8432 lines
264 KiB
JavaScript
8432 lines
264 KiB
JavaScript
import { lib, game, ui, get, ai, _status } from "../noname.js";
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game.import("character", function () {
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return {
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name: "shiji",
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connect: true,
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characterSort: {
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shiji: {
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mobile_shijizhi: [
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"sp_wangcan",
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"sp_chenzhen",
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"sp_sunshao",
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"sp_xunchen",
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"luotong",
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"sp_duyu",
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"sp_bianfuren",
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"feiyi",
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],
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mobile_shijixin: [
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"wujing",
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"sp_mifuren",
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"sp_xinpi",
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"wangling",
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"wangfuzhaolei",
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"zhouchu",
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"sp_kongrong",
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"sp_yanghu",
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],
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mobile_shijiren: [
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"caizhenji",
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"xiangchong",
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"sp_huaxin",
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"sp_xujing",
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"zhangzhongjing",
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"sp_zhangwen",
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"liuzhang",
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"qiaogong",
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],
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mobile_shijiyong: [
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"db_wenyang",
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"sp_chendong",
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"yuanhuan",
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"sp_zongyu",
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"sp_wangshuang",
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"sunyi",
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"sp_gaolan",
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"sp_huaman",
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],
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mobile_shijiyan: [
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"sp_cuiyan",
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"sp_zhangchangpu",
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"sp_jiangwan",
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"sp_jiangqing",
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"sp_lvfan",
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"sp_huangfusong",
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"sp_zhujun",
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"liuba",
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],
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},
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},
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character: {
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liuba: ["male", "shu", 3, ["duanbi", "tongduo"]],
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sp_zhujun: ["male", "qun", 4, ["xinyangjie", "xinjuxiang", "houfeng"]],
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sp_huangfusong: ["male", "qun", 4, ["spzhengjun", "spshiji", "sptaoluan"]],
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sp_lvfan: ["male", "wu", 3, ["mbdiaodu", "mbdiancai", "spyanji"]],
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sp_jiangqing: ["male", "wu", 4, ["spjianyi", "spshangyi"]],
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sp_jiangwan: ["male", "shu", 3, ["spzhenting", "spjincui"]],
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sp_zhangchangpu: ["female", "wei", 3, ["spdifei", "spyanjiao"]],
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sp_cuiyan: ["male", "wei", 3, ["spyajun", "spzundi"]],
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sp_huaman: ["female", "shu", 4, ["spxiangzhen", "spfangzong", "spxizhan"]],
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sp_gaolan: ["male", "qun", 4, ["spjungong", "spdengli"]],
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sunyi: ["male", "wu", 4, ["zaoli"]],
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sp_wangshuang: ["male", "wei", 4, ["yiyong", "shanxie"]],
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sp_zongyu: ["male", "shu", 3, ["zhibian", "yuyan"]],
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yuanhuan: ["male", "wei", 3, ["qingjue", "fengjie"]],
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sp_chendong: ["male", "wu", 4, ["spyilie", "spfenming"]],
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db_wenyang: [
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"male",
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"wei",
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4,
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["dbquedi", "dbzhuifeng", "dbchongjian", "dbchoujue"],
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["doublegroup:wei:wu"],
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],
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sp_yanghu: ["male", "qun", 3, ["mingfa", "rongbei"]],
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qiaogong: ["male", "wu", 3, ["yizhu", "luanchou"]],
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liuzhang: ["male", "qun", 3, ["jutu", "yaohu", "rehuaibi"], ["zhu"]],
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sp_zhangwen: ["male", "wu", 3, ["gebo", "spsongshu"]],
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zhangzhongjing: ["male", "qun", 3, ["jishi", "xinliaoyi", "binglun"]],
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sp_xujing: ["male", "shu", 3, ["boming", "ejian"]],
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sp_huaxin: ["male", "wei", 3, ["yuanqing", "shuchen"]],
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xiangchong: ["male", "shu", 4, ["guying", "muzhen"]],
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caizhenji: ["female", "wei", 3, ["sheyi", "tianyin"]],
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sp_kongrong: ["male", "qun", 3, ["xinlirang", "xinmingshi"]],
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zhouchu: ["male", "wu", 4, ["xianghai", "rechuhai"]],
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wangfuzhaolei: ["male", "shu", 4, ["xunyi"]],
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wangling: ["male", "wei", 4, ["xingqi", "xinzifu", "mibei"], ["clan:太原王氏"]],
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wujing: ["male", "wu", 4, ["heji", "liubing"]],
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sp_mifuren: ["female", "shu", 3, ["xinguixiu", "qingyu"]],
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sp_xinpi: ["male", "wei", 3, ["spyinju", "spchijie"]],
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feiyi: ["male", "shu", 3, ["mjshengxi", "fyjianyu"]],
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sp_bianfuren: ["female", "wei", 3, ["spwanwei", "spyuejian"]],
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sp_duyu: ["male", "qun", 4, ["spwuku", "spsanchen"]],
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luotong: ["male", "wu", 4, ["qinzheng"]],
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sp_wangcan: ["male", "wei", 3, ["spqiai", "spshanxi"]],
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sp_chenzhen: ["male", "shu", 3, ["shameng"]],
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sp_sunshao: ["male", "wu", 3, ["mjdingyi", "mjzuici", "mjfubi"]],
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sp_xunchen: ["male", "qun", 3, ["mjweipo", "mjchenshi", "mjmouzhi"], ["clan:颍川荀氏"]],
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},
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skill: {
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//刘巴
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duanbi: {
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unique: true,
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mark: true,
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limited: true,
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audio: 2,
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enable: "phaseUse",
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filter: function (event, player) {
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var num1 = 0,
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num2 = 0;
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var count = game.countPlayer(function (current) {
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num1 += current.countCards("h");
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num2++;
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return current != player;
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});
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return count > 0 && num1 > num2 * 2;
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},
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filterTarget: true,
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selectTarget: -1,
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multitarget: true,
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multiline: true,
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skillAnimation: true,
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animationColor: "orange",
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content: function () {
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"step 0";
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player.awakenSkill("duanbi");
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event.num = 0;
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event.cards = [];
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event.targets.sortBySeat();
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event.targets.remove(player);
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"step 1";
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var target = targets[num];
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var num = Math.min(3, Math.floor(target.countCards("h") / 2));
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if (num > 0) target.chooseToDiscard("h", true, num);
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else event._result = { bool: false };
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"step 2";
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if (result.bool && Array.isArray(result.cards)) event.cards.addArray(result.cards);
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event.num++;
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if (event.num < targets.length) event.goto(1);
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"step 3";
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event.cards = cards.filter(function (i) {
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return get.position(i, true) == "d";
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});
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if (!event.cards.length) event.finish();
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else
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player
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.chooseTarget(
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"是否令一名角色" +
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(event.cards.length > 3
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? "随机获得三"
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: "获得" + get.cnNumber(event.cards.length)) +
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"张被弃置的牌?"
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)
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.set("ai", function (target) {
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var player = _status.event.player,
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att = get.attitude(player, target);
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if (target.hasSkillTag("nogain")) att /= 10;
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if (target.hasJudge("lebu")) att /= 4;
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return att * Math.sqrt(Math.max(1, 5 - target.countCards("h")));
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});
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"step 4";
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if (result.bool) {
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var target = result.targets[0];
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player.line(target, "fire");
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target.gain(cards.randomGets(3), "gain2");
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}
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},
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ai: {
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order: 10,
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result: {
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target: function (player, target) {
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if (player == target) return 3;
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return -Math.min(3, Math.floor(target.countCards("h") / 2));
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},
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},
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},
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},
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tongduo: {
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audio: 2,
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trigger: { target: "useCardToTargeted" },
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direct: true,
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usable: 1,
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filter: function (event, player) {
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return (
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player != event.player &&
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event.targets.length == 1 &&
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game.hasPlayer(function (current) {
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return current.countCards("he") > 0;
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})
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);
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},
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content: function () {
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"step 0";
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player
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.chooseTarget(
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get.prompt("tongduo"),
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"令一名角色重铸一张牌",
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function (card, player, target) {
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return target.hasCard(lib.filter.cardRecastable, "he");
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}
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)
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.set("ai", function (target) {
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return (
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get.attitude(_status.event.player, target) *
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Math.min(3, Math.floor(target.countCards("h", lib.filter.cardRecastable) / 2))
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);
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});
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"step 1";
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if (result.bool) {
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var target = result.targets[0];
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event.target = target;
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player.logSkill("tongduo", target);
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} else event.finish();
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"step 2";
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if (!target.hasCard(lib.filter.cardRecastable, "he")) event.finish();
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else target.chooseCard("he", true, "请重铸一张牌", lib.filter.cardRecastable);
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"step 3";
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target.recast(result.cards);
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},
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},
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//朱儁
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yangjie: {
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audio: 2,
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group: ["yangjie_add"],
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enable: "phaseUse",
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prompt: "摸一张牌并与一名其他角色进行拼点",
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usable: 1,
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filter: function (event, player) {
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return !player.hasSkillTag("noCompareSource");
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},
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filterTarget: function (card, player, target) {
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return (
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target != player &&
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target.countCards("h") > 0 &&
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!target.hasSkillTag("noCompareTarget")
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);
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},
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content: function () {
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"step 0";
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player.draw();
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"step 1";
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if (player.canCompare(target)) player.chooseToCompare(target).set("small", true);
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else event.finish();
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"step 2";
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if (!result.bool) {
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var cards = [result.player, result.target].filterInD("d");
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if (
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!cards.length ||
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!game.hasPlayer((current) => current != player && current != target)
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)
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event.finish();
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else {
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event.cards = cards;
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player
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.chooseTarget(
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"请选择一名角色",
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"令其获得" +
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get.translation(cards) +
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",且视为对" +
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get.translation(target) +
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"使用一张火【杀】",
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function (card, player, target) {
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return target != player && target != _status.event.getParent().target;
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}
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)
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.set("ai", function (target) {
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var player = _status.event.player,
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cards = _status.event.getParent().cards,
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target2 = _status.event.getParent().target;
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var val = get.value(cards, target) * get.attitude(player, target);
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if (val <= 0) return 0;
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return val +
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target.canUse(
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{ name: "sha", nature: "fire", isCard: true },
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target2,
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false
