.log(target, "成为了", trigger.card, "的额外目标"); }, }, xinxianzhen3: { charlotte: true, mod: { cardEnabled: function (card) { if (card.name == "sha") return false; }, ignoredHandcard: function (card, player) { if (get.name(card) == "sha") { return true; } }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && get.name(card) == "sha") { return false; } }, }, }, xianzhen: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player.canCompare(target); }, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; player.chooseToCompare(target); "step 1"; if (result.bool) { player.storage[event.name] = target; player.addTempSkill(event.name + 2); } else { player.addTempSkill(event.name + 3); } }, ai: { order: function (name, player) { var cards = player.getCards("h"); if (player.countCards("h", "sha") == 0) { return 1; } for (var i = 0; i < cards.length; i++) { if (cards[i].name != "sha" && get.number(cards[i]) > 11 && get.value(cards[i]) < 7) { return 9; } } return get.order({ name: "sha" }) - 1; }, result: { player: function (player) { if (player.countCards("h", "sha") > 0) return 0; var num = player.countCards("h"); if (num > player.hp) return 0; if (num == 1) return -2; if (num == 2) return -1; return -0.7; }, target: function (player, target) { var num = target.countCards("h"); if (num == 1) return -1; if (num == 2) return -0.7; return -0.5; }, }, threaten: 1.3, }, }, xianzhen2: { charlotte: true, mod: { targetInRange: function (card, player, target) { if (target == player.storage.xianzhen) return true; }, cardUsableTarget: function (card, player, target) { if (target == player.storage.xianzhen) return true; }, }, ai: { unequip: true, skillTagFilter: function (player, tag, arg) { if (arg.target != player.storage.xianzhen) return false; }, }, }, xianzhen3: { charlotte: true, mod: { cardEnabled: function (card) { if (card.name == "sha") return false; }, }, }, lihuo: { trigger: { player: "useCard1" }, filter: function (event, player) { if (event.card.name == "sha" && !game.hasNature(event.card)) return true; return false; }, audio: 2, audioname: ["re_chengpu"], check: function (event, player) { return false; }, content: function () { game.setNature(trigger.card, "fire"); var next = game.createEvent("lihuo_clear"); next.player = player; next.card = trigger.card; event.next.remove(next); next.forceDie = true; trigger.after.push(next); next.setContent(function () { if ( player.isIn() && player.getHistory("sourceDamage", function (evt) { return evt.getParent(2) == event.parent; }).length > 0 ) player.loseHp(); game.setNature(card, [], true); }); }, group: "lihuo2", }, lihuo2: { trigger: { player: "useCard2" }, filter: function (event, player) { if (event.card.name != "sha" || !game.hasNature(event.card, "fire")) return false; return game.hasPlayer(function (current) { return !event.targets.includes(current) && player.canUse(event.card, current); }); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("lihuo"), "为" + get.translation(trigger.card) + "增加一个目标", function (card, player, target) { return !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target); }) .set("sourcex", trigger.targets) .set("card", trigger.card) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, _status.event.card, player, player); }); "step 1"; if (result.bool) { if (!event.isMine() && !_status.connectMode) game.delayx(); event.target = result.targets[0]; } else { event.finish(); } "step 2"; player.logSkill("lihuo", event.target); trigger.targets.push(event.target); }, }, lihuo3: { trigger: { player: "useCardAfter" }, vanish: true, filter: function (event, player) { return event.card.name == "sha"; }, forced: true, audio: false, content: function () { player.loseHp(); player.removeSkill("lihuo3"); }, }, chunlao: { trigger: { player: "phaseJieshuBegin" }, direct: true, audio: 2, audioname: ["xin_chengpu"], filter: function (event, player) { return player.countCards("h") > 0 && (_status.connectMode || player.countCards("h", "sha") > 0) && !player.getExpansions("chunlao").length; }, intro: { content: "expansion", markcount: "expansion", }, content: function () { "step 0"; player .chooseCard([1, Math.max(1, player.countCards("h", "sha"))], get.prompt("chunlao"), { name: "sha", }) .set("ai", function () { return 1; }); "step 1"; if (result.bool) { player.logSkill("chunlao"); player.addToExpansion(result.cards, player, "giveAuto").gaintag.add("chunlao"); } }, ai: { effect: { player: function (card, player, target) { if (_status.currentPhase != player) return; if (card.name == "sha" && !player.needsToDiscard() && !player.getExpansions("chunlao").length && target.hp > 1) { return "zeroplayertarget"; } }, }, threaten: 1.4, }, group: "chunlao2", }, chunlao2: { enable: "chooseToUse", filter: function (event, player) { return event.type == "dying" && event.dying && event.dying.hp <= 0 && player.getExpansions("chunlao").length > 0; }, filterTarget: function (card, player, target) { return target == _status.event.dying; }, direct: true, clearTime: true, delay: false, selectTarget: -1, content: function () { "step 0"; player.chooseCardButton(get.translation("chunlao"), player.getExpansions("chunlao"), true); "step 1"; if (result.bool) { player.logSkill("chunlao", target); player.loseToDiscardpile(result.links); event.type = "dying"; target.useCard({ name: "jiu", isCard: true }, target); } }, ai: { order: 6, skillTagFilter: function (player) { return player.getExpansions("chunlao").length > 0; }, save: true, result: { target: 3, }, threaten: 1.6, }, }, chunlao2_old: { trigger: { global: "dying" }, //priority:6, filter: function (event, player) { return event.player.hp <= 0 && player.storage.chunlao.length > 0; }, direct: true, content: function () { "step 0"; var att = get.attitude(player, trigger.player); player .chooseCardButton(get.prompt("chunlao", trigger.player), player.storage.chunlao) .set("ai", function (button) { if (_status.event.att > 0) return 1; return 0; }) .set("att", att); "step 1"; if (result.bool) { player.logSkill("chunlao", trigger.player); player.$throw(result.links); player.storage.chunlao.remove(result.links[0]); result.links[0].discard(); player.syncStorage("chunlao"); trigger.player.useCard({ name: "jiu", isCard: true }, trigger.player); if (!player.storage.chunlao.length) { player.unmarkSkill("chunlao"); } else { player.markSkill("chunlao"); } } }, ai: { expose: 0.2, }, }, shenduan: { trigger: { player: "loseAfter", global: "loseAsyncAfter", }, filter: function (event, player) { if (event.type != "discard" || event.getlx === false) return; var evt = event.getl(player); for (var i = 0; i < evt.cards2.length; i++) { if (get.color(evt.cards2[i], evt.hs.includes(evt.cards2[i]) ? evt.player : false) == "black" && get.type(evt.cards2[i]) == "basic" && get.position(evt.cards2[i], evt.hs.includes(evt.cards2[i]) ? evt.player : false) == "d") { return true; } } return false; }, audio: 2, direct: true, content: function () { "step 0"; var cards = []; var evt = trigger.getl(player); for (var i = 0; i < evt.cards2.length; i++) { if (get.color(evt.cards2[i], evt.hs.includes(evt.cards2[i]) ? evt.player : false) == "black" && get.type(evt.cards2[i], evt.hs.includes(evt.cards2[i]) ? evt.player : false) == "basic" && get.position(evt.cards2[i]) == "d") { cards.push(evt.cards2[i]); } } if (!cards.length) { event.finish(); } else { event.cards = cards; } "step 1"; if (event.cards.length) { player .chooseTarget(get.prompt("shenduan"), "将" + get.translation(event.cards) + (event.cards.length > 1 ? "中的一张牌" : "") + "当做【兵粮寸断】对一名其他角色使用", function (card, player, target) { var cs = _status.event.cards; for (var i = 0; i < cs.length; i++) { if (player.canUse({ name: "bingliang", cards: [cs[i]] }, target, false)) return true; } return false; }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "bingliang" }, player, player); }) .set("cards", cards); } else { event.finish(); } "step 2"; if (result.bool && result.targets && result.targets.length) { event.current = result.targets[0]; if (event.cards.length == 1) { event.directCard = event.cards[0]; } else { delete event.directCard; player .chooseCardButton("选择一张牌当作兵断寸断使用", event.cards, true) .set("filterButton", function (button) { return player.canUse({ name: "bingliang", cards: [button.link] }, _status.event.target, false); }) .set("target", event.current); } } else { event.finish(); } "step 3"; var card; if (event.directCard) { card = event.directCard; } else if (result.links && result.links.length && event.cards.includes(result.links[0])) { card = result.links[0]; } if (card) { event.cards.remove(card); player.line(event.current); player.useCard({ name: "bingliang" }, event.current, [card], "shenduan").animate = false; event.goto(1); } }, }, reshenduan: { audio: 2, trigger: { global: "loseAsyncAfter", player: "loseAfter", }, filter: function (event, player) { if (event.type != "discard" || event.getlx === false) return; var evt = event.getl(player); for (var i = 0; i < evt.cards2.length; i++) { if (get.color(evt.cards2[i], player) == "black" && ["basic", "equip"].includes(get.type(evt.cards2[i], evt.hs.includes(evt.cards2[i]) ? evt.player : false)) && get.position(evt.cards2[i]) == "d") { return true; } } return false; }, direct: true, content: function () { "step 0"; var cards = []; var evt = trigger.getl(player); for (var i = 0; i < evt.cards2.length; i++) { if (get.color(evt.cards2[i], player) == "black" && ["basic", "equip"].includes(get.type(evt.cards2[i], evt.hs.includes(evt.cards2[i]) ? evt.player : false)) && get.position(evt.cards2[i]) == "d") { cards.push(evt.cards2[i]); } } if (!cards.length) { event.finish(); } else { event.cards = cards; } "step 1"; if (event.cards.length) { player .chooseTarget(get.prompt("shenduan"), "将" + get.translation(event.cards) + (event.cards.length > 1 ? "中的一张牌" : "") + "当做【兵粮寸断】对一名其他角色使用", function (card, player, target) { var cs = _status.event.cards; for (var i = 0; i < cs.length; i++) { if (player.canUse({ name: "bingliang", cards: [cs[i]] }, target, false)) return true; } return false; }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, { name: "bingliang" }, player, player); }) .set("cards", cards); } else { event.finish(); } "step 2"; if (result.bool && result.targets && result.targets.length) { event.current = result.targets[0]; if (event.cards.length == 1) { event.directCard = event.cards[0]; } else { delete event.directCard; player .chooseCardButton("选择一张牌当作兵断寸断使用", event.cards, true) .set("filterButton", function (button) { return player.canUse({ name: "bingliang", cards: [button.link] }, _status.event.target, false); }) .set("target", event.current); } } else { event.finish(); } "step 3"; var card; if (event.directCard) { card = event.directCard; } else if (result.links && result.links.length && event.cards.includes(result.links[0])) { card = result.links[0]; } if (card) { event.cards.remove(card); player.line(event.current); player.useCard({ name: "bingliang" }, event.current, [card], "reshenduan").animate = false; event.goto(1); } }, }, reyonglve: { audio: 2, trigger: { global: "phaseJudgeBegin" }, direct: true, filter: function (event, player) { return event.player != player && event.player.countCards("j") > 0; }, content: function () { "step 0"; var att = get.attitude(player, trigger.player); var nh = trigger.player.countCards("h"); var eff = get.effect(trigger.player, { name: "sha", isCard: true }, player, player); if (player.inRange(trigger.player) || !player.canUse({ name: "sha", isCard: true }, trigger.player, false)) eff = 0; player .discardPlayerCard(get.prompt("yonglve", trigger.player), trigger.player, "j") .set("ai", function (button) { var name = button.link.viewAs || button.link.name; var att = _status.event.att; var nh = _status.event.nh; var eff = _status.event.eff; var trigger = _status.event.getTrigger(); if (att > 0 && eff >= 0) return 1; if (att >= 0 && eff > 0) return 1; if ( att > 0 && (trigger.player.hp >= 3 || trigger.player.hasSkillTag("freeShan", false, { player: _status.event.player, card: new lib.element.VCard({ name: "sha", isCard: true }), }) || trigger.player.countCards("h", "shan")) ) { if (name == "lebu" && nh > trigger.player.hp) return 1; if (name == "bingliang" && nh < trigger.player.hp) return 1; } return 0; }) .set("att", att) .set("nh", nh) .set("eff", eff) .set("logSkill", ["reyonglve", trigger.player]); "step 1"; if (result.bool) { if (!player.inRange(trigger.player) && player.canUse({ name: "sha", isCard: true }, trigger.player, false)) { player.useCard({ name: "sha", isCard: true }, trigger.player); } else player.draw(); } }, }, yonglve: { trigger: { global: "phaseJudgeBegin" }, direct: true, audio: 2, filter: function (event, player) { return event.player != player && event.player.countCards("j") > 0 && player.inRange(event.player); }, content: function () { "step 0"; var att = get.attitude(player, trigger.player); var nh = trigger.player.countCards("h"); var eff = get.effect(trigger.player, { name: "sha", isCard: true }, player, player); if (!player.canUse({ name: "sha", isCard: true }, trigger.player)) eff = 0; player .discardPlayerCard(get.prompt("yonglve", trigger.player), trigger.player, "j") .set("ai", function (button) { var name = button.link.viewAs || button.link.name; var att = _status.event.att; var nh = _status.event.nh; var eff = _status.event.eff; var trigger = _status.event.getTrigger(); if (att > 0 && eff >= 0) return 1; if (att >= 0 && eff > 0) return 1; if ( att > 0 && (trigger.player.hp >= 3 || trigger.player.hasSkillTag("freeShan", false, { player: _status.event.player, card: new lib.element.VCard({ name: "sha", isCard: true }), }) || trigger.player.countCards("h", "shan")) ) { if (name == "lebu" && nh > trigger.player.hp) return 1; if (name == "bingliang" && nh < trigger.player.hp) return 1; } return 0; }) .set("att", att) .set("nh", nh) .set("eff", eff) .set("logSkill", ["yonglve", trigger.player]); "step 1"; if (result.bool) { if (player.canUse({ name: "sha", isCard: true }, trigger.player)) { event.related = player.useCard({ name: "sha", isCard: true }, trigger.player); } } else { event.finish(); } "step 2"; if ( !event.related || !game.hasPlayer2(function (current) { return ( current.getHistory("damage", function (evt) { return evt.getParent(2) == event.related; }).length > 0 ); }) ) { player.draw(); } }, //group:'yonglve2' }, yonglve2: { trigger: { source: "damage" }, forced: true, popup: false, filter: function (event) { return event.parent.skill == "yonglve"; }, content: function () { player.storage.yonglve = true; }, }, benxi: { audio: 2, trigger: { player: "useCard2" }, forced: true, filter: function (event, player) { return player.isPhaseUsing(); }, content: function () {}, mod: { globalFrom: function (from, to, distance) { if (_status.currentPhase == from) { return distance - from.countUsed(); } }, selectTarget: function (card, player, range) { if (_status.currentPhase == player) { if (card.name == "sha" && range[1] != -1) { if ( !game.hasPlayer(function (current) { return get.distance(player, current) > 1; }) ) { range[1]++; } } } }, }, ai: { unequip: true, skillTagFilter: function (player) { if ( game.hasPlayer(function (current) { return get.distance(player, current) > 1; }) ) { return false; } }, }, }, sidi: { audio: 2, trigger: { global: "useCard" }, filter: function (event, player) { if (event.card.name != "shan") return false; if (event.player == player) return true; return _status.currentPhase == player; }, frequent: true, intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, content: function () { player.addToExpansion(get.cards(), "gain2").gaintag.add("sidi"); }, group: "sidi2", }, sidi2: { trigger: { global: "phaseUseBegin" }, filter: function (event, player) { if (event.player == player || event.player.isDead()) return false; if (!player.getExpansions("sidi").length) return false; return true; }, check: function (event, player) { if (get.attitude(player, event.player) >= 0) return false; if (event.player.getEquip("zhuge")) return false; if (event.player.hasSkill("paoxiao")) return false; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (event.player.canUse("sha", players[i]) && get.attitude(player, players[i]) > 0) break; } if (i == players.length) return false; var nh = event.player.countCards("h"); var nsha = event.player.countCards("h", "sha"); if (nh < 2) return false; switch (nh) { case 2: if (nsha) return Math.random() < 0.4; return Math.random() < 0.2; case 3: if (nsha) return Math.random() < 0.8; return Math.random() < 0.3; case 4: if (nsha > 1) return true; if (nsha) return Math.random() < 0.9; return Math.random() < 0.5; default: return true; } }, logTarget: "player", content: function () { "step 0"; var cards = player.getExpansions("sidi"); if (cards.length == 1) { event.directbutton = cards[0]; } else { player.chooseCardButton("弃置一张“司敌”牌", cards, true); } "step 1"; var button; if (event.directbutton) { button = event.directbutton; } else if (result.bool && result.links && result.links.length) { button = result.links[0]; } if (button) { player.loseToDiscardpile(button); trigger.player.addTempSkill("sidi3", "phaseUseAfter"); trigger.player.addMark("sidi3", 1, false); } }, }, sidi3: { mod: { cardUsable: function (card, player, num) { if (card.name == "sha") return num - player.countMark("sidi3"); }, }, onremove: true, }, zhongyong: { audio: 2, trigger: { player: "shaMiss" }, direct: true, filter: function (event, player) { return event.responded && get.itemtype(event.responded.cards) == "cards"; }, content: function () { "step 0"; var cards = trigger.responded.cards; event.cards = cards; player .chooseTarget("忠勇:将" + get.translation(trigger.responded.cards) + "交给一名角色", function (card, player, target) { return target != _status.event.source; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (target.countCards("h", "shan") && target.countCards("h") >= 2) { att /= 1.5; } return att; }) .set("source", trigger.target); "step 1"; if (result.bool) { player.logSkill("zhongyong", result.targets); result.targets[0].gain(event.cards, "gain2"); if (result.targets[0] == player) { event.finish(); } } else { event.finish(); } "step 2"; player.chooseToUse("是否对" + get.translation(trigger.target) + "再使用一张杀?", { name: "sha" }, trigger.target, -1).set("addCount", false); }, }, xinzhongyong: { trigger: { player: "useCardAfter" }, audio: "zhongyong", direct: true, filter: function (event, player) { return event.card.name == "sha"; }, content: function () { "step 0"; event.sha = trigger.cards.slice(0).filterInD(); event.shan = []; game.countPlayer2(function (current) { current.getHistory("useCard", function (evt) { if (evt.card.name == "shan" && evt.getParent(3) == trigger) event.shan.addArray(evt.cards); }); }); event.shan.filterInD("d"); if (!event.sha.length && !event.shan.length) event.finish(); player .chooseTarget(get.prompt2("xinzhongyong"), function (card, player, target) { return !_status.event.source.includes(target) && target != player; }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .set("source", trigger.targets); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("xinzhongyong", target); if (event.sha.length && event.shan.length) { player .chooseControl() .set("choiceList", ["将" + get.translation(event.sha) + "交给" + get.translation(target), "将" + get.translation(event.shan) + "交给" + get.translation(target)]) .set("ai", function () { return _status.event.choice; }) .set( "choice", (function () { if (get.color(event.sha) != "black") return 0; return 1; })() ); } else event._result = { index: event.sha.length ? 0 : 1 }; } else { event.finish(); } "step 2"; var cards = result.index == 0 ? event.sha : event.shan; event.useSha = false; target.gain(cards, "gain2"); for (var i = 0; i < cards.length; i++) { if (get.color(cards[i]) == "red") { event.useSha = true; break; } } "step 3"; if (event.useSha) { event.target .chooseToUse("是否使用一张杀?", { name: "sha" }) .set("filterTarget", function (card, player, target) { return target != _status.event.sourcex && _status.event.sourcex.inRange(target) && lib.filter.targetEnabled.apply(this, arguments); }) .set("sourcex", player) .set("addCount", false); } }, }, dangxian: { trigger: { player: "phaseBegin" }, forced: true, audio: 2, audioname2: { guansuo: "dangxian_guansuo", }, content: function () { trigger.phaseList.splice(trigger.num, 0, "phaseUse|dangxian"); }, }, longyin: { audio: 2, shaRelated: true, init: player => { game.addGlobalSkill("longyin_order"); }, onremove: player => { if (!game.hasPlayer(current => current.hasSkill("longyin"), true)) game.removeGlobalSkill("longyin_order"); }, trigger: { global: "useCard" }, direct: true, filter: function (event, player) { return event.card.name == "sha" && player.countCards("he") > 0 && event.player.isPhaseUsing(); }, content: function () { "step 0"; var go = false; if (get.attitude(player, trigger.player) > 0) { if (get.color(trigger.card) == "red") { go = true; } else if (trigger.addCount === false || !trigger.player.isPhaseUsing()) go = false; else if (!trigger.player.hasSkill("paoxiao") && !trigger.player.hasSkill("tanlin3") && !trigger.player.hasSkill("zhaxiang2") && !trigger.player.hasSkill("fengnu") && !trigger.player.getEquip("zhuge")) { var nh = trigger.player.countCards("h"); if (player == trigger.player) { go = player.countCards("h", "sha") > 0; } else if (nh >= 4) { go = true; } else if (player.countCards("h", "sha")) { if (nh == 3) { go = Math.random() < 0.8; } else if (nh == 2) { go = Math.random() < 0.5; } } else if (nh >= 3) { if (nh == 3) { go = Math.random() < 0.5; } else if (nh == 2) { go = Math.random() < 0.2; } } } } //AI停顿 if ( go && !event.isMine() && !event.isOnline() && player.hasCard(function (card) { return get.value(card) < 6 && lib.filter.cardDiscardable(card, player, event.name); }, "he") ) { game.delayx(); } var next = player.chooseToDiscard(get.prompt("longyin"), "弃置一张牌" + (get.color(trigger.card) == "red" ? "并摸一张牌" : "") + ",令" + get.translation(trigger.player) + "本次使用的【杀】不计入使用次数", "he"); next.logSkill = ["longyin", trigger.player]; next.set("ai", function (card) { if (_status.event.go) { return 6 - get.value(card); } return 0; }); next.set("go", go); "step 1"; if (result.bool) { if (trigger.addCount !