noname/character/standard/skill.js

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import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//标准版甘夫人
stdshushen: {
audio: "shushen",
trigger: { player: "recoverEnd" },
getIndex(event) {
return event.num || 1;
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("stdshushen"), lib.filter.notMe)
.set("ai", target => get.attitude(_status.event.player, target))
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
await target.draw(target.countCards("h") > 0 ? 1 : 2);
},
ai: { threaten: 0.8, expose: 0.1 },
},
stdkuangfu: {
audio: "xinkuangfu",
trigger: { source: "damageSource" },
forced: true,
usable: 1,
filter(event, player) {
return player.isPhaseUsing() && event.card && event.card.name == "sha" && event.player != player && event.player.isIn();
},
async content(event, trigger, player) {
if (trigger.player.hp < player.hp) player.draw(2);
else player.loseHp();
},
ai: {
halfneg: true,
},
},
rewangzun: {
trigger: { global: "phaseZhunbeiBegin" },
forced: true,
audio: "wangzun",
filter(event, player) {
return event.player.hp > player.hp;
},
logTarget: "player",
async content(event, trigger, player) {
player.draw();
let zhu = false;
const target = trigger.player;
switch (get.mode()) {
case "identity": {
zhu = target.isZhu;
break;
}
case "guozhan": {
zhu = get.is.jun(target);
break;
}
case "versus": {
zhu = target.identity == "zhu";
break;
}
case "doudizhu": {
zhu = target == game.zhu;
break;
}
}
if (zhu) {
player.draw();
target.addTempSkill("rewangzun2");
target.addMark("rewangzun2", 1, false);
}
},
},
rewangzun2: {
onremove: true,
mod: {
maxHandcard(player, num) {
return num - player.countMark("rewangzun2");
},
},
intro: { content: "手牌上限-#" },
},
retongji: {
trigger: { global: "useCardToTarget" },
logTarget: "target",
audio: "tongji",
filter(event, player) {
return event.card.name == "sha" && event.player != player && !event.targets.includes(player) && event.target.inRange(player) && event.target.countCards("he") > 0;
},
async cost(event, trigger, player) {
const { result } = await trigger.target
.chooseCard("he", "是否对" + get.translation(player) + "发动【同疾】?", "弃置一张牌,将" + get.translation(trigger.card) + "转移给" + get.translation(player), lib.filter.cardDiscardable)
.set("ai", card => {
if (!_status.event.check) return -1;
return get.unuseful(card) + 9;
})
.set(
"check",
(() => {
if (trigger.target.countCards("h", "shan")) {
return -get.attitude(trigger.target, player);
}
if (get.attitude(trigger.target, player) < 5) {
return 6 - get.attitude(trigger.target, player);
}
if (trigger.target.hp == 1 && player.countCards("h", "shan") == 0) {
return 10 - get.attitude(trigger.target, player);
}
if (trigger.target.hp == 2 && player.countCards("h", "shan") == 0) {
return 8 - get.attitude(trigger.target, player);
}
return -1;
})() > 0
);
if (result.bool) {
event.result = {
bool: true,
cost_data: {
cards: result.cards,
},
};
}
},
async content(event, trigger, player) {
trigger.target.discard(event.cost_data.cards);
const evt = trigger.getParent();
evt.triggeredTargets2.remove(trigger.target);
evt.targets.remove(trigger.target);
evt.targets.push(player);
},
ai: {
neg: true,
},
},
hujia: {
audio: 2,
audioname: ["re_caocao"],
unique: true,
zhuSkill: true,
trigger: { player: ["chooseToRespondBefore", "chooseToUseBefore"] },
filter(event, player) {
if (event.responded) return false;
if (player.storage.hujiaing) return false;
if (!player.hasZhuSkill("hujia")) return false;
if (!event.filterCard({ name: "shan", isCard: true }, player, event)) return false;
return game.hasPlayer(current => current != player && current.group == "wei");
},
check(event, player) {
if (get.damageEffect(player, event.player, player) >= 0) return false;
return true;
},
async content(event, trigger, player) {
while (true) {
let bool;
if (!event.current) event.current = player.next;
if (event.current == player) return;
else if (event.current.group == "wei") {
if ((event.current == game.me && !_status.auto) || get.attitude(event.current, player) > 2 || event.current.isOnline()) {
player.storage.hujiaing = true;
const next = event.current.chooseToRespond("是否替" + get.translation(player) + "打出一张闪?", { name: "shan" });
next.set("ai", () => {
const event = _status.event;
return get.attitude(event.player, event.source) - 2;
});
next.set("skillwarn", "替" + get.translation(player) + "打出一张闪");
next.autochoose = lib.filter.autoRespondShan;
next.set("source", player);
bool = (await next).result.bool;
}
}
player.storage.hujiaing = false;
if (bool) {
trigger.result = { bool: true, card: { name: "shan", isCard: true } };
trigger.responded = true;
trigger.animate = 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;
}
return;
} else {
event.current = event.current.next;
}
}
},
ai: {
respondShan: true,
skillTagFilter(player) {
if (player.storage.hujiaing) return false;
if (!player.hasZhuSkill("hujia")) return false;
return game.hasPlayer(current => current != player && current.group == "wei");
},
},
},
jianxiong: {
audio: 2,
preHidden: true,
trigger: { player: "damageEnd" },
filter(event, player) {
return get.itemtype(event.cards) == "cards" && get.position(event.cards[0], true) == "o";
},
async content(event, trigger, player) {
player.gain(trigger.cards, "gain2");
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target(card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
if (get.tag(card, "damage")) return [1, 0.55];
},
},
},
},
fankui: {
audio: 2,
trigger: { player: "damageEnd" },
logTarget: "source",
preHidden: true,
filter(event, player) {
return event.source && event.source.countGainableCards(player, event.source != player ? "he" : "e") > 0 && event.num > 0;
},
async content(event, trigger, player) {
player.gainPlayerCard(true, trigger.source, trigger.source != player ? "he" : "e");
},
ai: {
maixie_defend: true,
effect: {
target(card, player, target) {
if (player.countCards("he") > 1 && get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1.5];
if (get.attitude(target, player) < 0) return [1, 1];
}
},
},
},
},
guicai: {
audio: 2,
trigger: { global: "judge" },
preHidden: true,
filter(event, player) {
return player.countCards(get.mode() == "guozhan" ? "hes" : "hs") > 0;
},
async cost(event, trigger, player) {
const {
result: { bool, cards },
} = await player
.chooseCard(get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "" + get.prompt("guicai"), get.mode() == "guozhan" ? "hes" : "hs", card => {
const player = _status.event.player;
const mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
const mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
if (mod != "unchanged") return mod;
return true;
})
.set("ai", card => {
const trigger = _status.event.getTrigger();
const player = _status.event.player;
const judging = _status.event.judging;
const result = trigger.judge(card) - trigger.judge(judging);