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)
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? get.effect(
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target2,
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{ name: "sha", nature: "fire", isCard: true },
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target,
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player
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)
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: 0;
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});
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}
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} else event.finish();
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"step 3";
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if (result.bool) {
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var source = result.targets[0];
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event.source = source;
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player.line(source);
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source.gain(cards, "gain2");
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} else event.finish();
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"step 4";
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var card = { name: "sha", nature: "fire", isCard: true };
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if (target.isIn() && source.isIn() && source.canUse(card, target, false))
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source.useCard(card, target, false);
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},
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subSkill: {
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add: {
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trigger: { player: "compare" },
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forced: true,
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popup: false,
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filter: function (event, player) {
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return (
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event.getParent().name == "yangjie" && event.num1 > 1 && player.isDamaged()
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);
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},
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content: function () {
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var num = player.getDamagedHp();
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game.log(player, "的拼点牌点数-", num);
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trigger.num1 = Math.max(1, trigger.num1 - num);
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},
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},
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},
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ai: {
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order: 3,
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result: { target: -1.5 },
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},
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},
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zjjuxiang: {
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audio: 2,
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trigger: { global: "dyingAfter" },
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logTarget: "player",
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limited: true,
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skillAnimation: true,
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animationColor: "thunder",
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filter: function (event, player) {
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return event.player != player && event.player.isIn();
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},
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check: function (event, player) {
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return get.damageEffect(event.player, player, player) > 0;
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},
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content: function () {
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"step 0";
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player.awakenSkill("zjjuxiang");
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trigger.player.damage();
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"step 1";
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if (trigger.player.maxHp > 0) player.draw(trigger.player.maxHp);
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},
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ai: { expose: 10 },
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},
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xinyangjie: {
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audio: "yangjie",
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enable: "phaseUse",
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filter: function (event, player) {
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return game.hasPlayer(function (target) {
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return player.canCompare(target);
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});
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},
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filterTarget: function (card, player, target) {
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return player.canCompare(target);
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},
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usable: 1,
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content: function () {
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"step 0";
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player.chooseToCompare(target).set("small", true);
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"step 1";
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if (
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!result.bool &&
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game.hasPlayer(function (current) {
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return (
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current != player &&
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current != target &&
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current.canUse({ name: "sha", nature: "fire", isCard: true }, target, false)
|
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);
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})
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) {
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||
player
|
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.chooseTarget(
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"佯解:是否选择另一名其他角色?",
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||
"令其视为对" + get.translation(target) + "使用一张火【杀】",
|
||
function (card, player, target) {
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return target != player && target != _status.event.getParent().target;
|
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}
|
||
)
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.set("ai", function (target) {
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var player = _status.event.player,
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target2 = _status.event.getParent().target;
|
||
return get.effect(
|
||
target2,
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||
{ name: "sha", nature: "fire", isCard: true },
|
||
target,
|
||
player
|
||
);
|
||
});
|
||
} else event.finish();
|
||
"step 2";
|
||
if (result.bool) {
|
||
var source = result.targets[0];
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||
player.line(source);
|
||
game.log(player, "选择了", source);
|
||
var card = { name: "sha", nature: "fire", isCard: true };
|
||
if (target.isIn() && source.isIn() && source.canUse(card, target, false))
|
||
source.useCard(card, target, false, "noai");
|
||
}
|
||
},
|
||
ai: {
|
||
order: 3,
|
||
result: {
|
||
target: function (player, target) {
|
||
var hs = player.getCards("h").sort(function (a, b) {
|
||
return a.number - b.number;
|
||
});
|
||
var ts = target.getCards("h").sort(function (a, b) {
|
||
return a.number - b.number;
|
||
});
|
||
if (!hs.length || !ts.length) return 0;
|
||
if (hs[0].number <= ts[0].number) return -3;
|
||
if (player.countCards("h") >= target.countCards("h")) return -10;
|
||
return -1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xinjuxiang: {
|
||
audio: "zjjuxiang",
|
||
inherit: "zjjuxiang",
|
||
content: function () {
|
||
player.awakenSkill("xinjuxiang");
|
||
trigger.player.damage();
|
||
},
|
||
},
|
||
houfeng: {
|
||
audio: 3,
|
||
group: "houfeng_zhengsu",
|
||
subSkill: {
|
||
zhengsu: {
|
||
audio: "houfeng1",
|
||
trigger: { global: "phaseUseBegin" },
|
||
filter: function (event, player) {
|
||
if (
|
||
!["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].some(
|
||
(i) => !event.player.hasSkill(i)
|
||
)
|
||
)
|
||
return false;
|
||
return player.inRange(event.player);
|
||
},
|
||
check: function (event, player) {
|
||
return get.attitude(player, event.player) > 0;
|
||
},
|
||
prompt2: () => lib.translate.houfeng_info,
|
||
round: 1,
|
||
logTarget: "player",
|
||
content: function () {
|
||
"step 0";
|
||
player
|
||
.chooseButton(
|
||
[
|
||
"选择" + get.translation(trigger.player) + "要进行的整肃类型",
|
||
[
|
||
["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].filter(
|
||
(i) => !trigger.player.hasSkill(i)
|
||
),
|
||
"vcard",
|
||
],
|
||
],
|
||
true
|
||
)
|
||
.set("ai", () => Math.random());
|
||
"step 1";
|
||
if (result.bool) {
|
||
var name = result.links[0][2],
|
||
target = trigger.player;
|
||
target.addTempSkill("houfeng_share", {
|
||
player: ["phaseDiscardAfter", "phaseAfter"],
|
||
});
|
||
target.markAuto("houfeng_share", [player]);
|
||
target.addTempSkill(name, { player: ["phaseDiscardAfter", "phaseAfter"] });
|
||
target.popup(name, "thunder");
|
||
game.delayx();
|
||
}
|
||
},
|
||
},
|
||
share: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
trigger: { player: "phaseDiscardEnd" },
|
||
forced: true,
|
||
popup: false,
|
||
content: function () {
|
||
"step 0";
|
||
if (!lib.skill.zhengsu.filter(trigger, player)) {
|
||
game.broadcastAll(function () {
|
||
if (lib.config.background_speak) game.playAudio("skill", "houfeng3");
|
||
});
|
||
player.popup("整肃失败", "fire");
|
||
game.log(player, "整肃失败");
|
||
event.finish();
|
||
return;
|
||
}
|
||
game.broadcastAll(function () {
|
||
if (lib.config.background_speak) game.playAudio("skill", "houfeng2");
|
||
});
|
||
player.popup("整肃成功", "wood");
|
||
game.log(player, "整肃成功");
|
||
var list = player.getStorage("houfeng_share").filter((i) => i.isIn());
|
||
list.unshift(player);
|
||
event.list = list;
|
||
var num1 = 0,
|
||
num2 = 0,
|
||
num3 = 0;
|
||
for (var target of list) {
|
||
num1 += 2 * get.effect(target, { name: "draw" }, player, player);
|
||
num2 += get.recoverEffect(target, player, player);
|
||
}
|
||
trigger.player
|
||
.chooseControl("摸两张牌", "回复体力", "cancel2")
|
||
.set("prompt", "整肃奖励:请选择" + get.translation(list) + "的整肃奖励")
|
||
.set("ai", function () {
|
||
return [
|
||
"摸两张牌",
|
||
"回复体力",
|
||
"cancel2",
|
||
][_status.event.goon.indexOf(Math.max.apply(Math, _status.event.goon))];
|
||
})
|
||
.set("goon", [num1, num2, num3]);
|
||
"step 1";
|
||
if (result.control != "cancel2") {
|
||
if (result.control == "摸两张牌") game.asyncDraw(event.list, 2);
|
||
else {
|
||
for (var i of event.list) i.recover();
|
||
}
|
||
} else event.finish();
|
||
"step 2";
|
||
game.delayx();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
houfeng1: { audio: true },
|
||
//手杀皇甫嵩
|
||
spzhengjun: {
|
||
audio: 3,
|
||
group: "spzhengjun_zhengsu",
|
||
subSkill: {
|
||
zhengsu: {
|
||
audio: "spzhengjun1",
|
||
trigger: { player: "phaseUseBegin" },
|
||
filter: function (event, player) {
|
||
return ["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].some(
|
||
(i) => !player.hasSkill(i)
|
||
);
|
||
},
|
||
direct: true,
|
||
content: function () {
|
||
"step 0";
|
||
player
|
||
.chooseButton([
|
||
get.prompt("spzhengjun"),
|
||
[
|
||
["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].filter(
|
||
(i) => !player.hasSkill(i)
|
||
),
|
||
"vcard",
|
||
],
|
||
])
|
||
.set("ai", () => Math.random());
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("spzhengjun_zhengsu", player);
|
||
var name = result.links[0][2];
|
||
player.addTempSkill("spzhengjun_share", {
|
||
player: ["phaseDiscardAfter", "phaseAfter"],
|
||
});
|
||
player.addTempSkill(name, { player: ["phaseDiscardAfter", "phaseAfter"] });
|
||
player.popup(name, "thunder");
|
||
game.delayx();
|
||
}
|
||
},
|
||
},
|
||
share: {
|
||
charlotte: true,
|
||
trigger: { player: "phaseDiscardEnd" },
|
||
forced: true,
|
||
popup: false,
|
||
content: function () {
|
||
"step 0";
|
||
if (!lib.skill.zhengsu.filter(trigger, player)) {
|
||
game.broadcastAll(function () {
|
||
if (lib.config.background_speak) game.playAudio("skill", "spzhengjun3");
|
||
});
|
||
player.popup("整肃失败", "fire");
|
||
game.log(player, "整肃失败");
|
||
event.finish();
|
||
return;
|
||
}
|
||
game.broadcastAll(function () {
|
||
if (lib.config.background_speak) game.playAudio("skill", "spzhengjun2");
|
||
});
|
||
player.popup("整肃成功", "wood");
|
||
game.log(player, "整肃成功");
|
||
player.chooseDrawRecover(2, "整肃奖励:摸两张牌或回复1点体力");
|
||
"step 1";
|
||
if (result.control == "cancel2") {
|
||
event.finish();
|
||
return;
|
||
}
|
||
player
|
||
.chooseTarget(
|
||
"整军:是否令一名其他角色也回复1点体力或摸两张牌?",
|
||
lib.filter.notMe
|
||
)
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player;
|
||
return Math.max(
|
||
2 * get.effect(target, { name: "draw" }, target, player),
|
||
get.recoverEffect(target, target, player)
|
||
);
|
||
});
|
||
"step 2";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
event.target = target;
|
||
var num1 = 2 * get.effect(target, { name: "draw" }, target, player);
|
||
var num2 = get.recoverEffect(target, target, player);
|
||
player.line(target);
|
||
if (target.isHealthy()) result.index = 0;
|
||
else
|
||
player
|
||
.chooseControl("摸牌", "回血")
|
||
.set(
|
||
"prompt",
|
||
"整肃奖励:令" + get.translation(target) + "摸两张牌或回复1点体力"
|
||
)
|
||
.set("ai", function () {
|
||
return _status.event.goon ? 0 : 1;
|
||
})
|
||
.set("goon", num1 >= num2);
|
||
} else event.finish();
|
||
"step 3";
|
||
if (result.index == 0) target.draw(2);
|
||
else target.recover();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spzhengjun1: { audio: true },
|
||
spshiji: {
|
||
audio: 2,
|
||
trigger: { source: "damageBegin2" },
|
||
logTarget: "player",
|
||
filter: function (event, player) {
|
||
return (
|
||
player != event.player &&
|
||
event.hasNature("linked") &&
|
||
event.player.countCards("h") > 0 &&
|
||
!player.isMaxHandcard(true)
|
||
);
|
||
},
|
||
check: function (event, player) {
|
||
return get.attitude(player, event.player) <= 0;
|
||
},
|
||
content: function () {
|
||
var target = trigger.player;
|
||
player.viewHandcards(target);
|
||
var hs = target.getCards("h", { color: "red" });
|
||
if (hs.length) {
|
||
target.discard(hs);
|
||
player.draw(hs.length);
|
||
}
|
||
},
|
||
},
|
||
sptaoluan: {
|
||
audio: 2,
|
||
trigger: { global: "judgeFixing" },
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return event.result && event.result.suit == "spade";
|
||
},
|
||
check: function (event, player) {
|
||
return event.result.judge * get.attitude(player, event.player) <= 0;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var evt = trigger.getParent();
|
||
if (evt.name == "phaseJudge") evt.excluded = true;
|
||
else {
|
||
evt.finish();
|
||
evt._triggered = null;
|
||
if (evt.name.startsWith("pre_")) {
|
||
var evtx = evt.getParent();
|
||
evtx.finish();
|
||
evtx._triggered = null;
|
||
}
|
||
var nexts = trigger.next.slice();
|
||
for (var next of nexts) {
|
||
if (next.name == "judgeCallback") trigger.next.remove(next);
|
||
}
|
||
var evts = game.getGlobalHistory("cardMove", function (evt) {
|
||
return evt.getParent(2) == trigger.getParent();
|
||
});
|
||
var cards = [];
|
||
for (var i = evts.length - 1; i >= 0; i--) {
|
||
var evt = evts[i];
|
||
for (var card of evt.cards) {
|
||
if (get.position(card, true) == "o") cards.push(card);
|
||
}
|
||
}
|
||
trigger.orderingCards.addArray(cards);
|
||
}
|
||
var list = [];
|
||
if (get.position(trigger.result.card) == "d") list.push(0);
|
||
if (
|
||
trigger.player.isIn() &&
|
||
player.canUse({ name: "sha", nature: "fire", isCard: true }, trigger.player, false)
|
||
)
|
||
list.push(1);
|
||
if (list.length == 2)
|
||
player
|
||
.chooseControl()
|
||
.set("choiceList", [
|
||
"获得" + get.translation(trigger.result.card),
|
||
"视为对" + get.translation(trigger.player) + "使用一张火【杀】",
|
||
])
|
||
.set(
|
||
"choice",
|
||
get.effect(trigger.player, { name: "sha" }, player, player) > 0 ? 1 : 0
|
||
);
|
||
else if (list.length == 1) event._result = { index: list[0] };
|
||
else event.finish();
|
||
"step 1";
|
||
if (result.index == 0) player.gain(trigger.result.card, "gain2");
|
||
else player.useCard({ name: "sha", nature: "fire", isCard: true }, trigger.player, false);
|
||
},
|
||
},
|
||
//吕范
|
||
spdiaodu: {
|
||
audio: 2,
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
direct: true,
|
||
content: function () {
|
||
"step 0";
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("spdiaodu"),
|
||
"令一名角色摸一张牌,然后移动其装备区内的一张牌"
|
||
)
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player,
|
||
att = get.attitude(player, target);
|
||
if (att > 0) {
|
||
if (
|
||
target.hasCard(function (card) {
|
||
if (
|
||
get.value(card, target) <= 0 &&
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current != target &&
|
||
current.canEquip(card, false) &&
|
||
get.effect(current, card, player, player) > 0
|
||
);
|
||
})
|
||
)
|
||
return true;
|
||
return false;
|
||
}, "e")
|
||
)
|
||
return 2 * att;
|
||
if (
|
||
!target.hasCard(function (card) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != target && current.canEquip(card);
|
||
});
|
||
}, "e")
|
||
)
|
||
return 1;
|
||
} else if (att < 0) {
|
||
if (
|
||
target.hasCard(function (card) {
|
||
if (
|
||
get.value(card, target) >= 4.5 &&
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current != target &&
|
||
current.canEquip(card) &&
|
||
get.effect(current, card, player, player) > 0
|
||
);
|
||
})
|
||
)
|
||
return true;
|
||
return false;
|
||
}, "e")
|
||
)
|
||
return -att;
|
||
}
|
||
return 0;
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
event.target = target;
|
||
player.logSkill("spdiaodu", target);
|
||
target.draw();
|
||
} else event.finish();
|
||
"step 2";
|
||
var es = target.getCards("e", function (card) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != target && current.canEquip(card);
|
||
});
|
||
});
|
||
if (es.length) {
|
||
if (es.length == 1) event._result = { bool: true, links: es };
|
||
else
|
||
player
|
||
.chooseButton(["移动" + get.translation(target) + "的一张装备牌", es], true)
|
||
.set("ai", function (button) {
|
||
var player = _status.event.player,
|
||
target = _status.event.getParent().target,
|
||
card = button.link;
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current != target &&
|
||
current.canEquip(card) &&
|
||
get.effect(current, card, player, player) > 0
|
||
);
|
||
})
|
||
)
|
||
return -get.value(card, target) * get.attitude(player, target);
|
||
return 0;
|
||
});
|
||
} else event.finish();
|
||
"step 3";
|
||
if (result.bool) {
|
||
event.card = result.links[0];
|
||
player
|
||
.chooseTarget(
|
||
true,
|
||
"选择" + get.translation(event.card) + "的移动目标",
|
||
function (card, player, target) {
|
||
return target.canEquip(_status.event.card);
|
||
}
|
||
)
|
||
.set("card", event.card)
|
||
.set("ai", function (target) {
|
||
var evt = _status.event;
|
||
return get.effect(target, evt.getParent().card, evt.player, evt.player);
|
||
});
|
||
} else event.finish();
|
||
"step 4";
|
||
if (result.bool) {
|
||
var target2 = result.targets[0];
|
||
target.line(target2);
|
||
target.$give(card, target2);
|
||
game.delay(0.5);
|
||
target2.equip(card);
|
||
}
|
||
},
|
||
},
|
||
spdiancai: {
|
||
audio: 2,
|
||
trigger: { global: "phaseJieshuBegin" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
player != event.player &&
|
||
player.hasHistory("lose", function (evt) {
|
||
return evt.hs && evt.hs.length > 0;
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var num = 0;
|
||
player.getHistory("lose", function (evt) {
|
||
if (evt.hs) num += evt.hs.length;
|
||
});
|
||
num = Math.min(num, game.countPlayer());
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("spdiancai"),
|
||
[1, num],
|
||
"令至多" + get.cnNumber(num) + "名角色各摸一张牌"
|
||
)
|
||
.set("ai", function (target) {
|
||
return get.attitude(_status.event.player, target);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var targets = result.targets.sortBySeat(trigger.player);
|
||
player.logSkill("spdiancai", targets);
|
||
if (targets.length == 1) {
|
||
targets[0].draw();
|
||
event.finish();
|
||
} else game.asyncDraw(targets);
|
||
} else event.finish();
|
||
"step 2";
|
||
game.delayx();
|
||
},
|
||
},
|
||
mbdiaodu: {
|
||
audio: "spdiaodu",
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
filter: function (event, player) {
|
||
return game.hasPlayer(function (target) {
|
||
return target.countCards("e", function (card) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && current != target && current.canEquip(card);
|
||
});
|
||
});
|
||
});
|
||
},
|
||
direct: true,
|
||
content: function () {
|
||
"step 0";
|
||
player
|
||
.chooseTarget(get.prompt2("mbdiaodu"), function (card, player, target) {
|
||
return target.countCards("e", function (card) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && current != target && current.canEquip(card);
|
||
});
|
||
});
|
||
})