== false) { trigger.addCount = false; trigger.player.getStat().card.sha--; } if (get.color(trigger.card) == "red") { player.draw(); } // player.logSkill('longyin',trigger.player); } }, ai: { expose: 0.2, }, subSkill: { order: { mod: { aiOrder: (player, card, num) => { if (num && card.name === "sha" && get.color(card) === "red") { let gp = game.findPlayer(current => { return current.hasSkill("longyin") && current.hasCard(i => true, "he"); }); if (gp) return num + 0.15 * Math.sign(get.attitude(player, gp)); } }, }, trigger: { player: "dieAfter" }, filter: (event, player) => { return !game.hasPlayer(current => current.hasSkill("longyin"), true); }, silent: true, forceDie: true, charlotte: true, content: () => { game.removeGlobalSkill("longyin_order"); }, }, }, }, jigong: { audio: 2, trigger: { player: "phaseUseBegin" }, check: function (event, player) { var nh = player.countCards("h") - player.countCards("h", { type: "equip" }); if (nh <= 1) return true; if (player.countCards("h", "tao")) return false; if (nh <= 2) return Math.random() < 0.7; if (nh <= 3) return Math.random() < 0.4; return false; }, content: function () { player.draw(2); player.addTempSkill("jigong2"); }, }, jigong2: { mod: { maxHandcardBase: function (player, num) { var damage = player.getStat().damage; if (typeof damage == "number") return damage; return 0; }, }, }, shifei: { audio: 2, audioname: ["re_guotufengji"], enable: ["chooseToRespond", "chooseToUse"], filter: function (event, player) { if (!_status.currentPhase || event.shifei) return false; if (!event.filterCard({ name: "shan", isCard: true }, player, event)) return false; if (event.name != "chooseToUse" && !lib.filter.cardRespondable({ name: "shan", isCard: true }, player, event)) return false; return true; }, delay: false, checkx: function (player) { if (get.attitude(player, _status.currentPhase) > 0) return true; var nh = _status.currentPhase.countCards("h") + 1; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].countCards("h") >= nh) { if (!player.countCards("h", "shan") || get.attitude(player, players[i]) <= 0) return true; } } return false; }, content: function () { "step 0"; player.line(_status.currentPhase, "green"); _status.currentPhase.draw(); "step 1"; if (_status.currentPhase.isMaxHandcard(true)) { event.finish(); var evt = event.getParent(2); evt.set("shifei", true); evt.goto(0); return; } var targets = game.filterPlayer(function (current) { return current.isMaxHandcard(); }); if (targets.length == 1) { event.onlytarget = targets[0]; } else if (targets.length) { player .chooseTarget("选择一名角色弃置其一张牌", true, function (card, player, target) { return _status.event.targets.includes(target); }) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }) .set("targets", targets); } else { event.finish(); } "step 2"; var evt = event.getParent(2); var target; if (event.onlytarget) { target = event.onlytarget; } else if (result.targets && result.targets.length) { target = result.targets[0]; } if (target) { player.line(target, "green"); player.discardPlayerCard(target, "he", true); evt.result = { bool: true, card: { name: "shan", isCard: true }, cards: [] }; evt.redo(); } else { evt.set("shifei", true); evt.goto(0); } }, ai: { respondShan: true, effect: { target_use(card, player, target, current) { if (get.tag(card, "respondShan") && current < 0) { var nh = player.countCards("h"); var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].countCards("h") > nh) return 0.4; } } }, }, order: 8, result: { player: function (player) { return lib.skill.shifei.checkx(player) ? 1 : 0; }, }, }, }, huaiyi: { audio: 2, enable: "phaseUse", usable: 1, delay: false, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; player.showHandcards(); const hs = player.getCards("h"), color = get.color(hs[0], player); if ( hs.length === 1 || !hs.some((card, index) => { return index > 0 && get.color(card) !== color; }) ) { event.finish(); } "step 1"; const list = [], bannedList = [], indexs = Object.keys(lib.color); player.getCards("h").forEach(card => { const color = get.color(card, player); list.add(color); if (!lib.filter.cardDiscardable(card, player, "huaiyi")) bannedList.add(color); }); list.removeArray(bannedList); list.sort((a, b) => indexs.indexOf(a) - indexs.indexOf(b)); if (!list.length) event.finish(); else if (list.length === 1) event._result = { control: list[0] }; else player .chooseControl(list.map(i => `${i}2`)) .set("ai", function () { var player = _status.event.player; if (player.countCards("h", { color: "red" }) == 1 && player.countCards("h", { color: "black" }) > 1) return 1; return 0; }) .set("prompt", "请选择弃置一种颜色的所有手牌"); "step 2"; event.control = result.control.slice(0, result.control.length - 1); var cards = player.getCards("h", { color: event.control }); player.discard(cards); event.num = cards.length; "step 3"; player .chooseTarget("请选择至多" + get.cnNumber(event.num) + "名有牌的其他角色,获得这些角色的各一张牌。", [1, event.num], function (card, player, target) { return target != player && target.countCards("he") > 0; }) .set("ai", function (target) { return -get.attitude(_status.event.player, target) + 0.5; }); "step 4"; if (result.bool && result.targets) { player.line(result.targets, "green"); event.targets = result.targets; event.targets.sort(lib.sort.seat); event.gained = 0; } else { event.finish(); } "step 5"; if (player.isIn() && event.targets.length) { player.gainPlayerCard(event.targets.shift(), "he", true); } else event.finish(); "step 6"; if (result.bool) { event.gained += result.cards.length; } if (event.targets.length) event.goto(5); "step 7"; if (event.gained > 1) player.loseHp(); }, ai: { order: function (item, player) { if (player.countCards("h", { color: "red" }) == 1) return 10; if (player.countCards("h", { color: "black" }) == 1) return 10; return 1; }, result: { player: player => { if (get.color(player.getCards("h")) != "none") return 0; return 1; }, }, }, }, yaoming: { audio: 2, trigger: { player: "damageEnd", source: "damageSource" }, direct: true, filter: function (event, player) { if (player.hasSkill("yaoming2")) return false; var nh = player.countCards("h"); return game.hasPlayer(function (current) { return current.countCards("h") != nh; }); }, content: function () { "step 0"; var nh = player.countCards("h"); player .chooseTarget(get.prompt2("yaoming"), function (card, player, target) { return _status.event.nh != target.countCards("h"); }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (target.countCards("h") > _status.event.nh) return -att; return att; }) .set("nh", nh); "step 1"; if (result.bool) { player.logSkill("yaoming", result.targets); player.addTempSkill("yaoming2"); var target = result.targets[0]; if (target.countCards("h") < player.countCards("h")) { target.draw(); } else { target.discard(target.getCards("h").randomGet()); } } }, ai: { expose: 0.2, }, }, yaoming2: {}, anguo: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player != target && target.countCards("e") > 0; }, content: function () { "step 0"; player.choosePlayerCard(target, "e", true); "step 1"; if (result.links) { var num = 0, players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (target.inRange(players[i])) { num++; } } event.num = num; target.gain(result.links, "gain2"); } else { event.finish(); } "step 2"; var num2 = 0, players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (target.inRange(players[i])) { num2++; } } if (event.num > num2) { player.draw(); } }, ai: { order: 7, result: { target: function (player, target) { if (target.hasSkillTag("noe")) return 1; if (target.getEquip(1) || target.getEquip(4)) return -1; if (target.getEquip(2)) return -0.7; return -0.5; }, }, }, }, reyanzhu: { enable: "phaseUse", audio: 2, usable: 1, filterTarget: lib.filter.notMe, derivation: ["reyanzhu_rewrite", "rexingxue_rewrite"], prompt: function () { return lib.translate[(_status.event.player.storage.reyanzhu ? "reyanzhu_rewrite" : "reyanzhu") + "_info"]; }, content: function () { "step 0"; if (player.storage.reyanzhu || !target.countCards("e")) event._result = { index: 1 }; else target .chooseControl() .set("prompt", get.translation(player) + "发动了【宴诛】,请选择一项") .set("choiceList", ["将装备区内的所有牌交给" + get.translation(player) + "并令其修改技能", "弃置一张牌,并令下次受到的伤害+1直到下回合开始"]) .set("ai", function () { if (_status.event.player.countCards("e") >= 3) return 1; return 0; }); "step 1"; if (result.index == 0) { target.give(target.getCards("e"), player); player.storage.reyanzhu = true; } else { target.addTempSkill("reyanzhu2", { player: "phaseBegin" }); target.addMark("reyanzhu2", 1, false); if (!player.storage.reyanzhu && target.countCards("he") > 0) target.chooseToDiscard("he", true); } }, ai: { order: 6, result: { target: function (player, target) { if (player.storage.reyanzhu) return -1; var ne = target.countCards("e"); if (!ne) return -2; if (ne >= 2) return -ne; return 0; }, }, }, }, reyanzhu2: { trigger: { player: "damageBegin3" }, forced: true, onremove: true, content: function () { trigger.num += player.countMark("reyanzhu2"); game.log(player, "受到的伤害+" + player.countMark("reyanzhu2")); player.removeSkill("reyanzhu2"); }, intro: { content: "下次受到的伤害+#直到下回合开始", }, }, rexingxue: { trigger: { player: "phaseJieshuBegin" }, direct: true, audio: 2, filter: function (event, player) { return (player.storage.reyanzhu ? player.maxHp : player.hp) > 0; }, content: function () { "step 0"; player.chooseTarget([1, player.storage.reyanzhu ? player.maxHp : player.hp], get.prompt("rexingxue"), "令所有目标角色依次摸一张牌,然后所有手牌数大于体力值的目标角色依次将一张牌置于牌堆顶").set("ai", function (target) { var att = get.attitude(player, target); if (target.countCards("h") == target.hp - 1) att *= 2; return att; }); "step 1"; if (result.bool) { event.targets = result.targets.sortBySeat(); player.logSkill("rexingxue", event.targets); game.asyncDraw(result.targets); } else event.finish(); "step 2"; game.delay(); "step 3"; if (event.targets.length) { event.target = event.targets.shift(); if (event.target.isDead()) event.redo(); } else event.finish(); "step 4"; if (target.isIn() && target.countCards("h") && target.countCards("h") > target.hp) target.chooseCard("he", true, "将一张牌置于牌堆顶"); else event.goto(3); "step 5"; if (result && result.cards) { event.card = result.cards[0]; target.lose(result.cards, ui.cardPile, "insert"); game.log(target, "将", get.position(event.card) == "h" ? "一张牌" : event.card, "置于牌堆顶"); game.broadcastAll(function (player) { var cardx = ui.create.card(); cardx.classList.add("infohidden"); cardx.classList.add("infoflip"); player.$throw(cardx, 1000, "nobroadcast"); }, target); } event.goto(3); }, }, rezhaofu: { unique: true, global: "rezhaofu2", zhuSkill: true, }, rezhaofu2: { mod: { inRangeOf: function (from, to) { if (from.group != "wu") return; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (from != players[i] && to != players[i] && players[i].hasZhuSkill("rezhaofu", from)) { if (players[i].inRange(to)) return true; } } }, }, }, zhaofu: { unique: true, global: "zhaofu2", zhuSkill: true, locked: true, }, zhaofu2: { mod: { inRangeOf: function (from, to) { if (from.group != "wu") return; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (from != players[i] && to != players[i] && players[i].hasZhuSkill("zhaofu", from)) { if (get.distance(players[i], to) <= 1) return true; } } }, }, }, xingxue: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, async content(event, trigger, player) { var num = player.hp; if (!player.hasSkill("yanzhu")) { num = player.maxHp; } const { result: { targets, bool }, } = await player.chooseTarget([1, num], get.prompt2("xingxue")).set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (target.countCards("he")) return att; return att / 10; }); if (bool) { player.logSkill("xingxue", targets); const chooseToPutCard = async function (target) { await target.draw(); if (target.countCards("he")) { const { result: { cards, bool }, } = await target.chooseCard("选择一张牌置于牌堆顶", "he", true); if (bool) { await target.lose(cards, ui.cardPile, "insert"); } game.broadcastAll(function (player) { var cardx = ui.create.card(); cardx.classList.add("infohidden"); cardx.classList.add("infoflip"); player.$throw(cardx, 1000, "nobroadcast"); }, target); if (player == game.me) { await game.asyncDelay(0.5); } } }; await game.doAsyncInOrder(targets, chooseToPutCard); } }, }, yanzhu: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target.countCards("he") > 0 && target != player; }, content: function () { "step 0"; if (target.countCards("e")) { target.chooseBool("是否将装备区内的所有牌交给" + get.translation(player) + "?").set("ai", function () { if (_status.event.player.countCards("e") >= 3) return false; return true; }); } else { target.chooseToDiscard(true, "he"); event.finish(); } "step 1"; if (result.bool) { var es = target.getCards("e"); target.give(es, player, "give"); player.removeSkills("yanzhu"); } else { target.chooseToDiscard(true, "he"); } }, ai: { order: 6, result: { target: function (player, target) { var ne = target.countCards("e"); if (!ne) return -2; if (ne >= 2) return -ne; return 0; }, }, }, }, shizhi: { mod: { cardname: function (card, player, name) { if (card.name == "shan" && player.hp == 1) return "sha"; }, }, ai: { skillTagFilter: function (player) { if (!player.countCards("h", "shan")) return false; if (player.hp != 1) return false; }, respondSha: true, halfneg: true, }, audio: 2, audioname: ["xin_zhangyi"], trigger: { player: ["useCard1", "respond"] }, firstDo: true, forced: true, filter: function (event, player) { return event.card.name == "sha" && !event.skill && event.cards.length == 1 && event.cards[0].name == "shan"; }, content: function () {}, }, wurong: { enable: "phaseUse", usable: 1, filter: function (event, player) { return player.countCards("h") > 0; }, filterTarget: function (card, player, target) { return target.countCards("h") > 0 && target != player; }, content: function () { "step 0"; if (target.countCards("h") == 0 || player.countCards("h") == 0) { event.finish(); return; } "step 1"; var sendback = function () { if (_status.event != event) { return function () { event.resultOL = _status.event.resultOL; }; } }; if (player.isOnline()) { player.wait(sendback); event.ol = true; player.send(function () { game.me.chooseCard(true).set("glow_result", true).ai = function () { return Math.random(); }; game.resume(); }); } else { event.localPlayer = true; player.chooseCard(true).set("glow_result", true).ai = function () { return Math.random(); }; } if (target.isOnline()) { target.wait(sendback); event.ol = true; target.send(function () { var rand = Math.random() < 0.4; game.me.chooseCard(true).set("glow_result", true).ai = function (card) { if (rand) return card.name == "shan" ? 1 : 0; return card.name == "shan" ? 0 : 1; }; game.resume(); }); } else { event.localTarget = true; } "step 2"; if (event.localPlayer) { event.card1 = result.cards[0]; } if (event.localTarget) { var rand = Math.random() < 0.4; target.chooseCard(true).set("glow_result", true).ai = function (card) { if (rand) return card.name == "shan" ? 1 : 0; return card.name == "shan" ? 0 : 1; }; } "step 3"; if (event.localTarget) { event.card2 = result.cards[0]; } if (!event.resultOL && event.ol) { game.pause(); } "step 4"; try { if (!event.card1) event.card1 = event.resultOL[player.playerid].cards[0]; if (!event.card2) event.card2 = event.resultOL[target.playerid].cards[0]; if (!event.card1 || !event.card2) { throw "err"; } } catch (e) { console.log(e); event.finish(); return; } game.broadcastAll( function (card1, card2) { card1.classList.remove("glow"); card2.classList.remove("glow"); }, event.card1, event.card2 ); "step 5"; game.broadcastAll(function () { ui.arena.classList.add("thrownhighlight"); }); game.addVideo("thrownhighlight1"); player.$compare(event.card1, target, event.card2); game.delay(4); "step 6"; var next = game.createEvent("showCards"); next.player = player; next.cards = [event.card1]; next.setContent("emptyEvent"); game.log(player, "展示了", event.card1); "step 7"; var next = game.createEvent("showCards"); next.player = target; next.cards = [event.card2]; next.setContent("emptyEvent"); game.log(target, "展示了", event.card2); "step 8"; var name1 = get.name(event.card1); var name2 = get.name(event.card2); if (name1 == "sha" && name2 != "shan") { player.discard(event.card1).set("animate", false); target.$gain2(event.card2); var clone = event.card1.clone; if (clone) { clone.style.transition = "all 0.5s"; clone.style.transform = "scale(1.2)"; clone.delete(); game.addVideo("deletenode", player, get.cardsInfo([clone])); } game.broadcast(function (card) { var clone = card.clone; if (clone) { clone.style.transition = "all 0.5s"; clone.style.transform = "scale(1.2)"; clone.delete(); } }, event.card1); target.damage("nocard"); } else if (name1 != "sha" && name2 == "shan") { player.discard(event.card1).set("animate", false); target.$gain2(event.card2); var clone = event.card1.clone; if (clone) { clone.style.transition = "all 0.5s"; clone.style.transform = "scale(1.2)"; clone.delete(); game.addVideo("deletenode", player, get.cardsInfo([clone])); } game.broadcast(function (card) { var clone = card.clone; if (clone) { clone.style.transition = "all 0.5s"; clone.style.transform = "scale(1.2)"; clone.delete(); } }, event.card1); player.gainPlayerCard(target, true, "he"); } else { player.$gain2(event.card1); target.$gain2(event.card2); } game.broadcastAll(function () { ui.arena.classList.remove("thrownhighlight"); }); game.addVideo("thrownhighlight2"); }, ai: { order: 6, result: { target: -1, }, }, }, zhanjue: { audio: 2, enable: "phaseUse", filterCard: true, selectCard: -1, position: "h", filter: function (event, player) { if (player.getStat().skill.zhanjue_draw && player.getStat().skill.zhanjue_draw >= 2) return false; var hs = player.getCards("h"); if (!hs.length) return false; for (var i = 0; i < hs.length; i++) { var mod2 = game.checkMod(hs[i], player, "unchanged", "cardEnabled2", player); if (mod2 === false) return false; } return true; }, viewAs: { name: "juedou" }, group: ["zhanjue4"], ai: { damage: true, order: 1, effect: { player: function (card, player, target) { if (_status.event.skill == "zhanjue") { if ( player.hasSkillTag( "directHit_ai", true, { target: target, card: card, }, true ) ) return; if (player.countCards("h") >= 3 || target.countCards("h") >= 3) return "zeroplayertarget"; if (player.countCards("h", "tao")) return "zeroplayertarget"; if (target.countCards("h", "sha") > 1) return "zeroplayertarget"; } }, }, nokeep: true, skillTagFilter: function (player, tag, arg) { if (tag === "nokeep") return (!arg || (arg.card && get.name(arg.card) === "tao")) && player.isPhaseUsing() && player.countSkill("zhanjue_draw") < 2 && player.hasCard(card => get.name(card) != "tao", "h"); }, }, }, zhanjue2: { audio: false, trigger: { player: "phaseBefore" }, silent: true, content: function () { player.storage.zhanjue = 0; }, }, zhanjue3: { audio: false, trigger: { player: "damageAfter", source: "damageAfter" }, forced: true, popup: false, filter: function (event, player) { return event.parent.skill == "zhanjue"; }, content: function () { trigger.player.addTempSkill("zhanjue5"); }, }, zhanjue4: { audio: false, trigger: { player: "useCardAfter" }, forced: true, popup: false, filter: function (event, player) { return event.skill == "zhanjue"; }, content: function () { "step 0"; var stat = player.getStat().skill; if (!stat.zhanjue_draw) stat.zhanjue_draw = 0; stat.zhanjue_draw++; player.draw("nodelay"); var list = game.filterPlayer(function (current) { if ( current.getHistory("damage", function (evt) { return evt.card == trigger.card; }).length > 0 ) { if (current == player) { stat.zhanjue_draw++; } return true; } return false; }); if (list.length) { list.sortBySeat(); game.asyncDraw(list); } "step 1"; game.delay(); }, }, zhanjue5: {}, qinwang: { audio: "qinwang1", unique: true, group: ["qinwang1"], zhuSkill: true, filter: function (event, player) { if ( !player.hasZhuSkill("qinwang") || !game.hasPlayer(function (current) { return current != player && current.group == "shu"; }) || !player.countCards("he") ) return false; return !event.jijiang && (event.type != "phase" || !player.hasSkill("jijiang3")); }, enable: ["chooseToUse", "chooseToRespond"], viewAs: { name: "sha", cards: [], suit: "none", number: null, isCard: true, }, filterCard: lib.filter.cardDiscardable, position: "he", check: function (card) { var player = _status.event.player, players = game.filterPlayer(); if (player.hasSkill("qinwang_ai")) return false; for (var i = 0; i < players.length; i++) { var nh = players[i].countCards("h"); if (players[i] != player && players[i].group == "shu" && get.attitude(players[i], player) > 2 && nh >= 3 && players[i].countCards("h", "sha")) { return 5 - get.value(card); } } return 0; }, ai: { order: function () { return get.order({ name: "sha" }) - 0.3; }, respondSha: true, skillTagFilter: function (player) { if ( !player.hasZhuSkill("qinwang") || !game.hasPlayer(function (current) { return current != player && current.group == "shu"; }) || !player.countCards("he") ) return false; }, }, }, qinwang1: { audio: 2, trigger: { player: ["useCardBegin", "respondBegin"] }, logTarget: "targets", filter: function (event, player) { return event.skill == "qinwang"; }, forced: true, content: function () { "step 0"; delete trigger.skill; delete trigger.card.cards; player.discard(trigger.cards); delete trigger.cards; trigger.getParent().set("jijiang", true); "step 1"; if (event.current == undefined) event.current = player.next; if (event.current == player) { player.addTempSkill("jijiang3"); player.addTempSkill("qinwang_ai"); event.finish(); trigger.cancel(); trigger.getParent().goto(0); } else if (event.current.group == "shu") { var next = event.current.chooseToRespond("是否替" + get.translation(player) + "打出一张杀?", { name: "sha" }); next.set("ai", function () { var event = _status.event; return get.attitude(event.player, event.source) - 2; }); next.set("source", player); next.set("jijiang", true); next.set("skillwarn", "替" + get.translation(player) + "打出一张杀"); next.noOrdering = true; next.autochoose = lib.filter.autoRespondSha; } else { event.current = event.current.next; event.redo(); } "step 