const attitude = get.attitude(player, trigger.player);
if (attitude == 0 || result == 0) return 0;
if (attitude > 0) {
return result - get.value(card) / 2;
} else {
return -result - get.value(card) / 2;
}
})
.set("judging", trigger.player.judging[0])
.setHiddenSkill("guicai");
if (bool) event.result = { bool, cost_data: { cards } };
},
//技能的logSkill跟着打出牌走 不进行logSkill
popup: false,
async content(event, trigger, player) {
const chooseCardResultCards = event.cost_data.cards;
player.respond(chooseCardResultCards, "guicai", "highlight", "noOrdering");
if (trigger.player.judging[0].clone) {
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
game.broadcast(function (card) {
if (card.clone) {
card.clone.classList.remove("thrownhighlight");
}
}, trigger.player.judging[0]);
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
}
game.cardsDiscard(trigger.player.judging[0]);
trigger.player.judging[0] = chooseCardResultCards[0];
trigger.orderingCards.addArray(chooseCardResultCards);
game.log(trigger.player, "的判定牌改为", chooseCardResultCards[0]);
game.asyncDelay(2);
},
ai: {
rejudge: true,
tag: {
rejudge: 1,
},
},
},
ganglie: {
audio: 2,
trigger: { player: "damageEnd" },
filter(event, player) {
return event.source != undefined;
},
check(event, player) {
return get.attitude(player, event.source) <= 0;
},
logTarget: "source",
async content(event, trigger, player) {
const judgeEvent = player.judge(card => {
if (get.suit(card) == "heart") return -2;
return 2;
});
judgeEvent.judge2 = result => result.bool;
const {
result: { judge },
} = await judgeEvent;
if (judge < 2) return;
const {
result: { bool },
} = await trigger.source.chooseToDiscard(2).set("ai", card => {
if (card.name == "tao") return -10;
if (card.name == "jiu" && _status.event.player.hp == 1) return -10;
return get.unuseful(card) + 2.5 * (5 - get.owner(card).hp);
});
if (bool == false) {
trigger.source.damage();
}
},
ai: {
maixie_defend: true,
effect: {
target(card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
return 0.8;
// if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
},
},
},
},
ganglie_three: {
audio: "ganglie",
trigger: { player: "damageEnd" },
async cost(event, trigger, player) {
const { result } = await player
.chooseTarget(get.prompt2("ganglie_three"), (card, player, target) => {
return target.isEnemyOf(player);
})
.set("ai", target => {
return -get.attitude(_status.event.player, target) / Math.sqrt(1 + target.countCards("h"));
});
event.result = result;
},
async content(event, trigger, player) {
event.target = event.targets[0];
player.logSkill("ganglie_three", event.target);
const judgeEvent = player.judge(card => {
if (get.suit(card) == "heart") return -2;
return 2;
});
judgeEvent.judge2 = result => result.bool;
const {
result: { judge },
} = await judgeEvent;
if (judge < 2) return;
const {
result: { bool: chooseToDiscardResultBool },
} = await event.target.chooseToDiscard(2).set("ai", card => {
if (card.name == "tao") return -10;
if (card.name == "jiu" && _status.event.player.hp == 1) return -10;
return get.unuseful(card) + 2.5 * (5 - get.owner(card).hp);
});
if (chooseToDiscardResultBool === false) {
event.target.damage();
}
},
ai: {
maixie_defend: true,
effect: {
target(card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
return 0.8;
// if(get.tag(card,'damage')&&get.damageEffect(target,player,player)>0) return [1,0,0,-1.5];
},
},
},
},
tuxi: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter(event, player) {
return !event.numFixed;
},
async cost(event, trigger, player) {
let num = game.countPlayer(current => current != player && current.countCards("h") > 0 && get.attitude(player, current) <= 0);
let check = num >= 2;
const { result } = await player
.chooseTarget(
get.prompt("tuxi"),
"获得其他一至两名角色的各一张手牌",
[1, 2],
(card, player, target) => {
return target.countCards("h") > 0 && player != target;
},
target => {
if (!_status.event.aicheck) return 0;
const att = get.attitude(_status.event.player, target);
if (target.hasSkill("tuntian")) return att / 10;
return 1 - att;
}
)
.set("aicheck", check);
event.result = result;
},
async content(event, trigger, player) {
player.gainMultiple(event.targets);
trigger.changeToZero();
game.asyncDelay();
},
ai: {
threaten: 2,
expose: 0.3,
},
},
luoyi: {
audio: 2,
trigger: { player: "phaseDrawBegin2" },
check(event, player) {
if (player.skipList.includes("phaseUse") || player.countCards("h") < 3) return false;
if (!player.hasSha()) return false;
return game.hasPlayer(current => get.attitude(player, current) < 0 && player.canUse("sha", current));
},
preHidden: true,
filter(event, player) {
return !event.numFixed && event.num > 0;
},
async content(event, trigger, player) {
player.addTempSkill("luoyi2", "phaseJieshuBegin");
trigger.num--;
},
},
luoyi2: {
trigger: { source: "damageBegin1" },
filter(event) {
return event.card && (event.card.name == "sha" || event.card.name == "juedou") && event.notLink();
},
forced: true,
async content(event, trigger, player) {
trigger.num++;
},
ai: {
damageBonus: true,
},
},
tiandu: {
audio: 2,
audioname: ["re_guojia", "xizhicai", "gz_nagisa"],
trigger: { player: "judgeEnd" },
preHidden: true,
frequent(event) {
//if(get.mode()=='guozhan') return false;
return event.result.card.name !== "du";
},
check(event) {
return event.result.card.name !== "du";
},
filter(event, player) {
return get.position(event.result.card, true) == "o";
},
async content(event, trigger, player) {
player.gain(trigger.result.card, "gain2");
},
},
yiji: {
audio: 2,
trigger: { player: "damageEnd" },
frequent: true,
filter(event) {
return event.num > 0;
},
getIndex(event, player, triggername) {
return event.num;
},
async content(event, trigger, player) {
const { cards } = await game.cardsGotoOrdering(get.cards(2));
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
event.given_map = {};
if (!cards.length) return;
// event.goto -> do while
do {
const {
result: { bool, links },
} =
cards.length == 1
? { result: { links: cards.slice(0), bool: true } }
: await player.chooseCardButton("遗计:请选择要分配的牌", true, cards, [1, cards.length]).set("ai", () => {
if (ui.selected.buttons.length == 0) return 1;
return 0;
});
if (!bool) return;
cards.removeArray(links);
event.togive = links.slice(0);
const {
result: { targets },
} = await player
.chooseTarget("选择一名角色获得" + get.translation(links), true)
.set("ai", target => {
const 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);
if (targets.length) {
const id = targets[0].playerid,
map = event.given_map;
if (!map[id]) map[id] = [];
map[id].addArray(event.togive);
}
} while (cards.length > 0);
if (_status.connectMode) {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
const list = [];
for (const i in event.given_map) {
const source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, "green");