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player,
|
||
att = get.attitude(player, target);
|
||
if (att > 0) {
|
||
if (
|
||
target.hasCard(function (card) {
|
||
if (
|
||
get.value(card, target) <= 0 &&
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current != player &&
|
||
current != target &&
|
||
current.canEquip(card, false) &&
|
||
get.effect(current, card, player, player) > 0
|
||
);
|
||
})
|
||
)
|
||
return true;
|
||
return false;
|
||
}, "e")
|
||
)
|
||
return 2 * att;
|
||
} else if (att < 0) {
|
||
if (
|
||
target.hasCard(function (card) {
|
||
if (
|
||
get.value(card, target) >= 4.5 &&
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current != player &&
|
||
current != target &&
|
||
current.canEquip(card) &&
|
||
get.effect(current, card, player, player) > 0
|
||
);
|
||
})
|
||
)
|
||
return true;
|
||
return false;
|
||
}, "e")
|
||
)
|
||
return -att;
|
||
}
|
||
return 0;
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
event.target = target;
|
||
player.logSkill("mbdiaodu", target);
|
||
} else event.finish();
|
||
"step 2";
|
||
var es = target.getCards("e", function (card) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != target && current.canEquip(card);
|
||
});
|
||
});
|
||
if (es.length == 1) event._result = { bool: true, links: es };
|
||
else
|
||
player
|
||
.chooseButton(["移动" + get.translation(target) + "的一张装备牌", es], true)
|
||
.set("ai", function (button) {
|
||
var player = _status.event.player,
|
||
target = _status.event.getParent().target,
|
||
card = button.link;
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current != player &&
|
||
current != target &&
|
||
current.canEquip(card) &&
|
||
get.effect(current, card, player, player) > 0
|
||
);
|
||
})
|
||
)
|
||
return -get.value(card, target) * get.attitude(player, target);
|
||
return 0;
|
||
});
|
||
"step 3";
|
||
if (result.bool) {
|
||
event.card = result.links[0];
|
||
player
|
||
.chooseTarget(
|
||
"请选择" + get.translation(event.card) + "的移动目标",
|
||
true,
|
||
function (card, player, target) {
|
||
return target != player && target.canEquip(_status.event.card);
|
||
}
|
||
)
|
||
.set("card", event.card)
|
||
.set("ai", function (target) {
|
||
var evt = _status.event;
|
||
return get.effect(target, evt.getParent().card, evt.player, evt.player);
|
||
});
|
||
} else event.finish();
|
||
"step 4";
|
||
if (result.bool) {
|
||
var target2 = result.targets[0];
|
||
target.line(target2);
|
||
target.$give(card, target2);
|
||
game.delay(0.5);
|
||
target2.equip(card);
|
||
} else event.finish();
|
||
"step 5";
|
||
target.draw();
|
||
},
|
||
},
|
||
mbdiancai: {
|
||
audio: "spdiancai",
|
||
trigger: { global: "phaseUseEnd" },
|
||
filter: function (event, player) {
|
||
if (_status.currentPhase == player) return false;
|
||
var num = 0;
|
||
player.getHistory("lose", function (evt) {
|
||
if (evt.cards2 && evt.getParent("phaseUse") == event) num += evt.cards2.length;
|
||
});
|
||
return num >= player.hp && player.countCards("h") < player.maxHp;
|
||
},
|
||
frequent: true,
|
||
content: function () {
|
||
var num = player.maxHp - player.countCards("h");
|
||
if (num > 0) player.draw(num);
|
||
},
|
||
},
|
||
spyanji: {
|
||
audio: 3,
|
||
group: "spyanji_zhengsu",
|
||
subSkill: {
|
||
zhengsu: {
|
||
audio: "spyanji",
|
||
trigger: { player: "phaseUseBegin" },
|
||
filter: function (event, player) {
|
||
return ["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].some(
|
||
(i) => !player.hasSkill(i)
|
||
);
|
||
},
|
||
direct: true,
|
||
content: function () {
|
||
"step 0";
|
||
player
|
||
.chooseButton([
|
||
get.prompt("spyanji"),
|
||
[
|
||
["zhengsu_leijin", "zhengsu_bianzhen", "zhengsu_mingzhi"].filter(
|
||
(i) => !player.hasSkill(i)
|
||
),
|
||
"vcard",
|
||
],
|
||
])
|
||
.set("ai", () => Math.random());
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("spyanji_zhengsu", player);
|
||
var name = result.links[0][2];
|
||
player.addTempSkill("spyanji_share", {
|
||
player: ["phaseDiscardAfter", "phaseAfter"],
|
||
});
|
||
player.addTempSkill(name, { player: ["phaseDiscardAfter", "phaseAfter"] });
|
||
player.popup(name, "thunder");
|
||
game.delayx();
|
||
}
|
||
},
|
||
},
|
||
share: {
|
||
charlotte: true,
|
||
trigger: { player: "phaseDiscardEnd" },
|
||
forced: true,
|
||
popup: false,
|
||
content: function () {
|
||
if (!lib.skill.zhengsu.filter(trigger, player)) {
|
||
game.broadcastAll(function () {
|
||
if (lib.config.background_speak) game.playAudio("skill", "spyanji3");
|
||
});
|
||
player.popup("整肃失败", "fire");
|
||
game.log(player, "整肃失败");
|
||
event.finish();
|
||
return;
|
||
}
|
||
game.broadcastAll(function () {
|
||
if (lib.config.background_speak) game.playAudio("skill", "spyanji2");
|
||
});
|
||
player.popup("整肃成功", "wood");
|
||
game.log(player, "整肃成功");
|
||
player.chooseDrawRecover(2, "整肃奖励:摸两张牌或回复1点体力");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spyanji1: { audio: true },
|
||
//蒋钦
|
||
spjianyi: {
|
||
audio: 2,
|
||
trigger: { global: "phaseEnd" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
player != event.player &&
|
||
game.getGlobalHistory("cardMove", function (evt) {
|
||
if (evt.name != "lose" || evt.type != "discard") return false;
|
||
for (var i of evt.cards) {
|
||
if (get.subtype(i, false) == "equip2" && get.position(i, true) == "d")
|
||
return true;
|
||
}
|
||
return false;
|
||
}).length > 0
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var cards = [];
|
||
game.getGlobalHistory("cardMove", function (evt) {
|
||
if (evt.name != "lose" || evt.type != "discard") return false;
|
||
for (var i of evt.cards) {
|
||
if (get.subtype(i, false) == "equip2" && get.position(i, true) == "d")
|
||
cards.push(i);
|
||
}
|
||
});
|
||
player.chooseButton(["俭衣:获得一张防具牌", cards], true).set("ai", function (button) {
|
||
return get.value(button.link, _status.event.player);
|
||
});
|
||
"step 1";
|
||
if (result.bool) player.gain(result.links, "gain2");
|
||
},
|
||
},
|
||
spshangyi: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return (
|
||
player.countCards("he") > 0 &&
|
||
game.hasPlayer((current) => lib.skill.spshangyi.filterTarget(null, player, current))
|
||
);
|
||
},
|
||
filterCard: true,
|
||
position: "he",
|
||
check: function (card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
filterTarget: function (card, player, target) {
|
||
return target != player && target.countCards("h") > 0;
|
||
},
|
||
content: function () {
|
||
target.viewHandcards(player);
|
||
player.gainPlayerCard(target, "h", true, "visible");
|
||
},
|
||
ai: {
|
||
order: 6,
|
||
result: {
|
||
player: 0.5,
|
||
target: function (player, target) {
|
||
if (target.hasSkillTag("noh")) return 0;
|
||
return -1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//蒋琬
|
||
spzhenting: {
|
||
audio: 2,
|
||
trigger: { global: "useCardToTarget" },
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return (
|
||
(event.card.name == "sha" || get.type(event.card, false) == "delay") &&
|
||
event.player != player &&
|
||
!event.targets.includes(player) &&
|
||
player.inRange(event.target)
|
||
);
|
||
},
|
||
logTarget: "target",
|
||
check: function (event, player) {
|
||
var target = event.target,
|
||
source = event.player;
|
||
var eff1 = get.effect(target, event.card, source, player);
|
||
if (eff1 >= 0) return false;
|
||
var eff2 = get.effect(player, event.card, source, player);
|
||
if (eff2 >= 0) return true;
|
||
if (eff1)
|
||
if (event.card.name == "sha") {
|
||
if (player.hasShan()) return true;
|
||
if (eff1 > eff2) return false;
|
||
if (player.hp > 2) return true;
|
||
if (player.hp == 2) return eff2 > eff1 / 3;
|
||
return false;
|
||
}
|
||
if (event.card.name == "shandian" || event.card.name == "bingliang") return true;
|
||
if (event.card.name == "lebu") return !player.needsToDiscard() && target.needsToDiscard();
|
||
return false;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var target = trigger.target,
|
||
evt = trigger.getParent();
|
||
evt.triggeredTargets2.remove(target);
|
||
evt.targets.remove(target);
|
||
evt.triggeredTargets2.add(player);
|
||
evt.targets.add(player);
|
||
game.log(trigger.card, "的目标被改为了", player);
|
||
trigger.untrigger();
|
||
"step 1";
|
||
if (!trigger.player.countDiscardableCards(player, "h")) event._result = { index: 0 };
|
||
else
|
||
player
|
||
.chooseControl()
|
||
.set("choiceList", [
|
||
"摸一张牌",
|
||
"弃置" + get.translation(trigger.player) + "的一张手牌",
|
||
]);
|
||
"step 2";
|
||
if (result.index == 0) player.draw();
|
||
else {
|
||
player.line(trigger.player, "fire");
|
||
player.discardPlayerCard(trigger.player, true, "h");
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.4,
|
||
},
|
||
},
|
||
spjincui: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
limited: true,
|
||
skillAnimation: true,
|
||
animationColor: "orange",
|
||
filterTarget: lib.filter.notMe,
|
||
content: function () {
|
||
"step 0";
|
||
player.awakenSkill("spjincui");
|
||
game.broadcastAll(
|
||
function (target1, target2) {
|
||
game.swapSeat(target1, target2);
|
||
},
|
||
player,
|
||
target
|
||
);
|
||
"step 1";
|
||
if (player.hp > 0) player.loseHp(player.hp);
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
result: {
|
||
player: function (player, target) {
|
||
if (player.hasUnknown()) return 0;
|
||
if (!player.countCards("h", { name: ["tao", "jiu"] })) return 0;
|
||
var num = 0,
|
||
current = player.next;
|
||
while (true) {
|
||
num -= get.sgn(get.attitude(player, current));
|
||
if (current == target) break;
|
||
current = current.next;
|
||
}
|
||
while (true) {
|
||
if (current == player) break;
|
||
num += get.sgn(get.attitude(player, current)) * 1.1;
|
||
current = current.next;
|
||
}
|
||
if (num < player.hp) return 0;
|
||
return num + 1 - player.hp;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//张昌蒲
|
||
spdifei: {
|
||
audio: 2,
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
usable: 1,
|
||
content: function () {
|
||
"step 0";
|
||
var next = player.chooseToDiscard("h", "抵诽:弃置一张手牌或摸一张牌");
|
||
if (trigger.card) {
|
||
var suit = get.suit(trigger.card, false);
|
||
if (lib.suit.includes(suit)) {
|
||
next.set("suit", suit);
|
||
next.set("prompt2", "然后若没有" + get.translation(suit) + "手牌则回复1点体力");
|
||
next.set("ai", function (card) {
|
||
var player = _status.event.player,
|
||
suit = _status.event.suit;
|
||
if (
|
||
player.hasCard(function (cardx) {
|
||
return cardx != card && get.suit(cardx) == suit;
|
||
}, "h")
|
||
)
|
||
return 0;
|
||
if (
|
||
get.name(card) != "tao" &&
|
||
((get.position(card) == "h" && get.suit(card) == suit) || player.hp == 1)
|
||
)
|
||
return 8 - get.value(card);
|
||
return 5 - get.value(card);
|
||
});
|
||
} else
|
||
next.set("ai", function (card) {
|
||
return -get.value(card);
|
||
});
|
||
}
|
||
"step 1";
|
||
if (!result.bool) player.draw();
|
||
"step 2";
|
||
player.showHandcards();
|
||
if (trigger.card) {
|
||
var suit = get.suit(trigger.card, false);
|
||
if (!lib.suit.includes(suit) || !player.countCards("h", { suit: suit }))
|
||
player.recover();
|
||
}
|
||
},
|
||
},
|
||
spyanjiao: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
chooseButton: {
|
||
dialog: function () {
|
||
return ui.create.dialog("###严教###" + get.translation("spyanjiao_info"));
|
||
},
|
||
chooseControl: function (event, player) {
|
||
var map = {},
|
||
hs = player.getCards("h");
|
||
for (var i of hs) map[get.suit(i, player)] = true;
|
||
var list = lib.suit.filter((i) => map[i]);
|
||
list.push("cancel2");
|
||
return list;
|
||
},
|
||
check: function (event, player) {
|
||
var map = {},
|
||
hs = player.getCards("h"),
|
||
min = Infinity,
|
||
min_suit = null;
|
||
for (var i of hs) {
|
||
var suit = get.suit(i, player);
|
||
if (!map[suit]) map[suit] = 0;
|
||
map[suit] += get.value(i);
|
||
}
|
||
for (var i in map) {
|
||
if (map[i] < min) {
|
||
min = map[i];
|
||
min_suit = i;
|
||
}
|
||
}
|
||
return min_suit;
|
||
},
|
||
backup: function (result, player) {
|
||
return {
|
||
audio: "spyanjiao",
|
||
filterCard: { suit: result.control },
|
||
selectCard: -1,
|
||
position: "h",
|
||
filterTarget: lib.filter.notMe,
|
||
discard: false,
|
||
lose: false,
|
||
delay: false,
|
||
content: function () {
|
||
player.addSkill("spyanjiao_draw");
|
||
player.addMark("spyanjiao_draw", cards.length, false);
|
||
player.give(cards, target);
|
||
target.damage("nocard");
|
||
},
|
||
ai: {
|
||
result: {
|
||
target: function (player, target) {
|
||
if (!ui.selected.cards.length) return 0;
|
||
var val = get.value(ui.selected.cards, target);
|
||
if (val < 0) return val + get.damageEffect(target, player, target);
|
||
if (val > 5 || get.value(ui.selected.cards, player) > 5) return 0;
|
||
return get.damageEffect(target, player, target);
|
||
},
|
||
},
|
||
},
|
||
};
|
||
},
|
||
prompt: () => "请选择【严教】的目标",
|
||
},
|
||
subSkill: {
|
||
draw: {
|
||
onremove: true,
|
||
trigger: { player: "phaseBegin" },
|
||
forced: true,
|
||
charlotte: true,
|
||
content: function () {
|
||
player.draw(player.countMark("spyanjiao_draw"));
|
||
player.removeSkill("spyanjiao_draw");
|
||
},
|
||
mark: true,
|
||
intro: { content: "下回合开始时摸#张牌" },
|
||
},
|
||
backup: { audio: "spyanjiao" },
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
result: { player: 1 },
|
||
},
|
||
},
|
||
//崔琰
|
||
spyajun: {
|
||
audio: 2,
|
||
trigger: { player: "phaseUseBegin" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
var hs = player.getCards("h");
|
||
return (
|
||
hs.length > 0 &&
|
||
!player.hasSkillTag("noCompareSource") &&
|
||
player.hasHistory("gain", function (evt) {
|
||
for (var i of evt.cards) {
|
||
if (hs.includes(i)) return true;
|
||
}
|
||
return false;
|
||
}) &&
|
||
game.hasPlayer(function (current) {
|
||
return current != player && player.canCompare(current);
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var cards = [],
|
||
hs = player.getCards("h");
|
||
player.getHistory("gain", function (evt) {
|
||
cards.addArray(evt.cards);
|
||
});
|
||
cards = cards.filter(function (i) {
|
||
return hs.includes(i);
|
||
});
|
||
player.chooseCardTarget({
|
||
prompt: get.prompt("spyajun"),
|
||
prompt2: "操作提示:选择一张本回合新得到的牌作为拼点牌,然后选择一名拼点目标",
|
||
cards: cards,
|
||
filterCard: function (card) {
|
||
return _status.event.cards.includes(card);
|
||
},
|
||
filterTarget: function (card, player, target) {
|
||
return player.canCompare(target);
|
||
},
|
||
ai1: function (card) {
|
||
return get.number(card) - get.value(card);
|
||
},
|
||
ai2: function (target) {
|
||
return (
|
||
-get.attitude(_status.event.player, target) *
|
||
Math.sqrt(5 - Math.min(4, target.countCards("h"))) *
|
||
(target.hasSkillTag("noh") ? 0.5 : 1)
|
||
);
|
||
},
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("spyajun", target);
|
||
var next = player.chooseToCompare(target);
|
||
if (!next.fixedResult) next.fixedResult = {};
|
||
next.fixedResult[player.playerid] = result.cards[0];
|
||
} else event.finish();
|
||
"step 2";
|
||
if (result.bool) {
|
||
var cards = [result.player, result.target].filterInD("d");
|
||
if (cards.length) {
|
||
player
|
||
.chooseButton(["是否将一张牌置于牌堆顶?", cards])
|
||
.set("ai", function (button) {
|
||
if (get.color(button.link) == "black") return 1;
|
||
return 0;
|
||
});
|
||
} else event.finish();
|
||
} else {
|
||
player.addMark("spyajun_less", 1, false);
|
||
player.addTempSkill("spyajun_less");
|
||
event.finish();
|
||
}
|
||
"step 3";
|
||
if (result.bool) {
|
||
var card = result.links[0];
|
||
card.fix();
|
||
ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
|
||
game.updateRoundNumber();
|
||
game.log(player, "将", card, "置于牌堆顶");
|
||
}
|
||
},
|
||
group: "spyajun_draw",
|
||
subSkill: {
|
||
draw: {
|
||
audio: "spyajun",
|
||
trigger: { player: "phaseDrawBegin2" },
|
||
forced: true,
|
||
locked: false,
|
||
filter: function (event, player) {
|
||
return !event.numFixed;
|
||
},
|
||
content: function () {
|
||
trigger.num++;
|
||
},
|
||
},
|
||
less: {
|
||
onremove: true,
|
||
charlotte: true,
|
||
intro: { content: "手牌上限-#" },
|
||
mod: {
|
||
maxHandcard: function (player, num) {
|
||
return num - player.countMark("spyajun_less");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spzundi: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return player.countCards("h") > 0;
|
||
},
|
||
filterCard: true,
|
||
filterTarget: true,
|
||
check: function (card) {
|
||
return 7 - get.value(card);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.judge();
|
||
"step 1";
|
||
if (result.color == "black") target.draw(3);
|
||
else target.moveCard();
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
result: {
|
||
target: function (player, target) {
|
||
if (target.canMoveCard(true)) return 3;
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//花蔓
|
||
spxiangzhen: {
|
||
trigger: { target: "useCardToBefore" },
|
||
forced: true,
|
||
audio: 2,
|
||
filter: function (event, player) {
|
||
return event.card.name == "nanman";
|
||
},
|
||
content: function () {
|
||
trigger.cancel();
|
||
},
|
||
group: "spxiangzhen_draw",
|
||
subSkill: {
|
||
draw: {
|
||
audio: "spxiangzhen",
|
||
trigger: { global: "useCardAfter" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
event.card.name == "nanman" &&
|
||
game.hasPlayer2(function (current) {
|
||
return current.hasHistory("damage", function (evt) {
|
||
return evt.card == event.card;
|
||
});
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
if (player != trigger.player && trigger.player.isIn())
|
||
game.asyncDraw([player, trigger.player].sortBySeat());
|
||
else {
|
||
player.draw();
|
||
event.finish();
|
||
}
|
||
"step 1";
|
||
game.delayx();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spfangzong: {
|
||
audio: 2,
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
!player.hasSkill("spxizhan_spfangzong") &&
|
||
player.countCards("h") < Math.min(8, game.countPlayer())
|
||
);
|
||
},
|
||
content: function () {
|
||
player.drawTo(Math.min(8, game.countPlayer()));
|
||
},
|
||
mod: {
|
||
playerEnabled: function (card, player, target) {
|
||
if (
|
||
player == _status.currentPhase &&
|
||
get.tag(card, "damage") > 0 &&
|
||
!player.hasSkill("spxizhan_spfangzong") &&
|
||
player.inRange(target)
|
||
)
|
||
return false;
|
||
},
|
||
targetEnabled: function (card, player, target) {
|
||
if (
|
||
get.tag(card, "damage") > 0 &&
|
||
!target.hasSkill("spxizhan_spfangzong") &&
|
||
player.inRange(target)
|
||
)
|
||
return false;
|
||
},
|
||
},
|
||
},
|
||
spxizhan: {
|
||
audio: 4,
|
||
group: "spxizhan_effect",
|
||
locked: false,
|
||
subSkill: {
|
||
spfangzong: { charlotte: true },
|
||
effect: {
|
||
trigger: { global: "phaseBegin" },
|
||
filter: function (event, player) {
|
||
return player != event.player;
|
||
},
|
||
forced: true,
|
||
logTarget: "player",
|
||
content: function () {
|
||
"step 0";
|
||
player
|
||
.chooseToDiscard(
|
||
"he",
|
||
"嬉战:弃置一张牌或失去1点体力",
|
||
"根据弃置的牌对" +
|
||
get.translation(trigger.player) +
|
||
"视为使用如下牌:<br>♠,其使用【酒】;♥,你使用【无中生有】<br>♣,对其使用【铁索连环】;♦:对其使用火【杀】"
|
||
)
|
||
.set("ai", function (card) {
|
||
var player = _status.event.player,
|
||
target = _status.event.getTrigger().player;
|
||
var suit = get.suit(card, player),
|
||
list;
|
||
switch (suit) {
|
||
case "spade":
|
||
list = [{ name: "jiu" }, target, target];
|
||
break;
|
||
case "heart":
|
||
list = [{ name: "wuzhong" }, player, player];
|
||
break;
|
||
case "club":
|
||
list = [{ name: "tiesuo" }, player, target];
|
||
break;
|
||
case "diamond":
|
||
list = [{ name: "sha", nature: "fire" }, player, target];
|
||
break;
|
||
}
|
||
list[0].isCard = true;
|
||
var eff = 0;
|
||
if (list[1].canUse(list[0], list[2], false))
|
||
eff = get.effect(list[2], list[0], list[1], player);
|
||
if (eff >= 0 || suit == "club") eff = Math.max(eff, 5);
|
||
return eff * 1.5 - get.value(card);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.addTempSkill("spxizhan_spfangzong");
|
||
var target = trigger.player,
|
||
card = result.cards[0],
|
||
suit = get.suit(card, player);
|
||
if (
|
||
!lib.suit.includes(suit) ||
|
||
((!target || !target.isIn()) && suit != "heart")
|
||
)
|
||
return;
|
||
game.broadcastAll(function (suit) {
|
||
if (lib.config.background_speak)
|
||
game.playAudio("skill", "spxizhan" + (4 - lib.suit.indexOf(suit)));
|
||
}, suit);
|
||
switch (suit) {
|
||
case "spade":
|
||
target.chooseUseTarget("jiu", true);
|
||
break;
|
||
case "heart":
|
||
player.chooseUseTarget("wuzhong", true);
|
||
break;
|
||
case "club":
|
||
if (player.canUse("tiesuo", target))
|
||
player.useCard(
|
||
{
|
||
name: "tiesuo",
|
||
isCard: true,
|
||
},
|
||
target
|
||
);
|
||
break;
|
||
case "diamond":
|
||
if (
|
||
player.canUse(
|
||
{
|
||
name: "sha",
|
||
isCard: true,
|
||
nature: "fire",
|
||
},
|
||
target,
|
||
false
|
||
)
|
||
)
|
||
player.useCard(
|
||
{
|
||
name: "sha",
|
||
isCard: true,
|
||
nature: "fire",
|
||
},
|
||
target,
|
||
false
|
||
);
|
||
break;
|
||
}
|
||
} else player.loseHp();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//高览
|
||
spjungong: {
|
||
enable: "phaseUse",
|
||
filter: function (event, player) {
|
||
var num = player.getStat("skill").spjungong || 0;
|
||
return (
|
||
(num < player.hp || num <= player.countCards("he")) &&
|
||
!player.hasSkill("spjungong_block")
|
||
);
|
||
},
|
||
filterTarget: function (card, player, target) {
|
||
return target != player && player.canUse("sha", target, false);
|
||
},
|
||
filterCard: true,
|
||
position: "he",
|
||
selectCard: function () {
|
||
var player = _status.event.player,
|
||
num = (player.getStat("skill").spjungong || 0) + 1;
|
||
if (ui.selected.cards.length || num > player.hp) return num;
|
||
return [0, num];
|
||
},
|
||
check: function (card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
prompt: function () {
|
||
var player = _status.event.player,
|
||
num = get.cnNumber((player.getStat("skill").spjungong || 0) + 1);
|
||
return "弃置" + num + "张牌或失去" + num + "点体力,视为使用杀";
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
if (!cards.length) player.loseHp(player.getStat("skill").spjungong || 1);
|
||
player.useCard({ name: "sha", isCard: true }, target, false);
|
||
"step 1";
|
||
if (
|
||
player.hasHistory("sourceDamage", function (evt) {
|
||
var card = evt.card;