2"; if (result.bool) { event.current.draw(); event.finish(); trigger.card = result.card; trigger.cards = result.cards; trigger.throw = false; if (typeof event.current.ai.shown == "number" && event.current.ai.shown < 0.95) { event.current.ai.shown += 0.3; if (event.current.ai.shown > 0.95) event.current.ai.shown = 0.95; } } else { event.current = event.current.next; event.goto(1); } }, }, qinwang_ai: {}, zuoding: { audio: 2, audioname: ["re_zhongyao"], trigger: { global: "useCardToPlayered" }, filter: function (event, player) { if (event.getParent().triggeredTargets3.length > 1) return false; return ( get.suit(event.card) == "spade" && _status.currentPhase == event.player && event.targets && event.targets.length && event.player != player && game.countPlayer2(function (current) { return current.getHistory("damage").length > 0; }) == 0 ); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("zuoding"), "令一名目标角色摸一张牌", function (card, player, target) { return _status.event.targets.includes(target); }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .set("targets", trigger.targets); "step 1"; if (result.bool) { player.logSkill("zuoding", result.targets); result.targets[0].draw(); } }, ai: { expose: 0.2, }, //group:'zuoding3' }, zuoding2: {}, zuoding3: { trigger: { global: "damage" }, silent: true, content: function () { player.addTempSkill("zuoding2"); }, }, huomo: { audio: 2, audioname: ["huzhao", "re_zhongyao"], enable: "chooseToUse", onChooseToUse: function (event) { if (game.online || event.huomo_list) return; var list = lib.skill.huomo.getUsed(event.player); event.set("huomo_list", list); }, getUsed: function (player) { var list = []; player.getHistory("useCard", function (evt) { if (get.type(evt.card, null, false) == "basic") list.add(evt.card.name); }); return list; }, hiddenCard: function (player, name) { if (get.type(name) != "basic") return false; var list = lib.skill.huomo.getUsed(player); if (list.includes(name)) return false; return player.hasCard(function (card) { return get.color(card) == "black" && get.type(card) != "basic"; }, "eh"); }, filter: function (event, player) { if ( event.type == "wuxie" || !player.hasCard(function (card) { return get.color(card) == "black" && get.type(card) != "basic"; }, "eh") ) return false; var list = event.huomo_list || lib.skill.huomo.getUsed(player); for (var name of lib.inpile) { if (get.type(name) != "basic" || list.includes(name)) continue; var card = { name: name, isCard: true }; 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; }, chooseButton: { dialog: function (event, player) { var vcards = []; var list = event.huomo_list || lib.skill.huomo.getUsed(player); for (var name of lib.inpile) { if (get.type(name) != "basic" || list.includes(name)) continue; var card = { name: name, isCard: true }; if (event.filterCard(card, player, event)) vcards.push(["基本", "", name]); if (name == "sha") { for (var nature of lib.inpile_nature) { card.nature = nature; if (event.filterCard(card, player, event)) vcards.push(["基本", "", name, nature]); } } } return ui.create.dialog("活墨", [vcards, "vcard"], "hidden"); }, check: function (button) { var player = _status.event.player; var card = { name: button.link[2], nature: button.link[3] }; if ( game.hasPlayer(function (current) { return player.canUse(card, current) && get.effect(current, card, player, player) > 0; }) ) { switch (button.link[2]) { case "tao": return 5; case "jiu": return 3.01; case "sha": if (button.link[3] == "fire") return 2.95; else if (button.link[3] == "thunder") return 2.92; else return 2.9; case "shan": return 1; } } return 0; }, backup: function (links, player) { return { check: function (card) { return 1 / Math.max(0.1, get.value(card)); }, filterCard: function (card) { return get.type(card) != "basic" && get.color(card) == "black"; }, viewAs: { name: links[0][2], nature: links[0][3], suit: "none", number: null, isCard: true, }, position: "he", popname: true, ignoreMod: true, precontent: function () { player.logSkill("huomo"); var card = event.result.cards[0]; game.log(player, "将", card, "置于牌堆顶"); event.result.card = { name: event.result.card.name, nature: event.result.card.nature, }; event.result.cards = []; player.loseToDiscardpile(card, ui.cardPile, "visible", "insert").log = false; }, }; }, prompt: function (links, player) { return "将一张黑色非基本牌置于牌堆顶并视为使用一张" + get.translation(links[0][3] || "") + get.translation(links[0][2]); }, }, ai: { order: function () { var player = _status.event.player; var event = _status.event; var list = lib.skill.huomo.getUsed(player); if (!list.includes("jiu") && event.filterCard({ name: "jiu" }, player, event) && get.effect(player, { name: "jiu" }) > 0) { return 3.1; } return 2.9; }, respondSha: true, fireAttack: true, respondShan: true, skillTagFilter: function (player, tag, arg) { if (tag == "fireAttack") return true; if ( player.hasCard(function (card) { return get.color(card) == "black" && get.type(card) != "basic"; }, "he") ) { var list = lib.skill.huomo.getUsed(player); if (tag == "respondSha") { if (arg != "use") return false; if (list.includes("sha")) return false; } else if (tag == "respondShan") { if (list.includes("shan")) return false; } } else { return false; } }, result: { player: 1, }, }, }, // taoxi:{ // audio:2, // trigger:{player:'useCardToPlayered'}, // filter:function(event,player){ // return _status.currentPhase==player&&event.targets.length==1&& // event.target.countCards('h')>0&&!player.hasSkill('taoxi4')&&player!=event.target; // }, // check:function(event,player){ // return get.attitude(player,event.target)<0; // }, // intro:{ // content:'card' // }, // content:function(){ // var card=trigger.target.getCards('h').randomGet(); // player.showCards([card]); // player.storage.taoxi=card; // player.storage.taoxi2=trigger.target; // player.syncStorage('taoxi'); // player.markSkill('taoxi'); // player.addTempSkill('taoxi4'); // }, // group:['taoxi2','taoxi3'] // }, // taoxi2:{ // audio:false, // enable:'phaseUse', // filter:function(event,player){ // if(player.storage.taoxi&&player.storage.taoxi2&& // get.owner(player.storage.taoxi)==player.storage.taoxi2&& // lib.filter.filterCard(player.storage.taoxi,player,event)){ // return true; // } // return false; // }, // filterTarget:function(card,player,target){ // return player.canUse(player.storage.taoxi,target); // }, // selectTarget:function(){ // var info=get.info(_status.event.player.storage.taoxi); // if(info.notarget) return -1; // return get.select(info.selectTarget); // }, // multitarget:true, // multiline:true, // content:function(){ // 'step 0' // var card=player.storage.taoxi; // if(!card){ // event.finish(); // return; // } // var owner=get.owner(card); // if(owner){ // owner.lose(card,ui.special); // } // event.card=card; // player.$throw(card); // 'step 1' // player.useCard(event.card,targets).animate=false; // delete player.storage.taoxi; // delete player.storage.taoxi2; // player.unmarkSkill('taoxi'); // }, // ai:{ // order:8, // result:{ // target:function(player,target){ // return get.effect(target,player.storage.taoxi,player,target); // }, // player:1 // } // } // }, // taoxi3:{ // trigger:{player:'phaseJieshuBegin'}, // forced:true, // popup:false, // filter:function(event,player){ // return player.storage.taoxi?true:false; // }, // content:function(){ // if(get.owner(player.storage.taoxi)==player.storage.taoxi2){ // player.loseHp(); // } // delete player.storage.taoxi; // delete player.storage.taoxi2; // player.unmarkSkill('taoxi'); // } // }, // taoxi4:{}, taoxi: { audio: 2, trigger: { player: "useCardToPlayered" }, check: function (event, player) { if (get.attitude(player, event.target) >= 0) return false; var cards = event.target.getCards("h"); if (cards.filter(card => player.hasUseTarget(card)).length >= cards.length / 2) return true; return false; }, filter: function (event, player) { return player.isPhaseUsing() && event.targets.length == 1 && event.target.countCards("h") > 0 && player != event.target && !player.hasSkill("taoxi_used"); }, logTarget: "target", content: function () { "step 0"; player.choosePlayerCard(trigger.target, "h", true); "step 1"; if (result.bool) { var card = result.links[0]; player.showCards(card, get.translation(player) + "对" + get.translation(trigger.target) + "发动了【讨袭】"); if (!player.storage.taoxi_list) player.storage.taoxi_list = [[], []]; if (!player.storage.taoxi_list[1].some(i => i._cardid == card.cardid)) { var cardx = ui.create.card(); cardx.init(get.cardInfo(card)); cardx._cardid = card.cardid; player.directgains([cardx], null, "taoxi"); player.storage.taoxi_list[0].push(trigger.target); player.storage.taoxi_list[1].push(cardx); player.markSkill("taoxi_list"); player.addTempSkill("taoxi_list"); player.addTempSkill("taoxi_use"); player.addTempSkill("taoxi_used", "phaseUseAfter"); } } }, subSkill: { used: {}, use: { trigger: { player: "useCardBefore" }, charlotte: true, forced: true, popup: false, firstDo: true, group: "taoxi_lose", filter: function (event, player) { if (!player.storage.taoxi_list || !player.storage.taoxi_list.length) return false; var list = player.storage.taoxi_list[1]; return ( event.cards && event.cards.some(card => { return list.includes(card); }) ); }, content: function () { var cards = [], list = player.storage.taoxi_list; for (var card of trigger.cards) { var bool = false; for (var i = 0; i < list[0].length; i++) { if (list[1][i] == card) { var cardid = card._cardid; var cardx = list[0][i].getCards("h", cardxx => cardxx.cardid == cardid)[0]; if (cardx && get.position(cardx) == "h") { cards.push(cardx); list[0][i].$throw(cardx); bool = true; break; } } } if (!bool) cards.push(card); } trigger.cards = cards; trigger.card.cards = cards; trigger.throw = false; }, mod: { aiOrder: function (player, card, num) { var list = player.storage.taoxi_list; if (!list || !list[1]) return; if (list[1].includes(card)) return num + 0.5; }, cardEnabled2: function (card) { if (get.itemtype(card) == "card" && card.hasGaintag("taoxi") && _status.event.name == "chooseToRespond") return false; }, }, ai: { effect: { player_use(card, player, target) { var list = player.storage.taoxi_list; if (!list || !list[1]) return; if (list[1].includes(card)) return [1, 1]; }, }, }, }, lose: { trigger: { global: ["loseEnd", "equipEnd", "addJudgeEnd", "gainEnd", "loseAsyncEnd", "addToExpansionEnd"], }, charlotte: true, forced: true, popup: false, firstDo: true, filter: function (event, player) { var list = player.storage.taoxi_list; if (!list || !list[0].length) return false; return game.hasPlayer(function (current) { if (!list[0].includes(current)) return; var evt = event.getl(current); if ( evt && evt.hs && evt.hs.some(card => { return list[1].some(i => i._cardid == card.cardid); }) ) return true; return false; }); }, content: function () { var list = player.storage.taoxi_list; var targets = game.filterPlayer(function (current) { if (!list[0].includes(current)) return; var evt = trigger.getl(current); if ( evt && evt.hs && evt.hs.some(card => { return list[1].some(i => i._cardid == card.cardid); }) ) return true; return false; }); for (var target of targets) { var hs = trigger.getl(target).hs; for (var i = 0; i < list[0].length; i++) { if (hs.some(j => j.cardid == list[1][i]._cardid)) { if (player.isOnline2()) { player.send( function (list, i) { game.me.storage.taoxi_list = list; list[1][i].delete(); list[0].splice(i, 1); list[1].splice(i, 1); }, player.storage.taoxi_list, i ); } list[1][i].delete(); list[0].splice(i, 1); list[1].splice(i, 1); i--; } } } }, }, list: { trigger: { player: "phaseEnd" }, charlotte: true, forced: true, onremove: function (player) { game.broadcastAll(function (player) { player.storage.taoxi_list[1].forEach(i => i.delete()); delete player.storage.taoxi_list; }, player); }, filter: function (event, player) { return player.storage.taoxi_list && player.storage.taoxi_list[0].length > 0; }, content: function () { player.loseHp(); }, }, }, }, xingshuai: { skillAnimation: true, animationColor: "thunder", audio: 2, trigger: { player: "dying" }, //priority:6, zhuSkill: true, filter: function (event, player) { if (player.hp > 0) return false; if (!player.hasZhuSkill("xingshuai")) return false; return game.hasPlayer(function (current) { return current != player && current.group == "wei"; }); }, mark: true, unique: true, limited: true, content: function () { "step 0"; player.awakenSkill("xingshuai"); var targets = game.filterPlayer(); targets.remove(player); event.targets = targets; event.damages = []; "step 1"; if (event.targets.length) { var current = event.targets.shift(); if (current.group == "wei") { current .chooseBool("是否令" + get.translation(player) + "回复1点体力?") .set("ai", function () { return get.attitude(_status.event.player, _status.event.target) > 2; }) .set("target", player); event.current = current; } else { event.redo(); } } else { event.goto(3); } "step 2"; if (result.bool) { event.damages.push(event.current); event.current.line(player, "green"); game.log(event.current, "令", player, "回复1点体力"); player.recover(); } if (event.targets.length) { event.goto(1); } "step 3"; if (event.damages.length) { var next = game.createEvent("xingshuaI_next"); event.next.remove(next); trigger.after.push(next); next.targets = event.damages; next.setContent(function () { targets.shift().damage(); if (targets.length) event.redo(); }); } }, }, mingjian: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return player != target; }, filter: function (event, player) { return player.countCards("h") > 0; }, filterCard: true, selectCard: -1, discard: false, lose: false, delay: false, content: function () { player.give(cards, target); target.addTempSkill("mingjian2", { player: "phaseAfter" }); target.storage.mingjian2++; target.updateMarks("mingjian2"); }, ai: { order: 1, result: { target: function (player, target) { if (target.hasSkillTag("nogain")) return 0; if (player.countCards("h") == player.countCards("h", "du")) return -1; if (target.hasJudge("lebu")) return 0; if (get.attitude(player, target) > 3) { var basis = get.threaten(target); if ( player == get.zhu(player) && player.hp <= 2 && player.countCards("h", "shan") && !game.hasPlayer(function (current) { return get.attitude(current, player) > 3 && current.countCards("h", "tao") > 0; }) ) return 0; if (target.countCards("h") + player.countCards("h") > target.hp + 2) return basis * 0.8; return basis; } return 0; }, }, }, }, mingjian2: { charlotte: true, mark: true, intro: { content: "手牌上限+#,出杀次数+#", }, init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = 0; }, onremove: true, mod: { maxHandcard: function (player, num) { return num + player.storage.mingjian2; }, cardUsable: function (card, player, num) { if (card.name == "sha") return num + player.storage.mingjian2; }, }, }, mingjian_old: { audio: 2, trigger: { player: "phaseUseBefore" }, direct: true, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; var go = Math.random() < 0.5; player.chooseTarget(get.prompt("mingjian_old"), function (card, player, target) { return player != target; }).ai = function (target) { var att = get.attitude(player, target); if (att > 3) { if (player.countCards("h") > player.hp) return att; if (go) return att; } return 0; }; "step 1"; if (result.bool) { player.logSkill("mingjian_old", result.targets); trigger.cancel(); var target = result.targets[0]; target.addSkill("mingjian2_old"); var hs = player.getCards("h"); player.give(hs, target); } }, }, mingjian2_old: { audio: false, trigger: { global: "phaseAfter" }, forced: true, popup: false, charlotte: true, content: function () { if (lib.config.glow_phase) { if (_status.currentPhase) { _status.currentPhase.classList.remove("glow_phase"); } player.classList.add("glow_phase"); } game.addVideo("phaseChange", player); _status.currentPhase = player; player.ai.tempIgnore = []; player.stat.push({ card: {}, skill: {} }); player.phaseUse(); player.removeSkill("mingjian2_old"); }, }, huituo: { audio: 2, audioname: ["re_caorui"], trigger: { player: "damageEnd" }, direct: true, content: function () { "step 0"; var forced = event.forced === undefined ? false : event.forced; var info = get.skillInfoTranslation("huituo", player); var str = `###${forced ? "恢拓:请选择一名角色" : get.prompt("huituo")}###令一名角色判定。若结果为红色,其回复1点体力;若结果为黑色,其摸${get.cnNumber(trigger.num)}张牌`; player.chooseTarget(str, event.forced).set("ai", function (target) { var player = _status.event.player; if (get.attitude(player, target) > 0) { return get.recoverEffect(target, player, player) + 1; } return 0; }); "step 1"; if (result.bool) { player.logSkill("huituo", result.targets); var target = result.targets[0]; event.target = target; target.judge(function (card) { if (target.hp == target.maxHp) { if (get.color(card) == "red") return -1; } if (get.color(card) == "red") return 1; return 0; }); } else { event.finish(); } "step 2"; if (result.color) { if (result.color == "red") { if (event.target.hp < event.target.maxHp) event.target.recover(); } else { event.target.draw(trigger.num); } } }, ai: { maixie: true, maixie_hp: true, }, }, duodao: { trigger: { player: "damageEnd" }, filter: function (event, player) { return player.countCards("he") > 0 && event.source && event.card && event.card.name == "sha"; }, direct: true, //priority:5, audio: 2, content: function () { "step 0"; var prompt = "弃置一张牌"; if (trigger.source.getEquips(1).length) prompt += ",然后获得" + get.translation(trigger.source) + "装备区中的" + get.translation(trigger.source.getEquips(1)); var next = player.chooseToDiscard("he", get.prompt("duodao", trigger.source), prompt); next.logSkill = ["duodao", trigger.source]; next.set("ai", function (card) { if (!_status.event.getTrigger().source.getEquip(1)) return 0; if (get.attitude(_status.event.player, _status.event.getTrigger().source) <= 0) { return 6 - get.value(card); } return 0; }); "step 1"; if (result.bool && trigger.source.getEquips(1).length) { player.gain(trigger.source.getEquips(1), trigger.source, "give", "bySelf"); } }, ai: { maixie_defend: true, }, }, reanjian: { trigger: { player: "useCardToPlayered" }, forced: true, audio: 2, filter: function (event, player) { return event.card.name == "sha" && !event.target.inRange(player); }, logTarget: "target", content: function () { trigger.getParent().reanjian_buffed = true; var map = trigger.customArgs; var id = trigger.target.playerid; if (!map[id]) map[id] = {}; if (!map[id].extraDamage) map[id].extraDamage = 0; map[id].extraDamage++; trigger.target.addTempSkill("reanjian2"); trigger.target.addTempSkill("reanjian4"); trigger.target.storage.reanjian2.add(trigger.card); }, ai: { unequip_ai: true, skillTagFilter: function (player, tag, arg) { if (arg && arg.name == "sha" && arg.target && !arg.target.inRange(player)) return true; return false; }, }, }, reanjian2: { firstDo: true, ai: { unequip2: true }, init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = []; }, onremove: true, trigger: { player: ["damage", "damageCancelled", "damageZero"], target: ["shaMiss", "useCardToExcluded"], }, charlotte: true, filter: function (event, player) { return player.storage.reanjian2 && event.card && player.storage.reanjian2.includes(event.card); }, silent: true, forced: true, popup: false, priority: 12, content: function () { player.storage.reanjian2.remove(trigger.card); if (!player.storage.reanjian2.length) player.removeSkill("reanjian2"); }, }, reanjian3: { mod: { cardSavable: function (card) { if (card.name == "tao") return false; }, }, }, reanjian4: { trigger: { player: "dyingBegin" }, forced: true, silent: true, firstDo: true, filter: function (event, player) { return (event.getParent(2).reanjian_buffed = true); }, content: function () { player.addTempSkill("reanjian3", { global: ["dyingEnd", "phaseEnd"] }); }, }, reduodao: { trigger: { target: "useCardToTargeted" }, filter: function (event, player) { return event.card.name == "sha" && (get.color(event.card) == "red" ? event.player.getEquips(1).length > 0 : player.countCards("he") > 0); }, direct: true, audio: 2, content: function () { "step 0"; var prompt = "弃置一张牌"; if (trigger.player.getEquips(1).length) prompt += ",然后获得" + get.translation(trigger.player) + "装备区中的" + get.translation(trigger.player.getEquips(1)); var next = player.chooseToDiscard("he", get.prompt("reduodao", trigger.player), prompt); next.logSkill = ["reduodao", trigger.player]; next.set("ai", function (card) { if (!