if (player !== source && (get.mode() !== "identity" || player.identity !== "nei")) player.addExpose(0.2);
list.push([source, event.given_map[i]]);
}
game.loseAsync({
gain_list: list,
giver: player,
animate: "draw",
}).setContent("gaincardMultiple");
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target(card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (!target.hasFriend()) return;
let num = 1;
if (get.attitude(player, target) > 0) {
if (player.needsToDiscard()) num = 0.7;
else num = 0.5;
}
if (target.hp >= 4) return [1, num * 2];
if (target.hp == 3) return [1, num * 1.5];
if (target.hp == 2) return [1, num * 0.5];
}
},
},
},
},
luoshen: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
preHidden: true,
async content(event, trigger, player) {
while (true) {
if (event.cards == undefined) event.cards = [];
const judgeEvent = player.judge(card => {
if (get.color(card) == "black") return 1.5;
return -1.5;
});
judgeEvent.judge2 = result => result.bool;
if (get.mode() != "guozhan" && !player.hasSkillTag("rejudge"))
judgeEvent.set("callback", async event => {
if (event.judgeResult.color == "black" && get.position(event.card, true) == "o") await player.gain(event.card, "gain2");
});
else
judgeEvent.set("callback", async event => {
if (event.judgeResult.color == "black") event.getParent().orderingCards.remove(event.card);
});
const {
result: { judge, card },
} = await judgeEvent;
let bool;
if (judge > 0) {
event.cards.push(card);
bool = (await player.chooseBool("是否再次发动【洛神】?").set("frequentSkill", "luoshen")).result.bool;
} else {
for (let i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i], true) != "o") {
event.cards.splice(i, 1);
i--;
}
}
if (event.cards.length) {
player.gain(event.cards, "gain2");
}
return;
}
if (!bool) {
if (event.cards.length) {
player.gain(event.cards, "gain2");
}
return;
}
}
},
},
xinluoshen: {
audio: "luoshen",
// alter:true,
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
async content(event, trigger, player) {
while (true) {
if (event.cards == undefined) event.cards = [];
const judgeEvent = player.judge(card => {
if (get.color(card) == "black") return 1.5;
return -1.5;
}, ui.special);
judgeEvent.judge2 = result => result.bool;
const {
result: { judge, card },
} = await judgeEvent;
let bool;
if (judge > 0) {
event.cards.push(card);
bool = lib.config.autoskilllist.includes("luoshen") ? (await player.chooseBool("是否再次发动【洛神】?")).result.bool : true;
} else {
for (let i = 0; i < event.cards.length; i++) {
if (get.position(event.cards[i]) != "s") {
event.cards.splice(i, 1);
i--;
}
}
player.gain(event.cards, "gain2");
player.storage.xinluoshen = event.cards.slice(0);
return;
}
if (!bool) {
if (event.cards.length) {
player.gain(event.cards, "gain2");
player.storage.xinluoshen = event.cards.slice(0);
return;
}
}
}
},
mod: {
ignoredHandcard(card, player) {
if (get.is.altered("xinluoshen") && player.storage.xinluoshen && player.storage.xinluoshen.includes(card)) {
return true;
}
},
},
group: "xinluoshen_clear",
subSkill: {
clear: {
trigger: { player: "phaseAfter" },
silent: true,
async content(event, trigger, player) {
delete player.storage.xinluoshen;
},
},
},
},
qingguo: {
mod: {
aiValue(player, card, num) {
if (get.name(card) != "shan" && get.color(card) != "black") return;
const cards = player.getCards("hs", card => get.name(card) == "shan" || get.color(card) == "black");
cards.sort((a, b) => {
return (get.name(b) == "shan" ? 1 : 2) - (get.name(a) == "shan" ? 1 : 2);
});
const geti = () => {
if (cards.includes(card)) cards.indexOf(card);
return cards.length;
};
if (get.name(card) == "shan") return Math.min(num, [6, 4, 3][Math.min(geti(), 2)]) * 0.6;
return Math.max(num, [6.5, 4, 3][Math.min(geti(), 2)]);
},
aiUseful() {
return lib.skill.qingguo.mod.aiValue.apply(this, arguments);
},
},
locked: false,
audio: 2,
audioname: ["sb_zhenji"],
enable: ["chooseToRespond", "chooseToUse"],
filterCard(card) {
return get.color(card) == "black";
},
viewAs: { name: "shan" },
viewAsFilter(player) {
if (!player.countCards("hs", { color: "black" })) return false;
},
position: "hs",
prompt: "将一张黑色手牌当闪使用或打出",
check() {
return 1;
},
ai: {
order: 3,
respondShan: true,
skillTagFilter(player) {
if (!player.countCards("hs", { color: "black" })) return false;
},
effect: {
target(card, player, target, current) {
if (get.tag(card, "respondShan") && current < 0) return 0.6;
},
},
},
},
rende: {
audio: 2,
enable: "phaseUse",
filterCard: true,
selectCard: [1, Infinity],
discard: false,
lose: false,
delay: 0,
filterTarget(card, player, target) {
return player != target;
},
check(card) {
if (ui.selected.cards.length > 1) return 0;
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0;
if (!ui.selected.cards.length && card.name == "du") return 20;
const player = get.owner(card);
let num = 0;
const evt2 = _status.event.getParent();
player.getHistory("lose", evt => {
if (evt.getParent().skill == "rende" && evt.getParent(3) == evt2) num += evt.cards.length;
});
if (player.hp == player.maxHp || num > 1 || player.countCards("h") <= 1) {
if (ui.selected.cards.length) {
return -1;
}
const players = game.filterPlayer();
for (let i = 0; i < players.length; i++) {
if (players[i].hasSkill("haoshi") && !players[i].isTurnedOver() && !players[i].hasJudge("lebu") && get.attitude(player, players[i]) >= 3 && get.attitude(players[i], player) >= 3) {
return 11 - get.value(card);
}
}
if (player.countCards("h") > player.hp) return 10 - get.value(card);
if (player.countCards("h") > 2) return 6 - get.value(card);
return -1;
}
return 10 - get.value(card);
},
async content(event, trigger, player) {
const evt2 = event.getParent(3);
let num = 0;
player.getHistory("lose", evt => {
if (evt.getParent(2).name == "rende" && evt.getParent(5) == evt2) num += evt.cards.length;
});
player.give(event.cards, event.target);
if (num < 2 && num + event.cards.length > 1) player.recover();
},
ai: {
order(skill, player) {
if (player.hp < player.maxHp && player.storage.rende < 2 && player.countCards("h") > 1) {
return 10;
}
return 1;
},
result: {
target(player, target) {
if (target.hasSkillTag("nogain")) return 0;
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") {
return target.hasSkillTag("nodu") ? 0 : -10;
}
if (target.hasJudge("lebu")) return 0;
const nh = target.countCards("h");
const np = player.countCards("h");
if (player.hp == player.maxHp || player.storage.rende < 0 || player.countCards("h") <= 1) {
if (nh >= np - 1 && np <= player.hp && !target.hasSkill("haoshi")) return 0;
}
return Math.max(1, 5 - nh);
},
},
effect: {
target(card, player, target) {
if (player == target && get.type(card) == "equip") {
if (player.countCards("e", { subtype: get.subtype(card) })) {
const players = game.filterPlayer();
for (let i = 0; i < players.length; i++) {
if (players[i] != player && get.attitude(player, players[i]) > 0) {