|
||
if (!card || card.name != "sha") return false;
|
||
var evtx = evt.getParent("useCard");
|
||
return evtx.card == card && evtx.getParent() == event;
|
||
})
|
||
)
|
||
player.addTempSkill("spjungong_block");
|
||
},
|
||
ai: {
|
||
order: function (item, player) {
|
||
return get.order({ name: "sha" }, player) + 1;
|
||
},
|
||
result: {
|
||
target: function (player, target) {
|
||
if (!ui.selected.cards.length) return 0;
|
||
return get.effect(target, { name: "sha" }, player, target);
|
||
},
|
||
},
|
||
},
|
||
subSkill: { block: { charlotte: true } },
|
||
},
|
||
spdengli: {
|
||
trigger: {
|
||
player: "useCardToPlayered",
|
||
target: "useCardToTargeted",
|
||
},
|
||
frequent: true,
|
||
filter: function (event, player) {
|
||
return event.card.name == "sha" && event.player.hp == event.target.hp;
|
||
},
|
||
content: function () {
|
||
player.draw();
|
||
},
|
||
ai: {
|
||
effect: {
|
||
player: function (card, player, target) {
|
||
var hp = player.hp,
|
||
evt = _status.event;
|
||
if (
|
||
evt.name == "chooseToUse" &&
|
||
evt.player == player &&
|
||
evt.skill == "spjungong" &&
|
||
!ui.selected.cards.length
|
||
)
|
||
hp -= (player.getStat("skill").spjungong || 0) + 1;
|
||
if (card && card.name == "sha" && hp == target.hp) return [1, 0.3];
|
||
},
|
||
target: function (card, player, target) {
|
||
if (card && card.name == "sha" && player.hp == target.hp) return [1, 0.3];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//孙翊
|
||
zaoli: {
|
||
trigger: { player: "phaseBegin" },
|
||
audio: 2,
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return player.countMark("zaoli") > 0;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
event.num = player.storage.zaoli;
|
||
player.removeMark("zaoli", event.num);
|
||
if (player.countCards("he") > 0) {
|
||
player
|
||
.chooseToDiscard(true, "he", [1, Infinity], "躁厉:弃置至少一张牌")
|
||
.set("ai", function (card) {
|
||
if (card.hasGaintag("zaoli")) return 1;
|
||
return 5 - get.value(card);
|
||
});
|
||
}
|
||
"step 1";
|
||
if (result.bool) num += result.cards.length;
|
||
if (event.num > 2) player.loseHp();
|
||
player.draw(num);
|
||
},
|
||
mod: {
|
||
cardEnabled2: function (card, player) {
|
||
if (
|
||
player == _status.currentPhase &&
|
||
get.itemtype(card) == "card" &&
|
||
card.hasGaintag("zaoli")
|
||
)
|
||
return false;
|
||
},
|
||
},
|
||
group: ["zaoli_add", "zaoli_count"],
|
||
init: function (player) {
|
||
if (player == _status.currentPhase) {
|
||
var hs = player.getCards("h");
|
||
player.getHistory("gain", function (evt) {
|
||
hs.removeArray(evt.cards);
|
||
});
|
||
if (hs.length) player.addGaintag(hs, "zaoli");
|
||
}
|
||
},
|
||
onremove: function (player) {
|
||
player.removeGaintag("zaoli");
|
||
delete player.storage.zaoli;
|
||
},
|
||
intro: { content: "mark" },
|
||
subSkill: {
|
||
add: {
|
||
audio: "zaoli",
|
||
trigger: { player: ["useCard", "respond"] },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
player.countMark("zaoli") < 4 &&
|
||
player.hasHistory("lose", function (evt) {
|
||
return evt.hs && evt.hs.length > 0 && evt.getParent() == event;
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
player.addMark("zaoli", 1);
|
||
},
|
||
},
|
||
count: {
|
||
trigger: { global: "phaseBeginStart" },
|
||
forced: true,
|
||
firstDo: true,
|
||
silent: true,
|
||
filter: function (event, player) {
|
||
if (player == event.player) return player.countCards("h") > 0;
|
||
return player.hasCard(function (card) {
|
||
return card.hasGaintag("zaoli");
|
||
}, "h");
|
||
},
|
||
content: function () {
|
||
if (player == trigger.player) {
|
||
player.addGaintag(player.getCards("h"), "zaoli");
|
||
} else player.removeGaintag("zaoli");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//王双
|
||
yiyong: {
|
||
audio: 2,
|
||
trigger: { player: "damageEnd" },
|
||
filter: function (event, player) {
|
||
return (
|
||
event.card &&
|
||
event.card.name == "sha" &&
|
||
event.source &&
|
||
event.source.isIn() &&
|
||
player != event.source &&
|
||
event.cards.filterInD().length > 0 &&
|
||
player.getEquips(1).length > 0
|
||
);
|
||
},
|
||
check: function (event, player) {
|
||
var card = {
|
||
name: "sha",
|
||
cards: event.cards.filterInD(),
|
||
},
|
||
target = event.source;
|
||
return (
|
||
!player.canUse(card, target, false) || get.effect(target, card, player, player) > 0
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
event.cards = trigger.cards.filterInD();
|
||
player.gain(event.cards, "gain2");
|
||
"step 1";
|
||
var target = trigger.source,
|
||
hs = player.getCards("h");
|
||
if (
|
||
target &&
|
||
target.isIn() &&
|
||
hs.length >= cards.length &&
|
||
cards.filter(function (i) {
|
||
return hs.includes(i);
|
||
}).length == cards.length &&
|
||
player.canUse({ name: "sha", cards: cards }, target, false)
|
||
) {
|
||
var next = player.useCard({ name: "sha" }, cards, target, false);
|
||
if (!target.getEquips(1).length) next.baseDamage = 2;
|
||
}
|
||
},
|
||
},
|
||
shanxie: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
//filterTarget:function(card,player,target){
|
||
// return target!=player&&target.getEquip(1);
|
||
//},
|
||
//selectTarget:[0,1],
|
||
content: function () {
|
||
var card = get.cardPile2(function (card) {
|
||
return get.subtype(card) == "equip1";
|
||
});
|
||
if (card) player.gain(card, "gain2");
|
||
else {
|
||
var targets = game.filterPlayer(function (current) {
|
||
return current.getEquips(1).length > 0;
|
||
});
|
||
if (targets.length) {
|
||
var target = targets.randomGet();
|
||
player.gain(target.getEquips(1), target, "give", "bySelf");
|
||
}
|
||
}
|
||
},
|
||
content_old: function () {
|
||
"step 0";
|
||
if (!target) {
|
||
var card = get.cardPile2(function (card) {
|
||
return get.subtype(card) == "equip1";
|
||
});
|
||
if (card) player.gain(card, "gain2");
|
||
event.finish();
|
||
} else {
|
||
var card = target.getEquip(1);
|
||
if (card) {
|
||
event.card = card;
|
||
player.gain(card, target, "give");
|
||
} else event.finish();
|
||
}
|
||
"step 1";
|
||
if (
|
||
player.getCards("h").includes(card) &&
|
||
get.type(card, player) == "equip" &&
|
||
player.hasUseTarget(card)
|
||
)
|
||
player.chooseUseTarget(card, true, "nopopup");
|
||
"step 2";
|
||
var hs = target.getCards("h", function (card) {
|
||
return target.canUse(get.autoViewAs({ name: "sha" }, [card]), player, false);
|
||
});
|
||
if (hs.length) {
|
||
if (hs.length == 1) event._result = { bool: true, cards: hs };
|
||
else
|
||
target
|
||
.chooseCard(
|
||
"h",
|
||
true,
|
||
"将一张牌当做【杀】对" + get.translation(player) + "使用",
|
||
function (card) {
|
||
return _status.event.cards.includes(card);
|
||
}
|
||
)
|
||
.set("cards", hs)
|
||
.set("ai", function (card) {
|
||
return get.effect(
|
||
_status.event.getParent().player,
|
||
get.autoViewAs({ name: "sha" }, [card]),
|
||
_status.event.player
|
||
);
|
||
});
|
||
} else event.finish();
|
||
"step 3";
|
||
if (result.bool) target.useCard({ name: "sha" }, result.cards, player, false);
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: { player: 1 },
|
||
},
|
||
group: ["shanxie_exclude", "shanxie_shan"],
|
||
subSkill: {
|
||
exclude: {
|
||
trigger: { global: "useCard" },
|
||
forced: true,
|
||
locked: false,
|
||
filter: function (event, player) {
|
||
if (event.card.name != "shan" || event.getParent(2).player != player)
|
||
return false;
|
||
var num = get.number(event.card);
|
||
return !num || num <= player.getAttackRange() * 2;
|
||
},
|
||
logTarget: "player",
|
||
content: function () {
|
||
trigger.all_excluded = true;
|
||
},
|
||
sub: true,
|
||
},
|
||
shan: {
|
||
trigger: { player: "useCardToPlayered" },
|
||
filter: function (event, player) {
|
||
return event.target.isAlive() && event.card.name == "sha";
|
||
},
|
||
silent: true,
|
||
content: function () {
|
||
trigger.target.addTempSkill("shanxie_banned");
|
||
trigger.target.storage.shanxie_banned = {
|
||
card: trigger.card,
|
||
num: player.getAttackRange() * 2,
|
||
};
|
||
},
|
||
sub: true,
|
||
},
|
||
banned: {
|
||
init: function (player) {
|
||
player.storage.shanxie_banned = {};
|
||
},
|
||
onremove: function (player) {
|
||
delete player.storage.shanxie_banned;
|
||
},
|
||
trigger: { global: "useCardEnd" },
|
||
filter: function (event, player) {
|
||
return event.card == player.storage.shanxie_banned.card;
|
||
},
|
||
silent: true,
|
||
content: function () {
|
||
player.removeSkill("shanxie_banned");
|
||
},
|
||
ai: {
|
||
effect: {
|
||
player: function (card, player, target) {
|
||
if (get.name(card) == "shan") {
|
||
let num = get.number(card);
|
||
if (!num || num <= player.storage.shanxie_banned.num)
|
||
return "zeroplayertarget";
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//吴景流兵
|
||
liubing: {
|
||
trigger: { player: "useCard1" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
if (event.card.name != "sha" || !event.cards || !event.cards.length) return false;
|
||
var evt = event.getParent("phaseUse");
|
||
return (
|
||
evt &&
|
||
evt.player == player &&
|
||
player
|
||
.getHistory("useCard", function (evt2) {
|
||
return (
|
||
evt2.card.name == "sha" &&
|
||
evt2.cards &&
|
||
evt2.cards.length &&
|
||
evt2.getParent("phaseUse") == evt
|
||
);
|
||
})
|
||
.indexOf(event) == 0
|
||
);
|
||
},
|
||
content: function () {
|
||
game.log(player, "将", trigger.card, "的花色改为", "#y♦");
|
||
trigger.card.suit = "diamond";
|
||
trigger.card.color = "red";
|
||
},
|
||
group: "liubing_gain",
|
||
subSkill: {
|
||
gain: {
|
||
trigger: { global: "useCardAfter" },
|
||
forced: true,
|
||
audio: "liubing",
|
||
filter: function (event, player) {
|
||
return (
|
||
event.player != player &&
|
||
event.card.isCard &&
|
||
event.card.name == "sha" &&
|
||
get.color(event.card) == "black" &&
|
||
event.cards.filterInD().length > 0 &&
|
||
event.player.isPhaseUsing() &&
|
||
!event.player.hasHistory("sourceDamage", function (evt) {
|
||
return evt.card == event.card;
|
||
})
|
||
);
|
||
},
|
||
logTarget: "player",
|
||
content: function () {
|
||
player.gain(trigger.cards.filterInD(), "gain2");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//新刘璋
|
||
jutu: {
|
||
audio: "xiusheng",
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
player.storage.yaohu &&
|
||
game.hasPlayer(function (current) {
|
||
return current.group == player.storage.yaohu;
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var cards = player.getExpansions("jutu");
|
||
if (cards.length > 0) {
|
||
player.gain(cards, "gain2");
|
||
}
|
||
"step 1";
|
||
event.num = game.countPlayer(function (current) {
|
||
return current.group == player.storage.yaohu;
|
||
});
|
||
player.draw(event.num + 1);
|
||
if (!event.num) event.finish();
|
||
"step 2";
|
||
var he = player.getCards("he");
|
||
if (!he.length) event.finish();
|
||
else if (he.length < num) event._result = { bool: true, cards: he };
|
||
else player.chooseCard("he", true, num, "选择" + get.cnNumber(num) + "张牌作为生");
|
||
"step 3";
|
||
if (result.bool) {
|
||
var cards = result.cards;
|
||
player.addToExpansion(player, "give", cards).gaintag.add("jutu");
|
||
}
|
||
"step 4";
|
||
game.delayx();
|
||
},
|
||
intro: {
|
||
content: "expansion",
|
||
markcount: "expansion",
|
||
},
|
||
onremove: function (player, skill) {
|
||
var cards = player.getExpansions(skill);
|
||
if (cards.length) player.loseToDiscardpile(cards);
|
||
},
|
||
ai: { combo: "yaohu" },
|
||
},
|
||
yaohu: {
|
||
audio: "yinlang",
|
||
trigger: { player: "phaseBegin" },
|
||
direct: true,
|
||
forced: true,
|
||
locked: false,
|
||
filter: function (event, player) {
|
||
return (
|
||
!player.hasSkill("yaohu_round") &&
|
||
game.hasPlayer(function (current) {
|
||
return current.group && current.group != "unknown";
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var list = [];
|
||
game.countPlayer(function (current) {
|
||
if (current.group && current.group != "unknown") list.add(current.group);
|
||
});
|
||
list.sort(function (a, b) {
|
||
return lib.group.indexOf(a) - lib.group.indexOf(b);
|
||
});
|
||
if (!player.hasSkill("yaohu")) list.push("cancel2");
|
||
player
|
||
.chooseControl(list)
|
||
.set("prompt", "邀虎:请选择一个势力")
|
||
.set("ai", function () {
|
||
return _status.event.choice;
|
||
})
|
||
.set(
|
||
"choice",
|
||
(function () {
|
||
var getn = function (group) {
|
||
return game.countPlayer(function (current) {
|
||
if (current.group != group) return false;
|
||
if (player == current) return 2;
|
||
if (get.attitude(current, player) > 0) return 1;
|
||
return 1.3;
|
||
});
|
||
};
|
||
list.sort(function (a, b) {
|
||
return getn(b) - getn(a);
|
||
});
|
||
return list[0];
|
||
})()
|
||
);
|
||
"step 1";
|
||
if (result.control != "cancel2") {
|
||
player.logSkill(
|
||
"yaohu",
|
||
game.filterPlayer(function (current) {
|
||
return current.group == result.control;
|
||
})
|
||
);
|
||
game.log(player, "选择了", "#y" + get.translation(result.control + 2));
|
||
player.storage.yaohu = result.control;
|
||
player.markSkill("yaohu");
|
||
}
|
||
},
|
||
ai: { combo: "jutu" },
|
||
intro: { content: "已选择了$势力" },
|
||
group: "yaohu_gain",
|
||
subSkill: {
|
||
round: {},
|
||
gain: {
|
||
audio: "yinlang",
|
||
trigger: { global: "phaseUseBegin" },
|
||
forced: true,
|
||
locked: false,
|
||
filter: function (event, player) {
|
||
return (
|
||
event.player != player &&
|
||
event.player.group == player.storage.yaohu &&
|
||
event.player.isIn() &&
|
||
player.getExpansions("jutu").length > 0
|
||
);
|
||
},
|
||
logTarget: "player",
|
||
content: function () {
|
||
"step 0";
|
||
var target = trigger.player;
|
||
event.target = target;
|
||
target
|
||
.chooseButton(["选择获得一张“生”", player.getExpansions("jutu")], true)
|
||
.set("ai", function (button) {
|
||
return get.value(button.link, player);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
target.gain(result.links, "give", player, "bySelf");
|
||
}
|
||
"step 2";
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return current != player && current != target;
|
||
})
|
||
) {
|
||
player
|
||
.chooseTarget(
|
||
true,
|
||
"选择" + get.translation(target) + "使用【杀】的目标",
|
||
function (card, player, target) {
|
||
return target != player && target != _status.event.source;
|
||
}
|
||
)
|
||
.set("source", target)
|
||
.set("ai", function (target) {
|
||
var evt = _status.event;
|
||
return get.effect(target, { name: "sha" }, evt.source, evt.player);
|
||
});
|
||
} else {
|
||
event._result = { bool: false };
|
||
event.goto(4);
|
||
}
|
||
"step 3";
|
||
var target2 = result.targets[0];
|
||
player.line(target2, "green");
|
||
target
|
||
.chooseToUse(function (card, player, event) {
|
||
if (get.name(card) != "sha") return false;
|
||
return lib.filter.filterCard.apply(this, arguments);
|
||
}, "对" + get.translation(target2) + "使用一张杀,否则交给其两张牌")
|
||
.set("targetRequired", true)
|
||
.set("complexSelect", true)
|
||
.set("filterTarget", function (card, player, target) {
|
||
if (
|
||
target != _status.event.sourcex &&
|
||
!ui.selected.targets.includes(_status.event.sourcex)
|
||
)
|
||
return false;
|
||
return lib.filter.targetEnabled.apply(this, arguments);
|
||
})
|
||
.set("sourcex", target2)
|
||
.set("addCount", false);
|
||
"step 4";
|
||
if (!result.bool) {
|
||
var hs = target.getCards("he");
|
||
if (!hs.length) event.finish();
|
||
else if (hs.length <= 2) event._result = { bool: true, cards: hs };
|
||
else
|
||
target.chooseCard(
|
||
2,
|
||
true,
|
||
"交给" + get.translation(player) + "两张牌",
|
||
"he"
|
||
);
|
||
} else event.finish();
|
||
"step 5";
|
||
if (result.bool) target.give(result.cards, player);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
rehuaibi: {
|
||
audio: "huaibi",
|
||
zhuSkill: true,
|
||
mod: {
|
||
maxHandcard: function (player, num) {
|
||
if (player.storage.yaohu && player.hasZhuSkill("rehuaibi"))
|
||
return (
|
||
num +
|
||
game.countPlayer(function (current) {
|
||
return current.group == player.storage.yaohu;
|
||
})
|
||
);
|
||
},
|
||
},
|
||
ai: { combo: "yaohu" },
|
||
},
|
||
//宗预
|
||
zhibian: {
|
||
audio: 2,
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return game.hasPlayer((current) => current != player && player.canCompare(current));
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("zhibian"),
|
||
"与一名其他角色进行拼点",
|
||
function (card, player, target) {
|
||
return target != player && player.canCompare(target);
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
if (!_status.event.goon) return false;
|
||
var att = get.attitude(player, target);
|
||
if (
|
||
att < 0 &&
|
||
target.countCards("e", function (card) {
|
||
return (
|
||
player.canEquip(card) && get.effect(player, card, target, player) > 0
|
||
);
|
||
})
|
||
)
|
||
return -att / Math.sqrt(target.countCards("h"));
|
||
if (!player.isDamaged()) return false;
|
||
if (att <= 0) return (1 - att) / Math.sqrt(target.countCards("h"));
|
||
return Math.sqrt((2 / att) * Math.sqrt(target.countCards("h")));
|
||
})
|
||
.set(
|
||
"goon",
|
||
(function () {
|
||
if (
|
||
!player.hasCard(function (card) {
|
||
return card.number >= 14 - player.hp && get.value(card) <= 5;
|
||
})
|
||
)
|
||
return false;
|
||
return true;
|
||
})()
|
||
);
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
event.target = target;
|
||
player.logSkill("zhibian", target);
|
||
player.chooseToCompare(target);
|
||
} else event.finish();
|
||
"step 2";
|
||
if (result.bool) {
|
||
var list = [],
|
||
list2 = [
|
||
"将" + get.translation(target) + "装备区/判定区中的一张牌移动到你的区域内",
|
||
"回复1点体力",
|
||
"背水!跳过摸牌阶段,并依次执行上述所有选项",
|
||
];
|
||
if (
|
||
target.hasCard(function (card) {
|
||
return player.canEquip(card);
|
||
}, "e") ||
|
||
target.hasCard(function (card) {
|
||
return player.canAddJudge(card);
|
||
}, "j")
|
||
) {
|
||
list.push("选项一");
|
||
}
|
||
if (player.isDamaged()) {
|
||
list.push("选项二");
|
||
}
|
||
if (list.includes("选项一")) list.push("背水!");
|
||
list.push("cancel2");
|
||
player
|
||
.chooseControl(list)
|
||
.set("choiceList", list2)
|
||
.set("ai", function (target) {
|
||
if (
|
||
player.isDamaged() &&
|
||
(player.hp <= 2 ||
|
||
!target.countCards("e", function (card) {
|
||
return (
|
||
player.canEquip(card) &&
|
||
get.value(card, target) >= 4 + player.getDamagedHp()
|
||
);
|
||
}))
|
||
)
|
||
return 1;
|
||
return 0;
|
||
});
|
||
} else {
|
||
player.loseHp();
|
||
event.finish();
|
||
}
|
||
"step 3";
|
||
if (result.control != "cancel2") {
|
||
event.control = result.control;
|
||
if (result.control == "选项一" || result.control == "背水!") {
|
||
player.choosePlayerCard(target, "ej", true).set("ai", get.buttonValue);
|
||
} else event.goto(5);
|
||
} else event.finish();
|
||
"step 4";
|
||
if (result.bool) {
|
||
var card = result.cards[0];
|
||
target.$give(card, player, false);
|
||
game.delayx();
|
||
if (get.position(card) == "e") player.equip(card);
|
||
else player.addJudge(card);
|
||
}
|
||
"step 5";
|
||
if (event.control == "选项二" || event.control == "背水!") {
|
||
player.recover();
|
||
}
|
||
if (event.control == "背水!") player.skip("phaseDraw");
|
||
},
|
||
},
|
||
yuyan: {
|
||
audio: 2,
|
||
trigger: { target: "useCardToTarget" },
|
||
forced: true,
|
||
logTarget: "player",
|
||
filter: function (event, player) {
|
||
return (
|
||
event.card.name == "sha" &&
|
||
event.card.isCard &&
|
||
typeof get.number(event.card) == "number" &&
|
||
player.hp < event.player.hp
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var num = get.number(trigger.card);
|
||
if (
|
||
num >= 13 ||
|
||
!trigger.player.hasCard(function (card) {
|
||
if (_status.connectMode && get.position(card) == "h") return true;
|
||
return get.number(card) > num;
|
||
}, "he")
|
||
)
|
||
event._result = { bool: false };
|
||
else
|
||
trigger.player
|
||
.chooseCard(
|
||
"he",
|
||
function (card) {
|
||
return get.number(card) > _status.event.number;
|
||
},
|
||
"交给" +
|
||
get.translation(player) +
|
||
"一张点数大于" +
|
||
get.cnNumber(num) +
|
||
"的牌,或令" +
|
||
get.translation(trigger.card) +
|
||
"对其无效"
|
||
)
|
||
.set("number", num)
|
||
.set("", function (card) {
|
||
if (card.name == "shan" || card.name == "tao" || card.name == "jiu")
|
||
return false;
|
||
return 6 - get.value(card);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
trigger.player.give(result.cards, player);
|
||
} else {
|
||
trigger.targets.remove(player);
|
||
trigger.getParent().triggeredTargets2.remove(player);
|
||
trigger.untrigger();
|
||
}
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target: function (card, player, target, current) {
|
||
if (
|
||
card.name == "sha" &&
|
||
player.hp > target.hp &&
|
||
get.attitude(player, target) < 0
|
||
) {
|
||
var num = get.number(card);
|
||
if (typeof num != "number") return false;
|
||
var bs = player.getCards("h", function (cardx) {
|
||
return get.number(cardx) > num && !["", "", ""].includes(cardx.name);
|
||
});
|
||
if (bs.length < 2) return 0;
|
||
if (player.hasSkill("jiu") || player.hasSkill("tianxianjiu")) return;
|
||
if (bs.length <= 2) {
|
||
for (var i = 0; i < bs.length; i++) {
|
||
if (get.value(bs[i]) < 6) {
|
||
return [1, 0, 1, -0.5];
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
return [1, 0, 1, -0.5];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//袁涣
|
||
qingjue: {
|
||
audio: 2,
|
||
trigger: { global: "useCardToPlayer" },
|
||
logTarget: "player",
|
||
round: 1,
|
||
filter: function (event, player) {
|
||
return (
|
||
event.player != player &&
|
||
event.target != player &&
|
||
event.player != event.target &&
|
||
event.player.hp > event.target.hp &&
|
||
event.targets.length == 1 &&
|
||
event.player.countCards("h") > 0 &&
|
||
!event.target.isDying() &&
|
||
!event.player.hasSkillTag("noCompareTarget") &&
|
||
!player.hasSkillTag("noCompareSource")
|
||
);
|
||
},
|
||
check: function (event, player) {
|
||
var target = event.target,
|
||
source = event.player;
|
||
var eff1 = get.effect(target, event.card, source, player);
|
||
if (eff1 >= 0) return false;
|
||
var eff2 = get.effect(player, event.card, source, player);
|
||
if (eff2 >= 0) return true;
|
||
if (eff2 > eff1 / 3)
|
||
return player.hasCard(function (card) {
|
||
return (card.number >= 9 && get.value(card) <= 5) || get.value(card) <= 3;
|
||
});
|
||
if (eff2 > eff1 / 2)
|
||
return player.hasCard(function (card) {