_status.event.getTrigger().player.getEquips(1).length) return 0; if (get.attitude(_status.event.player, _status.event.getTrigger().player) * get.value(_status.event.getTrigger().player.getEquips(1)) <= 0) { return 6 - get.value(card); } return 0; }); "step 1"; if (result.bool && trigger.player.getEquips(1).length) { if (!result.cards || !result.cards.length) player.logSkill("reduodao", trigger.player); player.gain(trigger.player.getEquips(1), trigger.player, "give", "bySelf"); } }, }, anjian: { audio: 2, trigger: { source: "damageBegin1" }, check: function (event, player) { return get.attitude(player, event.player) <= 0; }, forced: true, filter: function (event, player) { return event.getParent().name == "sha" && !event.player.inRange(player); }, content: function () { trigger.num++; }, }, xinpojun: { shaRelated: true, trigger: { player: "useCardToPlayered" }, direct: true, filter: function (event, player) { return event.card.name == "sha" && player.isPhaseUsing() && event.target.hp > 0 && event.target.countCards("he") > 0; }, audio: 2, content: function () { "step 0"; player.choosePlayerCard(trigger.target, "he", [1, Math.min(trigger.target.countCards("he"), trigger.target.hp)], get.prompt("xinpojun", trigger.target)).set("forceAuto", true); "step 1"; if (result.bool && result.links.length) { var target = trigger.target; player.logSkill("xinpojun", target); target.addToExpansion(result.cards, "giveAuto", target).gaintag.add("xinpojun2"); target.addSkill("xinpojun2"); } }, ai: { unequip_ai: true, directHit_ai: true, skillTagFilter: function (player, tag, arg) { if (get.attitude(player, arg.target) > 0 || !player.isPhaseUsing()) return false; if (tag == "directHit_ai") return arg.target.hp >= Math.max(1, arg.target.countCards("h") - 1); if (arg && arg.name == "sha" && arg.target.getEquip(2)) return true; return false; }, }, }, xinpojun2: { trigger: { global: "phaseEnd" }, forced: true, popup: false, charlotte: true, filter: function (event, player) { return player.getExpansions("xinpojun2").length > 0; }, content: function () { "step 0"; var cards = player.getExpansions("xinpojun2"); player.gain(cards, "draw"); game.log(player, "收回了" + get.cnNumber(cards.length) + "张“破军”牌"); "step 1"; player.removeSkill("xinpojun2"); }, intro: { markcount: "expansion", mark: function (dialog, storage, player) { var cards = player.getExpansions("xinpojun2"); if (player.isUnderControl(true)) dialog.addAuto(cards); else return "共有" + get.cnNumber(cards.length) + "张牌"; }, }, }, qiaoshi: { audio: 2, trigger: { global: "phaseJieshuBegin" }, filter: function (event, player) { return event.player != player && event.player.countCards("h") == player.countCards("h") && event.player.isIn(); }, check: function (event, player) { return get.attitude(player, event.player) >= 0; }, logTarget: "player", content: function () { game.asyncDraw([trigger.player, player]); }, }, yanyu: { audio: 2, enable: "phaseUse", filter: function (event, player) { return player.hasCard(card => lib.skill.yanyu.filterCard(card, player), "h"); }, filterCard: (card, player) => get.name(card) == "sha" && player.canRecast(card), discard: false, lose: false, delay: false, content: function () { player.recast(cards); }, ai: { basic: { order: 1, }, result: { player: 1, }, }, group: "yanyu2", }, yanyu2: { trigger: { player: "phaseUseEnd" }, filter: function (event, player) { return ( player.getHistory("useSkill", function (evt) { return evt.event.getParent("phaseUse") == event && evt.skill == "yanyu"; }).length >= 2 ); }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt("yanyu"), "令一名男性角色摸两张牌", function (card, player, target) { return target.hasSex("male") && target != player; }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { player.logSkill("yanyu", result.targets); result.targets[0].draw(2); } }, }, youdi: { audio: 2, trigger: { player: "phaseJieshuBegin" }, direct: true, filter: function (event, player) { return player.countCards("he") > 0; }, content: function () { "step 0"; player .chooseTarget(get.prompt("youdi"), function (card, player, target) { return player != target; }) .set("ai", function (target) { if (!_status.event.goon) return 0; if (target.countCards("he") == 0) return 0; return -get.attitude(_status.event.player, target); }) .set("goon", player.countCards("h", "sha") <= player.countCards("h") / 3); "step 1"; if (result.bool) { game.delay(); player.logSkill("youdi", result.targets); event.target = result.targets[0]; event.target.discardPlayerCard(player, "he", true); } else { event.finish(); } "step 2"; if (result.links[0].name != "sha" && event.target.countGainableCards(player, "he")) { player.gainPlayerCard("he", event.target, true); } }, ai: { expose: 0.2, }, }, fuhun: { enable: ["chooseToUse", "chooseToRespond"], filterCard: true, selectCard: 2, position: "hs", audio: 2, audioname: ["re_guanzhang"], derivation: ["new_rewusheng", "olpaoxiao"], viewAs: { name: "sha" }, prompt: "将两张手牌当杀使用或打出", viewAsFilter: function (player) { return player.countCards("hs") > 1; }, check: function (card) { if (_status.event.player.hasSkill("new_rewusheng") && get.color(card) == "red") return 0; if (_status.event.name == "chooseToRespond") { if (card.name == "sha") return 0; return 6 - get.useful(card); } if (_status.event.player.countCards("hs") < 4) return 6 - get.useful(card); return 7 - get.useful(card); }, ai: { respondSha: true, skillTagFilter: function (player) { if (player.countCards("hs") < 2) return false; }, order: function (item, player) { if (player.hasSkill("new_rewusheng") && player.hasSkill("olpaoxiao")) { return 1; } if (player.countCards("hs") < 4) { return 1; } return 4; }, }, group: "fuhun2", }, fuhun2: { audio: "fuhun", audioname: ["re_guanzhang"], trigger: { source: "damageSource" }, forced: true, filter: function (event, player) { if (["new_rewusheng", "olpaoxiao"].every(skill => player.hasSkill(skill, null, false, false))) return false; return event.getParent().skill == "fuhun"; }, content: function () { player.addTempSkills(["new_rewusheng", "olpaoxiao"]); // player.addTempSkill('fuhun3'); }, }, fuhun3: {}, wusheng_guanzhang: { audio: 1 }, paoxiao_guanzhang: { audio: 1 }, fencheng: { skillAnimation: "epic", animationColor: "gray", audio: 2, enable: "phaseUse", filter: function (event, player) { return !player.storage.fencheng; }, filterTarget: function (card, player, target) { return player != target; }, unique: true, limited: true, selectTarget: -1, mark: true, line: "fire", content: function () { "step 0"; player.storage.fencheng = true; player.awakenSkill("fencheng"); var res = get.damageEffect(target, player, target, "fire"); var num = Math.max(1, target.countCards("e")); target .chooseToDiscard(num, "he", "弃置" + get.cnNumber(num) + "张牌或受到1点火焰伤害") .set("ai", function (card) { var res = _status.event.res; var num = _status.event.num; var player = _status.event.player; if (res >= 0) return -1; if (num > 2 && player.hp > 1) return -1; if (num > 1 && player.hp > 2) return -1; if (get.position(card) == "e") { return 10 - get.value(card); } return 6 - get.value(card); }) .set("res", res) .set("num", num); "step 1"; if (!result.bool) { target.damage("fire"); } }, ai: { order: 1, result: { player: function (player) { var num = 0, players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (player != players[i] && get.damageEffect(players[i], player, players[i], "fire") < 0) { var att = get.attitude(player, players[i]); if (att > 0) { num -= Math.max(1, players[i].countCards("e")); } else if (att < 0) { num += Math.max(1, players[i].countCards("e")); } } } if (players.length < 5) { return num - 1; } else { return num - 2; } }, }, }, init: function (player) { player.storage.fencheng = false; }, intro: { content: "limited", }, }, mieji: { trigger: { player: "useCard2" }, direct: true, audio: 2, filter: function (event, player) { if (get.type(event.card) != "trick" || get.color(event.card) != "black") return false; if (!event.targets || event.targets.length != 1) return false; var info = get.info(event.card); if (info.allowMultiple == false) return false; if (event.targets && !info.multitarget) { if ( game.hasPlayer(function (current) { return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current) && lib.filter.targetInRange(event.card, player, current); }) ) { return true; } } return false; }, position: "he", content: function () { "step 0"; player .chooseTarget(get.prompt("mieji"), "为" + get.translation(trigger.card) + "增加一个额外目标", function (card, player, target) { var player = _status.event.player; if (_status.event.targets.includes(target)) return false; return lib.filter.targetEnabled2(_status.event.card, player, target) && lib.filter.targetInRange(_status.event.card, player, target); }) .set("autodelay", true) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }) .set("targets", trigger.targets) .set("card", trigger.card); "step 1"; if (result.bool) { player.logSkill("mieji", result.targets); trigger.targets.push(result.targets[0]); } }, }, junxing: { enable: "phaseUse", audio: 2, usable: 1, filterCard: true, selectCard: [1, Infinity], filter: function (event, player) { return player.countCards("h") > 0; }, check: function (card) { if (ui.selected.cards.length) return -1; var val = get.value(card); if (get.type(card) == "basic") return 8 - get.value(card); return 5 - get.value(card); }, filterTarget: function (card, player, target) { return player != target; }, content: function () { "step 0"; var types = []; for (var i = 0; i < cards.length; i++) { types.add(get.type(cards[i], "trick", player)); } target .chooseToDiscard(function (card) { return !_status.event.types.includes(get.type(card, "trick")); }) .set("ai", function (card) { if (_status.event.player.isTurnedOver()) return -1; return 8 - get.value(card); }) .set("types", types) .set("dialog", ["弃置一张与" + get.translation(player) + "弃置的牌类别均不同的牌,或将武将牌翻面", "hidden", cards]); "step 1"; if (!result.bool) { target.turnOver(); target.draw(cards.length); } }, ai: { order: 2, expose: 0.3, threaten: 1.8, result: { target: function (player, target) { if (target.hasSkillTag("noturn")) return 0; if (target.isTurnedOver()) return 2; return -1 / (target.countCards("h") + 1); }, }, }, }, juece: { audio: 2, trigger: { global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, direct: true, filter: function (event, player) { if (_status.currentPhase != player) return false; return game.hasPlayer(current => { if (current == player || current.countCards("h")) return false; var evt = event.getl(current); return evt && evt.hs && evt.hs.length; }); }, check: function (event, player) { return get.damageEffect(event.player, player, player) > 0; }, content: function () { "step 0"; var targets = game.filterPlayer(current => { if (current == player || current.countCards("h")) return false; var evt = trigger.getl(current); return evt && evt.hs && evt.hs.length; }); event.targets = targets; "step 1"; var target = event.targets.shift(); event.target = target; player.chooseBool(get.prompt2("juece", target)).set("ai", () => { return get.damageEffect(_status.event.getParent().target, _status.event.player, _status.event.player) >= 0; }); "step 2"; if (result.bool) { player.logSkill("juece", target); target.damage(); } "step 3"; if (targets.length) event.goto(1); }, ai: { threaten: 1.1, }, }, jiefan: { skillAnimation: true, animationColor: "wood", audio: 2, audioname: ["re_handang"], unique: true, limited: true, mark: true, init: function (player) { player.storage.jiefan = false; }, enable: "phaseUse", filter: function (event, player) { return !player.storage.jiefan; }, intro: { content: "limited", }, filterTarget: true, content: function () { "step 0"; player.awakenSkill("jiefan"); player.storage.jiefan = true; event.players = game.filterPlayer(function (current) { return current != target && current.inRange(target); }); event.players.sortBySeat(target); "step 1"; if (event.players.length) { event.current = event.players.shift(); event.current.addTempClass("target"); player.line(event.current, "green"); if (event.current.countCards("he") && target.isIn()) { event.current .chooseToDiscard({ subtype: "equip1" }, "he", "弃置一张武器牌或让" + get.translation(target) + "摸一张牌") .set("ai", function (card) { if (get.attitude(_status.event.player, _status.event.target) < 0) return 7 - get.value(card); return -1; }) .set("target", target); event.tempbool = false; } else { event.tempbool = true; } } else { event.finish(); } "step 2"; if (event.tempbool || result.bool == false) { target.draw(); } event.goto(1); }, ai: { order: 5, result: { target: function (player, target) { if (player.hp > 2) { if (game.phaseNumber < game.players.length * 2) return 0; } var num = 0, players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i] != target && players[i].inRange(target)) { num++; } } return num; }, }, }, }, fuli: { skillAnimation: true, animationColor: "soil", audio: 2, unique: true, limited: true, enable: "chooseToUse", init: function (player) { player.storage.fuli = false; }, mark: true, filter: function (event, player) { if (event.type != "dying") return false; if (player != event.dying) return false; if (player.storage.fuli) return false; return true; }, content: function () { "step 0"; player.awakenSkill("fuli"); player.recover(game.countGroup() - player.hp); "step 1"; player.turnOver(); player.storage.fuli = true; }, ai: { save: true, skillTagFilter: function (player, arg, target) { return player == target && player.storage.fuli != true; }, result: { player: 10, }, threaten: function (player, target) { if (!target.storage.fuli) return 0.9; }, }, intro: { content: "limited", }, }, qianxi: { audio: 2, trigger: { player: "phaseZhunbeiBegin" }, preHidden: true, content: function () { "step 0"; player.draw(); player.chooseToDiscard("he", true); "step 1"; if (!result.bool) { event.finish(); return; } event.color = get.color(result.cards[0], result.cards[0].original == "h" ? player : false); player .chooseTarget(function (card, player, target) { return player != target && get.distance(player, target) <= 1; }, true) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }); "step 2"; if (result.bool && result.targets.length) { result.targets[0].storage.qianxi2 = event.color; result.targets[0].addTempSkill("qianxi2"); player.line(result.targets, "green"); game.addVideo("storage", result.targets[0], ["qianxi2", event.color]); } }, ai: { directHit_ai: true, skillTagFilter: function (player, tag, arg) { if (tag !== "directHit_ai" || !arg.target.hasSkill("qianxi2")) return false; if (arg.card.name == "sha") return ( arg.target.storage.qianxi2 == "red" && (!arg.target.hasSkillTag( "freeShan", false, { player: player, card: arg.card, }, true ) || player.hasSkillTag("unequip", false, { name: arg.card ? arg.card.name : null, target: arg.target, card: arg.card, }) || player.hasSkillTag("unequip_ai", false, { name: arg.card ? arg.card.name : null, target: arg.target, card: arg.card, })) ); return arg.target.storage.qianxi2 == "black"; }, }, }, qianxi2: { //trigger:{global:'phaseAfter'}, forced: true, mark: true, audio: false, content: function () { player.removeSkill("qianxi2"); delete player.storage.qianxi2; }, mod: { cardEnabled2: function (card, player) { if (get.color(card) == player.storage.qianxi2 && get.position(card) == "h") return false; }, }, intro: { content: function (color) { return "不能使用或打出" + get.translation(color) + "的手牌"; }, }, }, zhiman: { audio: 2, audioname2: { guansuo: "zhiman_guansuo", }, trigger: { source: "damageBegin2" }, check: function (event, player) { if (get.damageEffect(event.player, player, player) < 0) return true; var att = get.attitude(player, event.player); if (att > 0 && event.player.countCards("j")) return true; if (event.num > 1) { if (att < 0) return false; if (att > 0) return true; } var cards = event.player.getGainableCards(player, "e"); for (var i = 0; i < cards.length; i++) { if (get.equipValue(cards[i]) >= 6) return true; } return false; }, filter: function (event, player) { return player != event.player; }, logTarget: "player", content: function () { if (trigger.player.countGainableCards(player, "ej")) { player.gainPlayerCard(trigger.player, "ej", true); } trigger.cancel(); }, }, sanyao: { audio: 2, enable: "phaseUse", usable: 1, filterTarget: function (card, player, target) { return target.isMaxHp(); }, filter: function (event, player) { return player.countCards("he") > 0; }, check: function (card) { return 7 - get.value(card); }, position: "he", filterCard: true, content: function () { target.damage("nocard"); }, ai: { result: { target: function (player, target) { if (target.countCards("j") && get.attitude(player, target) > 0) { return 1; } if (target.countCards("e")) { return -1; } return get.damageEffect(target, player); }, }, order: 7, }, }, olsanyao: { enable: "phaseUse", audio: "sanyao", filter: function (event, player) { return player.countCards("he") > 0 && (!player.hasSkill("olsanyao0") || !player.hasSkill("olsanyao1")); }, chooseButton: { dialog: function (event, player) { var list = ["选择手牌数最多的一名角色", "选择体力值最大的一名角色"]; var choiceList = ui.create.dialog("散谣:请选择一项", "forcebutton", "hidden"); choiceList.add([ list.map((item, i) => { return [i, item]; }), "textbutton", ]); return choiceList; }, filter: function (button, player) { return !player.hasSkill("olsanyao" + button.link); }, check: function (button) { var player = _status.event.player; if ( game.hasPlayer( [ function (target) { var num = target.countCards("h"); return ( !game.hasPlayer(function (current) { return current != target && current.countCards("h") > num; }) && get.effect(target, "sanyao", player, player) > 0 ); }, function (target) { var num = target.hp; return ( !game.hasPlayer(function (current) { return current != target && current.hp > num; }) && get.effect(target, "sanyao", player, player) > 0 ); }, ][button.link] ) ) return 1 + button.link; return 0; }, backup: function (links) { return { audio: "sanyao", filterTarget: [ function (card, player, target) { var num = target.countCards("h"); return !game.hasPlayer(function (current) { return current != target && current.countCards("h") > num; }); }, function (card, player, target) { return !game.hasPlayer(function (current) { return current != target && current.hp > target.hp; }); }, ][links[0]], index: links[0], filterCard: true, check: function (card) { return 7 - get.value(card); }, position: "he", content: function () { player.addTempSkill("olsanyao" + lib.skill[event.name].index); target.damage("nocard"); }, ai: lib.skill.sanyao.ai, }; }, prompt: function () { return "请选择【散谣】的目标"; }, }, ai: { order: 7, result: { player: 1, }, }, }, olsanyao0: {}, olsanyao1: {}, rezhiman: { audio: "zhiman", audioname: ["re_masu"], audioname2: { dc_guansuo: "zhiman_guansuo", guansuo: "zhiman_guansuo", }, trigger: { source: "damageBegin2" }, filter: function (event, player) { return player != event.player; }, check: function (event, player) { if (get.damageEffect(event.player, player, player) < 0) return true; var att = get.attitude(player, event.player); if (att > 0 && event.player.countCards("j")) return true; if (event.num > 1) { if (att < 0) return false; if (att > 0) return true; } var cards = event.player.getGainableCards(player, "he"); for (var i = 0; i < cards.length; i++) { if (get.equipValue(cards[i]) >= 6) return true; } return false; }, logTarget: "player", content: function () { if (trigger.player.countGainableCards(player, "hej")) { player.gainPlayerCard(trigger.player, "hej", true); } trigger.cancel(); }, }, resanyao: { audio: 2, enable: "phaseUse", usable: 1, selectCard: function () { var player = _status.event.player; return [ Math.max(1, ui.selected.targets.length), game.countPlayer(function (target) { return ( target != player && !game.hasPlayer(function (current) { return current != player && current.hp > target.hp; }) ); }), ]; }, selectTarget: function () { return ui.selected.cards.length; }, filterTarget: function (card, player, target) { return ( target != player && !game.hasPlayer(function (current) { return current != player && current.hp > target.hp; }) ); }, check: function (card) { var player = _status.event.player; if ( game.countPlayer(function (target) { return ( target != player && !game.hasPlayer(function (current) { return current != player && current.hp > target.hp; }) && get.effect(target, "sanyao", player, player) > 0 ); }) <= ui.selected.cards.length ) return 0; return 7 - get.value(card); }, position: "he", filterCard: true, content: function () { target.damage("nocard"); }, ai: { result: { target: function (player, target) { var disbool = false; if (player.hasSkill("rezhiman")) { if (target.countCards("j") && get.attitude(player, target) > 0) { return 1; } if ( target.countCards("he", function (card) { return card.name == "tengjia" || get.value(card) > 0; }) ) { disbool = true; } } var damage = get.damageEffect(target, player); if (disbool && get.attitude(player, target) < 0) return Math.min(-1, damage); return damage; }, }, order: 7, }, }, reqiaoshui: { audio: 2, enable: "phaseUse", filterTarget: function (card, player, target) { return player.canCompare(target); }, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; player.chooseToCompare(target); "step 1"; if (result.bool) player.addTempSkill("qiaoshui3", "phaseUseEnd"); else { player.addTempSkill("qiaoshui4"); event.getParent(3).skipped = true; } }, ai: { order: function (item, player) { if ( player.countCards("h", function (card) { return player.hasValueTarget(card); }) ) return 10; return 1; }, result: { target: function (player, target) { if ( player.countCards("h", function (card) { return player.hasValueTarget(card); }) ) { if (player.hasSkill("qiaoshui3")) return 0; var nd = !player.needsToDiscard(); if ( player.hasCard(function (card) { if (get.position(card) != "h") return false; var val = get.value(card); if (nd && val < 0) return true; if (val <= 5) { return get.number(card) >= 12; } if (val <= 6) { return get.number(card) >= 13; } return false; }) ) return -1; return 0; } return -1; }, }, }, }, qiaoshui: { audio: 2, audioname2: { re_jianyong: "reqiaoshui", xin_jianyong: "xinqiaoshui", }, trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return player.countCards("h") > 0; }, content: function () { "step 0"; player .chooseTarget(get.prompt2("qiaoshui"), function (card, player, target) { return player.canCompare(target); }) .set("ai", function (target) { return -get.attitude(_status.event.player, target) / target.countCards("h"); }); "step 1"; if (result.bool) { player.logSkill("qiaoshui", result.targets[0]); player.chooseToCompare(result.targets[0]); } else { event.finish(); } "step 2"; if (result.bool) { player.addTempSkill("qiaoshui3"); } else { player.addTempSkill("qiaoshui2"); } }, ai: { expose: 0.1, }, }, qiaoshui2: { mod: { cardEnabled: function (card) { if (get.type(card, "trick") == "trick") return false; }, }, }, qiaoshui3: { charlotte: true, audio: "qiaoshui", audioname2: { re_jianyong: "reqiaoshui", xin_jianyong: "xinqiaoshui", ol_jianyong: "olqiaoshui", }, trigger: { player: "useCard2" }, filter: function (event, player) { var type = get.type(event.card); return type == "basic" || type == "trick"; }, direct: true, content: function () { "step 0"; player.removeSkill("qiaoshui3"); var goon = false; var info = get.info(trigger.card); if (trigger.targets && !info.multitarget) { var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (lib.filter.targetEnabled2(trigger.card, player, players[i]) && !trigger.targets.includes(players[i])) { goon = true; break; } } } if (goon) { player .chooseTarget("巧说:是否额外指定一名" + get.translation(trigger.card) + "的目标?", function (card, player, target) { var trigger = _status.event; if (trigger.targets.includes(target)) return false; return lib.filter.targetEnabled2(trigger.card, _status.event.player, target); }) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player); }) .set("targets", trigger.targets) .set("card", trigger.card); } else { if (!info.multitarget && trigger.targets && trigger.targets.length > 1) { event.goto(3); } } "step 1"; if (result.bool) { if (!event.isMine()) game.delayx(); event.target = result.targets[0]; } else { event.finish(); } "step 2"; if (event.target) { player.logSkill("qiaoshui3", event.target); trigger.targets.add(event.target); } event.finish(); "step 3"; player .chooseTarget("巧说:是否减少一名" + get.translation(trigger.card) + "的目标?", function (card, player, target) { return _status.event.targets.includes(target); }) .set("ai", function (target) { var trigger = _status.event.getTrigger(); return -get.effect(target, trigger.card, trigger.player, _status.event.player); }) .set("targets", trigger.targets); "step 4"; if (result.bool) { event.targets = result.targets; if (event.isMine()) { player.logSkill("qiaoshui3", event.targets); event.finish(); } for (var i = 0; i < result.targets.length; i++) { trigger.targets.remove(result.targets[i]); } game.delay(); } else { event.finish(); } "step 5"; player.logSkill("qiaoshui3", event.targets); }, }, qiaoshui4: { mod: { ignoredHandcard: function (card, player) { if (get.type(card, "trick", player) == "trick") { return true; } }, cardDiscardable: function (card, player, name) { if (name == "phaseDiscard" && get.type(card, "trick", player) == "trick") { return false; } }, }, }, jyzongshi_old: { audio: 2, trigger: { target: "useCardToBegin" }, filter: function (event, player) { if (event.targets && event.targets.length > 1) return false; return event.card && get.type(event.card) == "trick" && event.player != player; }, frequent: true, content: function () { player.draw(); }, ai: { effect: { target_use(card, player, target) { if (get.type(card) == "trick" && player !