return 0;
}
}
}
}
},
},
threaten: 0.8,
},
},
rende1: {
trigger: { player: "phaseUseBegin" },
silent: true,
async content(event, trigger, player) {
player.storage.rende = 0;
},
},
jijiang: {
audio: "jijiang1",
audioname: ["liushan", "re_liubei", "re_liushan", "ol_liushan"],
unique: true,
group: ["jijiang1"],
zhuSkill: true,
filter(event, player) {
if (!player.hasZhuSkill("jijiang") || !game.hasPlayer(current => current != player && current.group == "shu")) return false;
return !event.jijiang && (event.type != "phase" || !player.hasSkill("jijiang3"));
},
enable: ["chooseToUse", "chooseToRespond"],
viewAs: { name: "sha" },
filterCard() {
return false;
},
selectCard: -1,
ai: {
order() {
return get.order({ name: "sha" }) + 0.3;
},
respondSha: true,
skillTagFilter(player) {
if (!player.hasZhuSkill("jijiang") || !game.hasPlayer(current => current != player && current.group == "shu")) return false;
},
},
},
jijiang1: {
audio: 2,
audioname: ["liushan", "re_liubei", "re_liushan", "ol_liushan"],
trigger: { player: ["useCardBegin", "respondBegin"] },
logTarget: "targets",
filter(event, player) {
return event.skill == "jijiang";
},
forced: true,
async content(event, trigger, player) {
delete trigger.skill;
trigger.getParent().set("jijiang", true);
while (true) {
if (event.current == undefined) event.current = player.next;
if (event.current == player) {
player.addTempSkill("jijiang3");
trigger.cancel();
trigger.getParent().goto(0);
return;
} else if (event.current.group == "shu") {
const chooseToRespondEvent = event.current.chooseToRespond("是否替" + get.translation(player) + "打出一张杀?", { name: "sha" });
chooseToRespondEvent.set("ai", () => {
const event = _status.event;
return get.attitude(event.player, event.source) - 2;
});
chooseToRespondEvent.set("source", player);
chooseToRespondEvent.set("jijiang", true);
chooseToRespondEvent.set("skillwarn", "替" + get.translation(player) + "打出一张杀");
chooseToRespondEvent.noOrdering = true;
chooseToRespondEvent.autochoose = lib.filter.autoRespondSha;
const { bool, card, cards } = (await chooseToRespondEvent).result;
if (bool) {
trigger.card = card;
trigger.cards = 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;
}
return;
} else event.current = event.current.next;
} else event.current = event.current.next;
}
},
},
jijiang3: {
trigger: { global: ["useCardAfter", "useSkillAfter", "phaseAfter"] },
silent: true,
charlotte: true,
filter(event) {
return event.skill != "jijiang" && event.skill != "qinwang";
},
async content(event, trigger, player) {
player.removeSkill("jijiang3");
},
},
wusheng: {
audio: 2,
audioname2: {
old_guanzhang: "old_fuhun",
old_guanyu: "wusheng_re_guanyu",
},
audioname: ["re_guanyu", "guanzhang", "jsp_guanyu", "guansuo", "re_guanzhang", "dc_jsp_guanyu"],
enable: ["chooseToRespond", "chooseToUse"],
filterCard(card, player) {
if (get.zhu(player, "shouyue")) return true;
return get.color(card) == "red";
},
position: "hes",
viewAs: { name: "sha" },
viewAsFilter(player) {
if (get.zhu(player, "shouyue")) {
if (!player.countCards("hes")) return false;
} else {
if (!player.countCards("hes", { color: "red" })) return false;
}
},
prompt: "将一张红色牌当杀使用或打出",
check(card) {
const val = get.value(card);
if (_status.event.name == "chooseToRespond") return 1 / Math.max(0.1, val);
return 5 - val;
},
ai: {
skillTagFilter(player) {
if (get.zhu(player, "shouyue")) {
if (!player.countCards("hes")) return false;
} else {
if (!player.countCards("hes", { color: "red" })) return false;
}
},
respondSha: true,
},
},
wusheng_re_guanyu: { audio: 2 },
zhongyi: {
audio: 2,
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "orange",
filterCard: true,
position: "he",
filter(event, player) {
return player.countCards("he") > 0;
},
discard: false,
lose: false,
async content(event, trigger, player) {
player.awakenSkill("zhongyi");
player.addTempSkill("zhongyi2", "roundStart");
player.addToExpansion(player, "give", event.cards).gaintag.add("zhongyi2");
},
},
zhongyi2: {
trigger: { global: "damageBegin1" },
forced: true,
popup: false,
logTarget: "source",
filter(event, player) {
return event.getParent().name == "sha" && event.source && event.source.isFriendOf(player);
},
async content(event, trigger, player) {
trigger.num++;
},
intro: { content: "expansion", markcount: "expansion" },
onremove(player, skill) {
const cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
},
paoxiao: {
audio: 2,
firstDo: true,
audioname: ["re_zhangfei", "guanzhang", "xiahouba"],
audioname2: {
old_guanzhang: "old_fuhun",
dc_xiahouba: "paoxiao_xiahouba",
},
trigger: { player: "useCard1" },
forced: true,
filter(event, player) {
return !event.audioed && event.card.name == "sha" && player.countUsed("sha", true) > 1 && event.getParent().type == "phase";
},
async content(event, trigger, player) {
trigger.audioed = true;
},
mod: {
cardUsable(card, player, num) {
if (card.name == "sha") return Infinity;
},
},
ai: {
unequip: true,
skillTagFilter(player, tag, arg) {
if (!get.zhu(player, "shouyue")) return false;
if (arg && arg.name == "sha") return true;
return false;
},
},
},
paoxiao_xiahouba: { audio: 2 },
guanxing_fail: {},
guanxing: {
audio: 2,
audioname: ["jiangwei", "re_jiangwei", "re_zhugeliang", "ol_jiangwei"],
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
preHidden: true,
async content(event, trigger, player) {
const num = player.hasSkill("yizhi") && player.hasSkill("guanxing") ? 5 : Math.min(5, game.countPlayer());
const cards = get.cards(num);
game.cardsGotoOrdering(cards);
const next = player.chooseToMove();
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
next.set("prompt", "观星:点击将牌移动到牌堆顶或牌堆底");
next.processAI = list => {
const cards = list[0][1],
player = _status.event.player;
const top = [];
const judges = player.getCards("j");
let stopped = false;
if (!player.hasWuxie()) {
for (let i = 0; i < judges.length; i++) {
const judge = get.judge(judges[i]);
cards.sort((a, b) => judge(b) - judge(a));
if (judge(cards[0]) < 0) {
stopped = true;
break;
} else {
top.unshift(cards.shift());
}
}
}
let bottom;
if (!stopped) {
cards.sort((a, b) => get.value(b, player) - get.value(a, player));
while (cards.length) {
if (get.value(cards[0], player) <= 5) break;
top.unshift(cards.shift());
}
}
bottom = cards;
return [top, bottom];
};
const {
result: { moved },
} = await next;
const top = moved[0];
const bottom = moved[1];
top.reverse();
game.cardsGotoPile(top.concat(bottom), ["top_cards", top], (event, card) => {
if (event.top_cards.includes(card)) return ui.cardPile.firstChild;
return null;
});
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶");
game.asyncDelayx();
},
ai: {
threaten: 1.2,
},
},
kongcheng: {
mod: {
targetEnabled(card, player, target, now) {
if (target.countCards("h") == 0) {
if (card.name == "sha" || card.name == "juedou") return false;
}
},
},
group: "kongcheng1",