|
||
return card.number > 10 && get.value(card) <= 5;
|
||
});
|
||
return player.hasCard(function (card) {
|
||
return card.number > 11 && get.value(card) <= 5;
|
||
});
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.draw();
|
||
"step 1";
|
||
if (player.canCompare(trigger.player)) player.chooseToCompare(trigger.player);
|
||
else event.finish();
|
||
"step 2";
|
||
trigger.targets.remove(trigger.target);
|
||
trigger.getParent().triggeredTargets1.remove(trigger.target);
|
||
trigger.untrigger();
|
||
if (!result.bool) trigger.targets.push(player);
|
||
},
|
||
},
|
||
fengjie: {
|
||
audio: 2,
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return game.hasPlayer((current) => current != player);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player
|
||
.chooseTarget(
|
||
"请选择【奉节】的目标",
|
||
"选择一名其他角色并获得如下效果直到你下回合开始:一名角色的结束阶段开始时,你将手牌摸至(至多摸至四张)或弃置至与其体力值相等。",
|
||
lib.filter.notMe,
|
||
true
|
||
)
|
||
.set("ai", function (target) {
|
||
return (target.hp - player.countCards("h")) / get.threaten(target);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.line(target, "green");
|
||
game.log(player, "选择了", target);
|
||
player.storage.fengjie2 = target;
|
||
player.addTempSkill("fengjie2", { player: "phaseBegin" });
|
||
game.delayx();
|
||
}
|
||
},
|
||
},
|
||
fengjie2: {
|
||
audio: "fengjie",
|
||
trigger: { global: "phaseJieshuBegin" },
|
||
forced: true,
|
||
charlotte: true,
|
||
onremove: true,
|
||
filter: function (event, player) {
|
||
if (!player.storage.fengjie2 || !player.storage.fengjie2.isIn()) return false;
|
||
var num1 = player.countCards("h"),
|
||
num2 = player.storage.fengjie2.hp;
|
||
return num1 != num2;
|
||
},
|
||
logTarget: (event, player) => player.storage.fengjie2,
|
||
content: function () {
|
||
var num1 = player.countCards("h"),
|
||
num2 = player.storage.fengjie2.hp;
|
||
if (num1 > num2) player.chooseToDiscard("h", true, num1 - num2);
|
||
else player.drawTo(Math.min(num1 + 4, num2));
|
||
},
|
||
},
|
||
//陈武董袭
|
||
spyilie: {
|
||
audio: 2,
|
||
trigger: { player: "phaseUseBegin" },
|
||
direct: true,
|
||
content: function () {
|
||
"step 0";
|
||
player
|
||
.chooseControl("选项一", "选项二", "背水!", "cancel2")
|
||
.set("choiceList", [
|
||
"本阶段内使用【杀】的次数上限+1",
|
||
"本回合内使用【杀】被【闪】抵消时摸一张牌",
|
||
"背水!失去1点体力并依次执行上述所有选项",
|
||
])
|
||
.set("ai", function () {
|
||
if (
|
||
player.countCards("hs", function (card) {
|
||
return get.name(card) == "sha" && player.hasValueTarget(card);
|
||
}) > player.getCardUsable({ name: "sha" })
|
||
)
|
||
return 0;
|
||
return 1;
|
||
});
|
||
"step 1";
|
||
if (result.control != "cancel2") {
|
||
player.logSkill("spyilie");
|
||
game.log(player, "选择了", "#g【毅烈】", "的", "#y" + result.control);
|
||
if (result.index % 2 == 0) player.addTempSkill("spyilie_add", "phaseUseEnd");
|
||
if (result.index > 0) player.addTempSkill("spyilie_miss");
|
||
if (result.index == 2) player.loseHp();
|
||
}
|
||
},
|
||
subSkill: {
|
||
add: {
|
||
charlotte: true,
|
||
mod: {
|
||
cardUsable: function (card, player, num) {
|
||
if (card.name == "sha") return num + 1;
|
||
},
|
||
},
|
||
},
|
||
miss: {
|
||
charlotte: true,
|
||
audio: "spyilie",
|
||
trigger: { player: "shaMiss" },
|
||
forced: true,
|
||
content: function () {
|
||
player.draw();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spfenming: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: (event, player) =>
|
||
game.hasPlayer((current) => lib.skill.spfenming.filterTarget(null, player, current)),
|
||
filterTarget: function (card, player, target) {
|
||
if (target.hp > player.hp) return false;
|
||
return (
|
||
!target.isLinked() ||
|
||
target.hasCard(
|
||
function (card) {
|
||
return lib.filter.canBeGained(card, player, target);
|
||
},
|
||
target == player ? "e" : "he"
|
||
)
|
||
);
|
||
},
|
||
content: function () {
|
||
if (!target.isLinked()) target.link();
|
||
else player.gainPlayerCard(target, target == player ? "e" : "he", true);
|
||
},
|
||
ai: {
|
||
order: 7,
|
||
result: {
|
||
player: function (player, target) {
|
||
if (!target.isLinked())
|
||
return get.effect(target, { name: "tiesuo" }, player, player);
|
||
return get.effect(target, { name: "shunshou_copy2" }, player, player);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//周处
|
||
rechuhai: {
|
||
audio: "chuhai",
|
||
dutySkill: true,
|
||
locked: false,
|
||
group: ["rechuhai_add", "rechuhai_achieve", "rechuhai_fail", "rechuhai_chuhai"],
|
||
derivation: "zhangming",
|
||
subSkill: {
|
||
chuhai: {
|
||
audio: ["chuhai", 2],
|
||
inherit: "chuhai",
|
||
prompt: "与一名其他角色进行拼点",
|
||
},
|
||
add: {
|
||
trigger: { player: "compare" },
|
||
forced: true,
|
||
popup: false,
|
||
filter: function (event, player) {
|
||
return (
|
||
event.getParent().name == "rechuhai_chuhai" &&
|
||
event.num1 < 13 &&
|
||
player.countCards("e") < 4
|
||
);
|
||
},
|
||
content: function () {
|
||
var num = 4 - player.countCards("e");
|
||
game.log(player, "的拼点牌点数+", num);
|
||
trigger.num1 = Math.min(13, trigger.num1 + num);
|
||
},
|
||
},
|
||
achieve: {
|
||
audio: ["chuhai", 2],
|
||
trigger: { player: "equipAfter" },
|
||
forced: true,
|
||
skillAnimation: true,
|
||
animationColor: "wood",
|
||
filter: function (event, player) {
|
||
return player.countCards("e") > 2;
|
||
},
|
||
content: function () {
|
||
player.awakenSkill("rechuhai");
|
||
game.log(player, "成功完成使命");
|
||
if (player.isDamaged()) player.recover(player.maxHp - player.hp);
|
||
player.changeSkills(["zhangming"], ["xianghai"]);
|
||
},
|
||
},
|
||
fail: {
|
||
audio: "chuhai3",
|
||
trigger: { player: "chooseToCompareAfter" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
event.getParent().name == "rechuhai_chuhai" &&
|
||
event.num1 < 7 &&
|
||
!event.result.bool
|
||
);
|
||
},
|
||
content: function () {
|
||
player.awakenSkill("rechuhai");
|
||
game.log(player, "使命失败");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
chuhai3: { audio: true },
|
||
zhangming: {
|
||
audio: 2,
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return get.suit(event.card) == "club";
|
||
},
|
||
content: function () {
|
||
trigger.directHit.addArray(
|
||
game.filterPlayer(function (current) {
|
||
return current != player;
|
||
})
|
||
);
|
||
},
|
||
group: "zhangming_damage",
|
||
subSkill: {
|
||
damage: {
|
||
audio: "zhangming",
|
||
trigger: { source: "damageEnd" },
|
||
forced: true,
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return player != event.player;
|
||
},
|
||
logTarget: "player",
|
||
content: function () {
|
||
var list = [],
|
||
cards = [],
|
||
target = trigger.player,
|
||
hs = target.getCards("h");
|
||
if (hs.length > 0) {
|
||
var card = hs.randomGet();
|
||
list.push(get.type2(card, target));
|
||
player.showCards(
|
||
card,
|
||
get.translation(player) +
|
||
"对" +
|
||
get.translation(target) +
|
||
"发动了【彰名】"
|
||
);
|
||
}
|
||
target.discard(card);
|
||
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
|
||
var type = get.type2(ui.cardPile.childNodes[i], false);
|
||
if (!list.includes(type)) {
|
||
list.push(type);
|
||
cards.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
}
|
||
player.gain(cards, "gain2").gaintag.add("zhangming");
|
||
player.addTempSkill("zhangming_keep");
|
||
},
|
||
},
|
||
keep: {
|
||
charlotte: true,
|
||
onremove: function (player) {
|
||
player.removeGaintag("zhangming");
|
||
},
|
||
mod: {
|
||
ignoredHandcard: function (card, player) {
|
||
if (card.hasGaintag("zhangming")) {
|
||
return true;
|
||
}
|
||
},
|
||
cardDiscardable: function (card, player, name) {
|
||
if (name == "phaseDiscard" && card.hasGaintag("zhangming")) {
|
||
return false;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xianghai: {
|
||
audio: 2,
|
||
global: "xianghai_g",
|
||
mod: {
|
||
cardname: function (card) {
|
||
if (get.type(card, null, false) == "equip") return "jiu";
|
||
},
|
||
},
|
||
ai: {
|
||
threaten: 2,
|
||
},
|
||
},
|
||
xianghai_g: {
|
||
mod: {
|
||
maxHandcard: function (player, num) {
|
||
return (
|
||
num -
|
||
game.countPlayer(function (current) {
|
||
return current != player && current.hasSkill("xianghai");
|
||
})
|
||
);
|
||
},
|
||
},
|
||
},
|
||
chuhai: {
|
||
audio: 3,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return game.hasPlayer((target) => player.canCompare(target, true));
|
||
},
|
||
filterTarget: function (card, player, target) {
|
||
return player.canCompare(target, true);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.draw();
|
||
"step 1";
|
||
if (player.canCompare(target)) player.chooseToCompare(target);
|
||
else event.finish();
|
||
"step 2";
|
||
if (result.bool) {
|
||
player.storage.chuhai2 = target;
|
||
player.addTempSkill("chuhai2", "phaseUseEnd");
|
||
if (target.countCards("h") > 0) {
|
||
player.viewHandcards(target);
|
||
var types = [],
|
||
cards = [],
|
||
hs = target.getCards("h");
|
||
for (var i of hs) {
|
||
types.add(get.type2(i, target));
|
||
}
|
||
for (var i of types) {
|
||
var card = get.cardPile(function (card) {
|
||
return get.type2(card, false) == i;
|
||
});
|
||
if (card) cards.push(card);
|
||
}
|
||
if (cards.length) player.gain(cards, "gain2", "log");
|
||
}
|
||
}
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
target: function (player, target) {
|
||
if (
|
||
player.countCards("hs", function (card) {
|
||
return (
|
||
get.tag(card, "damage") > 0 &&
|
||
player.canUse(card, target, null, true) &&
|
||
get.effect(target, card, player, player) > 0 &&
|
||
player.hasValueTarget(card, null, true)
|
||
);
|
||
}) > 0
|
||
)
|
||
return -3;
|
||
return -1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
chuhai2: {
|
||
trigger: { source: "damageSource" },
|
||
forced: true,
|
||
charlotte: true,
|
||
onremove: true,
|
||
filter: function (event, player) {
|
||
if (event.player != player.storage.chuhai2) return false;
|
||
for (var i = 1; i < 6; i++) {
|
||
if (player.hasEmptySlot(i)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content: function () {
|
||
for (var i = 1; i < 7; i++) {
|
||
if (player.hasEmptySlot(i)) {
|
||
var sub = "equip" + i,
|
||
card = get.cardPile(function (card) {
|
||
return (
|
||
get.subtype(card, false) == sub &&
|
||
!get.cardtag(card, "gifts") &&
|
||
player.canEquip(card)
|
||
);
|
||
});
|
||
if (card) {
|
||
player.$gain2(card);
|
||
game.delayx();
|
||
player.equip(card);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
},
|
||
//文鸯
|
||
dbquedi: {
|
||
audio: 2,
|
||
trigger: { player: "useCardToPlayered" },
|
||
direct: true,
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return (
|
||
(event.card.name == "sha" || event.card.name == "juedou") &&
|
||
event.targets.length == 1 &&
|
||
(event.target.countGainableCards(player, "h") > 0 ||
|
||
player.hasCard(function (i) {
|
||
return (
|
||
_status.connectMode ||
|
||
(get.type(i, player) == "basic" &&
|
||
lib.filter.cardDiscardable(i, player, "dbquedi"))
|
||
);
|
||
}, "h"))
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var target = trigger.target;
|
||
event.target = target;
|
||
var list = [];
|
||
if (target.countGainableCards(player, "h") > 0) list.push("选项一");
|
||
if (
|
||
player.hasCard(function (i) {
|
||
return (
|
||
get.type(i, player) == "basic" &&
|
||
lib.filter.cardDiscardable(i, player, "dbquedi")
|
||
);
|
||
}, "h")
|
||
)
|
||
list.push("选项二");
|
||
list.push("背水!");
|
||
list.push("cancel2");
|
||
player
|
||
.chooseControl(list)
|
||
.set("choiceList", [
|
||
"获得" + get.translation(target) + "的一张手牌",
|
||
"弃置一张基本牌并令" + get.translation(trigger.card) + "伤害+1",
|
||
"背水!减1点体力上限并执行所有选项",
|
||
])
|
||
.set("prompt", get.prompt("dbquedi", target))
|
||
.set("ai", function () {
|
||
var evt = _status.event.getTrigger(),
|
||
player = evt.player,
|
||
target = evt.target,
|
||
card = evt.card;
|
||
if (get.attitude(player, target) > 0) return "cancel2";
|
||
var bool1 = target.countGainableCards(player, "h") > 0;
|
||
var bool2 =
|
||
player.hasCard(function (i) {
|
||
return (
|
||
get.type(i, player) == "basic" &&
|
||
lib.filter.cardDiscardable(i, player, "dbquedi") &&
|
||
get.value(card, player) < 5
|
||
);
|
||
}, "h") &&
|
||
!target.hasSkillTag("filterDamage", null, {
|
||
player: player,
|
||
card: card,
|
||
});
|
||
if (
|
||
bool1 &&
|
||
bool2 &&
|
||
(target.hp <= 2 || (player.isDamaged() && player.maxHp > 3))
|
||
)
|
||
return "背水!";
|
||
if (bool1) return "选项一";
|
||
if (bool2) return "选项二";
|
||
return "cancel2";
|
||
});
|
||
"step 1";
|
||
if (result.control != "cancel2") {
|
||
player.logSkill("dbquedi", target);
|
||
event.control = result.control;
|
||
if (event.control == "背水!") player.loseMaxHp();
|
||
} else {
|
||
player.storage.counttrigger.dbquedi--;
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (
|
||
(event.control == "选项一" || event.control == "背水!") &&
|
||
target.countGainableCards(player, "h") > 0
|
||
)
|
||
player.gainPlayerCard(target, true, "h");
|
||
"step 3";
|
||
if (
|
||
(event.control == "选项二" || event.control == "背水!") &&
|
||
player.hasCard(function (i) {
|
||
return (
|
||
get.type(i, player) == "basic" &&
|
||
lib.filter.cardDiscardable(i, player, "dbquedi")
|
||
);
|
||
}, "h")
|
||
) {
|
||
player.chooseToDiscard("h", "弃置一张基本牌", { type: "basic" }, true);
|
||
} else event.finish();
|
||
"step 4";
|
||
if (result.bool) trigger.getParent().baseDamage++;
|
||
},
|
||
ai: {
|
||
directHit_ai: true,
|
||
skillTagFilter: function (player, tag, arg) {
|
||
if (
|
||
tag !== "directHit_ai" ||
|
||
!arg ||
|
||
!arg.card ||
|
||
!arg.target ||
|
||
(arg.card.name != "sha" && arg.card.name != "juedou")
|
||
)
|
||
return false;
|
||
if (
|
||
player.storage.counttrigger &&
|
||
player.storage.counttrigger.dbquedi &&
|
||
player.storage.counttrigger.dbquedi > 0
|
||
)
|
||
return false;
|
||
if (
|
||
arg.target.countCards("h") == 1 &&
|
||
(arg.card.name != "sha" ||
|
||
!arg.target.hasSkillTag("freeShan", false, {
|
||
player: player,
|
||
card: arg.card,
|
||
}) ||
|
||
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 false;
|
||
},
|
||
},
|
||
},
|
||
dbzhuifeng: {
|
||
audio: 2,
|
||
groupSkill: true,
|
||
enable: "chooseToUse",
|
||
usable: 2,
|
||
viewAsFilter: function (player) {
|
||
return player.group == "wei" && player.hp > 0;
|
||
},
|
||
viewAs: { name: "juedou", isCard: true },
|
||
filterCard: () => false,
|
||
selectCard: -1,
|
||
log: false,
|
||
precontent: function () {
|
||
"step 0";
|
||
player.logSkill("dbzhuifeng");
|
||
player.loseHp();
|
||
event.forceDie = true;
|
||
"step 1";
|
||
//特殊处理
|
||
if (player.isDead()) {
|
||
player.useResult(event.result, event.getParent()).forceDie = true;
|
||
}
|
||
},
|
||
ai: {
|
||
order: function () {
|
||
return get.order({ name: "juedou" }) - 0.5;
|
||
},
|
||
},
|
||
group: "dbzhuifeng_self",
|
||
subSkill: {
|
||
self: {
|
||
trigger: { player: "damageBegin2" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
var evt = event.getParent();
|
||
return evt.skill == "dbzhuifeng" && evt.player == player;
|
||
},
|
||
content: function () {
|
||
trigger.cancel();
|
||
player.getStat().skill.dbzhuifeng = 2;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
dbchongjian: {
|
||
audio: 2,
|
||
groupSkill: true,
|
||
hiddenCard: function (player, name) {
|
||
if (
|
||
player.group == "wu" &&
|
||
(name == "sha" || name == "jiu") &&
|
||
player.hasCard(function (card) {
|
||
return get.type(card) == "equip";
|
||
}, "hes")
|
||
)
|
||
return true;
|
||
return false;
|
||
},
|
||
enable: "chooseToUse",
|
||
filter: function (event, player) {
|
||
return (
|
||
player.group == "wu" &&
|
||
player.hasCard(function (card) {
|
||
return get.type(card) == "equip";
|
||
}, "hes") &&
|
||
(event.filterCard({ name: "sha" }, player, event) ||
|
||
event.filterCard({ name: "jiu" }, player, event))
|
||
);
|
||
},
|
||
locked: false,
|
||
mod: {
|
||
targetInRange: function (card) {
|
||
if (card.storage && card.storage.dbchongjian) return true;
|
||
},
|
||
},
|
||
chooseButton: {
|
||
dialog: function () {
|
||
var list = [];
|
||
list.push(["基本", "", "sha"]);
|
||
for (var i of lib.inpile_nature) list.push(["基本", "", "sha", i]);
|
||
list.push(["基本", "", "jiu"]);
|
||
return ui.create.dialog("冲坚", [list, "vcard"]);
|
||
},
|
||
filter: function (button, player) {
|
||
var evt = _status.event.getParent();
|
||
return evt.filterCard(
|
||
{ name: button.link[2], nature: button.link[3], isCard: true },
|
||
player,
|
||
evt
|
||
);
|
||
},
|
||
check: function (button) {
|
||
if (_status.event.getParent().type != "phase") return 1;
|
||
var player = _status.event.player;
|
||
if (
|
||
button.link[2] == "jiu" &&
|
||
(player.hasCard(function (card) {
|
||
return get.name(card) == "sha";
|
||
}, "hs") ||
|
||
player.countCards("hes", function (card) {
|
||
if (get.type(card) != "equip") return false;
|
||
if (get.position(card) == "e") {
|
||
if (player.hasSkillTag("noe")) return 10 - get.value(card) > 0;
|
||
var sub = get.subtype(card);
|
||
if (
|
||
player.hasCard(function (card) {
|
||
return (
|
||
get.subtype(card) == sub &&
|
||
player.canUse(card, player) &&
|
||
get.effect(player, card, player, player) > 0
|
||
);
|
||
}, "hs")
|
||
)
|
||
return 10 - get.value(card) > 0;
|
||
}
|
||
return 5 - get.value(card) > 0;
|
||
}) > 1)
|
||
)
|
||
return player.getUseValue({ name: "jiu" }) * 4;
|
||
return player.getUseValue({ name: button.link[2], nature: button.link[3] }, false);
|
||
},
|
||
backup: function (links, player) {
|
||
return {
|
||
audio: "dbchongjian",
|
||
viewAs: {
|
||
name: links[0][2],
|
||
nature: links[0][3],
|
||
//isCard:true,
|
||
storage: { dbchongjian: true },
|
||
},
|
||
filterCard: { type: "equip" },
|
||
position: "hes",
|
||
popname: true,
|
||
precontent: function () {
|
||
player.addTempSkill("dbchongjian_effect");
|
||
},
|
||
check: function (card) {
|
||
var player = _status.event.player;
|
||
if (get.position(card) == "e") {
|
||
if (player.hasSkillTag("noe")) return 10 - get.value(card);
|
||
var sub = get.subtype(card);
|
||
if (
|
||
player.hasCard(function (card) {
|
||
return (
|
||
get.subtype(card) == sub &&
|
||
player.canUse(card, player) &&
|
||
get.effect(player, card, player, player) > 0
|
||
);
|
||
}, "hs")
|
||
)
|
||
return 10 - get.value(card);
|
||
}
|
||
return 5 - get.value(card);
|
||
},
|
||
};
|
||
},
|
||
prompt: function (links) {
|
||
return (
|
||
"将一张装备牌当做" +
|
||
(links[0][3] ? get.translation(links[0][3]) : "") +
|
||
"【" +
|
||
get.translation(links[0][2]) +
|
||
"】使用"
|
||
);
|
||
},
|
||
},
|
||
ai: {
|
||
unequip: true,
|
||
respondSha: true,
|
||
skillTagFilter: function (player, tag, arg) {
|
||
if (tag == "unequip") {
|
||
if (
|
||
player.group != "wu" ||
|
||
!arg ||
|
||
!arg.card ||
|
||
!arg.card.storage ||
|
||
!arg.card.storage.dbchongjian
|
||
)
|
||
return false;
|
||
return true;
|
||
}
|
||
return (
|
||
player.group == "wu" &&
|
||
arg == "use" &&
|
||
player.hasCard(function (card) {
|
||
return get.type(card) == "equip";
|
||
}, "hes")
|
||
);
|
||
},
|
||
order: function (item, player) {
|
||
if (_status.event.type != "phase") return 1;
|
||
var player = _status.event.player;
|
||
if (
|
||
player.hasCard(function (card) {
|
||
if (get.value(card, player) < 0) return true;
|
||
var sub = get.subtype(card);
|
||
return (
|
||
player.hasCard(function (card) {
|
||
return (
|
||
get.subtype(card) == sub &&
|
||
player.canUse(card, player) &&
|
||
get.effect(player, card, player, player) > 0
|
||
);
|
||
}, "hs") > 0
|
||
);
|
||
}, "e")
|
||
)
|
||
return 10;
|
||
if (
|
||
player.countCards("hs", "sha") ||
|
||
player.countCards("he", function (card) {
|
||
return get.type(card) == "equip" && get.value(card, player) < 5;
|
||
}) > 1
|
||
)
|
||
return get.order({ name: "jiu" }) - 0.1;
|
||
return get.order({ name: "sha" }) - 0.1;
|
||
},
|
||
result: { player: 1 },
|
||
},
|
||
subSkill: {
|
||
effect: {
|
||
charlotte: true,
|
||
mod: {
|
||
targetInRange: function (card) {
|
||
if (card.storage && card.storage.dbchongjian) return true;
|
||
},
|
||
},
|
||
trigger: { source: "damageSource" },
|
||
forced: true,
|
||
logTarget: "player",
|
||
filter: function (event, player) {
|
||
return (
|
||
event.parent.skill == "dbchongjian_backup" &&
|
||
event.card.name == "sha" &&
|
||
event.getParent().name == "sha" &&
|
||
event.player.countGainableCards(player, "e") > 0
|
||
);
|
||
},
|
||
content: function () {
|
||
player.gainPlayerCard(trigger.player, "e", true, trigger.num);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
dbchoujue: {
|
||
audio: 2,
|
||
trigger: { source: "dieAfter" },
|
||
forced: true,
|
||
content: function () {
|
||
player.gainMaxHp();
|
||
player.draw(2);
|
||
player.addSkill("counttrigger");
|
||
if (!player.storage.counttrigger) player.storage.counttrigger = {};
|
||
if (!player.storage.counttrigger.dbquedi) player.storage.counttrigger.dbquedi = 0;
|
||
player.storage.counttrigger.dbquedi--;
|
||
},
|
||
},
|
||
//王淩
|
||
xingqi: {
|
||
audio: 2,
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
locked: false,
|
||
filter: function (event, player) {
|
||
return (
|
||
get.type(event.card, false) != "delay" &&
|
||
!player.getStorage("xingqi").includes(event.card.name)
|
||
);
|
||
},
|
||
content: function () {
|
||
player.markAuto("xingqi", [trigger.card.name]);
|
||
game.log(player, "获得了一个", "#g【备(" + get.translation(trigger.card.name) + ")】");
|
||
},
|
||
marktext: "备",
|
||
intro: {
|
||
content: "$",
|
||
onunmark: function (storage, player) {
|
||
delete player.storage.xingqi;
|
||
},
|
||
},
|
||
group: "xingqi_gain",
|
||
subSkill: {
|
||
gain: {
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return player.getStorage("xingqi").length > 0;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.removeSkill("mibei_mark");
|
||
player
|
||
.chooseButton([
|
||
"星启:是否获得一张牌?",
|
||
[player.getStorage("xingqi"), "vcard"],
|
||
])
|
||
.set("ai", function (button) {
|
||
var card = { name: button.link[2] },
|
||
player = _status.event.player;
|
||
if (
|
||
!get.cardPile2(function (cardx) {
|
||
return cardx.name == card.name;
|
||
})
|
||
)
|
||
return 0;
|
||
return get.value(card, player) * player.getUseValue(card);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("xingqi");
|
||
var name = result.links[0][2];
|
||
game.log(player, "移去了一个", "#g【备(" + get.translation(name) + ")】");