== target) return [1, 1]; }, } }, }, shenxing: { audio: 2, enable: "phaseUse", position: "he", filterCard: true, selectCard: 2, prompt: "弃置两张牌并摸一张牌", check: function (card) { var player = _status.event.player; if (!player.hasSkill("olbingyi") || player.hasSkill("olbingyi_blocker", null, null, false)) return 4 - get.value(card); var red = 0, black = 0, hs = player.getCards("h"); for (var i of hs) { if (ui.selected.cards.includes(i)) continue; var color = get.color(i, player); if (color == "red") red++; if (color == "black") black++; } if (red > 2 && black > 2) return 4 - get.value(card); if (red == 0 || black == 0) return 8 - get.value(card); var color = get.color(card); if (black <= red) return (color == "black" && get.position(card) == "h" ? 8 : 4) - get.value(card); return (color == "red" && get.position(card) == "h" ? 8 : 4) - get.value(card); }, content: function () { player.draw(); }, ai: { order: 9, result: { player: function (player, target) { if (!ui.selected.cards.length) return 1; if (!player.hasSkill("olbingyi") || player.hasSkill("olbingyi_blocker", null, null, false)) return 1; var red = 0, black = 0, hs = player.getCards("h"); for (var i of hs) { if (ui.selected.cards.includes(i)) continue; var color = get.color(i); if (color == "red") red++; if (color == "black") black++; } var val = 0; for (var i of ui.selected.cards) val += get.value(i, player); if (red == 0 || black == 0) { if (red + black == 0) return 0; var num = Math.min( red + black, game.countPlayer(function (current) { return current != player && get.attitude(player, current) > 0 && !current.hasSkillTag("nogain"); }) ) + 1; if (num * 7 > val) return 1; } if (val < 8) return 1; return 0; }, }, }, }, bingyi: { audio: 2, audioname: ["xin_guyong"], trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return player.countCards("h") > 0; }, filterx: function (event, player) { var cards = player.getCards("h"); if (cards.length < 1) return false; var color = get.color(cards[0]); for (var i = 1; i < cards.length; i++) { if (get.color(cards[i]) != color) return false; } return true; }, direct: true, content: function () { "step 0"; if (lib.skill.bingyi.filterx(trigger, player)) { player .chooseTarget(get.prompt("bingyi"), "展示所有手牌,并令至多" + get.cnNumber(player.countCards("h")) + "名角色各摸一张牌", [1, player.countCards("h")], function (card, player, target) { return true; }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }); } else player.chooseBool(get.prompt("bingyi"), "展示所有手牌").ai = function () { return false; }; "step 1"; if (result.bool) { player.logSkill("bingyi"); player.showHandcards(get.translation(player) + "发动了【秉壹】"); event.targets = result.targets; } else { event.finish(); } "step 2"; if (targets && targets.length) { player.line(targets, "green"); targets.sortBySeat(); game.asyncDraw(targets); } }, ai: { expose: 0.1, }, }, xiantu: { audio: 2, group: ["xiantu1", "xiantu2"], }, xiantu1: { audio: true, trigger: { global: "phaseUseBegin" }, filter: function (event, player) { return event.player != player; }, logTarget: "player", prompt2: "摸两张牌,然后交给其两张牌。若该角色于本回合阶段时未杀死过角色,则你失去1点体力。", check: function (event, player) { if (get.attitude(player, event.player) < 5) return false; if (player.maxHp - player.hp >= 2) return false; if (player.hp == 1) return false; if (player.hp == 2 && player.countCards("h") < 2) return false; if (event.player.countCards("h") >= event.player.hp) return false; return true; }, content: function () { "step 0"; if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.2); player.draw(2); "step 1"; player.chooseCard(2, "he", true, "交给" + get.translation(trigger.player) + "两张牌").set("ai", function (card) { if (ui.selected.cards.length && card.name == ui.selected.cards[0].name) return -1; if (get.tag(card, "damage")) return 1; if (get.type(card) == "equip") return 1; return 0; }); "step 2"; player.give(result.cards, trigger.player); trigger.player.addSkill("xiantu4"); trigger.player.storage.xiantu4.push(player); }, ai: { threaten: 1.1, }, }, xiantu2: { audio: true }, xiantu4: { trigger: { player: "phaseUseEnd" }, forced: true, audio: false, onremove: true, init: function (player, skill) { if (!player.storage[skill]) player.storage[skill] = []; }, charlotte: true, content: function () { while (player.storage.xiantu4.length) { var current = player.storage.xiantu4.shift(); if (current.isDead()) continue; current.logSkill("xiantu2"); current.loseHp(); } player.removeSkill("xiantu4"); }, group: "xiantu3", }, xiantu3: { trigger: { source: "dieAfter" }, forced: true, audio: false, content: function () { player.removeSkill("xiantu4"); }, }, qiangzhi: { audio: 2, audioname: ["re_zhangsong"], trigger: { player: "phaseUseBegin" }, direct: true, filter: function (event, player) { return game.hasPlayer(function (current) { return current != player && current.countCards("h") > 0; }); }, subfrequent: ["draw"], content: function () { "step 0"; player .chooseTarget(get.prompt2("qiangzhi"), function (card, player, target) { return target != player && target.countCards("h") > 0; }) .set("ai", function () { return Math.random(); }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("qiangzhi", target); player.choosePlayerCard(target, "h", true); } else event.finish(); "step 2"; var card = result.cards[0]; target.showCards(card, get.translation(target) + "因【强识】展示"); player.storage.qiangzhi_draw = get.type(card, "trick"); game.addVideo("storage", player, ["qiangzhi_draw", player.storage.qiangzhi_draw]); player.addTempSkill("qiangzhi_draw", "phaseUseEnd"); }, }, qiangzhi_draw: { trigger: { player: "useCard" }, frequent: true, popup: false, charlotte: true, prompt: "是否执行【强识】的效果摸一张牌?", filter: function (event, player) { return get.type(event.card, "trick") == player.storage.qiangzhi_draw; }, content: function () { player.draw(); }, onremove: true, mark: true, intro: { content: function (type) { return get.translation(type) + "牌"; }, }, }, dingpin: { audio: 2, enable: "phaseUse", onChooseToUse: function (event) { if (event.type != "phase" || game.online) return; var list = [], player = event.player; player.getHistory("useCard", function (evt) { list.add(get.type2(evt.card)); }); player.getHistory("lose", function (evt) { if (evt.type != "discard") return; for (var i of evt.cards2) { list.add(get.type2(i, evt.hs.includes(i) ? player : false)); } }); event.set("dingpin_types", list); }, filter: function (event, player) { var list = event.dingpin_types || []; return ( player.countCards("he", function (card) { return !list.includes(get.type2(card)); }) > 0 ); }, filterCard: function (card) { var list = _status.event.dingpin_types || []; return !list.includes(get.type2(card)); }, position: "he", filterTarget: function (card, player, target) { return !target.hasSkill("dingpin2"); }, content: function () { "step 0"; target.judge(function (card) { var evt = _status.event.getParent("dingpin"), color = get.color(card); switch (color) { case "black": return evt.target.getDamagedHp(); case "red": return get.sgn(get.attitude(evt.target, evt.player)) * -3; } return 0; }).judge2 = function (result) { if (result.color == "black") return true; return false; }; "step 1"; switch (result.color) { case "black": if (target.getDamagedHp() > 0) target.draw(target.getDamagedHp()); target.addTempSkill("dingpin2"); break; case "red": player.turnOver(); break; } }, ai: { order: 9, result: { target: function (player, target) { if (player.isTurnedOver()) return target.getDamagedHp(); var card = ui.cardPile.firstChild; if (!card) return; if (get.color(card) == "black") return target.getDamagedHp(); return 0; }, }, }, }, dingpin2: { charlotte: true }, faen: { audio: 2, trigger: { global: ["turnOverAfter", "linkAfter"] }, filter: function (event, player) { if (event.name == "link") return event.player.isLinked(); return !event.player.isTurnedOver(); }, check: function (event, player) { return get.attitude(player, event.player) > 0; }, logTarget: "player", content: function () { trigger.player.draw(); }, ai: { expose: 0.2, }, }, jiaojin: { audio: 2, trigger: { player: "damageBegin3" }, filter: function (event, player) { return player.countCards("he", { type: "equip" }) && event.source && event.source.hasSex("male"); }, direct: true, content: function () { "step 0"; var next = player.chooseToDiscard("he", "骄矜:是否弃置一张装备牌令伤害-1?", function (card, player) { return get.type(card) == "equip"; }); next.set("ai", function (card) { var player = _status.event.player; if (player.hp == 1 || _status.event.getTrigger().num > 1) { return 9 - get.value(card); } if (player.hp == 2) { return 8 - get.value(card); } return 7 - get.value(card); }); next.logSkill = "jiaojin"; "step 1"; if (result.bool) { game.delay(0.5); trigger.num--; } }, }, chanhui: { audio: 2, trigger: { player: "useCardToPlayer" }, filter: function (event, player) { if (_status.currentPhase != player) return false; if (player.hasSkill("chanhui2")) return false; if (event.targets.length > 1) return false; var card = event.card; if (card.name == "sha") return true; if (get.color(card) == "black" && get.type(card) == "trick") return true; return false; }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("chanhui"), function (card, player, target) { if (player == target) return false; var evt = _status.event.getTrigger(); return !evt.targets.includes(target) && lib.filter.targetEnabled2(evt.card, player, target) && lib.filter.targetInRange(evt.card, player, target); }) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player) + 0.01; }); "step 1"; if (result.bool) { event.target = result.targets[0]; } else { event.finish(); } "step 2"; player.addTempSkill("chanhui2"); player.logSkill("chanhui", event.target); event.target.chooseCard("交给" + get.translation(player) + "一张手牌,或成为" + get.translation(trigger.card) + "的额外目标").set("ai", function (card) { return 5 - get.value(card); }); "step 3"; if (result.bool) { target.give(result.cards, player); trigger.untrigger(); trigger.getParent().player = event.target; game.log(event.target, "成为了", trigger.card, "的使用者"); } else { game.log(event.target, "成为了", trigger.card, "的额外目标"); trigger.getParent().targets.push(event.target); } }, }, rechanhui: { audio: 2, trigger: { player: "useCardToPlayer" }, filter: function (event, player) { if (player.hasSkill("rechanhui2")) return false; if (event.targets.length > 1) return false; var card = event.card; if (card.name == "sha" || get.type(card) == "trick") return true; return false; }, direct: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("rechanhui"), function (card, player, target) { if (player == target) return false; var trigger = _status.event; return player.canUse(trigger.card, target, false) && trigger.targets.includes(target) == false; }) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, player, player) + 0.01; }) .set("targets", trigger.targets) .set("card", trigger.card); "step 1"; if (result.bool) { //game.delay(0,200); event.target = result.targets[0]; } else { event.finish(); } "step 2"; player.logSkill("rechanhui", event.target); event.target.chooseCard("交给" + get.translation(player) + "一张牌,或成为" + get.translation(trigger.card) + "的额外目标", "he").set("ai", function (card) { return 5 - get.value(card); }); "step 3"; if (result.bool) { target.give(result.cards, player); trigger.untrigger(); trigger.getParent().player = event.target; game.log(event.target, "成为了", trigger.card, "的使用者"); } else { game.log(event.target, "成为了", trigger.card, "的额外目标"); trigger.getParent().targets.push(event.target); player.addTempSkill("rechanhui2"); } }, }, rechanhui2: { charlotte: true }, rejiaojin2: { charlotte: true }, rejiaojin: { audio: 2, trigger: { target: "useCardToTargeted" }, filter: function (event, player) { return ( (event.card.name == "sha" || get.type(event.card) == "trick") && event.player != player && player.countCards("he", function (card) { return _status.connectMode || get.type(card) == "equip"; }) && !player.hasSkill("rejiaojin2") ); }, direct: true, content: function () { "step 0"; var next = player.chooseToDiscard("he", "骄矜:是否弃置一张装备牌令" + get.translation(trigger.card) + "对你无效?", function (card, player) { return get.type(card) == "equip"; }); next.set("ai", function (card) { if (_status.event.goon2) { return 3 + _status.event.val - get.value(card); } return 0; }); next.set("val", get.value(trigger.cards.filterInD())); next.set("goon2", get.effect(player, trigger.card, trigger.player, player) < 0); next.logSkill = ["rejiaojin", trigger.player]; "step 1"; if (result.bool) { var cards = trigger.cards.filterInD(); if (cards.length) player.gain(cards, "gain2", "log"); trigger.excluded.push(player); if (trigger.player.hasSex("female")) player.addTempSkill("rejiaojin2"); } }, }, chanhui2: {}, quanji: { audio: 2, trigger: { player: "damageEnd" }, frequent: true, locked: false, notemp: true, filter: function (event) { return event.num > 0; }, content: function () { "step 0"; event.count = trigger.num; "step 1"; event.count--; player.draw(); "step 2"; if (player.countCards("h")) { player.chooseCard("将一张手牌置于武将牌上作为“权”", true); } else { event.goto(4); } "step 3"; if (result.cards && result.cards.length) { player.addToExpansion(result.cards, player, "giveAuto").gaintag.add("quanji"); } "step 4"; if (event.count > 0 && player.hasSkill(event.name) && !get.is.blocked(event.name, player)) { player.chooseBool(get.prompt2("quanji")).set("frequentSkill", event.name); } else event.finish(); "step 5"; if (result.bool) { player.logSkill("quanji"); event.goto(1); } }, intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, mod: { maxHandcard: function (player, num) { return num + player.getExpansions("quanji").length; }, }, ai: { maixie: true, maixie_hp: true, threaten: 0.8, effect: { target: function (card, player, target) { if (get.tag(card, "damage") && (player.hasSkill("paiyi") || player.hasSkill("zili"))) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (!target.hasFriend()) return; if (target.hp >= 4) return [0.5, get.tag(card, "damage") * 2]; if (!target.hasSkill("paiyi") && target.hp > 1) return [0.5, get.tag(card, "damage") * 1.5]; if (target.hp == 3) return [0.5, get.tag(card, "damage") * 1.5]; if (target.hp == 2) return [1, get.tag(card, "damage") * 0.5]; } }, }, }, }, zili: { skillAnimation: true, animationColor: "thunder", audio: 2, audioname: ["re_zhonghui"], unique: true, juexingji: true, trigger: { player: "phaseZhunbeiBegin" }, forced: true, derivation: "paiyi", filter: function (event, player) { return !player.hasSkill("paiyi") && player.getExpansions("quanji").length >= 3; }, content: function () { "step 0"; player.awakenSkill("zili"); player.chooseDrawRecover(2, true, function (event, player) { if (player.hp == 1 && player.isDamaged()) return "recover_hp"; return "draw_card"; }); "step 1"; player.loseMaxHp(); player.addSkills("paiyi"); }, ai: { combo: "quanji", }, }, paiyi: { enable: "phaseUse", usable: 1, audio: 2, audioname: ["re_zhonghui"], filter: function (event, player) { return player.getExpansions("quanji").length > 0; }, chooseButton: { dialog: function (event, player) { return ui.create.dialog("排异", player.getExpansions("quanji"), "hidden"); }, backup: function (links, player) { return { audio: "paiyi", audioname: ["re_zhonghui"], filterTarget: true, filterCard: function () { return false; }, selectCard: -1, card: links[0], delay: false, content: lib.skill.paiyi.contentx, ai: { order: 10, result: { target: function (player, target) { if (player != target) return 0; if (player.hasSkill("requanji") || player.countCards("h") + 2 <= player.hp + player.getExpansions("quanji").length) return 1; return 0; }, }, }, }; }, prompt: function () { return "请选择〖排异〗的目标"; }, }, contentx: function () { "step 0"; var card = lib.skill.paiyi_backup.card; player.loseToDiscardpile(card); "step 1"; target.draw(2); "step 2"; if (target.countCards("h") > player.countCards("h")) { target.damage(); } }, ai: { order: 1, combo: "quanji", result: { player: 1, }, }, }, xianzhou: { skillAnimation: true, animationColor: "gray", audio: 2, audioname: ["xin_caifuren"], unique: true, limited: true, enable: "phaseUse", filter: function (event, player) { return player.countCards("e") > 0; }, filterTarget: function (card, player, target) { return player != target; }, mark: true, delay: false, content: function () { "step 0"; player.awakenSkill("xianzhou"); var cards = player.getCards("e"); player.give(cards, target); event.num = cards.length; game.delay(); "step 1"; target .chooseTarget([1, event.num], "令" + get.translation(player) + "回复" + event.num + "点体力,或对攻击范围内的" + event.num + "名角色造成1点伤害", function (card, player, target2) { return _status.event.player.inRange(target2); }) .set("ai", function (target2) { var target = _status.event.player; var player = _status.event.getParent().player; if (get.attitude(target, player) > 0) { if (player.hp + event.num <= player.maxHp || player.hp == 1) return -1; } return get.damageEffect(target2, target, target); }); "step 2"; if (result.bool) { target.line(result.targets, "green"); event.targets = result.targets; event.num2 = 0; } else { player.recover(event.num); event.finish(); } "step 3"; if (event.num2 < event.targets.length) { event.targets[event.num2].damage(target); event.num2++; event.redo(); } }, intro: { content: "limited", }, ai: { order: 1, result: { target: 1, player: function (player) { var bool = true, players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i] != player && get.attitude(player, players[i]) > 2 && get.attitude(players[i], player) > 2) { bool = false; break; } } if (bool) return -10; if (player.hp == 1) return 1; if (game.phaseNumber < game.players.length) return -10; if (player.countCards("e") + player.hp <= player.maxHp) return 1; return -10; }, }, }, }, qieting: { audio: 2, trigger: { global: "phaseEnd" }, filter: function (event, player) { if (event.player == player || !event.player.isIn()) return false; var history = event.player.getHistory("useCard"); for (var i = 0; i < history.length; i++) { if (!history[i].targets) continue; for (var j = 0; j < history[i].targets.length; j++) { if (history[i].targets[j] != event.player) return false; } } return true; }, direct: true, content: function () { "step 0"; var next; if ( trigger.player.hasCard(function (card) { return player.canEquip(card); }, "e") ) { next = player .chooseControl("移动装备", "draw_card", "cancel2", function (event, player) { var source = _status.event.sourcex; var att = get.attitude(player, source); if (source.hasSkillTag("noe")) { if (att > 0) { return "移动装备"; } } else { if ( att <= 0 && source.countCards("e", function (card) { return get.value(card, source) > 0 && get.effect(player, card, player, player) > 0; }) ) { return "移动装备"; } } return "draw_card"; }) .set("sourcex", trigger.player); } else { next = player.chooseControl("draw_card", "cancel2", function () { return "draw_card"; }); } next.set("prompt", get.prompt("qieting", trigger.player)); "step 1"; if (result.control == "移动装备") { player.logSkill("qieting", trigger.player); player .choosePlayerCard(trigger.player, "e", "将一张装备牌移至你的装备区", true) .set("filterButton", function (button) { return _status.event.player.canEquip(button.link); }) .set("ai", function (button) { return get.effect(player, button.link, player, player); }); } else { if (result.control == "draw_card") { player.logSkill("qieting"); player.draw(); } event.finish(); } "step 2"; if (result && result.links && result.links.length) { game.delay(2); trigger.player.