audio: "kongcheng1",
audioname: ["re_zhugeliang"],
ai: {
noh: true,
skillTagFilter(player, tag) {
if (tag == "noh") {
if (player.countCards("h") != 1) return false;
}
},
},
},
kongcheng1: {
audio: 2,
trigger: { player: "loseEnd" },
forced: true,
firstDo: true,
audioname: ["re_zhugeliang"],
filter(event, player) {
if (player.countCards("h")) return false;
for (let i = 0; i < event.cards.length; i++) {
if (event.cards[i].original == "h") return true;
}
return false;
},
async content() {},
},
longdan: {
audio: "longdan_sha",
audioname: ["re_zhaoyun"],
group: ["longdan_sha", "longdan_shan", "longdan_draw"],
subSkill: {
draw: {
trigger: { player: ["useCard", "respond"] },
forced: true,
popup: false,
filter(event, player) {
if (!get.zhu(player, "shouyue")) return false;
return event.skill == "longdan_sha" || event.skill == "longdan_shan";
},
async content(event, trigger, player) {
player.draw();
player.storage.fanghun2++;
},
},
sha: {
audio: 2,
audioname: ["re_zhaoyun"],
enable: ["chooseToUse", "chooseToRespond"],
filterCard: { name: "shan" },
viewAs: { name: "sha" },
viewAsFilter(player) {
if (!player.countCards("hs", "shan")) return false;
},
position: "hs",
prompt: "将一张闪当杀使用或打出",
check() {
return 1;
},
ai: {
effect: {
target(card, player, target, current) {
if (get.tag(card, "respondSha") && current < 0) return 0.6;
},
},
respondSha: true,
skillTagFilter(player) {
if (!player.countCards("hs", "shan")) return false;
},
order() {
return get.order({ name: "sha" }) + 0.1;
},
useful: -1,
value: -1,
},
},
shan: {
audio: "longdan_sha",
audioname: ["re_zhaoyun"],
enable: ["chooseToRespond", "chooseToUse"],
filterCard: { name: "sha" },
viewAs: { name: "shan" },
prompt: "将一张杀当闪使用或打出",
check() {
return 1;
},
position: "hs",
viewAsFilter(player) {
if (!player.countCards("hs", "sha")) return false;
},
ai: {
respondShan: true,
skillTagFilter(player) {
if (!player.countCards("hs", "sha")) return false;
},
effect: {
target(card, player, target, current) {
if (get.tag(card, "respondShan") && current < 0) return 0.6;
},
},
order: 4,
useful: -1,
value: -1,
},
},
},
},
mashu: {
mod: {
globalFrom(from, to, distance) {
return distance - 1;
},
},
},
mashu2: {
mod: {
globalFrom(from, to, distance) {
return distance - 1;
},
},
},
feiying: {
mod: {
globalTo(from, to, distance) {
return distance + 1;
},
},
},
tieji: {
audio: 2,
shaRelated: true,
trigger: { player: "useCardToPlayered" },
check(event, player) {
return get.attitude(player, event.target) <= 0;
},
filter(event, player) {
return event.card.name == "sha";
},
logTarget: "target",
preHidden: true,
async content(event, trigger, player) {
const judgeEvent = player.judge(card => {
if (get.zhu(_status.event.player, "shouyue")) {
if (get.suit(card) != "spade") return 2;
} else {
if (get.color(card) == "red") return 2;
}
return -0.5;
});
judgeEvent.judge2 = result => result.bool;
const {
result: { bool },
} = await judgeEvent;
if (bool) {
trigger.getParent().directHit.add(trigger.target);
}
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (get.attitude(player, arg.target) > 0 || arg.card.name != "sha" || !ui.cardPile.firstChild || get.color(ui.cardPile.firstChild, player) != "red") return false;
},
},
},
jizhi: {
audio: 2,
audioname: ["jianyong"],
trigger: { player: "useCard" },
frequent: true,
preHidden: true,
filter(event) {
return get.type(event.card) == "trick" && event.card.isCard;
},
async content(event, trigger, player) {
player.draw();
},
ai: {
threaten: 1.4,
noautowuxie: true,
},
},
xinjizhi: {
audio: "jizhi",
trigger: { player: "useCard" },
frequent: true,
// alter:true,
filter(event) {
if (get.type(event.card) == "delay") return false;
return get.type(event.card, "trick") == "trick" && event.cards[0] && event.cards[0] == event.card;
},
async content(event, trigger, player) {
player.draw();
},
ai: {
threaten: 1.4,
noautowuxie: true,
},
},
qicai: {
mod: {
targetInRange(card, player, target, now) {
if (["trick", "delay"].includes(get.type(card))) return true;
},
},
},
xinqicai: {
// alter:true,
mod: {
targetInRange(card, player, target, now) {
if (["trick", "delay"].includes(get.type(card))) return true;
},
},
},
xinzhiheng: {
audio: "zhiheng",
mod: {
aiOrder(player, card, num) {
if (num <= 0 || get.itemtype(card) !== "card" || get.type(card) !== "equip") return num;
let eq = player.getEquip(get.subtype(card));
if (eq && get.equipValue(card) - get.equipValue(eq) < Math.max(1.2, 6 - player.hp)) return 0;
},
},
locked: false,
enable: "phaseUse",
// alter:true,
usable: 1,
position: "he",
filterCard: true,
selectCard: [1, Infinity],
check(card) {
const player = _status.event.player;
if (get.is.altered("xinzhiheng") && get.position(card) == "h" && !player.countCards("h", card => get.value(card) >= 8)) {
return 8 - get.value(card);
}
return 6 - get.value(card);
},
delay: 0,
async content(event, trigger, player) {
if (!player.hasSkill("xinzhiheng_delay")) game.asyncDelayx();
player.draw(event.cards.length);
},
group: "xinzhiheng_draw",
subSkill: {
draw: {
trigger: { player: "loseEnd" },
silent: true,
filter(event, player) {
if (event.getParent(2).skill != "xinzhiheng") return false;
if (!get.is.altered("xinzhiheng")) return false;
if (player.countCards("h")) return false;
for (let i = 0; i < event.cards.length; i++) {
if (event.cards[i].original == "h") return true;
}
return false;
},
async content(event, trigger, player) {
player.draw();
player.addTempSkill("xinzhiheng_delay", "xinzhihengAfter");
},
},
delay: {},
},
ai: {
order(item, player) {
if (player.hasCard(i => get.value(i) > Math.max(6, 9 - player.hp), "he")) return 1;
return 10;
},
result: {
player: 1,
},
nokeep: true,
skillTagFilter(player, tag, arg) {
if (tag === "nokeep") return (!arg || (arg && arg.card && get.name(arg.card) === "tao")) && player.isPhaseUsing() && !player.getStat().skill.xinzhiheng && player.hasCard(card => get.name(card) !== "tao", "h");
},
threaten: 1.55,
},
},
zhiheng: {
audio: 2,
audioname: ["gz_jun_sunquan"],
mod: {
aiOrder(player, card, num) {
if (num <= 0 || get.itemtype(card) !== "card" || get.type(card) !== "equip") return num;
let eq = player.getEquip(get.subtype(card));
if (eq && get.equipValue(card) - get.equipValue(eq) < Math.max(1.2, 6 - player.hp)) return 0;
},
},
locked: false,
enable: "phaseUse",
usable: 1,
position: "he",
filterCard: true,
selectCard: [1, Infinity],
prompt: "弃置任意张牌并摸等量的牌",
check(card) {
return 6 - get.value(card);
},
async content(event, trigger, player) {
player.draw(event.cards.length);
},
ai: {
order: 1,
result: {
player: 1,
},
threaten: 1.5,
},
},
jiuyuan: {
audio: 2,
unique: true,
trigger: { target: "taoBegin" },
zhuSkill: true,
forced: true,
filter(event, player) {
if (event.player == player) return false;
if (!player.hasZhuSkill("jiuyuan")) return false;
if (event.player.group != "wu") return false;
return true;
},