|
||
player.unmarkAuto("xingqi", [name]);
|
||
var card = get.cardPile2(function (card) {
|
||
return card.name == name;
|
||
});
|
||
if (card) player.gain(card, "gain2");
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xinzifu: {
|
||
audio: "zifu",
|
||
trigger: { player: "phaseUseEnd" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
player.getStorage("xingqi").length > 0 &&
|
||
!player.hasHistory("useCard", function (evt) {
|
||
return evt.getParent("phaseUse") == event;
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
game.log(player, "移去了所有", "#g【备】");
|
||
player.unmarkSkill("xingqi");
|
||
player.addTempSkill("xinzifu_limit");
|
||
player.addMark("xinzifu_limit", 1, false);
|
||
},
|
||
ai: {
|
||
neg: true,
|
||
combo: "xingqi",
|
||
},
|
||
subSkill: {
|
||
limit: {
|
||
charlotte: true,
|
||
markimage: "image/card/handcard.png",
|
||
intro: {
|
||
content: function (storage, player) {
|
||
var num = -player.countMark("xinzifu_limit");
|
||
return "手牌上限" + num;
|
||
},
|
||
},
|
||
mod: {
|
||
maxHandcard: function (player, num) {
|
||
return num - player.countMark("xinzifu_limit");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
mibei: {
|
||
audio: 2,
|
||
trigger: { player: "useCardAfter" },
|
||
dutySkill: true,
|
||
forced: true,
|
||
locked: false,
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
if (!player.storage.xingqi || !player.storage.xingqi.length) return false;
|
||
var map = { basic: 0, trick: 0, equip: 0 };
|
||
for (var i of player.storage.xingqi) {
|
||
var type = get.type(i);
|
||
if (typeof map[type] == "number") map[type]++;
|
||
}
|
||
for (var i in map) {
|
||
if (map[i] < 2) return false;
|
||
}
|
||
return true;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.logSkill("twmibei_achieve");
|
||
game.log(player, "成功完成使命");
|
||
player.awakenSkill("mibei");
|
||
var list = ["basic", "equip", "trick"],
|
||
cards = [];
|
||
for (var i of list) {
|
||
var card = get.cardPile2(function (card) {
|
||
return get.type(card) == i;
|
||
});
|
||
if (card) cards.push(card);
|
||
}
|
||
if (cards.length) player.gain(cards, "gain2");
|
||
"step 1";
|
||
player.addSkills("xinmouli");
|
||
},
|
||
ai: {
|
||
combo: "xingqi"
|
||
},
|
||
group: ["mibei_fail", "mibei_silent"],
|
||
derivation: "xinmouli",
|
||
subSkill: {
|
||
silent: {
|
||
charlotte: true,
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
silent: true,
|
||
lastDo: true,
|
||
filter: function (event, player) {
|
||
return !player.getStorage("xingqi").length;
|
||
},
|
||
content: function () {
|
||
player.addTempSkill("mibei_mark");
|
||
},
|
||
},
|
||
mark: { charlotte: true },
|
||
fail: {
|
||
audio: "mibei2",
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
filter: function (event, player) {
|
||
return !player.getStorage("xingqi").length && player.hasSkill("mibei_mark");
|
||
},
|
||
forced: true,
|
||
content: function () {
|
||
game.log(player, "使命失败");
|
||
player.awakenSkill("mibei");
|
||
player.loseMaxHp();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
mibei1: { audio: true },
|
||
mibei2: { audio: true },
|
||
xinmouli: {
|
||
audio: "mouli",
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return player.getStorage("xingqi").length > 0;
|
||
},
|
||
filterTarget: lib.filter.notMe,
|
||
content: function () {
|
||
"step 0";
|
||
target
|
||
.chooseButton(
|
||
["谋立:是否获得一张牌?", [player.getStorage("xingqi"), "vcard"]],
|
||
true
|
||
)
|
||
.set("ai", function (button) {
|
||
var card = { name: button.link[2] },
|
||
player = _status.event.player;
|
||
return get.value(card, player);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var name = result.links[0][2];
|
||
game.log(player, "移去了一个", "#g【备(" + get.translation(name) + ")】");
|
||
player.unmarkAuto("xingqi", [name]);
|
||
var card = get.cardPile2(function (card) {
|
||
return card.name == name;
|
||
});
|
||
if (card) target.gain(card, "gain2");
|
||
}
|
||
},
|
||
ai: {
|
||
combo: "xingqi",
|
||
order: 1,
|
||
result: {
|
||
target: function (player, target) {
|
||
if (target.hasSkillTag("nogain")) return 0;
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
mouli: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return player.countCards("h") > 0;
|
||
},
|
||
filterCard: true,
|
||
position: "h",
|
||
filterTarget: lib.filter.notMe,
|
||
discard: false,
|
||
lose: false,
|
||
delay: false,
|
||
check: function (card) {
|
||
return 8 - get.value(card);
|
||
},
|
||
content: function () {
|
||
player.give(cards, target);
|
||
if (!target.storage.mouli2) target.storage.mouli2 = [];
|
||
if (!target.storage.mouli3) target.storage.mouli3 = [];
|
||
target.storage.mouli2.add(player);
|
||
target.storage.mouli3.push(player);
|
||
target.addSkill("mouli_effect");
|
||
},
|
||
ai: {
|
||
threaten: 1.2,
|
||
order: 4,
|
||
result: {
|
||
target: 1,
|
||
},
|
||
},
|
||
subSkill: {
|
||
effect: {
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
charlotte: true,
|
||
filter: function (event, player) {
|
||
if (event.card.name != "sha" && event.card.name != "shan") return false;
|
||
for (var i of player.storage.mouli3) {
|
||
if (i.isIn()) return true;
|
||
}
|
||
return false;
|
||
},
|
||
logTarget: function (event, player) {
|
||
return player.storage.mouli3;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
game.delayx();
|
||
player.storage.mouli3.sortBySeat();
|
||
if (player.storage.mouli3.length == 1) {
|
||
player.storage.mouli3[0].draw(3);
|
||
player.storage.mouli3.length = 0;
|
||
event.finish();
|
||
} else game.asyncDraw(player.storage.mouli3, 3);
|
||
"step 1";
|
||
player.storage.mouli3.length = 0;
|
||
game.delayx();
|
||
},
|
||
group: ["mouli_sha", "mouli_shan", "mouli_clear"],
|
||
mark: true,
|
||
intro: {
|
||
content: "已因$获得“谋立”效果",
|
||
},
|
||
},
|
||
sha: {
|
||
enable: "chooseToUse",
|
||
viewAs: { name: "sha" },
|
||
filterCard: { color: "black" },
|
||
position: "he",
|
||
prompt: "将一张黑色牌当做杀使用",
|
||
check: function (card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
viewAsFilter: function (player) {
|
||
return player.countCards("he", { color: "black" }) > 0;
|
||
},
|
||
ai: {
|
||
respondSha: true,
|
||
skillTagFilter: function (player) {
|
||
return player.countCards("he", { color: "black" }) > 0;
|
||
},
|
||
},
|
||
},
|
||
shan: {
|
||
enable: "chooseToUse",
|
||
viewAs: { name: "shan" },
|
||
filterCard: { color: "red" },
|
||
position: "he",
|
||
prompt: "将一张红色牌当做闪使用",
|
||
check: function (card) {
|
||
return 7 - get.value(card);
|
||
},
|
||
viewAsFilter: function (player) {
|
||
return player.countCards("he", { color: "red" }) > 0;
|
||
},
|
||
ai: {
|
||
respondShan: true,
|
||
skillTagFilter: function (player) {
|
||
return player.countCards("he", { color: "red" }) > 0;
|
||
},
|
||
},
|
||
},
|
||
clear: {
|
||
trigger: { global: ["phaseBegin", "dieAfter"] },
|
||
forced: true,
|
||
silent: true,
|
||
popup: false,
|
||
lastDo: true,
|
||
forceDie: true,
|
||
filter: function (event, player) {
|
||
if (event.name == "die" && player == event.player) return true;
|
||
return player.storage.mouli2.includes(event.player);
|
||
},
|
||
content: function () {
|
||
if (trigger.name == "die" && player == trigger.player) {
|
||
player.removeSkill("mouli_effect");
|
||
delete player.storage.mouli2;
|
||
delete player.storage.mouli3;
|
||
return;
|
||
}
|
||
player.storage.mouli2.remove(trigger.player);
|
||
while (player.storage.mouli3.includes(trigger.player))
|
||
player.storage.mouli3.remove(trigger.player);
|
||
if (!player.storage.mouli2.length) player.removeSkill("mouli_effect");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
zifu: {
|
||
audio: 2,
|
||
trigger: { global: "dieAfter" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return event.player.storage.mouli2 && event.player.storage.mouli2.includes(player);
|
||
},
|
||
content: function () {
|
||
player.loseMaxHp(2);
|
||
},
|
||
ai: {
|
||
combo: "mouli",
|
||
neg: true,
|
||
},
|
||
},
|
||
//孔融
|
||
xinlirang: {
|
||
audio: "splirang",
|
||
trigger: { global: "phaseDrawBegin2" },
|
||
logTarget: "player",
|
||
filter: function (event, player) {
|
||
return !event.numFixed && event.player != player && player.countMark("xinlirang") == 0;
|
||
},
|
||
prompt2: "获得一枚“谦”并令其多摸两张牌",
|
||
check: function (event, player) {
|
||
return get.attitude(player, event.player) > 0;
|
||
},
|
||
content: function () {
|
||
trigger.num += 2;
|
||
player.addMark("xinlirang", 1);
|
||
player.addTempSkill("xinlirang_gain");
|
||
},
|
||
marktext: "谦",
|
||
intro: {
|
||
name: "谦",
|
||
content: "mark",
|
||
},
|
||
group: "xinlirang_skip",
|
||
subSkill: {
|
||
gain: {
|
||
audio: "splirang",
|
||
trigger: { global: "phaseDiscardEnd" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return event.player.hasHistory("lose", function (evt) {
|
||
return (
|
||
evt.type == "discard" &&
|
||
evt.cards2.filterInD("d").length > 0 &&
|
||
evt.getParent("phaseDiscard") == event
|
||
);
|
||
});
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var cards = [];
|
||
trigger.player.getHistory("lose", function (evt) {
|
||
if (evt.type == "discard" && evt.getParent("phaseDiscard") == trigger)
|
||
cards.addArray(evt.cards2.filterInD("d"));
|
||
});
|
||
player.chooseButton(["礼让:是否获得其中至多两张牌?", cards], [1, 2]);
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("xinlirang_gain", trigger.player);
|
||
player.gain(result.links, "gain2");
|
||
}
|
||
},
|
||
},
|
||
skip: {
|
||
audio: "splirang",
|
||
trigger: { player: "phaseDrawBefore" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return player.hasMark("xinlirang");
|
||
},
|
||
content: function () {
|
||
trigger.cancel();
|
||
player.removeMark("xinlirang", player.countMark("xinlirang"));
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xinmingshi: {
|
||
audio: "spmingshi",
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
logTarget: "source",
|
||
filter: function (event, player) {
|
||
return (
|
||
event.source &&
|
||
event.source.isIn() &&
|
||
player.hasMark("xinlirang") &&
|
||
event.source.countCards("he") > 0
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
trigger.source
|
||
.chooseToDiscard("he", true)
|
||
.set("color", get.attitude(trigger.source, player) > 0 ? "red" : "black")
|
||
.set("ai", function (card) {
|
||
return (get.color(card) == _status.event.color ? 4 : 0) - get.value(card);
|
||
});
|
||
"step 1";
|
||
if (result.bool && result.cards && result.cards.length) {
|
||
var card = result.cards[0];
|
||
if (get.color(card, trigger.source) == "red") player.recover();
|
||
else if (get.position(card, true) == "d") player.gain(card, "gain2");
|
||
}
|
||
},
|
||
ai: {
|
||
combo: "xinlirang",
|
||
effect: {
|
||
target: function (card, player, target) {
|
||
if (get.tag(card, "damage") && target.hasMark("xinlirang")) {
|
||
var cards = [card];
|
||
if (card.cards && card.cards.length) cards.addArray(card.cards);
|
||
if (ui.selected.cards.length) cards.addArray(ui.selected.cards);
|
||
if (
|
||
!player.countCards("he", function (card) {
|
||
return !cards.includes(card);
|
||
})
|
||
)
|
||
return;
|
||
if (
|
||
!player.countCards("h", function (card) {
|
||
return (
|
||
!cards.includes(card) &&
|
||
get.color(card) == "black" &&
|
||
get.value(card, player) < 6
|
||
);
|
||
})
|
||
)
|
||
return "zerotarget";
|
||
return 0.5;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spmingshi: {
|
||
audio: 2,
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
logTarget: "source",
|
||
filter: function (event, player) {
|
||
return event.source && player != event.source && event.source.countCards("he") > 0;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
event.count = trigger.num;
|
||
"step 1";
|
||
event.count--;
|
||
trigger.source.chooseToDiscard("he", true);
|
||
"step 2";
|
||
if (
|
||
event.count > 0 &&
|
||
result.bool &&
|
||
lib.skill.spmingshi.filter(trigger, player) &&
|
||
player.hasSkill("spmingshi")
|
||
)
|
||
event.goto(1);
|
||
},
|
||
ai: {
|
||
threaten: 0.8,
|
||
maixie: true,
|
||
maixie_defend: true,
|
||
},
|
||
},
|
||
splirang: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
var hs = player.getCards("h");
|
||
if (!hs.length) return false;
|
||
for (var i of hs) {
|
||
if (!lib.filter.cardDiscardable(i, player, "splirang")) return false;
|
||
}
|
||
return true;
|
||
},
|
||
filterCard: true,
|
||
selectCard: -1,
|
||
content: function () {
|
||
"step 0";
|
||
cards = cards.filterInD("d");
|
||
if (!cards.length || player.hp < 1) event.goto(3);
|
||
else
|
||
player
|
||
.chooseButton(
|
||
["将任意张牌交给一名其他角色", cards],
|
||
[1, Math.min(cards.length, player.hp)]
|
||
)
|
||
.set("ai", function (button) {
|
||
return get.value(button.link);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
event.cards = result.links;
|
||
player
|
||
.chooseTarget(
|
||
true,
|
||
"令一名角色获得" + get.translation(event.cards),
|
||
lib.filter.notMe
|
||
)
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player,
|
||
att = get.attitude(player, target);
|
||
if (target.hasSkillTag("nogain")) att /= 10;
|
||
if (target.hasJudge("lebu")) att /= 5;
|
||
return att;
|
||
});
|
||
} else event.goto(3);
|
||
"step 2";
|
||
if (result.targets && result.targets.length) {
|
||
var target = result.targets[0];
|
||
player.line(target, "green");
|
||
target.gain(cards, "gain2");
|
||
}
|
||
"step 3";
|
||
player.draw();
|
||
},
|
||
ai: {
|
||
order: 0.1,
|
||
result: {
|
||
player: function (player) {
|
||
var hs = player.getCards("h");
|
||
if (
|
||
hs.length <= player.hp &&
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current != player &&
|
||
get.attitude(player, current) > 0 &&
|
||
!current.hasJudge("lebu") &&
|
||
!current.hasSkillTag("nogain")
|
||
);
|
||
})
|
||
)
|
||
return 1;
|
||
if (get.value(hs, player) < 6) return 1;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//糜夫人
|
||
xinguixiu: {
|
||
audio: 2,
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return player.hp % 2 == 1 || player.isDamaged();
|
||
},
|
||
content: function () {
|
||
if (player.hp % 2 == 1) player.draw();
|
||
else player.recover();
|
||
},
|
||
},
|
||
qingyu: {
|
||
audio: 3,
|
||
dutySkill: true,
|
||
locked: false,
|
||
group: ["qingyu_achieve", "qingyu_fail", "qingyu_defend"],
|
||
subSkill: {
|
||
defend: {
|
||
audio: "qingyu1",
|
||
trigger: { player: "damageBegin2" },
|
||
filter: function (event, player) {
|
||
return (
|
||
player.countCards("he", function (card) {
|
||
return lib.filter.cardDiscardable(card, player, "qingyu_defend");
|
||
}) > 1
|
||
);
|
||
},
|
||
forced: true,
|
||
content: function () {
|
||
trigger.cancel();
|
||
player.chooseToDiscard(2, "he", true);
|
||
},
|
||
},
|
||
achieve: {
|
||
audio: "qingyu3",
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
skillAnimation: true,
|
||
animationColor: "fire",
|
||
filter: function (event, player) {
|
||
return player.isHealthy() && player.countCards("h") == 0;
|
||
},
|
||
content: function () {
|
||
game.log(player, "成功完成使命");
|
||
player.awakenSkill("qingyu");
|
||
player.addSkills("xuancun");
|
||
},
|
||
},
|
||
fail: {
|
||
audio: "qingyu2",
|
||
trigger: { player: "dying" },
|
||
forced: true,
|
||
content: function () {
|
||
game.log(player, "使命失败");
|
||
player.awakenSkill("qingyu");
|
||
player.loseMaxHp();
|
||
},
|
||
},
|
||
},
|
||
derivation: "xuancun",
|
||
},
|
||
qingyu1: { audio: true },
|
||
qingyu2: { audio: true },
|
||
qingyu3: { audio: true },
|
||
xuancun: {
|
||
audio: 2,
|
||
trigger: { global: "phaseEnd" },
|
||
filter: function (event, player) {
|
||
return player != event.player && player.countCards("h") < player.hp;
|
||
},
|
||
logTarget: "player",
|
||
check: function (event, player) {
|
||
return get.attitude(player, event.player) > 0;
|
||
},
|
||
prompt2: function (event, player) {
|
||
return "令其摸" + get.cnNumber(Math.min(2, player.hp - player.countCards("h"))) + "张牌";
|
||
},
|
||
content: function () {
|
||
trigger.player.draw(Math.min(2, player.hp - player.countCards("h")));
|
||
},
|
||
},
|
||
//羊祜
|
||
mingfa: {
|
||
audio: 2,
|
||
trigger: { player: "phaseUseBegin" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
player.storage.mingfa &&
|
||
player.countCards("h") > 0 &&
|
||
player.getCards("he").includes(player.storage.mingfa) &&
|
||
!player.hasSkillTag("noCompareSource") &&
|
||
game.hasPlayer(function (current) {
|
||
return current != player && player.canCompare(current);
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
event.card = player.storage.mingfa;
|
||
delete player.storage.mingfa;
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("mingfa"),
|
||
"用" + get.translation(event.card) + "和一名其他角色拼点",
|
||
function (card, player, target) {
|
||
return player.canCompare(target);
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player,
|
||
card = _status.event.getParent().card;
|
||
if (
|
||
card.number > 9 ||
|
||
!target.countCards("h", function (cardx) {
|
||
return cardx.number >= card.number + 2;
|
||
})
|
||
)
|
||
return -get.attitude(player, target) / Math.sqrt(target.countCards("h"));
|
||
return 0;
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
event.target = target;
|
||
player.logSkill("mingfa", target);
|
||
var next = player.chooseToCompare(target);
|
||
if (!next.fixedResult) next.fixedResult = {};
|
||
next.fixedResult[player.playerid] = event.card;
|
||
} else {
|
||
player.removeGaintag("mingfa");
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (result.bool) {
|
||
player.gainPlayerCard(target, true, "he");
|
||
if (event.card.number == 1) event.finish();
|
||
} else {
|
||
player.addTempSkill("mingfa_block");
|
||
event.finish();
|
||
}
|
||
"step 3";
|
||
var card = get.cardPile2(function (card) {
|
||
return card.number == event.card.number - 1;
|
||
});
|
||
if (card) player.gain(card, "gain2");
|
||
},
|
||
group: ["mingfa_choose", "mingfa_add", "mingfa_mark"],
|
||
subSkill: {
|
||
block: {
|
||
mod: {
|
||
playerEnabled: function (card, player, target) {
|
||
if (player != target) return false;
|
||
},
|
||
},
|
||
},
|
||
choose: {
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return player.countCards("he") > 0;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player
|
||
.chooseCard("he", get.prompt("mingfa"), "选择展示自己的一张牌")
|
||
.set("ai", function (card) {
|
||
return (
|
||
Math.min(13, get.number(card) + 2) /
|
||
Math.pow(Math.min(2, get.value(card)), 0.25)
|
||
);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var card = result.cards[0];
|
||
player.logSkill("mingfa");
|
||
player.removeGaintag("mingfa");
|
||
player.addGaintag(card, "mingfa");
|
||
player.storage.mingfa = card;
|
||
player.showCards(card, get.translation(player) + "发动了【明伐】");
|
||
}
|
||
},
|
||
},
|
||
add: {
|
||
trigger: { player: "compare", target: "compare" },
|
||
filter: function (event, player) {
|
||
if (event.player == player) return !event.iwhile;
|
||
return true;
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
content: function () {
|
||
if (player == trigger.player) {
|
||
trigger.num1 += 2;
|
||
if (trigger.num1 > 13) trigger.num1 = 13;
|
||
} else {
|
||
trigger.num2 += 2;
|
||
if (trigger.num2 > 13) trigger.num2 = 13;
|
||
}
|
||
game.log(player, "的拼点牌点数+2");
|
||
},
|
||
},
|
||
mark: {
|
||
trigger: { player: "gainEnd" },
|
||
silent: true,
|
||
firstDo: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
player.storage.mingfa &&
|
||
event.cards.includes(player.storage.mingfa) &&
|
||
player.getCards("h").includes(player.storage.mingfa)
|
||
);
|
||
},
|
||
content: function () {
|
||
player.addGaintag(player.storage.mingfa, "mingfa");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
rongbei: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
limited: true,
|
||
skillAnimation: true,
|
||
animationColor: "thunder",
|
||
filter: function (event, player) {
|
||
return game.hasPlayer((current) => lib.skill.rongbei.filterTarget(null, player, current));
|
||
},
|
||
filterTarget: function (card, player, target) {
|
||
for (var i = 1; i < 6; i++) {
|
||
if (target.hasEmptySlot(i)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
event.num = 1;
|
||
player.awakenSkill("rongbei");
|
||
"step 1";
|
||
while (!target.hasEmptySlot(event.num)) {
|
||
event.num++;
|
||
if (event.num > 5) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
}
|
||
var card = get.cardPile2(function (card) {
|
||
return get.subtype(card) == "equip" + event.num && target.canUse(card, target);
|
||
});
|
||
if (card) {
|
||
target.chooseUseTarget(card, true, "nopopup");
|
||
}
|
||
event.num++;
|
||
if (event.num <= 5) event.redo();
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
result: {
|
||
target: function (player, target) {
|
||
return (
|
||
(target.hasSkillTag("noe") ? 2 : 1) *
|
||
(5 - target.countCards("e") - target.countDisabled())
|
||
);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//桥公
|
||
yizhu: {
|
||
audio: 2,
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
forced: true,
|
||
locked: false,
|
||
content: function () {
|
||
"step 0";
|
||
player.draw(2);
|
||
"step 1";
|
||
var hs = player.getCards("he");
|
||
if (!hs.length) event.finish();
|
||
else if (hs.length <= 2) event._result = { bool: true, cards: hs };
|
||
else player.chooseCard("he", true, 2, "选择两张牌洗入牌堆");
|
||
"step 2";
|
||
if (result.bool) {
|
||
player.$throw(result.cards.length, 1000);
|
||
player.lose(result.cards, ui.cardPile).insert_index = function () {
|
||
return ui.cardPile.childNodes[get.rand(0, game.players.length * 2 - 2)];
|
||
};
|
||
player.markAuto("yizhu", result.cards);
|
||
} else event.finish();
|
||
"step 3";
|
||
game.updateRoundNumber();
|
||
game.delayx();
|
||
},
|
||
intro: {
|
||
mark: function (dialog, content, player) {
|
||
if (player == game.me || player.isUnderControl()) dialog.addAuto(content);
|
||
else {
|
||
var names = [];
|
||
for (var i of content) names.add(i.name);
|
||
return get.translation(names);
|
||
}
|
||
},
|
||
},
|
||
group: "yizhu_use",
|
||
subSkill: {
|
||
use: {
|
||
audio: "yizhu",
|
||
trigger: { global: "useCardToPlayer" },
|
||
filter: function (event, player) {
|
||
return (
|
||
player.storage.yizhu &&
|
||
player.storage.yizhu.length &&
|
||
event.player != player &&
|
||
event.targets.length == 1 &&
|
||