$give(result.links[0], player, false); player.equip(result.links[0]); player.addExpose(0.2); } }, }, oldzhuikong: { audio: "zhuikong", inherit: "zhuikong", }, zhuikong: { audio: 2, trigger: { global: "phaseZhunbeiBegin" }, check: function (event, player) { if (get.attitude(player, event.player) < -2) { var cards = player.getCards("h"); if (cards.length > player.hp) return true; for (var i = 0; i < cards.length; i++) { var useful = get.useful(cards[i]); if (useful < 5) return true; if (get.number(cards[i]) > 9 && useful < 7) return true; } } return false; }, logTarget: "player", filter: function (event, player) { return player.hp < player.maxHp && player.canCompare(event.player); }, content: function () { "step 0"; player.chooseToCompare(trigger.player); "step 1"; if (result.bool) { if (event.name == "zhuikong") trigger.player.addTempSkill("zishou2"); else trigger.player.skip("phaseUse"); } else { trigger.player.storage.zhuikong_distance = player; trigger.player.addTempSkill("zhuikong_distance"); } }, subSkill: { distance: { sub: true, onremove: true, mod: { globalFrom: function (from, to, distance) { if (from.storage.zhuikong_distance == to) return -Infinity; }, }, }, }, }, oldqiuyuan: { audio: "qiuyuan", inherit: "qiuyuan", filter: function (event, player) { return ( event.card.name == "sha" && game.hasPlayer(function (current) { return current != player && !event.targets.includes(current) && current.countCards("h") > 0 && lib.filter.targetEnabled(event.card, event.player, current); }) ); }, content: function () { "step 0"; player .chooseTarget(get.prompt2("oldqiuyuan"), function (card, player, target) { var evt = _status.event.getTrigger(); return target != player && !evt.targets.includes(target) && lib.filter.targetEnabled(evt.card, evt.player, target) && target.countCards("h") > 0; }) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, trigger.player, player) + 0.1; }) .set("targets", trigger.targets) .set("playerx", trigger.player); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("oldqiuyuan", target); event.target = target; target .chooseCard("交给" + get.translation(player) + "一张牌,若此牌不为【闪】,则也成为此杀的额外目标", true) .set("ai", function (card) { return -get.value(card, player, "raw"); }) .set("sourcex", player); game.delay(); } else { event.finish(); } "step 2"; if (result.bool) { target.give(result.cards, player, "give"); if (get.name(result.cards[0]) != "shan") { trigger.getParent().targets.push(event.target); trigger.getParent().triggeredTargets2.push(event.target); game.log(event.target, "成为了额外目标"); } game.delay(); } }, }, qiuyuan: { audio: 2, trigger: { target: "useCardToTarget" }, direct: true, filter: function (event, player) { return ( event.card.name == "sha" && game.hasPlayer(function (current) { return current != player && !event.targets.includes(current) && lib.filter.targetEnabled(event.card, event.player, current); }) ); }, content: function () { "step 0"; player .chooseTarget(get.prompt2("qiuyuan"), function (card, player, target) { var evt = _status.event.getTrigger(); return target != player && !evt.targets.includes(target) && lib.filter.targetEnabled(evt.card, evt.player, target); }) .set("ai", function (target) { var trigger = _status.event.getTrigger(); var player = _status.event.player; return get.effect(target, trigger.card, trigger.player, player) + 0.1; }) .set("targets", trigger.targets) .set("playerx", trigger.player); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("qiuyuan", target); event.target = target; target .chooseCard({ name: "shan" }, "交给" + get.translation(player) + "一张闪,或成为此杀的额外目标") .set("ai", function (card) { return get.attitude(target, _status.event.sourcex) >= 0 ? 1 : -1; }) .set("sourcex", player); game.delay(); } else { event.finish(); } "step 2"; if (result.bool) { target.give(result.cards, player); game.delay(); } else { trigger.getParent().targets.push(event.target); trigger.getParent().triggeredTargets2.push(event.target); game.log(event.target, "成为了额外目标"); } }, ai: { expose: 0.2, effect: { target_use(card, player, target) { if (card.name != "sha") return; var players = game.filterPlayer(); if (get.attitude(player, target) <= 0) { for (var i = 0; i < players.length; i++) { var target2 = players[i]; if (player != target2 && target != target2 && player.canUse(card, target2, false) && get.effect(target2, { name: "shacopy", nature: card.nature, suit: card.suit }, player, target) > 0 && get.effect(target2, { name: "shacopy", nature: card.nature, suit: card.suit }, player, player) < 0) { if (target.hp == target.maxHp) return 0.3; return 0.6; } } } else { for (var i = 0; i < players.length; i++) { var target2 = players[i]; if (player != target2 && target != target2 && player.canUse(card, target2, false) && get.effect(target2, { name: "shacopy", nature: card.nature, suit: card.suit }, player, player) > 0) { if (player.canUse(card, target2)) return; if (target.hp == target.maxHp) return [0, 1]; return [0, 0]; } } } }, }, }, }, gongji: { enable: "phaseUse", usable: 1, audio: 2, position: "he", filterCard: true, check: function (card) { if (get.type(card) != "equip") return 0; var player = _status.currentPhase; if (player.countCards("he", { subtype: get.subtype(card) }) > 1) { return 11 - get.equipValue(card); } return 6 - get.equipValue(card); }, content: function () { "step 0"; player.addTempSkill("gongji2"); "step 1"; if (get.type(cards[0], null, cards[0].original == "h" ? player : false) == "equip") { player .chooseTarget("是否弃置一名角色的一张牌?", function (card, player, target) { return player != target && target.countCards("he") > 0; }) .set("ai", function (target) { var player = _status.event.player; if (get.attitude(player, target) < 0) { return Math.max(0.5, get.effect(target, { name: "sha" }, player, player)); } return 0; }); } else { event.finish(); } "step 2"; if (result.bool) { player.line(result.targets, "green"); event.target = result.targets[0]; player.discardPlayerCard(event.target, "he", true).ai = get.buttonValue; } }, ai: { order: 9, result: { player: 1, }, }, }, gongji2: { mod: { attackRangeBase: function () { return Infinity; }, }, }, zhuiyi: { audio: 2, audioname: ["re_bulianshi"], trigger: { player: "die" }, direct: true, skillAnimation: true, animationColor: "wood", forceDie: true, content: function () { "step 0"; player .chooseTarget(get.prompt2("zhuiyi"), function (card, player, target) { return player != target && _status.event.sourcex != target; }) .set("forceDie", true) .set("ai", function (target) { var num = get.attitude(_status.event.player, target); if (num > 0) { if (target.hp == 1) { num += 2; } if (target.hp < target.maxHp) { num += 2; } } return num; }) .set("sourcex", trigger.source); "step 1"; if (result.bool) { var target = result.targets[0]; player.logSkill("zhuiyi", target); player.line(target, "green"); target.recover(); target.draw(3); } }, ai: { expose: 0.5, }, }, old_anxu: { enable: "phaseUse", usable: 1, multitarget: true, audio: "anxu", filterTarget: function (card, player, target) { if (player == target) return false; var num = target.countCards("h"); if (ui.selected.targets.length) { return num < ui.selected.targets[0].countCards("h"); } var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (num > players[i].countCards("h")) return true; } return false; }, selectTarget: 2, content: function () { "step 0"; var gainner, giver; if (targets[0].countCards("h") < targets[1].countCards("h")) { gainner = targets[0]; giver = targets[1]; } else { gainner = targets[1]; giver = targets[0]; } gainner.gainPlayerCard(giver, true, "h", "visibleMove"); event.gainner = gainner; event.giver = giver; "step 1"; if (result.cards) { event.bool = false; var card = result.cards[0]; if (get.suit(card) != "spade") event.bool = true; } "step 2"; if (event.bool) { player.draw(); } }, ai: { order: 10.5, threaten: 2.3, result: { target: function (player, target) { var num = target.countCards("h"); var att = get.attitude(player, target); if (ui.selected.targets.length == 0) { if (att > 0) return -1; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { var num2 = players[i].countCards("h"); var att2 = get.attitude(player, players[i]); if (num2 < num) { if (att2 > 0) return -3; return -1; } } return 0; } else { return 1; } }, player: 1, }, }, }, anxu: { enable: "phaseUse", usable: 1, multitarget: true, audio: 2, filterTarget: function (card, player, target) { if (player == target) return false; var num = target.countCards("h"); if (ui.selected.targets.length) { return num < ui.selected.targets[0].countCards("h"); } var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (num > players[i].countCards("h")) return true; } return false; }, selectTarget: 2, content: function () { "step 0"; var gainner, giver; if (targets[0].countCards("h") < targets[1].countCards("h")) { gainner = targets[0]; giver = targets[1]; } else { gainner = targets[1]; giver = targets[0]; } giver.chooseCard("选择一张手牌交给" + get.translation(gainner), true); event.gainner = gainner; event.giver = giver; "step 1"; var card = result.cards[0]; event.giver.give(card, event.gainner); "step 2"; if (event.gainner.countCards("h") == event.giver.countCards("h")) { player.chooseDrawRecover(true); } }, ai: { order: 10.5, threaten: 1.6, result: { target: function (player, target) { var num = target.countCards("h"); var att = get.attitude(player, target); if (ui.selected.targets.length == 0) { if (att > 0) return -1; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { var num2 = players[i].countCards("h"); var att2 = get.attitude(player, players[i]); if (att2 >= 0 && num2 < num) return -1; } return 0; } else { return 1; } }, player: 0.1, }, }, }, mingce: { enable: "phaseUse", usable: 1, audio: 2, position: "he", filterCard: function (card) { return get.name(card) == "sha" || get.type(card) == "equip"; }, filter: function (event, player) { return player.countCards("h", "sha") > 0 || player.countCards("he", { type: "equip" }) > 0; }, check: function (card) { return 8 - get.value(card); }, selectTarget: 2, multitarget: true, discard: false, lose: false, targetprompt: ["得到牌", "出杀目标"], filterTarget: function (card, player, target) { if (ui.selected.targets.length == 0) { return player != target; } else { return ui.selected.targets[0].inRange(target); } }, delay: false, content: function () { "step 0"; player.give(cards, targets[0], "visible"); "step 1"; if (!lib.filter.filterTarget({ name: "sha", isCard: true }, targets[0], targets[1])) event._result = { control: "draw_card" }; else targets[0] .chooseControl("draw_card", "出杀", function () { var player = _status.event.player; var target = _status.event.target; if (get.effect(_status.event.target, { name: "sha" }, player, player) > 0) { return 1; } return 0; }) .set("target", targets[1]) .set("prompt", "对" + get.translation(targets[1]) + "使用一张杀,或摸一张牌"); "step 2"; if (result.control == "draw_card") { targets[0].draw(); } else { targets[0].useCard({ name: "sha", isCard: true }, targets[1]); } }, ai: { result: { player: function (player) { var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i] != player && get.attitude(player, players[i]) > 1 && get.attitude(players[i], player) > 1) { return 1; } } return 0; }, target: function (player, target) { if (ui.selected.targets.length) { return -0.1; } return 1; }, }, order: 8.5, expose: 0.2, }, }, xinxuanhuo: { audio: 2, trigger: { player: "phaseDrawBegin1" }, direct: true, filter: function (event, player) { return !event.numFixed; }, content: function () { "step 0"; player .chooseTarget(get.prompt2("xinxuanhuo"), function (card, player, target) { return player != target; }) .set("ai", function (target) { var att = get.attitude(_status.event.player, target); if (att > 0) { if (target.countCards("h") < target.hp) att += 2; return att - target.countCards("h") / 3; } else { return -1; } }); "step 1"; if (result.bool) { trigger.changeToZero(); player.logSkill("xinxuanhuo", result.targets); event.target = result.targets[0]; event.target.draw(2); } else { event.finish(); } "step 2"; if ( game.hasPlayer(function (current) { return target.canUse("sha", current); }) ) player .chooseTarget("选择出杀的目标", true, function (card, player, target) { return _status.event.target.canUse("sha", target); }) .set("ai", function (target) { return get.effect(target, { name: "sha" }, _status.event.target, _status.event.player); }) .set("target", event.target); "step 3"; if (result.bool && result.targets.length) { game.log(player, "指定的出杀目标为", result.targets); event.target.line(result.targets); event.target.chooseToUse("对" + get.translation(result.targets) + "使用一张杀,或令" + get.translation(player) + "获得你的两张牌", { name: "sha" }, result.targets[0], -1); } else { event.bool = true; } "step 4"; if (event.bool || result.bool == false) { player.gainPlayerCard("he", event.target, Math.min(2, event.target.countCards("he")), true); } }, ai: { expose: 0.2, }, }, zhichi: { audio: 2, trigger: { player: "damageEnd" }, audioname: ["re_chengong"], forced: true, filter: function (event, player) { return _status.currentPhase != player; }, content: function () { player.addTempSkill("zhichi2", ["phaseAfter", "phaseBefore"]); }, }, zhichi2: { trigger: { target: "useCardToBefore" }, forced: true, charlotte: true, priority: 15, filter: function (event, player) { return get.type(event.card) == "trick" || event.card.name == "sha"; }, content: function () { game.log(player, "发动了智迟,", trigger.card, "对", trigger.target, "失效"); trigger.cancel(); }, mark: true, intro: { content: "杀或普通锦囊牌对你无效", }, ai: { effect: { target: function (card, player, target, current) { if (get.type(card) == "trick" || card.name == "sha") return "zeroplayertarget"; }, }, }, }, zongxuan: { audio: 2, trigger: { player: "loseAfter", global: "loseAsyncAfter", }, filter: function (event, player) { if (event.type != "discard" || event.getlx === false) return; var evt = event.getl(player); for (var i = 0; i < evt.cards2.length; i++) { if (get.position(evt.cards2[i]) == "d") { return true; } } return false; }, check: function (trigger, player) { if ( trigger.getParent(3).name != "phaseDiscard" || !game.hasPlayer(function (current) { return current.isDamaged() && get.recoverEffect(current, player, player) > 0; }) ) return false; var evt = trigger.getl(player); for (var i = 0; i < evt.cards2.length; i++) { if (get.position(evt.cards2[i], true) == "d" && get.type(evt.cards2[i], false) == "equip") { return true; } } return false; }, content: function () { "step 0"; var cards = []; var evt = trigger.getl(player); for (var i = 0; i < evt.cards2.length; i++) { if (get.position(evt.cards2[i], true) == "d") { cards.push(evt.cards2[i]); } } var next = player.chooseToMove("纵玄:将任意张牌置于牌堆顶", true); next.set("list", [["本次弃置的牌", cards], ["牌堆顶"]]); next.set("filterOk", function (moved) { return moved[1].length > 0; }); next.set("processAI", function (list) { var cards = list[0][1].slice(0), cards2 = cards.filter(function (i) { return get.type(i, false) == "equip"; }), cards3; if (cards2.length) { cards3 = cards2.randomGet(); } else cards3 = cards.randomGet(); return [[], [cards3]]; }); "step 1"; if (result.bool) { var cards = result.moved[1]; game.log(player, "将", cards, "置于了牌堆顶"); while (cards.length) ui.cardPile.insertBefore(cards.pop().fix(), ui.cardPile.firstChild); } }, }, zhiyan: { audio: 2, audioname: ["gexuan", "re_yufan"], trigger: { player: "phaseJieshuBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget(get.prompt("zhiyan"), "令一名角色摸一张牌并展示之。若为装备牌,则其回复1点体力").set("ai", function (target) { return get.attitude(_status.event.player, target); }); "step 1"; if (result.bool) { event.target = result.targets[0]; player.logSkill("zhiyan", result.targets); event.bool = false; event.target.draw("visible"); } else { event.finish(); } "step 2"; var card = result[0]; if (get.type(card) == "equip") { if (target.getCards("h").includes(card) && target.hasUseTarget(card)) { event.target.chooseUseTarget(card, true, "nopopup"); game.delay(); } event.bool = true; } "step 3"; if (event.bool) target.recover(); }, ai: { expose: 0.2, threaten: 1.2, }, }, miji: { audio: 2, audioname: ["re_wangyi"], locked: false, mod: { aiOrder: function (player, card, num) { if (num > 0 && _status.event && _status.event.type === "phase" && get.tag(card, "recover")) { if (player.needsToDiscard()) return num / 3; return 0; } }, }, trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return player.hp < player.maxHp; }, content: function () { "step 0"; event.num = player.getDamagedHp(); player.draw(event.num); if (_status.connectMode) game.broadcastAll(function () { _status.noclearcountdown = true; }); event.given_map = {}; event._forcing = false; event.aicheck = (function () { let res = { bool: true, cards: [], }, cards = player.getCards("he"), tars = game.filterPlayer(i => player !== i); cards.forEach(i => { let o = get.value(i, player), max = o, temp, t; tars.forEach(tar => { temp = get.value(i, tar); if (temp > max) { max = temp; t = tar; } }); if (t) res.cards.push([i, t, max - o]); }); if (res.cards.length < event.num) res.bool = false; else if (res.cards.length > event.num) res.cards .sort((a, b) => { return b[2] - a[2]; }) .slice(0, event.num); return res; })(); "step 1"; player.chooseCardTarget({ filterCard(card) { return get.itemtype(card) == "card" && !card.hasGaintag("miji_tag"); }, filterTarget: lib.filter.notMe, selectCard: [1, event.num], prompt: "请选择要分配的卡牌和目标", forced: event._forcing, ai1(card) { if (!_status.event.res.bool || ui.selected.cards.length) return 0; for (let arr of _status.event.res.cards) { if (arr[0] === card) return arr[2]; } return 0; }, ai2(target) { let card = ui.selected.cards[0]; for (let arr of _status.event.res.cards) { if (arr[0] === card) return get.attitude(player, target); } let val = target.getUseValue(card); if (val > 0) return val * get.attitude(player, target) * 2; return get.value(card, target) * get.attitude(player, target); }, res: event.aicheck, }); "step 2"; if (result.bool) { event._forcing = true; var res = result.cards, target = result.targets[0].playerid; player.addGaintag(res, "miji_tag"); event.num -= res.length; if (!event.given_map[target]) event.given_map[target] = []; event.given_map[target].addArray(res); if (event.num > 0) event.goto(1); } "step 3"; if (_status.connectMode) { game.broadcastAll(function () { delete _status.noclearcountdown; game.stopCountChoose(); }); } var map = [], cards = []; for (var i in event.given_map) { var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i]; player.line(source, "green"); if (player !== source && (get.mode() !== "identity" || player.identity !== "nei")) player.addExpose(0.18); map.push([source, event.given_map[i]]); cards.addArray(event.given_map[i]); } game.loseAsync({ gain_list: map, player: player, cards: cards, giver: player, animate: "giveAuto", }).setContent("gaincardMultiple"); }, ai: { threaten: function (player, target) { return 0.6 + 0.7 * target.getDamagedHp(); }, effect: { target: function (card, player, target) { if (target.hp <= 2 && get.tag(card, "damage")) { var num = 1; if ( get.itemtype(player) == "player" && player.hasSkillTag("damageBonus", false, { target: target, card: card, }) && !target.hasSkillTag("filterDamage", null, { player: player, card: card, }) ) num = 2; if (target.hp > num) return [1, 1]; } }, }, }, }, zhenlie: { audio: 2, audioname: ["re_wangyi"], filter: function (event, player) { return event.player != player && event.card && (event.card.name == "sha" || get.type(event.card) == "trick"); }, logTarget: "player", check: function (event, player) { if (event.getParent().excluded.includes(player)) return false; if (get.attitude(player, event.player) > 0 || (player.hp < 2 && !get.tag(event.card, "damage"))) return false; let evt = event.getParent(), directHit = (evt.nowuxie && get.type(event.card, "trick") === "trick") || (evt.directHit && evt.directHit.includes(player)) || (evt.customArgs && evt.customArgs.default && evt.customArgs.default.directHit2); if (get.tag(event.card, "respondSha")) { if (directHit || player.countCards("h", { name: "sha" }) === 0) return true; } else if (get.tag(event.card, "respondShan")) { if (directHit || player.countCards("h", { name: "shan" }) === 0) return true; } else if (get.tag(event.card, "damage")) { if (event.card.name === "huogong") return event.player.countCards("h") > 4 - player.hp - player.hujia; if (event.card.name === "shuiyanqijunx") return player.countCards("e") === 0; return true; } else if (player.hp > 2) { if (event.card.name === "shunshou" || (event.card.name === "zhujinqiyuan" && (event.card.yingbian || get.distance(event.player, player) < 0))) return true; } return false; }, trigger: { target: "useCardToTargeted" }, content: function () { "step 0"; if (get.attitude(player, trigger.player) < 0 && trigger.player.countDiscardableCards(player, "he")) player.addTempSkill("zhenlie_lose"); player.loseHp(); "step 1"; player.removeSkill("zhenlie_lose"); trigger.getParent().excluded.add(player); "step 2"; if (trigger.player.countCards("he")) { if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.12); player.discardPlayerCard(trigger.player, "he", true); } }, subSkill: { lose: { charlotte: true, }, }, ai: { filterDamage: true, skillTagFilter: (player, tag, arg) => { return arg && arg.jiu == true; }, effect: { target_use(card, player, target) { if (target.hp <= 0 && target.hasSkill("zhenlie_lose") && get.tag(card, "recover")) return [1, 1.2]; }, }, }, }, //吾彦... wuyan: { audio: 2 }, xswuyan: { audio: "wuyan", trigger: { target: "useCardToBefore", player: "useCardToBefore" }, forced: true, check: function (event, player) { return get.effect(event.target, event.card, event.player, player) < 0; }, filter: function (event, player) { if (!event.target) return false; if (event.player == player && event.target == player) return false; return get.type(event.card) == "trick"; }, content: function () { trigger.cancel(); }, ai: { effect: { target_use(card, player, target, current) { if (get.type(card) == "trick" && player != target) return "zeroplayertarget"; }, player_use(card, player, target, current) { if (get.type(card) == "trick" && player != target) return "zeroplayertarget"; }, }, }, }, xinwuyan: { audio: 2, trigger: { source: "damageBegin2", player: "damageBegin4" }, forced: true, check: function (event, player) { if (player == event.player) return true; return false; }, filter: function (event, player) { return get.type(event.card, "trick") == "trick"; }, content: function () { trigger.cancel(); }, ai: { notrick: true, notricksource: true, effect: { target: function (card, player, target, current) { if (get.type(card) == "trick" && get.tag(card, "damage")) { return "zeroplayertarget"; } }, player: function (card, player, target, current) { if (get.type(card) == "trick" && get.tag(card, "damage")) { return "zeroplayertarget"; } }, }, }, }, xinjujian: { trigger: { player: "phaseJieshuBegin" }, direct: true, audio: 2, filter: function (event, player) { return player.countCards("he") > player.countCards("he", { type: "basic" }); }, content: function () { "step 0"; player.chooseCardTarget({ filterTarget: function (card, player, target) { return player != target; }, filterCard: function (card, player) { return get.type(card) != "basic" && lib.filter.cardDiscardable(card, player); }, ai1: function (card) { if (get.tag(card, "damage") && get.type(card) == "trick") { return 20; } return 9 - get.value(card); }, ai2: function (target) { var att = get.attitude(_status.event.player, target); if (att > 0) { if (target.isTurnedOver()) att += 3; if (target.hp == 1) att += 3; } return att; }, position: "he", prompt: get.prompt2("xinjujian"), }); "step 1"; if (result.bool) { var target = result.targets[0]; event.target = target; player.logSkill("xinjujian", target); player.discard(result.cards); if (target.hp == target.maxHp && !target.isTurnedOver() && !target.isLinked()) { target.draw(2); event.finish(); } else { var controls = ["draw_card"]; if (target.hp < target.maxHp) { controls.push("recover_hp"); } if (target.isLinked() | target.isTurnedOver()) { controls.push("reset_character"); } target.chooseControl(controls).ai = function () { if (target.isTurnedOver()) { return "reset_character"; } else if (target.hp == 1 && target.maxHp > 2) { return "recover_hp"; } else if (target.hp == 2 && target.maxHp > 2 && target.countCards("h") > 1) { return "recover_hp"; } else { return "draw_card"; } }; } } else { event.finish(); } "step 2"; event.control = result.control; switch (event.control) { case "recover_hp": event.target.recover(); event.finish(); break; case "draw_card": event.target.draw(2); event.finish(); break; case "reset_character": if (event.target.isTurnedOver()) event.target.turnOver(); break; } "step 3"; if (event.control == "reset_character" && event.target.isLinked()) { event.target.link(); } }, ai: { expose: 0.2, threaten: 1.4, }, }, jujian: { enable: "phaseUse", usable: 1, audio: 2, filterCard: true, position: "he", selectCard: [1, 3], check: function (card) { var player = get.owner(card); if (get.type(card) == "trick") return 10; if (player.countCards("h") - player.hp - ui.selected.cards.length > 0) { return 8 - get.value(card); } return 4 - get.value(card); }, filterTarget: function (card, player, target) { return player != target; }, content: function () { target.draw(cards.length); if (cards.length == 3) { if (get.type(cards[0], "trick") == get.type(cards[1], "trick") && get.type(cards[0], "trick") == get.type(cards[2], "trick")) { player.recover(); } } }, ai: { expose: 0.2, order: 1, result: { target: 1, }, }, }, yizhong: { trigger: { target: "shaBefore" }, forced: true, audio: 2, filter: function (event, player) { if (!player.hasEmptySlot(2)) return false; return event.card.name == "sha" && get.color(event.card) == "black"; }, content: function () { trigger.cancel(); }, ai: { effect: { target_use(card, player, target) { if (player == target && get.subtypes(card).includes("equip2")) { if (get.equipValue(card) <= 8) return 0; } if (!player.hasEmptySlot(2)) return; if (card.name == "sha" && get.color(card) == "black") return "zerotarget"; }, }, }, }, jueqing: { trigger: { source: "damageBefore" }, forced: true, audio: 2, //priority:16, check: function () { return false; }, content: function () { trigger.cancel(); trigger.player.loseHp(trigger.num); }, ai: { jueqing: true, }, }, shangshi: { audio: 2, trigger: { player: ["loseAfter", "changeHp", "gainMaxHpAfter", "loseMaxHpAfter"], global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, frequent: true, filter: function (event, player) { if (event.getl && !event.getl(player)) return false; return player.countCards("h") < player.getDamagedHp(); }, content: function () { player.draw(player.getDamagedHp() - player.countCards("h")); }, ai: { noh: true, skillTagFilter: function (player, tag) { if (tag == "noh" && player.maxHp - player.hp < player.countCards("h")) { return false; } }, }, }, luoying: { //unique:true, //gainable:true, group: ["luoying_discard", "luoying_judge"], subfrequent: ["judge"], subSkill: { discard: { audio: 2, trigger: { global: "loseAfter" }, filter: function (event, player) { if (event.type != "discard" || event.getlx === false) return false; var cards = event.cards.slice(0); var evt = event.getl(player); if (evt && evt.cards) cards.removeArray(evt.cards); for (var i = 0; i < cards.length; i++) { if (cards[i].original != "j" && get.suit(cards[i], event.player) == "club" && get.position(cards[i], true) == "d") { return true; } } return false; }, direct: true, content: function () { "step 0"; if (trigger.delay == false) game.delay(); "step 1"; var cards = [], cards2 = trigger.cards.slice(0), evt = trigger.getl(player); if (evt && evt.cards) cards2.removeArray(evt.cards); for (var i = 0; i < cards2.length; i++) { if (cards2[i].original != "j" && get.suit(cards2[i], trigger.player) == "club" && get.position(cards2[i], true) == "d") { cards.push(cards2[i]); } } if (cards.length) { player.chooseButton(["落英:选择要获得的牌", cards], [1, cards.length]).set("ai", function (button) { return get.value(button.link, _status.event.player, "raw"); }); } "step 2"; if (result.bool) { player.logSkill(event.name); player.gain(result.links, "gain2", "log"); } }, }, judge: { audio: 2, trigger: { global: "cardsDiscardAfter" }, //frequent:'check', direct: true, filter: function (event, player) { var evt = event.getParent().relatedEvent; if (!evt || evt.name != "judge") return; if (evt.player == player) return false; if (get.position(event.cards[0], true) != "d") return false; return get.suit(event.cards[0]) == "club"; }, content: function () { "step 0"; player.chooseButton(["落英:选择要获得的牌", trigger.cards], [1, trigger.cards.length]).set("ai", function (button) { return get.value(button.link, _status.event.player, "raw"); }); "step 1"; if (result.bool) { player.logSkill(event.name); player.gain(result.links, "gain2", "log"); } }, }, }, }, jiushi: { audio: "jiushi1", group: ["jiushi1", "jiushi2", "jiushi3"], }, jiushi1: { audio: 2, enable: "chooseToUse", hiddenCard: function (player, name) { if (name == "jiu") return !player.isTurnedOver(); return false; }, filter: function (event, player) { if (player.classList.contains("turnedover")) return false; return event.filterCard({ name: "jiu", isCard: true }, player, event); }, content: function () { if (_status.event.getParent(2).type == "dying") { event.dying = player; event.type = "dying"; } player.turnOver(); player.useCard({ name: "jiu", isCard: true }, player); }, ai: { order: 5, result: { player: function (player) { if (_status.event.parent.name == "phaseUse") { if (player.countCards("h", "jiu") > 0) return 0; if (player.getEquip("zhuge") && player.countCards("h", "sha") > 1) return 0; if (!player.countCards("h", "sha")) return 0; var targets = []; var target; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (get.attitude(player, players[i]) < 0) { if (player.canUse("sha", players[i], true, true)) { targets.push(players[i]); } } } if (targets.length) { target = targets[0]; } else { return 0; } var num = get.effect(target, { name: "sha" }, player, player); for (var i = 1; i < targets.length; i++) { var num2 = get.effect(targets[i], { name: "sha" }, player, player); if (num2 > num) { target = targets[i]; num = num2; } } if (num <= 0) return 0; var e2 = target.getEquip(2); if (e2) { if (e2.name == "tengjia") { if (!player.countCards("h", { name: "sha", nature: "fire" }) && !player.getEquip("zhuque")) return 0; } if (e2.name == "renwang") { if (!player.countCards("h", { name: "sha", color: "red" })) return 0; } if (e2.name == "baiyin") return 0; } if (player.getEquip("guanshi") && player.countCards("he") > 2) return 1; return target.countCards("h") > 3 ? 0 : 1; } if (player == _status.event.dying || player.isTurnedOver()) return 3; }, }, effect: { target: function (card, player, target) { if (card.name == "guiyoujie") return [0, 0.5]; if (target.isTurnedOver()) { if (get.tag(card, "damage")) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (target.hp == 1) return; return [1, target.countCards("h") / 2]; } } }, }, }, }, jiushi2: { trigger: { player: "damageBegin3" }, silent: true, firstDo: true, filter: function (event, player) { return player.classList.contains("turnedover"); }, content: function () { trigger.jiushi = true; }, }, jiushi3: { audio: "jiushi1", trigger: { player: "damageEnd" }, check: function (event, player) { return player.isTurnedOver(); }, prompt: "是否发动【酒诗】,将武将牌翻面?", filter: function (event, player) { if (event.jiushi) { return true; } return false; }, content: function () { delete trigger.jiushi; player.turnOver(); }, }, zongshi: { audio: 2, mod: { maxHandcard: function (player, num) { return num + game.countGroup(); }, }, }, zishou: { audio: 2, audioname: ["re_liubiao"], trigger: { player: "phaseDrawBegin2" }, check: function (event, player) { return player.countCards("h") <= (player.hasSkill("zongshi") ? player.maxHp : player.hp - 2) || player.skipList.includes("phaseUse"); }, filter: function (event, player) { return !event.numFixed; }, content: function () { trigger.num += game.countGroup(); player.addTempSkill("zishou2"); }, ai: { threaten: 1.5, }, }, zishou2: { mod: { playerEnabled: function (card, player, target) { if (player != target) return false; }, }, }, olddanshou: { audio: "danshou", trigger: { source: "damageSource" }, //priority:9, check: function (event, player) { return get.attitude(player, event.player) <= 0; }, content: function () { "step 0"; player.draw(); var cards = Array.from(ui.ordering.childNodes); while (cards.length) { cards.shift().discard(); } "step 1"; var evt = _status.event.getParent("phase"); if (evt) { game.resetSkills(); _status.event = evt; _status.event.finish(); _status.event.untrigger(true); } }, ai: { jueqing: true, }, }, danshou: { enable: "phaseUse", filterCard: true, position: "he", audio: 2, filter: function (event, player) { var num = player.getStat().skill.danshou; if (num) { num++; } else { num = 1; } return player.countCards("he") >= num; }, check: function (card) { if (ui.selected.cards.length >= 2) { return 4 - get.value(card); } return 6 - get.value(card); }, selectCard: function (card) { var num = _status.event.player.getStat().skill.danshou; if (num) return num + 1; return 1; }, filterTarget: function (card, player, target) { if (player == target) return false; var num = player.getStat().skill.danshou; if (num) { num++; } else { num = 1; } if (num <= 2 && !target.countCards("he")) return false; return player.inRange(target); }, content: function () { "step 0"; var num = player.getStat().skill.danshou; switch (num) { case 1: player.discardPlayerCard(target, true); break; case 2: target.chooseCard("选择一张牌交给" + get.translation(player), "he", true); break; case 3: target.damage("nocard"); break; default: game.asyncDraw([player, target], 2); } if (num != 2) event.finish(); "step 1"; if (result.cards) { target.give(result.cards, player); } }, ai: { order: 8.6, result: { target: function (player, target) { var num = player.getStat().skill.danshou; if (num) { num++; } else { num = 1; } if (num > 3) return 0; if (num == 3) return get.damageEffect(target, player, target); return -1; }, }, }, }, qice: { audio: 2, audioname: ["clan_xunyou"], enable: "phaseUse", filter: function (event, player) { const hs = player.getCards("h"); if (!hs.length) return false; if ( hs.some(card => { const mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player); return mod2 === false; }) ) return false; return lib.inpile.some(name => { if (get.type(name) != "trick") return false; const card = get.autoViewAs({ name }, hs); return event.filterCard(card, player, event); }); }, usable: 1, chooseButton: { dialog: function (player) { var list = []; for (var i = 0; i < lib.inpile.length; i++) { if (get.type(lib.inpile[i]) == "trick") list.push(["锦囊", "", lib.inpile[i]]); } return ui.create.dialog(get.translation("qice"), [list, "vcard"]); }, filter: function (button, player) { const event = _status.event.getParent(), card = get.autoViewAs( { name: button.link[2], }, player.getCards("h") ); return event.filterCard(card, player, event); }, check: function (button) { var player = _status.event.player; var recover = 0, lose = 1, players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i].hp == 1 && get.damageEffect(players[i], player, player) > 0 && !players[i].hasSha()) { return button.link[2] == "juedou" ? 2 : -1; } if (!players[i].isOut()) { if (players[i].hp < players[i].maxHp) { if (get.attitude(player, players[i]) > 0) { if (players[i].hp < 2) { lose--; recover += 0.5; } lose--; recover++; } else if (get.attitude(player, players[i]) < 0) { if (players[i].hp < 2) { lose++; recover -= 0.5; } lose++; recover--; } } else { if (get.attitude(player, players[i]) > 0) { lose--; } else if (get.attitude(player, players[i]) < 0) { lose++; } } } } if (lose > recover && lose > 0) return button.link[2] == "nanman" ? 1 : -1; if (lose < recover && recover > 0) return button.link[2] == "taoyuan" ? 1 : -1; return button.link[2] == "wuzhong" ? 1 : -1; }, backup: function (links, player) { return { audio: "qice", audioname: ["clan_xunyou"], filterCard: true, selectCard: -1, position: "h", popname: true, viewAs: { name: links[0][2] }, }; }, prompt: function (links, player) { return "将全部手牌当作" + get.translation(links[0][2]) + "使用"; }, }, ai: { order: 1, result: { player: function (player) { var num = 0; var cards = player.getCards("h"); if (cards.length >= 3 && player.hp >= 3) return 0; for (var i = 0; i < cards.length; i++) { num += Math.max(0, get.value(cards[i], player, "raw")); } num /= cards.length; num *= Math.min(cards.length, player.hp); return 12 - num; }, }, nokeep: true, skillTagFilter: function (player, tag, arg) { if (tag === "nokeep") return (!arg || (arg.card && get.name(arg.card) === "tao")) && player.isPhaseUsing() && !player.getStat("skill").qice && player.hasCard(card => get.name(card) != "tao", "h"); }, threaten: 1.6, }, }, zhiyu: { audio: 2, trigger: { player: "damageEnd" }, preHidden: true, content: function () { "step 0"; player.draw(); "step 1"; if (!player.countCards("h")) event.finish(); else player.showHandcards(); "step 2"; if (!trigger.source) return; var cards = player.getCards("h"); var color = get.color(cards[0], player); for (var i = 1; i < cards.length; i++) { if (get.color(cards[i], player) != color) return; } trigger.source.chooseToDiscard(true); }, ai: { maixie_defend: true, threaten: 0.9, }, }, xuanfeng: { audio: 2, audioname: ["boss_lvbu3"], audioname2: { re_heqi: "fenwei_heqi" }, trigger: { player: ["loseAfter", "phaseDiscardEnd"], global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"], }, direct: true, filter: function (event, player) { if (event.name == "phaseDiscard") { var cards = []; player.getHistory("lose", function (evt) { if (evt && evt.type == "discard" && evt.getParent("phaseDiscard") == event && evt.hs) cards.addArray(evt.hs); }); return cards.length > 1; } else { var evt = event.getl(player); return evt && evt.es && evt.es.length > 0; } }, content: function () { "step 0"; event.count = 2; event.logged = false; "step 1"; player .chooseTarget(get.prompt("xuanfeng"), "弃置一名其他角色的一张牌", function (card, player, target) { if (player == target) return false; return target.countDiscardableCards(player, "he"); }) .set("ai", function (target) { return -get.attitude(_status.event.player, target); }); "step 2"; if (result.bool) { if (!event.logged) { player.logSkill("xuanfeng", result.targets); event.logged = true; } else player.line(result.targets[0], "green"); player.discardPlayerCard(result.targets[0], "he", true); event.count--; } else event.finish(); "step 3"; if (event.count) event.goto(1); }, ai: { effect: { target: function (card, player, target, current) { if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3]; }, }, reverseEquip: true, noe: true, }, }, jiangchi: { audio: 2, trigger: { player: "phaseDrawBegin2" }, direct: true, filter: function (event, player) { return !event.numFixed; }, content: function () { "step 0"; player.chooseControl("jiangchi_less", "jiangchi_more", "cancel2", function () { var player = _status.event.player; if (player.countCards("h") > 3 && player.countCards("h", "sha") > 1) { return "jiangchi_less"; } if (player.countCards("h", "sha") > 2) { return "jiangchi_less"; } if (player.hp - player.countCards("h") > 1) { return "jiangchi_more"; } return "cancel2"; }); "step 1"; if (result.control == "jiangchi_less") { trigger.num--; player.addTempSkill("jiangchi2", "phaseUseEnd"); player.logSkill("jiangchi"); } else if (result.control == "jiangchi_more") { trigger.num++; player.addTempSkill("jiangchi3", "phaseUseEnd"); player.logSkill("jiangchi"); } }, }, jiangchi2: { mod: { targetInRange: function (card, player, target, now) { if (card.name == "sha") return true; }, cardUsable: function (card, player, num) { if (card.name == "sha") return num + 1; }, }, }, jiangchi3: { mod: { cardEnabled: function (card) { if (card.name == "sha") return false; }, }, }, xinzhan: { audio: 2, enable: "phaseUse", filter: function (event, player) { return player.countCards("h") > player.maxHp; }, usable: 1, content: function () { "step 0"; var cards = get.cards(3); event.cards = cards; var next = player.chooseCardButton(cards, "选择获得的红桃牌", [1, Infinity]).set("filterButton", function (button) { return get.suit(button.link) == "heart"; }); "step 1"; if (result.bool) { player.gain(result.links, "draw"); } for (var i = event.cards.length - 1; i >= 0; i--) { if (!result.bool || !result.links.includes(event.cards[i])) { ui.cardPile.insertBefore(event.cards[i], ui.cardPile.firstChild); } } }, ai: { order: 11, result: { player: 1, }, }, }, huilei: { audio: 2, trigger: { player: "die" }, forced: true, forceDie: true, filter: function (event) { return event.source && event.source.isIn(); }, logTarget: "source", skillAnimation: true, animationColor: "thunder", content: function () { trigger.source.discard(trigger.source.getCards("he")); }, ai: { threaten: 0.7, }, }, xinenyuan: { audio: 2, group: ["xinenyuan1", "xinenyuan2"], }, xinenyuan1: { audio: true, trigger: { player: "gainEnd" }, filter: function (event, player) { return event.source && event.source.isIn() && event.source != player && event.cards.length >= 2; }, logTarget: "source", check: function (event, player) { return get.attitude(player, event.source) > 0; }, prompt2: function (event, player) { return "令" + get.translation(event.source) + "摸一张牌"; }, content: function () { trigger.source.draw(); }, }, xinenyuan2: { audio: true, trigger: { player: "damageEnd" }, check: function (event, player) { var att = get.attitude(player, event.source); var num = event.source.countCards("h"); if (att <= 0) return true; if (num > 2) return true; if (num) return att < 4; return false; }, filter: function (event, player) { return event.source && event.source != player && event.num > 0 && event.source.isIn(); }, logTarget: "source", prompt2: function (event, player) { return "令" + get.translation(event.source) + "交给你一张手牌或失去1点体力"; }, content: function () { "step 0"; event.num = trigger.num; "step 1"; trigger.source.chooseCard("选择一张手牌交给" + get.translation(player) + ",或点“取消”失去1点体力").set("ai", function (card) { var player = _status.event.getParent().player, source = _status.event.player; if (get.effect(source, { name: "losehp" }, source, source) >= 0) return 0; if (get.attitude(player, source) > 0) return 11 - get.value(card); return 7 - get.value(card); }); "step 2"; if (result.bool) { trigger.source.give(result.cards, player); } else { trigger.source.loseHp(); } if (event.num > 1 && player.hasSkill("xinenyuan") && trigger.source && trigger.source.isIn()) { player.logSkill("xinenyuan", trigger.source); event.num--; event.goto(1); } }, ai: { maixie_defend: true, effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return [1, -1.5]; if (!target.hasFriend()) return; if (get.tag(card, "damage")) return [1, 0, 0, -0.7]; }, }, }, }, enyuan: { audio: 2, locked: true, group: ["enyuan1", "enyuan2"], }, enyuan1: { audio: true, trigger: { player: "damageEnd" }, forced: true, filter: function (event, player) { return event.source && event.source != player && event.source.isIn(); }, logTarget: "source", content: function () { "step 0"; trigger.source .chooseCard("选择一张红桃牌交给" + get.translation(player) + ",或点“取消”失去1点体力", function (card) { return get.suit(card) == "heart"; }) .set("ai", function (card) { var player = _status.event.getParent().player, source = _status.event.player; if (get.effect(source, { name: "losehp" }, source, source) >= 0) return 0; if (get.attitude(player, source) > 0) return 11 - get.value(card); return 7 - get.value(card); }); "step 1"; if (result.bool) { trigger.source.give(result.cards, player); } else { trigger.source.loseHp(); } }, ai: { maixie_defend: true, effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (!target.hasFriend()) return; if (get.tag(card, "damage")) return [1, 0, 0, -1]; }, }, }, }, enyuan2: { audio: true, trigger: { player: "recoverEnd" }, forced: true, logTarget: "source", filter: function (event, player) { return event.source && event.source != player && event.source.isIn(); }, content: function () { "step 0"; event.num = trigger.num; "step 1"; if (event.num > 0) { player.logSkill("enyuan1", trigger.source); trigger.source.draw(); event.num--; event.redo(); } }, }, xuanhuo: { audio: 2, enable: "phaseUse", usable: 1, discard: false, lose: false, delay: 0, filter: function (event, player) { return player.countCards("he", { suit: "heart" }); }, filterCard: function (card) { return get.suit(card) == "heart"; }, filterTarget: function (card, player, target) { if (game.countPlayer() == 2) return false; return player != target; }, check: function (card) { var player = get.owner(card); var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (players[i] != player && get.attitude(player, players[i]) > 3) break; } if (i == players.length) return -1; return 5 - get.value(card); }, content: function () { "step 0"; player.give(cards, target); // game.delay(); "step 1"; player.gainPlayerCard(target, "he", true); "step 2"; var source = target; event.card = result.links[0]; if (player.getCards("h").includes(event.card)) player .chooseTarget("将" + get.translation(event.card) + "交给另一名其他角色", function (card, player, target) { return target != _status.event.sourcex && target != player; }) .set("ai", function (target) { return get.attitude(_status.event.player, target); }) .set("sourcex", target); else event.finish(); "step 3"; if (result.bool) { player.give(card, result.targets[0], "give"); game.delay(); } }, ai: { result: { target: -0.5, }, basic: { order: 9, }, }, }, ganlu: { enable: "phaseUse", usable: 1, audio: 2, selectTarget: 2, filterTarget: function (card, player, target) { if (target.isMin()) return false; if (ui.selected.targets.length == 0) return true; if (ui.selected.targets[0].countCards("e") == 0 && target.countCards("e") == 0) return false; return Math.abs(ui.selected.targets[0].countCards("e") - target.countCards("e")) <= player.maxHp - player.hp; }, multitarget: true, content: function () { targets[0].swapEquip(targets[1]); }, ai: { order: 10, threaten: function (player, target) { return 0.8 * Math.max(1 + target.maxHp - target.hp); }, result: { target: function (player, target) { var list1 = []; var list2 = []; var num = player.maxHp - player.hp; var players = game.filterPlayer(); for (var i = 0; i < players.length; i++) { if (get.attitude(player, players[i]) > 0) list1.push(players[i]); else if (get.attitude(player, players[i]) < 0) list2.push(players[i]); } list1.sort(function (a, b) { return a.countCards("e") - b.countCards("e"); }); list2.sort(function (a, b) { return b.countCards("e") - a.countCards("e"); }); var delta; for (var i = 0; i < list1.length; i++) { for (var j = 0; j < list2.length; j++) { delta = list2[j].countCards("e") - list1[i].countCards("e"); if (delta <= 0) continue; if (delta <= num) { if (target == list1[i] || target == list2[j]) { return get.attitude(player, target); } return 0; } } } return 0; }, }, effect: { target: function (card, player, target) { if (target.hp == target.maxHp && get.tag(card, "damage")) return 0.2; }, }, }, }, buyi: { trigger: { global: "dying" }, //priority:6, audio: 2, audioname: ["re_wuguotai"], filter: function (event, player) { return event.player.hp <= 0 && event.player.countCards("h") > 0; }, direct: true, content: function () { "step 0"; var check; if (trigger.player.isUnderControl(true, player)) { check = player.hasCard(function (card) { return get.type(card) != "basic"; }); } else { check = get.attitude(player, trigger.player) > 0; } player .choosePlayerCard(trigger.player, get.prompt("buyi", trigger.player), "h") .set("ai", function (button) { if (!