async content(event, trigger, player) {
trigger.baseDamage++;
},
},
xinjiuyuan: {
audio: "jiuyuan",
unique: true,
// alter:true,
trigger: { target: "taoBegin" },
zhuSkill: true,
forced: true,
filter(event, player) {
if (get.is.altered("xinjiuyuan")) return false;
if (event.player == player) return false;
if (!player.hasZhuSkill("jiuyuan")) return false;
if (player.hp > 0) return false;
if (event.player.group != "wu") return false;
return true;
},
async content(event, trigger, player) {
player.recover();
},
global: "xinjiuyuan2",
},
xinjiuyuan2: {
audio: "jiuyuan",
forceaudio: true,
trigger: { player: "taoBegin" },
filter(event, player) {
if (!get.is.altered("xinjiuyuan")) return false;
if (player.group != "wu") return false;
return game.hasPlayer(target => {
return player != target && target.isDamaged() && target.hp < player.hp && target.hasZhuSkill("xinjiuyuan", player);
});
},
direct: true,
async content(event, trigger, player) {
event.list = game.filterPlayer(target => player != target && target.isDamaged() && target.hp < player.hp && target.hasZhuSkill("xinjiuyuan", player)).sortBySeat();
while (event.list.length > 0) {
const current = event.list.shift();
event.current = current;
const {
result: { bool },
} = await player.chooseBool(get.prompt("xinjiuyuan", current)).set("choice", get.attitude(player, current) > 0);
if (bool) {
player.logSkill("xinjiuyuan", event.current);
event.current.recover();
player.draw();
}
}
},
},
qixi: {
audio: 2,
audioname: ["re_ganning", "re_heqi"],
enable: "chooseToUse",
filterCard(card) {
return get.color(card) == "black";
},
position: "hes",
viewAs: { name: "guohe" },
viewAsFilter(player) {
if (!player.countCards("hes", { color: "black" })) return false;
},
prompt: "将一张黑色牌当过河拆桥使用",
check(card) {
return 4 - get.value(card);
},
},
keji: {
audio: 2,
audioname: ["re_lvmeng", "sp_lvmeng"],
trigger: { player: "phaseDiscardBefore" },
frequent(event, player) {
return player.needsToDiscard();
},
filter(event, player) {
if (player.getHistory("skipped").includes("phaseUse")) return true;
const history = player.getHistory("useCard").concat(player.getHistory("respond"));
for (let i = 0; i < history.length; i++) {
if (history[i].card.name == "sha" && history[i].isPhaseUsing()) return false;
}
return true;
},
async content(event, trigger, player) {
trigger.cancel();
},
},
kurou: {
audio: 2,
enable: "phaseUse",
prompt: "失去1点体力并摸两张牌",
async content(event, trigger, player) {
player.loseHp(1);
player.draw(2);
},
ai: {
basic: {
order: 1,
},
result: {
player(player) {
if (player.countCards("h") >= player.hp - 1) return -1;
if (player.hp < 3) return -1;
return 1;
},
},
},
},
yingzi: {
audio: 2,
audioname: ["sp_lvmeng"],
trigger: { player: "phaseDrawBegin2" },
frequent: true,
filter(event, player) {
return !event.numFixed;
},
async content(event, trigger, player) {
trigger.num++;
},
ai: {
threaten: 1.3,
},
},
fanjian: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter(event, player) {
return player.countCards("h") > 0;
},
filterTarget(card, player, target) {
return player != target;
},
async content(event, trigger, player) {
const target = event.target;
const control = await target
.chooseControl("heart2", "diamond2", "club2", "spade2")
.set("ai", event => {
switch (Math.floor(Math.random() * 6)) {
case 0:
return "heart2";
case 1:
case 4:
case 5:
return "diamond2";
case 2:
return "club2";
case 3:
return "spade2";
}
})
.forResultControl();
game.log(target, "选择了" + get.translation(control));
event.choice = control;
target.chat("我选" + get.translation(event.choice));
const {
result: { bool, cards },
} = await target.gainPlayerCard(player, true, "h");
if (bool && get.suit(cards[0], player) + "2" != event.choice) target.damage("nocard");
},
ai: {
order: 1,
result: {
target(player, target) {
const eff = get.damageEffect(target, player);
if (eff >= 0) return 1 + eff;
let value = 0,
i;
const cards = player.getCards("h");
for (i = 0; i < cards.length; i++) value += get.value(cards[i]);
value /= player.countCards("h");
if (target.hp == 1) return Math.min(0, value - 7);
return Math.min(0, value - 5);
},
},
},
},
guose: {
audio: 2,
filter(event, player) {
return player.countCards("hes", { suit: "diamond" }) > 0;
},
enable: "chooseToUse",
filterCard(card) {
return get.suit(card) == "diamond";
},
position: "hes",
viewAs: { name: "lebu" },
prompt: "将一张方片牌当乐不思蜀使用",
check(card) {
return 6 - get.value(card);
},
ai: {
threaten: 1.5,
},
},
liuli: {
audio: 2,
audioname: ["re_daqiao", "daxiaoqiao"],
trigger: { target: "useCardToTarget" },
preHidden: true,
filter(event, player) {
if (event.card.name != "sha") return false;
if (player.countCards("he") == 0) return false;
return game.hasPlayer(current => {
return player.inRange(current) && current != event.player && current != player && lib.filter.targetEnabled(event.card, event.player, current);
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseCardTarget({
position: "he",
filterCard: lib.filter.cardDiscardable,
filterTarget: (card, player, target) => {
const trigger = _status.event;
if (player.inRange(target) && target != trigger.source) {
if (lib.filter.targetEnabled(trigger.card, trigger.source, target)) return true;
}
return false;
},
ai1: card => get.unuseful(card) + 9,
ai2: target => {
if (_status.event.player.countCards("h", "shan")) {
return -get.attitude(_status.event.player, target);
}
if (get.attitude(_status.event.player, target) < 5) {
return 6 - get.attitude(_status.event.player, target);
}
if (_status.event.player.hp == 1 && player.countCards("h", "shan") == 0) {
return 10 - get.attitude(_status.event.player, target);
}
if (_status.event.player.hp == 2 && player.countCards("h", "shan") == 0) {
return 8 - get.attitude(_status.event.player, target);
}
return -1;
},
prompt: get.prompt("liuli"),
prompt2: "弃置一张牌,将此【杀】转移给攻击范围内的一名其他角色",
source: trigger.player,
card: trigger.card,
})
.setHiddenSkill(event.name)
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
player.logSkill(event.name, target);
player.discard(event.cards);
const evt = trigger.getParent();
evt.triggeredTargets2.remove(player);
evt.targets.remove(player);
evt.targets.push(target);
},
ai: {
effect: {
target(card, player, target) {
if (target.countCards("he") == 0) return;
if (card.name != "sha") return;
let min = 1;
const friend = get.attitude(player, target) > 0;
const vcard = { name: "shacopy", nature: card.nature, suit: card.suit };
const players = game.filterPlayer();
for (let i = 0; i < players.length; i++) {
if (player != players[i] && get.attitude(target, players[i]) < 0 && target.canUse(card, players[i])) {
if (!friend) return 0;
if (get.effect(players[i], vcard, player, player) > 0) {
if (!player.canUse(card, players[0])) {
return [0, 0.1];
}
min = 0;
}
}
}
return min;
},
},
},
},
qianxun: {
mod: {
targetEnabled(card, player, target, now) {