event.cards.filter(function (i) {
|
||
return player.storage.yizhu.includes(i);
|
||
}).length > 0
|
||
);
|
||
},
|
||
logTarget: "player",
|
||
check: function (event, player) {
|
||
return get.effect(event.targets[0], event.card, event.player, player) < 0;
|
||
},
|
||
prompt2: function (event, player) {
|
||
return "令" + get.translation(event.card) + "无效";
|
||
},
|
||
content: function () {
|
||
trigger.cancel();
|
||
trigger.targets.length = 0;
|
||
trigger.getParent().triggeredTargets1.length = 0;
|
||
var list = trigger.cards.filter(function (i) {
|
||
return player.storage.yizhu.includes(i);
|
||
});
|
||
player.unmarkAuto("yizhu", list);
|
||
game.delayx();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
luanchou: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
selectTarget: 2,
|
||
filterTarget: true,
|
||
multitarget: true,
|
||
multiline: true,
|
||
content: function () {
|
||
game.countPlayer(function (current) {
|
||
var num = current.countMark("luanchou");
|
||
if (num) current.removeMark("luanchou", num);
|
||
});
|
||
targets.sortBySeat();
|
||
for (var i of targets) i.addMark("luanchou", 1);
|
||
},
|
||
global: ["gonghuan", "gonghuan_clear"],
|
||
derivation: "gonghuan",
|
||
marktext: "姻",
|
||
intro: {
|
||
name: "共患",
|
||
content: () => lib.translate.gonghuan_info,
|
||
onunmark: true,
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
expose: 0.2,
|
||
result: {
|
||
target: function (player, target) {
|
||
if (!ui.selected.targets.length) return -Math.pow(target.hp, 3);
|
||
if (target.hp >= ui.selected.targets[0].hp) return 0;
|
||
return Math.pow(ui.selected.targets[0].hp - target.hp, 3);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
gonghuan: {
|
||
audio: 2,
|
||
forceaudio: true,
|
||
trigger: { global: "damageBegin4" },
|
||
usable: 1,
|
||
forced: true,
|
||
logTarget: "player",
|
||
filter: function (event, player) {
|
||
return (
|
||
event.player.hp < player.hp &&
|
||
player.hasMark("luanchou") &&
|
||
event.player.hasMark("luanchou") &&
|
||
game.hasPlayer(function (current) {
|
||
return current.hasSkill("luanchou");
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
trigger._gonghuan_player = trigger.player;
|
||
trigger.player = player;
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target: function (card, player, target) {
|
||
if (_status.luanchou_judging) return;
|
||
if (get.tag(card, "damage") && target.hasMark("luanchou")) {
|
||
var other = game.findPlayer(function (current) {
|
||
return (
|
||
current != target &&
|
||
current.hasMark("luanchou") &&
|
||
current.hp > target.hp &&
|
||
(!current.storage.counttrigger ||
|
||
!current.storage.counttrigger.gonghuan)
|
||
);
|
||
});
|
||
if (!other) return;
|
||
_status.luanchou_judging = true;
|
||
var eff = [
|
||
0,
|
||
0,
|
||
0,
|
||
get.damageEffect(other, player, player, get.nature(card)) /
|
||
get.attitude(player, player),
|
||
];
|
||
delete _status.luanchou_judging;
|
||
return eff;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
subSkill: {
|
||
clear: {
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
popup: false,
|
||
filter: function (event, player) {
|
||
return event._gonghuan_player;
|
||
},
|
||
content: function () {
|
||
player.removeMark("luanchou", player.countMark("luanchou"));
|
||
trigger._gonghuan_player.removeMark(
|
||
"luanchou",
|
||
trigger._gonghuan_player.countMark("luanchou")
|
||
);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//刘璋
|
||
xiusheng: {
|
||
audio: 2,
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
player.storage.yinlang &&
|
||
game.hasPlayer(function (current) {
|
||
return current.group == player.storage.yinlang;
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
if (player.storage.xiusheng && player.storage.xiusheng.length > 0)
|
||
player.unmarkSkill("xiusheng");
|
||
"step 1";
|
||
event.num = game.countPlayer(function (current) {
|
||
return current.group == player.storage.yinlang;
|
||
});
|
||
if (event.num > 0) player.draw(event.num);
|
||
else event.finish();
|
||
"step 2";
|
||
var he = player.getCards("he");
|
||
if (!he.length) event.finish();
|
||
else if (he.length < num) event._result = { bool: true, cards: he };
|
||
else player.chooseCard("he", true, num, "选择" + get.cnNumber(num) + "张牌作为生");
|
||
"step 3";
|
||
if (result.bool) {
|
||
var cards = result.cards;
|
||
player.markAuto("xiusheng", cards);
|
||
game.log(player, "将", cards, "放在了武将牌上");
|
||
player.lose(cards, ui.special, "toStorage");
|
||
}
|
||
"step 4";
|
||
game.delayx();
|
||
},
|
||
intro: {
|
||
content: "cards",
|
||
onunmark: "throw",
|
||
},
|
||
ai: { combo: "yinlang" },
|
||
},
|
||
yinlang: {
|
||
audio: 2,
|
||
trigger: { player: "phaseBegin" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
!player.hasSkill("yinlang_round") &&
|
||
game.hasPlayer(function (current) {
|
||
return current.group && current.group != "unknown";
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var list = [];
|
||
game.countPlayer(function (current) {
|
||
if (current.group && current.group != "unknown") list.add(current.group);
|
||
});
|
||
list.sort(function (a, b) {
|
||
return lib.group.indexOf(a) - lib.group.indexOf(b);
|
||
});
|
||
if (!player.hasSkill("yinlang")) list.push("cancel2");
|
||
player
|
||
.chooseControl(list)
|
||
.set("prompt", "引狼:请选择一个势力")
|
||
.set("ai", function () {
|
||
return _status.event.choice;
|
||
})
|
||
.set(
|
||
"choice",
|
||
(function () {
|
||
var getn = function (group) {
|
||
return game.countPlayer(function (current) {
|
||
if (current.group != group) return false;
|
||
if (get.attitude(current, player) > 0) return 1.5;
|
||
if (!current.inRange(player)) return 1;
|
||
return 0.6;
|
||
});
|
||
};
|
||
list.sort(function (a, b) {
|
||
return getn(b) - getn(a);
|
||
});
|
||
return list[0];
|
||
})()
|
||
);
|
||
"step 1";
|
||
if (result.control != "cancel2") {
|
||
player.logSkill(
|
||
"yinlang",
|
||
game.filterPlayer(function (current) {
|
||
return current.group == result.control;
|
||
})
|
||
);
|
||
game.log(player, "选择了", "#y" + get.translation(result.control + 2));
|
||
player.storage.yinlang = result.control;
|
||
player.markSkill("yinlang");
|
||
}
|
||
},
|
||
ai: { combo: "xiusheng" },
|
||
intro: { content: "已选择了$势力" },
|
||
group: "yinlang_gain",
|
||
subSkill: {
|
||
round: {},
|
||
gain: {
|
||
audio: "yinlang",
|
||
trigger: { global: "phaseUseBegin" },
|
||
forced: true,
|
||
locked: false,
|
||
filter: function (event, player) {
|
||
return (
|
||
event.player.group == player.storage.yinlang &&
|
||
event.player.isIn() &&
|
||
player.getStorage("xiusheng").length > 0
|
||
);
|
||
},
|
||
logTarget: "player",
|
||
content: function () {
|
||
"step 0";
|
||
var str = get.translation(player);
|
||
event.target = trigger.player;
|
||
event.target
|
||
.chooseControl()
|
||
.set("choiceList", [
|
||
"获得" + str + "的一张“生”,然后本阶段使用牌时只能指定其为目标",
|
||
"令" + str + "获得一张“生”",
|
||
])
|
||
.set("ai", function () {
|
||
var evt = _status.event.getParent(),
|
||
player = evt.target,
|
||
target = evt.player;
|
||
if (get.attitude(player, target) > 0) return 1;
|
||
if (
|
||
!player.countCards("hs", function (card) {
|
||
return (
|
||
player.hasValueTarget(card, null, true) &&
|
||
(!player.canUse(card, target, null, true) ||
|
||
get.effect(target, card, player, player) < 0)
|
||
);
|
||
})
|
||
)
|
||
return 0;
|
||
return 1;
|
||
});
|
||
"step 1";
|
||
event.gainner = result.index == 0 ? target : player;
|
||
if (result.index == 0) event.block = true;
|
||
event.gainner.chooseButton(["选择获得一张“生”", player.storage.xiusheng], true);
|
||
"step 2";
|
||
player.unmarkAuto("xiusheng", result.links);
|
||
event.gainner.gain(result.links, "gain2");
|
||
if (event.block) {
|
||
target.markAuto("yinlang_block", [player]);
|
||
target.addTempSkill("yinlang_block", "phaseUseAfter");
|
||
}
|
||
},
|
||
},
|
||
block: {
|
||
mod: {
|
||
playerEnabled: function (card, player, target) {
|
||
var info = get.info(card);
|
||
if (info && info.singleCard && ui.selected.cards.length) return;
|
||
if (!player.getStorage("yinlang_block").includes(target)) return false;
|
||
},
|
||
},
|
||
onremove: true,
|
||
},
|
||
},
|
||
},
|
||
huaibi: {
|
||
audio: 2,
|
||
zhuSkill: true,
|
||
mod: {
|
||
maxHandcard: function (player, num) {
|
||
if (player.storage.yinlang && player.hasZhuSkill("huaibi"))
|
||
return (
|
||
num +
|
||
game.countPlayer(function (current) {
|
||
return current.group == player.storage.yinlang;
|
||
})
|
||
);
|
||
},
|
||
},
|
||
ai: { combo: "yinlang" },
|
||
},
|
||
//张温
|
||
gebo: {
|
||
audio: 2,
|
||
trigger: { global: "recoverAfter" },
|
||
forced: true,
|
||
content: function () {
|
||
game.cardsGotoSpecial(get.cards(), "toRenku");
|
||
},
|
||
},
|
||
spsongshu: {
|
||
audio: 2,
|
||
trigger: { global: "phaseDrawBegin1" },
|
||
logTarget: "player",
|
||
filter: function (event, player) {
|
||
return (
|
||
event.player.hp > player.hp &&
|
||
player.hp > 0 &&
|
||
!event.numFixed &&
|
||
_status.renku.length > 0
|
||
);
|
||
},
|
||
check: function (event, player) {
|
||
var num = Math.min(5, player.hp, _status.renku.length);
|
||
if (num <= event.num) return get.attitude(player, event.player) < 0;
|
||
return false;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
trigger.changeToZero();
|
||
var num = Math.min(5, player.hp, _status.renku.length);
|
||
trigger.player.chooseButton(
|
||
["选择获得" + get.cnNumber(num) + "张牌", _status.renku],
|
||
true,
|
||
num
|
||
);
|
||
"step 1";
|
||
if (result.bool) {
|
||
var cards = result.links;
|
||
_status.renku.removeArray(cards);
|
||
game.updateRenku();
|
||
trigger.player.gain(cards, "gain2", "fromRenku");
|
||
trigger.player.addTempSkill("spsongshu_block");
|
||
}
|
||
},
|
||
init: function (player) {
|
||
player.storage.renku = true;
|
||
},
|
||
subSkill: {
|
||
block: {
|
||
mod: {
|
||
playerEnabled: function (card, player, target) {
|
||
if (player != target) return false;
|
||
},
|
||
},
|
||
mark: true,
|
||
intro: { content: "不能对其他角色使用牌" },
|
||
},
|
||
},
|
||
},
|
||
//张机
|
||
jishi: {
|
||
audio: 2,
|
||
trigger: { player: "useCardAfter" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
event.cards.filterInD().length > 0 &&
|
||
!player.getHistory("sourceDamage", function (evt) {
|
||
return evt.card == event.card;
|
||
}).length
|
||
);
|
||
},
|
||
content: function () {
|
||
var cards = trigger.cards.filterInD();
|
||
game.log(player, "将", cards, "置于了仁库");
|
||
game.cardsGotoSpecial(cards, "toRenku");
|
||
},
|
||
init: function (player) {
|
||
player.storage.renku = true;
|
||
},
|
||
group: "jishi_draw",
|
||
subSkill: {
|
||
draw: {
|
||
trigger: {
|
||
global: ["gainAfter", "cardsDiscardAfter"],
|
||
},
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return event.fromRenku == true && !event.outRange;
|
||
},
|
||
content: function () {
|
||
player.draw();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xinliaoyi: {
|
||
audio: "liaoyi",
|
||
trigger: { global: "phaseBegin" },
|
||
filter: function (event, player) {
|
||
if (player == event.player) return false;
|
||
if (_status.renku.length) return true;
|
||
return event.player.countCards("h") > event.player.hp;
|
||
},
|
||
direct: true,
|
||
content: function () {
|
||
"step 0";
|
||
var target = trigger.player;
|
||
event.target = target;
|
||
var num = Math.max(0, target.countCards("h") - target.hp);
|
||
var choiceList = [
|
||
"令其从仁库中获得一张牌",
|
||
"令其将" + get.cnNumber(num) + "张手牌置入仁库",
|
||
];
|
||
var choices = [];
|
||
if (_status.renku.length) choices.push("选项一");
|
||
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
|
||
if (target.countCards("h") > target.hp) {
|
||
event.num = num;
|
||
choices.push("选项二");
|
||
} else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
|
||
if (!choices.length) event.finish();
|
||
else
|
||
player
|
||
.chooseControl(choices, "cancel2")
|
||
.set("prompt", get.prompt("xinliaoyi", target))
|
||
.set("choiceList", choiceList)
|
||
.set("ai", function () {
|
||
var player = _status.event.player,
|
||
target = _status.event.getTrigger().player;
|
||
var att = get.attitude(player, target);
|
||
if (att > 0) {
|
||
if (_status.renku.length > 0) return "选项一";
|
||
return 0;
|
||
}
|
||
if (target.countCards("h") > target.hp) return "选项二";
|
||
return "cancel2";
|
||
});
|
||
"step 1";
|
||
if (result.control != "cancel2") {
|
||
player.logSkill("xinliaoyi", target);
|
||
if (result.control == "选项一") {
|
||
target
|
||
.chooseButton(true, ["选择获得一张牌", _status.renku])
|
||
.set("ai", function (button) {
|
||
return get.value(button.link, _status.event.player);
|
||
});
|
||
event.goto(4);
|
||
} else {
|
||
var hs = target.getCards("h");
|
||
if (hs.length <= num) event._result = { bool: true, cards: hs };
|
||
else
|
||
target.chooseCard(
|
||
"h",
|
||
true,
|
||
"将" + get.cnNumber(num) + "张手牌置于仁库中",
|
||
num
|
||
);
|
||
}
|
||
} else event.finish();
|
||
"step 2";
|
||
if (result.bool) {
|
||
target.$throw(result.cards, 1000);
|
||
game.log(target, "将", result.cards, "置入了仁库");
|
||
target.lose(result.cards, ui.special, "toRenku");
|
||
} else event.finish();
|
||
"step 3";
|
||
game.delayx();
|
||
event.finish();
|
||
"step 4";
|
||
var cards = result.links;
|
||
_status.renku.removeArray(cards);
|
||
game.updateRenku();
|
||
target.gain(cards, "gain2", "fromRenku");
|
||
},
|
||
init: function (player) {
|
||
player.storage.renku = true;
|
||
},
|
||
ai: { threaten: 3.4 },
|
||
},
|
||
liaoyi: {
|
||
audio: 2,
|
||
trigger: { global: "phaseBegin" },
|
||
filter: function (event, player) {
|
||
if (player == event.player) return false;
|
||
var num = event.player.hp - event.player.countCards("h");
|
||
if (num < 0) return true;
|
||
return num > 0 && _status.renku.length >= Math.min(4, num);
|
||
},
|
||
logTarget: "player",
|
||
prompt2: function (event, player) {
|
||
var target = event.player,
|
||
num = target.hp - target.countCards("h");
|
||
if (num < 0)
|
||
return (
|
||
"令" +
|
||
get.translation(target) +
|
||
"将" +
|
||
get.cnNumber(Math.min(4, -num)) +
|
||
"张牌置入仁库"
|
||
);
|
||
return (
|
||
"令" +
|
||
get.translation(target) +
|
||
"从仁库中获得" +
|
||
get.cnNumber(Math.min(4, num)) +
|
||
"张牌"
|
||
);
|
||
},
|
||
check: function (event, player) {
|
||
var target = event.player,
|
||
num = target.hp - target.countCards("h"),
|
||
att = get.attitude(player, target);
|
||
if (num < 0) {
|
||
if (
|
||
target.countCards("e", function (card) {
|
||
return get.value(card, target) <= 0;
|
||
}) >=
|
||
-num / 2
|
||
)
|
||
return att > 0;
|
||
return att <= 0;
|
||
}
|
||
return att > 0;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var target = trigger.player,
|
||
num = target.hp - target.countCards("h");
|
||
event.target = target;
|
||
if (num < 0) {
|
||
num = Math.min(4, -num);
|
||
target.chooseCard("he", true, "将" + get.cnNumber(num) + "张牌置于仁库中", num);
|
||
} else {
|
||
num = Math.min(4, num);
|
||
target
|
||
.chooseButton(["选择获得" + get.cnNumber(num) + "张牌", _status.renku], num, true)
|
||
.set("ai", function (button) {
|
||
return get.value(button.link, _status.event.player);
|
||
});
|
||
event.goto(3);
|
||
}
|
||
"step 1";
|
||
if (result.bool) {
|
||
target.$throw(result.cards, 1000);
|
||
game.log(target, "将", result.cards, "置入了仁库");
|
||
target.lose(result.cards, ui.special, "toRenku");
|
||
} else event.finish();
|
||
"step 2";
|
||
game.delayx();
|
||
event.finish();
|
||
"step 3";
|
||
var cards = result.links;
|
||
_status.renku.removeArray(cards);
|
||
game.updateRenku();
|
||
target.gain(cards, "gain2", "fromRenku");
|
||
},
|
||
},
|
||
binglun: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return _status.renku.length > 0;
|
||
},
|
||
chooseButton: {
|
||
dialog: function (event, player) {
|
||
return ui.create.dialog("病论", _status.renku);
|
||
},
|
||
backup: function (links, player) {
|
||
var obj = lib.skill.binglun_backup;
|
||
obj.card = links[0];
|
||
return obj;
|
||
},
|
||
prompt: () => "请选择【病论】的目标",
|
||
},
|
||
subSkill: {
|
||
backup: {
|
||
audio: "binglun",
|
||
filterCard: () => false,
|
||
selectCard: -1,
|
||
filterTarget: true,
|
||
delay: false,
|
||
content: function () {
|
||
"step 0";
|
||
var card = lib.skill.binglun_backup.card;
|
||
game.log(card, "从仁库进入了弃牌堆");
|
||
player.$throw(card, 1000);
|
||
game.delayx();
|
||
game.cardsDiscard(card).fromRenku = true;
|
||
_status.renku.remove(card);
|
||
game.updateRenku();
|
||
"step 1";
|
||
target
|
||
.chooseControl()
|
||
.set("choiceList", ["摸一张牌", "于自己的下回合结束后回复1点体力"])
|
||
.set("ai", function () {
|
||
if (_status.event.player.isHealthy()) return 0;
|
||
return 1;
|
||
});
|
||
"step 2";
|
||
if (result.index == 0) target.draw();
|
||
else {
|
||
target.addSkill("binglun_recover");
|
||
target.addMark("binglun_recover", 1, false);
|
||
}
|
||
},
|
||
ai: {
|
||
result: {
|
||
target: function (player, target) {
|
||
if (target.isDamaged()) return 1.5;
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
recover: {
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
popup: false,
|
||
onremove: true,
|
||
charlotte: true,
|
||
content: function () {
|
||
if (player.isDamaged()) {
|
||
player.logSkill("binglun_recover");
|
||
player.recover(player.countMark("binglun_recover"));
|
||
}
|
||
player.removeSkill("binglun_recover");
|
||
},
|
||
intro: {
|
||
content: "下回合结束时回复#点体力",
|
||
},
|
||
ai: { threaten: 1.7 },
|
||
},
|
||
},
|
||
ai: {
|
||
order: 2,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
mjweipo: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return !current.hasSkill("mjweipo_effect");
|
||
});
|
||
},
|
||
filterTarget: function (card, player, target) {
|
||
return !target.hasSkill("mjweipo_effect");
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var list = ["binglinchengxiax"];
|
||
list.addArray(get.zhinangs());
|
||
player
|
||
.chooseButton(["危迫:选择一个智囊", [list, "vcard"]], true)
|
||
.set("ai", function (button) {
|
||
return _status.event.getParent().target.getUseValue({ name: button.link[2] });
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var name = result.links[0][2];
|
||
game.log(player, "选择了", "#y" + get.translation(name));
|
||
target.storage.mjweipo_effect = name;
|
||
target.storage.mjweipo_source = player;
|
||
target.addSkill("mjweipo_effect");
|
||
game.delayx();
|
||
}
|
||
},
|
||
ai: {
|
||
order: 7.1,
|
||
result: {
|
||
target: function (player, target) {
|
||
if (target == player) return player.countCards("hs", "sha") > 0 ? 10 : 0.01;
|
||
return (target.countCards("hs", "sha") + 0.5) * Math.sqrt(Math.max(1, target.hp));
|
||
},
|
||
},
|
||
},
|
||
},
|
||
mjweipo_effect: {
|
||
audio: "mjweipo",
|
||
enable: "phaseUse",
|
||
filter: function (event, player) {
|
||
return player.countCards("h", "sha") > 0;
|
||
},
|
||
prompt: function () {
|
||
return (
|
||
"弃置一张【杀】并获得一张" +
|
||
get.translation(_status.event.player.storage.mjweipo_effect)
|
||
);
|
||
},
|
||
filterCard: { name: "sha" },
|
||
check: function (card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
position: "h",
|
||
popname: true,
|
||
content: function () {
|
||
var name = player.storage.mjweipo_effect,
|
||
card = false;
|
||
if (name == "binglinchengxiax") {
|
||
if (!_status.binglinchengxiax) {
|
||
_status.binglinchengxiax = [
|
||
["spade", 7],
|
||
["club", 7],
|
||
["club", 13],
|
||
];
|
||
game.broadcastAll(function () {
|
||
lib.inpile.add("binglinchengxiax");
|
||
});
|
||
}
|
||
if (_status.binglinchengxiax.length) {
|
||
var info = _status.binglinchengxiax.randomRemove();
|
||
card = game.createCard2("binglinchengxiax", info[0], info[1]);
|
||
}
|
||
}
|
||
if (!card) card = get.cardPile2(name);
|
||
if (card) player.gain(card, "gain2");
|
||
player.removeSkill("mjweipo_effect");
|
||
},
|
||
ai: {
|
||
order: 7,
|
||
result: { player: 1 },
|
||
},
|
||
mark: true,
|
||
marktext: "迫",
|
||
intro: { content: "可弃置一张【杀】并获得【$】" },
|
||
group: "mjweipo_remove",
|
||
},
|
||
mjweipo_remove: {
|
||
trigger: { global: ["phaseBegin", "die"] },
|
||
forced: true,
|
||
firstDo: true,
|
||
popup: false,
|
||
filter: function (event, player) {
|
||
return event.player == player.storage.mjweipo_source;
|
||
},
|
||
content: function () {
|
||
player.removeSkill("mjweipo_effect");
|
||
},
|
||
},
|
||
mjchenshi: {
|
||
audio: 2,
|
||
global: ["mjchenshi_player", "mjchenshi_target"],
|
||
ai: { combo: "mjweipo" },
|
||
},
|
||
mjchenshi_player: {
|
||
trigger: { player: "useCardToPlayered" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
if (!event.card || event.card.name != "binglinchengxiax" || !event.isFirstTarget)
|
||
return false;
|
||
return (
|
||
player.countCards("he") > 0 &&
|
||
game.hasPlayer(function (current) {
|
||
return current != player && current.hasSkill("mjchenshi");
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var list = game.filterPlayer(function (current) {
|
||
return current != player && current.hasSkill("mjchenshi");
|
||
});
|
||
player.chooseCardTarget({
|
||
prompt:
|
||
"是否交给" +
|
||
get.translation(list) +
|
||
"一张牌,将牌堆顶三张牌中不为【杀】的牌置于弃牌堆?",
|
||
filterCard: true,
|
||
position: "he",
|
||
filterTarget: function (card, player, target) {
|
||
return _status.event.list.includes(target);
|
||
},
|
||
list: list,
|
||
selectTarget: list.length > 1 ? 1 : -1,
|
||
goon: (function () {
|
||
for (var i of list) {
|
||
if (get.attitude(player, i) > 0) return 1;
|
||
return -1;
|
||
}
|
||
})(),
|
||
ai1: function (card) {
|
||
if (_status.event.goon > 0) return 7 - get.value(card);
|
||
return 0.01 - get.value(card);
|
||
},
|
||
ai2: function (target) {
|
||
var card = ui.selected.cards[0];
|
||
return get.value(card, target) * get.attitude(_status.event.player, target);
|
||
},
|
||
});
|
||
"step 1";
|
||
if (result.bool && result.cards.length && result.targets.length) {
|
||
var target = result.targets[0];
|
||
target.logSkill("mjchenshi");
|
||
player.line(target, "green");
|
||
player.give(result.cards, target);
|
||
trigger.getParent().mjchenshi_ai = true;
|
||
} else event.finish();
|
||
"step 2";
|
||
var cards = get.cards(3);
|
||
for (var i = cards.length - 1; i >= 0; i--) {
|
||
if (cards[i].name == "sha") {
|
||
cards[i].fix();
|
||
ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild);
|
||
cards.splice(i, 1);
|
||
}
|
||
}
|
||
if (cards.length) {
|
||