_status.event.check) return 0; if (_status.event.target.isUnderControl(true, _status.event.player)) { if (get.type(button.link) != "basic") { return 10 - get.value(button.link); } return 0; } else { return Math.random(); } }) .set("check", check) .set("filterButton", function (button) { if (_status.event.player == _status.event.target) { return lib.filter.cardDiscardable(button.link, _status.event.player); } return true; }); "step 1"; if (result.bool) { player.logSkill("buyi", trigger.player); event.card = result.links[0]; player.showCards([event.card], get.translation(player) + "展示的手牌"); } else { event.finish(); } "step 2"; if (get.type(event.card) != "basic") { trigger.player.recover(); trigger.player.discard(event.card); } }, ai: { threaten: 1.4, }, }, pojun: { audio: 2, trigger: { source: "damageSource" }, check: function (event, player) { if (event.player.isTurnedOver()) return get.attitude(player, event.player) > 0; if (event.player.hp < 3) { return get.attitude(player, event.player) < 0; } return get.attitude(player, event.player) > 0; }, filter: function (event) { if (event._notrigger.includes(event.player)) return false; return event.card && event.card.name == "sha" && event.player.isIn(); }, logTarget: "player", content: function () { "step 0"; trigger.player.draw(Math.min(5, trigger.player.hp)); "step 1"; trigger.player.turnOver(); }, }, jingce: { trigger: { player: "phaseUseEnd" }, frequent: true, filter: function (event, player) { return player.countUsed(null, true) >= player.hp; }, content: function () { player.draw(2); }, audio: 2, }, xinjingce: { trigger: { player: "phaseJieshuBegin" }, frequent: true, filter: function (event, player) { return player.countUsed(null, true) >= player.hp; }, content: function () { player.draw(2); }, audio: 2, }, oldchengxiang: { audio: "chengxiang", inherit: "chengxiang", }, chengxiang: { trigger: { player: "damageEnd" }, //direct:true, frequent: true, audio: 2, content: function () { "step 0"; event.cards = get.cards(4); game.cardsGotoOrdering(event.cards); event.videoId = lib.status.videoId++; game.broadcastAll( function (player, id, cards, num) { var str; if (player == game.me && !_status.auto) { str = "称象:选择任意张点数不大于" + num + "的牌"; } else { str = "称象"; } var dialog = ui.create.dialog(str, cards); dialog.videoId = id; }, player, event.videoId, event.cards, event.name == "oldchengxiang" ? 12 : 13 ); event.time = get.utc(); game.addVideo("showCards", player, ["称象", get.cardsInfo(event.cards)]); game.addVideo("delay", null, 2); "step 1"; var next = player.chooseButton([0, 4]); next.set("dialog", event.videoId); next.set("filterButton", function (button) { var num = 0; for (var i = 0; i < ui.selected.buttons.length; i++) { num += get.number(ui.selected.buttons[i].link); } return num + get.number(button.link) <= _status.event.maxNum; }); next.set("maxNum", event.name == "oldchengxiang" ? 12 : 13); next.set("ai", function (button) { let player = _status.event.player, name = get.name(button.link), val = get.value(button.link, player); if (name === "tao") return val + 2 * Math.min(3, 1 + player.getDamagedHp()); if (name === "jiu" && player.hp < 3) return val + 2 * (2.8 - player.hp); if (name === "wuxie" && player.countCards("j") && !player.hasWuxie()) return val + 5; if (player.hp > 1 && player.hasSkill("renxin") && player.hasFriend() && get.type(button.link) === "equip") return val + 4; return val; }); "step 2"; if (result.bool && result.links) { //player.logSkill('chengxiang'); var cards2 = []; for (var i = 0; i < result.links.length; i++) { cards2.push(result.links[i]); cards.remove(result.links[i]); } event.cards2 = cards2; } 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"); }, ai: { maixie: true, maixie_hp: true, effect: { target: function (card, player, target) { if (get.tag(card, "damage")) { if (player.hasSkillTag("jueqing", false, target)) return [1, -2]; if (!target.hasFriend()) return; if (target.hp >= 4) return [1, 2]; if (target.hp == 3) return [1, 1.5]; if (target.hp == 2) return [1, 0.5]; } }, }, }, }, oldrenxin: { audio: "renxin", trigger: { global: "dying" }, //priority:6, filter: function (event, player) { return event.player != player && event.player.hp <= 0 && player.countCards("h") > 0; }, check: function (event, player) { if (get.attitude(player, event.player) <= 0) return false; if (player.countCards("h", { name: ["tao", "jiu"] }) + event.player.hp < 0) return false; return true; }, content: function () { "step 0"; player.turnOver(); "step 1"; player.give(player.getCards("h"), trigger.player); "step 2"; trigger.player.recover(); }, }, renxin: { trigger: { global: "damageBegin4" }, audio: 2, audioname: ["re_caochong"], //priority:6, filter: function (event, player) { return event.player != player && event.player.hp == 1 && player.countCards("he", { type: "equip" }) > 0; }, direct: true, content: function () { "step 0"; var next = player.chooseToDiscard(get.prompt("renxin", trigger.player), "弃置一张装备牌并将武将牌翻面,然后防止" + get.translation(trigger.player) + "受到的伤害", { type: "equip" }, "he"); next.logSkill = ["renxin", trigger.player]; next.set("ai", function (card) { var player = _status.event.player; if (get.attitude(player, _status.event.getTrigger().player) > 3) { return 11 - get.value(card); } return -1; }); "step 1"; if (result.bool) { player.turnOver(); } else { event.finish(); } "step 2"; trigger.cancel(); }, ai: { expose: 0.5, }, }, yuce: { audio: 2, audioname: ["re_manchong"], trigger: { player: "damageEnd" }, direct: true, filter: function (event, player) { return player.countCards("h") > 0 && player.isDamaged(); }, content: function () { "step 0"; var next = player.chooseCard(get.prompt2("yuce")); next.set("ai", function (card) { if (get.type(card) == "basic") return 1; return Math.abs(get.value(card)) + 1; }); "step 1"; if (result.bool) { player.logSkill("yuce"); player.showCards(result.cards); var type = get.type(result.cards[0], "trick"); if (trigger.source) { trigger.source .chooseToDiscard("弃置一张不为" + get.translation(type) + "牌的牌或令" + get.translation(player) + "回复1点体力", function (card) { return get.type(card, "trick") != _status.event.type; }) .set("ai", function (card) { if (get.recoverEffect(_status.event.getParent().player, _status.event.player, _status.event.player) < 0) { return 7 - get.value(card); } return 0; }) .set("type", type); } else { event.recover = true; } } else { event.finish(); } "step 2"; if (event.recover) { player.recover(); } else if (result.bool) { //player.draw(); } else { player.recover(); } }, ai: { effect: { target: function (card, player, target) { if (get.tag(card, "damage" && target.countCards("h"))) { return 0.8; } }, }, }, }, xiansi: { audio: 2, audioname: ["re_liufeng"], trigger: { player: "phaseZhunbeiBegin" }, direct: true, content: function () { "step 0"; player.chooseTarget( get.prompt2(event.name), [1, 2], function (card, player, target) { return target.countCards("he") > 0; }, function (target) { return -get.attitude(_status.event.player, target); } ); "step 1"; if (result.bool) { result.targets.sortBySeat(); player.logSkill(event.name, result.targets); event.targets = result.targets; } else { event.finish(); } "step 2"; if (event.targets.length) { var target = event.targets.shift(); event.current = target; player.choosePlayerCard(target, true); } else { event.finish(); } "step 3"; if (result.bool) { player.addToExpansion(result.cards, event.current, "give").gaintag.add("xiansi"); event.goto(2); } }, intro: { content: "expansion", markcount: "expansion", }, onremove: function (player) { var cards = player.getExpansions("xiansi"); if (cards.length) player.loseToDiscardpile(cards); }, ai: { threaten: 2, }, global: "xiansi2", group: "xiansix", }, xiansix: {}, xiansi2: { enable: "chooseToUse", audio: 2, audioname2: { re_liufeng: "rexiansi" }, viewAs: { name: "sha", isCard: true }, filter: function (event, player) { return game.hasPlayer(function (current) { return current.hasSkill("xiansix") && current.getExpansions("xiansi").length > 1 && event.filterTarget({ name: "sha" }, player, current); }); }, filterTarget: function (card, player, target) { var bool = false; var players = ui.selected.targets.slice(0); for (var i = 0; i < players.length; i++) { if (players[i].hasSkill("xiansix") && players[i].getExpansions("xiansi").length > 1) bool = true; break; } if (!bool && (!target.hasSkill("xiansix") || target.getExpansions("xiansi").length <= 1)) return false; return _status.event._backup.filterTarget.apply(this, arguments); }, complexSelect: true, selectCard: -1, filterCard: function () { return false; }, forceaudio: true, prompt: "弃置一名有【逆】的角色的两张【逆】,然后视为对包含其在内的角色使用【杀】。", delay: false, log: false, precontent: function () { "step 0"; var targets = event.result.targets.filter(function (current) { return current.getExpansions("xiansi").length > 1 && current.hasSkill("xiansix"); }); if (targets.length == 1) { event.target = targets[0]; event.goto(2); } else if (targets.length > 0) { player .chooseTarget(true, "选择弃置【陷嗣】牌的目标", function (card, player, target) { return _status.event.list.includes(target); }) .set("list", targets) .set("ai", function (target) { var player = _status.event.player; return get.attitude(player, target); }); } else { event.finish(); } "step 1"; if (result.bool && result.targets.length) { event.target = result.targets[0]; } else { event.finish(); } "step 2"; if (event.target) { if (event.target.getExpansions("xiansi").length == 2) { event.directresult = event.target.getExpansions("xiansi").slice(0); } else { player.chooseCardButton("移去两张“逆”", 2, event.target.getExpansions("xiansi"), true); } } else { event.finish(); } "step 3"; if (event.directresult || result.bool) { player.logSkill("xiansi2_log", event.target); game.trySkillAudio("xiansi2", event.target, true); var links = event.directresult || result.links; target.loseToDiscardpile(links); } }, ai: { order: function () { return get.order({ name: "sha" }) + 0.05; }, }, subSkill: { log: {} }, }, shibei: { trigger: { player: "damageEnd" }, forced: true, audio: 2, audioname: ["xin_jushou"], check: function (event, player) { return player.getHistory("damage").indexOf(event) == 0; }, content: function () { if (player.getHistory("damage").indexOf(trigger) > 0) { player.loseHp(); } else { player.recover(); } }, subSkill: { damaged: {}, ai: {}, }, ai: { maixie_defend: true, threaten: 0.9, effect: { target: function (card, player, target) { if (player.hasSkillTag("jueqing")) return; if (target.hujia) return; if (player._shibei_tmp) return; if (target.hasSkill("shibei_ai")) return; if (_status.event.getParent("useCard", true) || _status.event.getParent("_wuxie", true)) return; if (get.tag(card, "damage")) { if (target.getHistory("damage").length > 0) { return [1, -2]; } else { if (get.attitude(player, target) > 0 && target.hp > 1) { return 0; } if (get.attitude(player, target) < 0 && !player.hasSkillTag("damageBonus")) { if (card.name == "sha") return; var sha = false; player._shibei_tmp = true; var num = player.countCards("h", function (card) { if (card.name == "sha") { if (sha) { return false; } else { sha = true; } } return get.tag(card, "damage") && player.canUse(card, target) && get.effect(target, card, player, player) > 0; }); delete player._shibei_tmp; if (player.hasSkillTag("damage")) { num++; } if (num < 2) { var enemies = player.getEnemies(); if (enemies.length == 1 && enemies[0] == target && player.needsToDiscard()) { return; } return 0; } } } } }, }, }, }, shibei_old: { audio: 2, trigger: { player: "damageAfter" }, forced: true, content: function () { "step 0"; player.judge(function (card) { if (player.hasSkill("shibei2")) { if (get.color(card) == "black") return -1; } else { if (get.color(card) == "red") return 1; } return 0; }); "step 1"; if (result.judge > 0) { player.recover(); } else if (result.judge < 0) { player.loseHp(); } if (!player.hasSkill("shibei2")) { player.addTempSkill("shibei2"); } }, }, shibei2: {}, jianying: { audio: 2, locked: false, mod: { aiOrder: function (player, card, num) { if (typeof card == "object" && player.isPhaseUsing()) { var evt = player.getLastUsed(); if (!evt || !evt.card || evt.getParent("phaseUse") !== _status.event.getParent("phaseUse")) return num; if ((get.suit(evt.card) && get.suit(evt.card) == get.suit(card)) || (evt.card.number && evt.card.number == get.number(card))) { return num + 10; } } }, }, trigger: { player: "useCard" }, frequent: true, filter: function (event, player) { var evt = player.getLastUsed(1); if (!evt || !evt.card) return false; if (!player.isPhaseUsing()) return false; var evt2 = evt.getParent("phaseUse"); if (!evt2 || evt2.name != "phaseUse" || evt2 !== event.getParent("phaseUse")) return false; return (get.suit(evt.card) != "none" && get.suit(evt.card) == get.suit(event.card)) || (typeof get.number(evt.card, false) == "number" && get.number(evt.card, false) == get.number(event.card)); }, content: function () { player.draw(); }, group: "jianying_mark", init: function (player) { if (player.isPhaseUsing()) { var evt = _status.event.getParent("phaseUse"); var history = player.getHistory("useCard", function (evt2) { return evt2.getParent("phaseUse") == evt; }); if (history.length) { var trigger = history[history.length - 1]; if (get.suit(trigger.card, player) == "none" || typeof get.number(trigger.card, player) != "number") return; player.storage.jianying_mark = trigger.card; player.markSkill("jianying_mark"); game.broadcastAll( function (player, suit) { if (player.marks.jianying_mark) player.marks.jianying_mark.firstChild.innerHTML = get.translation(suit); }, player, get.suit(trigger.card, player) ); player.when("phaseUseAfter").then(() => { player.unmarkSkill("jianying_mark"); delete player.storage.jianying_mark; }); } } }, onremove: function (player) { player.unmarkSkill("jianying_mark"); delete player.storage.jianying_mark; }, subSkill: { mark: { charlotte: true, trigger: { player: "useCard1" }, filter: function (event, player) { return player.isPhaseUsing(); }, forced: true, popup: false, firstDo: true, content: function () { if (get.suit(trigger.card, player) == "none" || typeof get.number(trigger.card, player) != "number") player.unmarkSkill("jianying_mark"); else { player.storage.jianying_mark = trigger.card; player.markSkill("jianying_mark"); game.broadcastAll( function (player, suit) { if (player.marks.jianying_mark) player.marks.jianying_mark.firstChild.innerHTML = get.translation(suit); }, player, get.suit(trigger.card, player) ); player.when("phaseUseAfter").then(() => { player.unmarkSkill("jianying_mark"); delete player.storage.jianying_mark; }); } }, intro: { markcount: function (card, player) { var num = get.number(card, player); var list = [1, 11, 12, 13]; if (list.includes(num)) return ["A", "J", "Q", "K"][list.indexOf(num)]; return parseFloat(num); }, content: function (card, player) { var suit = get.suit(card, player); var num = get.number(card, player); var str = "
  • 上一张牌的花色:" + get.translation(suit); str += "
  • 上一张牌的点数:"; var list = [1, 11, 12, 13]; if (list.includes(num)) str += ["A(1)", "J(11)", "Q(12)", "K(13)"][list.indexOf(num)]; else str += parseFloat(num); return str; }, }, }, }, }, zzhenggong: { trigger: { player: "damageEnd" }, direct: true, filter: function (event, player) { return event.source && event.source.countCards("e") > 0; }, content: function () { "step 0"; var att = get.attitude(player, trigger.source); player.gainPlayerCard("e", get.prompt("zzhenggong"), trigger.source).ai = function (button) { if (att <= 0) { return get.equipValue(button.link); } return 0; }; "step 1"; if (result.bool) { player.logSkill("zzhenggong", trigger.source); var card = result.links[0]; if (player.getCards("h").includes(card)) { player.$give(card, player, false); player.equip(card); } } }, ai: { maixie_defend: true, }, }, zquanji: { trigger: { global: "phaseBegin" }, //priority:15, check: function (event, player) { var att = get.attitude(player, event.player); if (att < 0) { var nh1 = event.player.countCards("h"); var nh2 = player.countCards("h"); return nh1 <= 2 && nh2 > nh1 + 1; } if (att > 0 && event.player.hasJudge("lebu") && event.player.countCards("h") > event.player.hp + 1) return true; return false; }, logTarget: "player", filter: function (event, player) { return event.player != player && player.canCompare(event.player); }, content: function () { "step 0"; player.chooseToCompare(trigger.player); "step 1"; if (result.bool) { trigger.player.skip("phaseZhunbei"); trigger.player.skip("phaseJudge"); } }, ai: { expose: 0.2, }, }, zbaijiang: { skillAnimation: true, trigger: { player: "phaseZhunbeiBegin" }, forced: true, unique: true, derivation: ["zyexin", "zzili", "zpaiyi"], filter: function (event, player) { return player.countCards("e") >= 2; }, content: function () { player.awakenSkill("zbaijiang"); player.gainMaxHp(); player.changeSkills(["zyexin", "zzili"], ["zquanji", "zzhenggong"]); }, }, zyexin: { trigger: { player: "damageEnd", source: "damageSource" }, marktext: "权", frequent: true, intro: { content: "expansion", markcount: "expansion", }, onremove: function (player, skill) { var cards = player.getExpansions(skill); if (cards.length) player.loseToDiscardpile(cards); }, content: function () { player.addToExpansion("zyexin", get.cards(), "gain2").gaintag.add("zyexin"); }, group: "zyexin2", }, zyexin2: { enable: "phaseUse", usable: 1, lose: false, discard: false, delay: false, selectCard: [1, Infinity], filterCard: true, filter: function (event, player) { return player.getExpansions("zyexin").length > 0; }, prompt: "用任意数量的手牌与等量的“权”交换", content: function () { "step 0"; player.addToExpansion(cards, "give", player).gaintag.add("zyexin"); "step 1"; player.chooseCardButton(player.getExpansions("zyexin"), "选择" + get.cnNumber(cards.length) + "张牌作为手牌", cards.length, true).ai = function (button) { return get.value(button.link); }; "step 2"; player.gain(result.links, "gain2"); }, ai: { order: 5, result: { player: 1, }, }, }, zzili: { skillAnimation: true, unique: true, derivation: "zpaiyi", trigger: { player: "phaseZhunbeiBegin" }, filter: function (event, player) { return player.getExpansions("zyexin").length >= 4; }, forced: true, async content(e, t, player) { player.awakenSkill("zzili"); player.loseMaxHp(); player.addSkills("zpaiyi"); }, // intro:{ // content:'limited' // } }, zpaiyi: { trigger: { player: "phaseJieshuBegin" }, filter: function (event, player) { return player.getExpansions("zyexin").length; }, direct: true, content: function () { "step 0"; var next = player.chooseCardButton(get.prompt("zpaiyi"), player.getExpansions("zyexin")); next.set("ai", function (button) { return get.value(button.link); }); "step 1"; if (result.bool) { var card = result.links[0]; event.card = card; player .chooseTarget(function (card, player, target) { var card = _status.event.card; var type = get.type(card); switch (type) { case "basic": case "trick": return true; case "delay": return target.canAddJudge(card); case "equip": return target.canEquip(card, true); } return true; }) .set("ai", function (target) { var player = _status.event.player; return get.effect(target, _status.event.card, player, player); }) .set("card", card); } else { event.finish(); } "step 2"; if (result.bool) { var type = get.type(event.card), target = result.targets[0]; player.logSkill("zpaiyi", target); switch (type) { case "basic": case "trick": player.give(event.card, target, "give"); break; case "delay": player.$give(event.card, target, false); target.addJudge(event.card); break; case "equip": player.$give(event.card, target, false); target.equip(event.card); } if (player != result.targets[0]) { player.chooseBool("是否摸一张牌?"); } else event.finish(); } else event.finish(); "step 3"; if (result.bool) player.draw(); }, ai: { combo: "zyexin", }, }, }; export default skills;