if (card.name == "shunshou" || card.name == "lebu") return false;
},
},
audio: 2,
},
lianying: {
audio: 2,
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
frequent: true,
filter(event, player) {
if (player.countCards("h")) return false;
const evt = event.getl(player);
return evt && evt.player == player && evt.hs && evt.hs.length > 0;
},
async content(event, trigger, player) {
player.draw();
},
ai: {
threaten: 0.8,
effect: {
target(card) {
if (card.name == "guohe" || card.name == "liuxinghuoyu") return 0.5;
},
},
noh: true,
skillTagFilter(player, tag) {
if (tag == "noh") {
if (player.countCards("h") != 1) return false;
}
},
},
},
xiaoji: {
audio: 2,
audioname: ["sp_sunshangxiang", "re_sunshangxiang"],
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
frequent: true,
getIndex(event, player) {
const evt = event.getl(player);
if (evt && evt.player === player && evt.es) return evt.es.length;
return false;
},
async content(event, trigger, player) {
player.draw(2);
},
ai: {
noe: true,
reverseEquip: true,
effect: {
target(card, player, target, current) {
if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3];
},
},
},
},
jieyin: {
audio: 2,
enable: "phaseUse",
filterCard: true,
usable: 1,
selectCard: 2,
check(card) {
const player = get.owner(card);
if (player.countCards("h") > player.hp) return 8 - get.value(card);
if (player.hp < player.maxHp) return 6 - get.value(card);
return 4 - get.value(card);
},
filterTarget(card, player, target) {
if (!target.hasSex("male")) return false;
if (target.hp >= target.maxHp) return false;
if (target == player) return false;
return true;
},
async content(event, trigger, player) {
player.recover();
event.target.recover();
},
ai: {
order: 5.5,
result: {
player(player) {
if (player.hp < player.maxHp) return 4;
if (player.countCards("h") > player.hp) return 0;
return -1;
},
target: 4,
},
threaten: 2,
},
},
xinjieyin: {
group: ["xinjieyin_old", "xinjieyin_new"],
// alter:true,
subSkill: {
new: {
audio: "jieyin",
enable: "phaseUse",
filterCard: true,
usable: 1,
position: "he",
filter(event, player) {
if (!get.is.altered("xinjieyin")) return false;
return player.countCards("he") > 0;
},
check(card) {
const player = _status.event.player;
if (get.position(card) == "e") {
const subtype = get.subtype(card);
if (
!game.hasPlayer(current => {
return current != player && current.hp != player.hp && get.attitude(player, current) > 0 && !current.countCards("e", { subtype });
})
) {
return 0;
}
// 你还想我兼容{subtype:subtype}?不可能!
if (player.countCards("h", { subtype })) return 20 - get.value(card);
return 10 - get.value(card);
} else {
if (player.countCards("e")) return 0;
if (player.countCards("h", { type: "equip" })) return 0;
return 8 - get.value(card);
}
},
filterTarget(card, player, target) {
if (!target.hasSex("male")) return false;
card = ui.selected.cards[0];
if (!card) return false;
if (get.position(card) == "e" && target.countCards("e", { subtype: get.subtype(card) })) return false;
return true;
},
discard: false,
delay: 0,
lose: false,
async content(event, trigger, player) {
const { cards, target } = event;
if (get.position(cards[0]) == "e") {
player.$give(cards, target);
target.equip(cards[0]);
} else {
player.discard(cards);
}
if (player.hp > target.hp) {
player.draw();
if (target.isDamaged()) target.recover();
} else if (player.hp < target.hp) {
target.draw();
if (player.isDamaged()) player.recover();
}
},
ai: {
order() {
const player = _status.event.player;
const es = player.getCards("e");
for (let i = 0; i < es.length; i++) {
if (player.countCards("h", { subtype: get.subtype(es[i]) })) return 10;
}
return 2;
},
result: {
target(player, target) {
const goon = () => {
const es = player.getCards("e");
for (let i = 0; i < es.length; i++) {
if (player.countCards("h", { subtype: get.subtype(es[i]) })) return true;
}
return false;
};
if (player.hp < target.hp) {
if (player.isHealthy()) {
if (!player.needsToDiscard(1) || goon()) return 0.1;
return 0;
}
return 1.5;
}
if (player.hp > target.hp) {
if (target.isHealthy()) {
if (!player.needsToDiscard(1) || goon()) return 0.1;
return 0;
}
return 1;
}
return 0;
},
},
},
},
old: {
audio: "jieyin",
enable: "phaseUse",
filterCard: true,
usable: 1,
selectCard: 2,
filter(event, player) {
if (get.is.altered("xinjieyin")) return false;
return player.countCards("h") >= 2;
},
check(card) {
const player = get.owner(card);
if (player.countCards("h") > player.hp) return 8 - get.value(card);
if (player.hp < player.maxHp) return 6 - get.value(card);
return 4 - get.value(card);
},
filterTarget(card, player, target) {
if (!target.hasSex("male")) return false;
if (target.hp >= target.maxHp) return false;
if (target == player) return false;
return true;
},
async content(event, trigger, player) {
player.recover();
event.target.recover();
},
ai: {
order: 5.5,
result: {
player(player) {
if (player.hp < player.maxHp) return 4;
if (player.countCards("h") > player.hp) return 0;
return -1;
},
target: 4,
},
},
},
},
ai: {
threaten: 2.3,
},
},
qingnang: {
audio: 2,
enable: "phaseUse",
filterCard: true,
usable: 1,
check(card) {
return 9 - get.value(card);
},
filterTarget(card, player, target) {
if (target.hp >= target.maxHp) return false;
return true;
},
async content(event, trigger, player) {
event.target.recover();
},
ai: {
order: 9,
result: {
target(player, target) {
if (target.hp == 1) return 5;
if (player == target && player.countCards("h") > player.hp) return 5;
return 2;
},
},
threaten: 2,
},
},
jijiu: {
mod: {
aiValue(player, card, num) {
if (get.name(card) != "tao" && get.color(card) != "red") return;
const cards = player.getCards("hs", card => get.name(card) == "tao" || get.color(card) == "red");
cards.sort((a, b) => (get.name(a) == "tao" ? 1 : 2) - (get.name(b) == "tao" ? 1 : 2));
var geti = () => {
if (cards.includes(card)) cards.indexOf(card);
return cards.length;
};
return Math.max(num, [6.5, 4, 3, 2][Math.min(geti(), 2)]);
},
aiUseful() {
return lib.skill.kanpo.mod.aiValue.apply(this, arguments);
},
},
locked: false,
audio: 2,
audioname: ["re_huatuo"],
enable: "chooseToUse",
viewAsFilter(player) {
return player != _status.currentPhase && player.countCards("hes", { color: "red" }) > 0;
},
filterCard(card) {
return get.color(card) == "red";
},
position: "hes",
viewAs: { name: "tao" },
prompt: "将一张红色牌当桃使用",
check(card) {
return 15 - get.value(card);
},
ai: {
threaten: 1.5,
},
},
wushuang: {
shaRelated: true,
audio: 2,
audioname: ["re_lvbu", "shen_lvbu", "lvlingqi"],
forced: true,
locked: true,
group: ["wushuang1", "wushuang2"],
preHidden: ["wushuang1", "wushuang2"],
},
wushuang1: {
audio: "wushuang",
audioname: ["re_lvbu", "shen_lvbu", "lvlingqi"],
trigger: { player: "useCardToPlayered" },
forced: true,
filter(event, player) {
return event.card.name == "sha" && !event.getParent().directHit.includes(event.target);
},
//priority:-1,
logTarget: "target",
async content(event, trigger, player) {
const id = trigger.target.playerid;
const map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].shanRequired == "number") {
map[id].shanRequired++;
} else {
map[id].shanRequired = 2;
}
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (arg.card.name != "sha" || arg.target.countCards("h", "shan") > 1) return false;
},
},
},
wushuang2: {
audio: "wushuang",
audioname: ["re_lvbu", "shen_lvbu", "lvlingqi"],
trigger: { player: "useCardToPlayered", target: "useCardToTargeted" },
forced: true,
logTarget(trigger, player) {
return player == trigger.player ? trigger.target : trigger.player;
},
filter(event, player) {
return event.card.name == "juedou";
},
//priority:-1,
async content(event, trigger, player) {
const id = (player == trigger.player ? trigger.target : trigger.player)["playerid"];
const idt = trigger.target.playerid;
const map = trigger.getParent().customArgs;
if (!map[idt]) map[idt] = {};
if (!map[idt].shaReq) map[idt].shaReq = {};
if (!map[idt].shaReq[id]) map[idt].shaReq[id] = 1;
map[idt].shaReq[id]++;
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
if (arg.card.name != "juedou" || Math.floor(arg.target.countCards("h", "sha") / 2) > player.countCards("h", "sha")) return false;
},
},
},
zhanshen: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
skillAnimation: true,
animationColor: "gray",
filter(event, player) {
return player.isDamaged() && game.dead.filter(target => target.isFriendOf(player)).length > 0;
},
async content(event, trigger, player) {
player.awakenSkill("zhanshen");
const cards = player.getEquips(1);
if (cards.length) player.discard(cards);
player.loseMaxHp();
player.addSkills(["mashu", "shenji"]);
},
derivation: ["mashu", "shenji"],
},
shenji: {
mod: {
selectTarget(card, player, range) {
if (range[1] == -1) return;
if (card.name == "sha") range[1] += 2;
},
cardUsable(card, player, num) {
if (card.name == "sha") return num + 1;
},
},
},
lijian: {
audio: 2,
audioname: ["re_diaochan"],
enable: "phaseUse",
usable: 1,
filter(event, player) {
return game.countPlayer(current => current != player && current.hasSex("male")) > 1;
},
check(card) {
return 10 - get.value(card);
},
filterCard: true,
position: "he",
filterTarget(card, player, target) {
if (player == target) return false;
if (!target.hasSex("male")) return false;
if (ui.selected.targets.length == 1) {
return target.canUse({ name: "juedou" }, ui.selected.targets[0]);
}
return true;
},
targetprompt: ["先出杀", "后出杀"],
selectTarget: 2,
multitarget: true,
async content(event, trigger, player) {
const useCardEvent = event.targets[1].useCard({ name: "juedou", isCard: true }, "nowuxie", event.targets[0], "noai");
useCardEvent.animate = false;
game.asyncDelay(0.5);
},
ai: {
order: 8,
result: {
target(player, target) {
if (ui.selected.targets.length == 0) {
return -3;
} else {
return get.effect(target, { name: "juedou" }, ui.selected.targets[0], target);
}
},
},
expose: 0.4,
threaten: 3,
},
},
biyue: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
frequent: true,
preHidden: true,
async content(event, trigger, player) {
player.draw();
},
},
xinbiyue: {
audio: "biyue",
trigger: { player: "phaseJieshuBegin" },
frequent: true,
// alter:true,
async content(event, trigger, player) {
player.draw();
},
},
yaowu: {
trigger: { player: "damageBegin3" },
//priority:1,
audio: 2,
filter(event) {
if (event.card && event.card.name == "sha") {
if (get.color(event.card) == "red") return true;
}
return false;
},
forced: true,
check() {
return false;
},
async content(event, trigger, player) {
trigger.source.chooseDrawRecover(true);
},
ai: {
halfneg: true,
effect: {
target(card, player, target, current) {
if (card.name == "sha" && get.color(card) == "red") {
return [1, -2];
}
},
},
},
},
new_jiangchi: {
audio: 2,
trigger: {
player: "phaseDrawEnd",
},
async cost(event, trigger, player) {
const list = ["弃牌", "摸牌", "cancel2"];
if (!player.countCards("he")) list.remove("弃牌");
const control = await player
.chooseControl(list, () => {
const player = _status.event.player;
if (list.includes("弃牌")) {
if (player.countCards("h") > 3 && player.countCards("h", "sha") > 1) {
return "弃牌";
}
if (player.countCards("h", "sha") > 2) {
return "弃牌";
}
}
if (!player.countCards("h", "sha")) {
return "摸牌";
}
return "cancel2";
})
.set("prompt", get.prompt2("new_jiangchi"))
.forResultControl();
if (control === "cancel2") event.result = { bool: false };
else
event.result = {
bool: true,
cost_data: control,
};
},
async content(event, trigger, player) {
const control = event.cost_data;
if (control == "弃牌") {
player.chooseToDiscard(true, "he");
player.addTempSkill("jiangchi2", "phaseUseEnd");
} else if (control == "摸牌") {
player.draw();
player.addTempSkill("new_jiangchi3", "phaseEnd");
}
},
},
new_jiangchi3: {
mod: {
cardEnabled(card) {
if (card.name == "sha") return false;
},
cardRespondable(card) {
if (card.name == "sha") return false;
},
ignoredHandcard(card, player) {
if (get.name(card) == "sha") return true;
},
cardDiscardable(card, player, name) {
if (name == "phaseDiscard" && get.name(card) == "sha") return false;
},
},
},
xinfu_jijie: {
enable: "phaseUse",
usable: 1,
audio: 2,
async content(event, trigger, player) {
const card = get.bottomCards()[0];
game.cardsGotoOrdering(card);
event.card = card;
const {
result: { bool, targets },
} = await player
.chooseTarget(true)
.set("ai", target => {
let att = get.attitude(_status.event.player, target);
if (_status.event.du) {
if (target.hasSkillTag("nodu")) return 0.5;
return -att;
}
if (att > 0) {
if (_status.event.player != target) att += 2;
return att + Math.max(0, 5 - target.countCards("h"));
}
return att;
})
.set("du", event.card.name == "du")
.set("createDialog", ["机捷:选择一名角色获得此牌", [card]]);
if (bool) {
const target = targets[0];
player.line(target, "green");
const gainEvent = target.gain(card, "draw");
gainEvent.giver = player;
}
},
ai: {
order: 7.2,
result: {
player: 1,
},
},
},
xinfu_jiyuan: {
trigger: {
global: ["dying", "gainAfter", "loseAsyncAfter"],
},
audio: 2,
getIndex(event, player) {
if (event.name !== "loseAsync") return [event.player];
else return game.filterPlayer(current => current != player && event.getg(current).length > 0).sortBySeat();
},
filter(event, player, triggername, target) {
if (!target.isIn()) return false;
if (event.name === "dying") return true;
if (event.giver !== player) return false;
if (event.name === "gain") {
return event.player != player && event.getg(target).length > 0;
}
return game.hasPlayer(current => current != player && event.getg(current).length > 0);
},
logTarget(event, player, triggername, target) {
return target;
},
check(event, player, triggername, target) {
return get.attitude(player, target) > 0;
},
async content(event, trigger, player) {
event.targets[0].draw();
},
},
};
export default skills;