player.$throw(cards, 1000);
|
||
game.delayx();
|
||
game.cardsDiscard(cards);
|
||
game.log(cards, "进入了弃牌堆");
|
||
}
|
||
},
|
||
},
|
||
mjchenshi_target: {
|
||
trigger: { target: "useCardToTargeted" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
if (!event.card || event.card.name != "binglinchengxiax") return false;
|
||
return (
|
||
player.countCards("he") > 0 &&
|
||
game.hasPlayer(function (current) {
|
||
return current != player && current.hasSkill("mjchenshi");
|
||
})
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var list = game.filterPlayer(function (current) {
|
||
return current != player && current.hasSkill("mjchenshi");
|
||
});
|
||
player.chooseCardTarget({
|
||
prompt:
|
||
"是否交给" +
|
||
get.translation(list) +
|
||
"一张牌,将牌堆顶三张牌中的【杀】置于弃牌堆?",
|
||
filterCard: true,
|
||
position: "he",
|
||
filterTarget: function (card, player, target) {
|
||
return _status.event.list.includes(target);
|
||
},
|
||
list: list,
|
||
selectTarget: list.length > 1 ? 1 : -1,
|
||
goon: (function () {
|
||
if (trigger.getParent().chenshi_ai) return 1;
|
||
for (var i of list) {
|
||
if (get.attitude(player, i) > 0) return 1;
|
||
return -1;
|
||
}
|
||
})(),
|
||
ai1: function (card) {
|
||
if (_status.event.goon > 0) return 7 - get.value(card);
|
||
return 3 - get.value(card);
|
||
},
|
||
ai2: function (target) {
|
||
var card = ui.selected.cards[0];
|
||
return Math.max(
|
||
0.1,
|
||
get.value(card, target) * get.attitude(_status.event.player, target)
|
||
);
|
||
},
|
||
});
|
||
"step 1";
|
||
if (result.bool && result.cards.length && result.targets.length) {
|
||
var target = result.targets[0];
|
||
target.logSkill("mjchenshi");
|
||
player.line(target, "green");
|
||
player.give(result.cards, target);
|
||
} else event.finish();
|
||
"step 2";
|
||
var cards = get.cards(3);
|
||
for (var i = cards.length - 1; i >= 0; i--) {
|
||
if (cards[i].name != "sha") {
|
||
cards[i].fix();
|
||
ui.cardPile.insertBefore(cards[i], ui.cardPile.firstChild);
|
||
cards.splice(i, 1);
|
||
}
|
||
}
|
||
if (cards.length) {
|
||
player.$throw(cards, 1000);
|
||
game.delayx();
|
||
game.cardsDiscard(cards);
|
||
game.log(cards, "进入了弃牌堆");
|
||
}
|
||
},
|
||
},
|
||
mjmouzhi: {
|
||
audio: 2,
|
||
trigger: { player: "damageBegin2" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
if (!event.card || get.suit(event.card) == "none") return false;
|
||
var all = player.getAllHistory("damage");
|
||
if (!all.length) return false;
|
||
return (
|
||
all[all.length - 1].card && get.suit(all[all.length - 1].card) == get.suit(event.card)
|
||
);
|
||
},
|
||
content: function () {
|
||
trigger.cancel();
|
||
},
|
||
group: "mjmouzhi_mark",
|
||
intro: { content: "上次受到伤害的花色:$" },
|
||
ai: {
|
||
effect: {
|
||
target: (card, player, target) => {
|
||
if (typeof card === "object" && get.tag(card, "damage")) {
|
||
let suit = get.suit(card);
|
||
if (suit === "none") return;
|
||
let all = target.getAllHistory("damage");
|
||
if (!all.length || !all[all.length - 1].card) return;
|
||
if (get.suit(all[all.length - 1].card) === suit) return "zeroplayertarget";
|
||
}
|
||
},
|
||
},
|
||
},
|
||
subSkill: {
|
||
mark: {
|
||
trigger: { player: "damage" },
|
||
silent: true,
|
||
firstDo: true,
|
||
content: function () {
|
||
if (!trigger.card || get.suit(trigger.card) == "none")
|
||
player.unmarkSkill("mjmouzhi");
|
||
else {
|
||
player.markSkill("mjmouzhi");
|
||
game.broadcastAll(
|
||
function (player, suit) {
|
||
if (player.marks.mjmouzhi)
|
||
player.marks.mjmouzhi.firstChild.innerHTML =
|
||
get.translation(suit);
|
||
player.storage.mjmouzhi = suit;
|
||
},
|
||
player,
|
||
get.suit(trigger.card)
|
||
);
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
mjshengxi: {
|
||
audio: "shengxi",
|
||
audioname: ["feiyi"],
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
player.getHistory("useCard").length > 0 &&
|
||
player.getHistory("sourceDamage").length == 0
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var list = get.zhinangs();
|
||
player
|
||
.chooseButton(
|
||
[
|
||
"###" + get.prompt("mjshengxi") + "###获得一张智囊或摸一张牌",
|
||
[list, "vcard"],
|
||
[["摸一张牌", "取消"], "tdnodes"],
|
||
],
|
||
true
|
||
)
|
||
.set("ai", function (card) {
|
||
if (card.link[2]) {
|
||
if (
|
||
!get.cardPile2(function (cardx) {
|
||
return cardx.name == card.link[2];
|
||
})
|
||
)
|
||
return 0;
|
||
return (
|
||
(Math.random() + 1.5) *
|
||
get.value({ name: card.link[2] }, _status.event.player)
|
||
);
|
||
}
|
||
if (card.link == "摸一张牌") return 1;
|
||
return 0;
|
||
});
|
||
"step 1";
|
||
if (result.bool && result.links[0] != "取消") {
|
||
player.logSkill("mjshengxi");
|
||
if (result.links[0] == "摸一张牌") player.draw();
|
||
else {
|
||
var card = get.cardPile2(function (card) {
|
||
return card.name == result.links[0][2];
|
||
});
|
||
if (card) player.gain(card, "gain2");
|
||
}
|
||
}
|
||
},
|
||
group: "mjshengxi_zhunbei",
|
||
subfrequent: ["zhunbei"],
|
||
subSkill: {
|
||
zhunbei: {
|
||
audio: "shengxi",
|
||
audioname: ["feiyi"],
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
frequent: true,
|
||
prompt2: "从游戏外或牌堆中获得一张【调剂盐梅】",
|
||
content: function () {
|
||
if (!_status.tiaojiyanmei_suits || _status.tiaojiyanmei_suits.length > 0) {
|
||
if (!lib.inpile.includes("tiaojiyanmei")) lib.inpile.add("tiaojiyanmei");
|
||
if (!_status.tiaojiyanmei_suits)
|
||
_status.tiaojiyanmei_suits = lib.suit.slice(0);
|
||
player.gain(
|
||
game.createCard2(
|
||
"tiaojiyanmei",
|
||
_status.tiaojiyanmei_suits.randomRemove(),
|
||
6
|
||
),
|
||
"gain2"
|
||
);
|
||
} else {
|
||
var card = get.cardPile2(function (card) {
|
||
return card.name == "tiaojiyanmei";
|
||
});
|
||
if (card) player.gain(card, "gain2");
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
mjkuanji: {
|
||
audio: "fyjianyu",
|
||
usable: 1,
|
||
trigger: {
|
||
player: "loseAfter",
|
||
global: "loseAsyncAfter",
|
||
},
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
if (event.type != "discard") return false;
|
||
var evt = event.getl(player);
|
||
return evt.cards2.filterInD("d").length > 0;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var cards = trigger.getl(player).cards2;
|
||
player
|
||
.chooseButton(["宽济:是否将一张牌交给一名其他角色?", cards.filterInD("d")])
|
||
.set("ai", function (button) {
|
||
var player = _status.event.player;
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return current != player && get.attitude(player, current) > 0;
|
||
})
|
||
)
|
||
return Math.abs(get.value(button.link, "raw")) + 1;
|
||
return -get.value(button.link, "raw");
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var card = result.links[0];
|
||
event.card = card;
|
||
player
|
||
.chooseTarget(
|
||
"将" + get.translation(card) + "交给一名其他角色并摸一张牌",
|
||
lib.filter.notMe,
|
||
true
|
||
)
|
||
.set("ai", function (target) {
|
||
var evt = _status.event.getParent();
|
||
return (
|
||
get.attitude(evt.player, target) *
|
||
get.value(evt.card, target) *
|
||
(target.hasSkillTag("nogain") ? 0.1 : 1)
|
||
);
|
||
});
|
||
} else {
|
||
player.storage.counttrigger.mjkuanji--;
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("mjkuanji", target);
|
||
target.gain(card, "gain2");
|
||
player.draw();
|
||
}
|
||
},
|
||
},
|
||
mjdingyi: {
|
||
audio: 2,
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
filter: function (event, player) {
|
||
return event.name != "phase" || game.phaseNumber == 0;
|
||
},
|
||
logTarget: function () {
|
||
return game.players;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var list = [];
|
||
for (var i = 0; i < 4; i++) list.push(lib.skill["mjdingyi_" + i].title);
|
||
player
|
||
.chooseControl()
|
||
.set("choiceList", list)
|
||
.set("prompt", "定仪:请选择一个全局效果")
|
||
.set("ai", function (target) {
|
||
var list1 = player.getEnemies().length;
|
||
var list2 = game.players.length - list1;
|
||
if (list2 - list1 > 1) return 0;
|
||
if (game.players.length < 6) return 2;
|
||
return 3;
|
||
});
|
||
"step 1";
|
||
if (typeof result.index == "number") {
|
||
var skill = "mjdingyi_" + result.index;
|
||
game.log(player, "选择了", "#g" + lib.skill[skill].title);
|
||
for (var i of game.players) i.addSkill(skill);
|
||
game.delayx();
|
||
}
|
||
},
|
||
subSkill: {
|
||
0: {
|
||
title: "摸牌阶段的额定摸牌数+1",
|
||
charlotte: true,
|
||
mark: true,
|
||
marktext: "仪",
|
||
trigger: { player: "phaseDrawBegin" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return !event.numFixed;
|
||
},
|
||
content: function () {
|
||
trigger.num += (player.storage.mjdingyi_plus || 0) + 1;
|
||
},
|
||
intro: {
|
||
content: function (storage, player) {
|
||
return (
|
||
"摸牌阶段的额定摸牌数+" + 1 * ((player.storage.mjdingyi_plus || 0) + 1)
|
||
);
|
||
},
|
||
},
|
||
},
|
||
1: {
|
||
title: "手牌上限+2",
|
||
charlotte: true,
|
||
mark: true,
|
||
marktext: "仪",
|
||
mod: {
|
||
maxHandcard: function (player, num) {
|
||
return num + 2 * ((player.storage.mjdingyi_plus || 0) + 1);
|
||
},
|
||
},
|
||
intro: {
|
||
content: function (storage, player) {
|
||
return "手牌上限+" + 2 * ((player.storage.mjdingyi_plus || 0) + 1);
|
||
},
|
||
},
|
||
},
|
||
2: {
|
||
title: "攻击范围+1",
|
||
charlotte: true,
|
||
mark: true,
|
||
marktext: "仪",
|
||
mod: {
|
||
attackRange: function (player, num) {
|
||
return num + ((player.storage.mjdingyi_plus || 0) + 1);
|
||
},
|
||
},
|
||
intro: {
|
||
content: function (storage, player) {
|
||
return "攻击范围+" + ((player.storage.mjdingyi_plus || 0) + 1);
|
||
},
|
||
},
|
||
},
|
||
3: {
|
||
title: "脱离濒死状态后回复1点体力",
|
||
charlotte: true,
|
||
mark: true,
|
||
marktext: "仪",
|
||
trigger: { player: "dyingAfter" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return player.isDamaged();
|
||
},
|
||
content: function () {
|
||
player.recover((player.storage.mjdingyi_plus || 0) + 1);
|
||
},
|
||
intro: {
|
||
content: function (storage, player) {
|
||
return (
|
||
"脱离濒死状态后回复" +
|
||
((player.storage.mjdingyi_plus || 0) + 1) +
|
||
"点体力"
|
||
);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
mjzuici: {
|
||
audio: "zuici",
|
||
trigger: { player: "damageEnd" },
|
||
filter: function (event, player) {
|
||
if (!event.source || !event.source.isIn()) return false;
|
||
for (var i = 0; i < 4; i++) {
|
||
if (event.source.hasSkill("mjdingyi_" + i)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
logTarget: "source",
|
||
check: () => false,
|
||
content: function () {
|
||
"step 0";
|
||
var target = trigger.source;
|
||
event.target = target;
|
||
for (var i = 0; i < 4; i++) {
|
||
if (target.hasSkill("mjdingyi_" + i)) target.removeSkill("mjdingyi_" + i);
|
||
}
|
||
"step 1";
|
||
var list = get.zhinangs();
|
||
if (list.length) {
|
||
player.chooseButton(
|
||
["选择要令" + get.translation(target) + "获得的智囊", [list, "vcard"]],
|
||
true
|
||
);
|
||
} else event.finish();
|
||
"step 2";
|
||
if (result.bool) {
|
||
var card = get.cardPile2(function (card) {
|
||
return card.name == result.links[0][2];
|
||
});
|
||
if (card) target.gain(card, "gain2");
|
||
}
|
||
},
|
||
ai: {
|
||
combo: "mjdingyi",
|
||
},
|
||
},
|
||
mjfubi: {
|
||
audio: "fubi",
|
||
enable: "phaseUse",
|
||
filter: function (event, player) {
|
||
if (player.hasSkill("mjfubi_round")) return false;
|
||
return game.hasPlayer(function (current) {
|
||
for (var i = 0; i < 4; i++) {
|
||
if (current.hasSkill("mjdingyi_" + i)) return true;
|
||
}
|
||
});
|
||
},
|
||
filterCard: true,
|
||
selectCard: [0, 1],
|
||
filterTarget: function (card, player, target) {
|
||
if (ui.selected.cards.length) {
|
||
for (var i = 0; i < 4; i++) {
|
||
if (target.hasSkill("mjdingyi_" + i)) return true;
|
||
}
|
||
}
|
||
var num = 0;
|
||
for (var i = 0; i < 4; i++) {
|
||
if (target.hasSkill("mjdingyi_" + i)) return true;
|
||
}
|
||
return num > 1 && num < 4;
|
||
},
|
||
check: () => false,
|
||
position: "he",
|
||
content: function () {
|
||
"step 0";
|
||
player.addTempSkill("mjfubi_round", "roundStart");
|
||
if (cards.length) {
|
||
player.addSkill("mjfubi_clear");
|
||
player.markAuto("mjfubi_clear", [target]);
|
||
target.addMark("mjdingyi_plus", 1, false);
|
||
game.log(target, "的", "#g【定仪】", "效果增加一倍");
|
||
event.finish();
|
||
return;
|
||
}
|
||
var list = [],
|
||
nums = [];
|
||
for (var i = 0; i < 4; i++) {
|
||
if (!target.hasSkill("mjdingyi_" + i)) {
|
||
list.push(lib.skill["mjdingyi_" + i].title);
|
||
nums.push(i);
|
||
}
|
||
}
|
||
if (list.length) {
|
||
event.nums = nums;
|
||
player
|
||
.chooseControl()
|
||
.set("choiceList", list)
|
||
.set("prompt", "辅弼:请选择为" + get.translation(target) + "更换的〖定仪〗效果")
|
||
.set("ai", function () {
|
||
var player = _status.event.player,
|
||
target = _status.event.getParent().target;
|
||
if (get.attitude(player, target) > 0 && !target.hasSkill("mjdingyi_0"))
|
||
return 0;
|
||
return _status.event.getParent().nums.length - 1;
|
||
});
|
||
} else event.finish();
|
||
"step 1";
|
||
for (var i = 0; i < 4; i++) {
|
||
if (target.hasSkill("mjdingyi_" + i)) target.removeSkill("mjdingyi_" + i);
|
||
}
|
||
target.addSkill("mjdingyi_" + event.nums[result.index]);
|
||
game.log(
|
||
target,
|
||
"的效果被改为",
|
||
"#g" + lib.skill["mjdingyi_" + event.nums[result.index]].title
|
||
);
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
expose: 0,
|
||
result: {
|
||
target: function (player, target) {
|
||
if (target.hasSkill("mjdingyi_0")) return -1;
|
||
return 2;
|
||
},
|
||
},
|
||
combo: "mjdingyi",
|
||
},
|
||
subSkill: {
|
||
round: {},
|
||
clear: {
|
||
trigger: { player: ["phaseBegin", "dieBegin"] },
|
||
forced: true,
|
||
popup: false,
|
||
charlotte: true,
|
||
content: function () {
|
||
while (player.storage.mjfubi_clear && player.storage.mjfubi_clear.length) {
|
||
var target = player.storage.mjfubi_clear.shift();
|
||
if (target.hasMark("mjdingyi_plus"))
|
||
target.removeMark("mjdingyi_plus", 1, false);
|
||
}
|
||
delete player.storage.mjfubi_clear;
|
||
player.removeSkill("mjfubi_clear");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
boming: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 2,
|
||
filter: function (event, player) {
|
||
return player.countCards("he") > 0;
|
||
},
|
||
filterCard: true,
|
||
position: "he",
|
||
filterTarget: lib.filter.notMe,
|
||
discard: false,
|
||
lose: false,
|
||
delay: false,
|
||
content: function () {
|
||
player.give(cards, target);
|
||
},
|
||
check: function (card) {
|
||
return 5 - get.value(card);
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
result: {
|
||
target: function (player, target) {
|
||
if (!ui.selected.cards.length) return 0;
|
||
var card = ui.selected.cards[0];
|
||
if (player.hasSkill("ejian") && !player.getStorage("ejian").includes(target)) {
|
||
var dam = get.damageEffect(target, player, target);
|
||
if (dam > 0) return dam;
|
||
var type = get.type(card, target),
|
||
ts = target.getCards("he", function (card) {
|
||
return get.type(card) == type;
|
||
});
|
||
if (ts.length) {
|
||
var val = get.value(ts, target);
|
||
if (val > get.value(card)) return -Math.max(1, val);
|
||
return 0;
|
||
}
|
||
}
|
||
return get.value(card, target) / 1.5;
|
||
},
|
||
},
|
||
},
|
||
group: "boming_draw",
|
||
subSkill: {
|
||
draw: {
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
forced: true,
|
||
locked: false,
|
||
filter: function (event, player) {
|
||
return (
|
||
player.getHistory("lose", function (evt) {
|
||
return evt.getParent(2).name == "boming";
|
||
}).length > 1
|
||
);
|
||
},
|
||
content: function () {
|
||
player.draw();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
ejian: {
|
||
audio: 2,
|
||
trigger: { global: "gainAfter" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
var evt = event.getParent(),
|
||
target = event.player;
|
||
if (
|
||
evt.name != "boming" ||
|
||
evt.player != player ||
|
||
player.getStorage("ejian").includes(target) ||
|
||
!target.isIn()
|
||
)
|
||
return false;
|
||
var he = target.getCards("he"),
|
||
card = event.cards[0];
|
||
if (!he.includes(card)) return false;
|
||
var type = get.type2(card);
|
||
for (var i of he) {
|
||
if (i != card && get.type2(i) == type) return true;
|
||
}
|
||
return false;
|
||
},
|
||
logTarget: "player",
|
||
content: function () {
|
||
"step 0";
|
||
event.cardType = get.type2(trigger.cards[0]);
|
||
event.target = trigger.player;
|
||
player.markAuto("ejian", [event.target]);
|
||
event.target
|
||
.chooseControl()
|
||
.set("choiceList", [
|
||
"受到1点伤害",
|
||
"展示手牌并弃置所有" + get.translation(event.cardType) + "牌",
|
||
])
|
||
.set("ai", function (event, player) {
|
||
if (get.damageEffect(player, _status.event.getParent().player, player) >= 0)
|
||
return 0;
|
||
var type = _status.event.cardType,
|
||
cards = player.getCards("he", function (card) {
|
||
return get.type2(card) == type;
|
||
});
|
||
if (cards.length == 1) return 1;
|
||
if (cards.length >= 2) {
|
||
for (var i = 0; i < cards.length; i++) {
|
||
if (get.tag(cards[i], "save")) return 0;
|
||
}
|
||
}
|
||
if (player.hp == 1) return 1;
|
||
for (var i = 0; i < cards.length; i++) {
|
||
if (get.value(cards[i]) >= 8) return 0;
|
||
}
|
||
if (cards.length > 2 && player.hp > 2) return 0;
|
||
if (cards.length > 3) return 0;
|
||
return 1;
|
||
})
|
||
.set("cardType", event.cardType);
|
||
"step 1";
|
||
if (result.index == 1) {
|
||
if (target.countCards("h") > 0) target.showHandcards();
|
||
} else {
|
||
target.damage();
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
target.discard(
|
||
target.getCards("he", function (card) {
|
||
return get.type2(card) == event.cardType;
|
||
})
|
||
);
|
||
},
|
||
ai: { combo: "boming", halfneg: true },
|
||
onremove: true,
|
||
intro: { content: "已对$发动过此技能" },
|
||
},
|
||
hxrenshi: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
filter: function (event, player) {
|
||
return (
|
||
player.countCards("h") > 0 &&
|
||
(!player.storage.hxrenshi2 ||
|
||
game.hasPlayer(function (current) {
|
||
return !player.storage.hxrenshi2.includes(current);
|
||
}))
|
||
);
|
||
},
|
||
filterCard: true,
|
||
filterTarget: function (card, player, target) {
|
||
return !player.storage.hxrenshi2 || !player.storage.hxrenshi2.includes(target);
|
||
},
|
||
position: "h",
|
||
discard: false,
|
||
lose: false,
|
||
delay: false,
|
||
check: function (cardx) {
|
||
var player = _status.event.player;
|
||
if (
|
||
player.getStorage("debao").length == 1 &&
|
||
(!game.hasPlayer(function (current) {
|
||
return (
|
||
get.attitude(player, current) > 0 &&
|
||
current.hp * 1.5 + current.countCards("h") < 4
|
||
);
|
||
}) ||
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
get.attitude(player, current) <= 0 &&
|
||
current.hp * 1.5 + current.countCards("h") < 4
|
||
);
|
||
}))
|
||
)
|
||
return 0;
|
||
return 5 - get.value(cardx);
|
||
},
|
||
content: function () {
|
||
player.addTempSkill("hxrenshi2", "phaseUseEnd");
|
||
player.markAuto("hxrenshi2", targets);
|
||
player.give(cards, target);
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
result: {
|
||
target: function (player, target) {
|
||
if (ui.selected.cards.length)
|
||
return get.value(ui.selected.cards[0], target) + 0.1;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hxrenshi2: {
|
||
onremove: true,
|
||
},
|
||
debao: {
|
||
audio: 2,
|
||
trigger: { global: "gainAfter" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
if (player == event.player || player.getStorage("debao").length >= player.maxHp)
|
||
return false;
|
||
var evt = event.getl(player);
|
||
return evt && evt.cards2 && evt.cards2.length > 0;
|
||
},
|
||
content: function () {
|
||
var cards = get.cards();
|
||
player.markAuto("debao", cards);
|
||
player.$gain2(cards[0], false);
|
||
game.cardsGotoSpecial(cards);
|
||
game.log(player, "将", cards[0], "放在了武将牌上");
|
||
game.delayx();
|
||
},
|
||
marktext: "仁",
|
||
intro: { content: "cards", onunmark: "throw" },
|
||
group: "debao_gain",
|
||
subSkill: {
|
||
gain: {
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return player.getStorage("debao").length > 0;
|
||
},
|
||
content: function () {
|
||
var cards = player.storage.debao;
|
||
player.gain(cards, "gain2", "fromStorage");
|
||
cards.length = 0;
|
||
player.unmarkSkill("debao");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
buqi: {
|
||
audio: 2,
|
||
trigger: { global: "dying" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return player.getStorage("debao").length > 1;
|
||
},
|
||
logTarget: "player",
|
||
content: function () {
|
||
"step 0";
|
||
var cards = player.getStorage("debao");
|
||
if (cards.length == 2) event._result = { bool: true, links: cards.slice(0) };
|
||
else player.chooseButton(["不弃:请选择移去两张“仁”", cards], 2, true);
|
||
"step 1";
|
||
if (result.bool) {
|
||
var cards = result.links;
|
||
player.unmarkAuto("debao", cards);
|
||
player.$throw(cards, 1000);
|
||
game.log(player, "将", cards, "置入了弃牌堆");
|
||
game.delayx();
|
||
game.cardsDiscard(cards);
|
||
} else event.finish();
|
||
"step 2";
|
||
if (trigger.player.isIn() && trigger.player.isDamaged()) trigger.player.recover();
|
||
},
|
||
group: "buqi_die",
|
||
subSkill: {
|
||
die: {
|
||
trigger: { global: "dieAfter" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return player.getStorage("debao").length > 0;
|
||
},
|
||
content: function () {
|
||
player.unmarkSkill("debao");
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
neg: true,
|
||
combo: "debao",
|
||
},
|
||
},
|
||
guying: {
|
||
audio: 2,
|
||
trigger: {
|
||
player: "loseAfter",
|
||
global: "loseAsyncAfter",
|
||
},
|
||
forced: true,
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
if (event.type != "discard") {
|
||
var evt = event.getParent();
|
||
if (evt.name != "useCard" && evt.name != "respond") return false;
|
||
}
|
||
var target = _status.currentPhase,
|
||
evt = event.getl(player);
|
||
if (
|
||
!evt.cards2 ||
|
||
evt.cards2.length != 1 ||
|
||
!target ||
|
||
target == player ||
|
||
!target.isIn()
|
||
)
|
||
return false;
|
||
return get.position(evt.cards2[0]) == "d" || target.countCards("he") < 0;
|
||
},
|
||
logTarget: function () {
|
||
return _status.currentPhase;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
if (trigger.delay === false) game.delayx();
|
||
event.target = _status.currentPhase;
|
||
event.card = trigger.getl(player).cards2[0];
|
||
"step 1";
|
||
player.addMark("guying", 1, false);
|
||
event.addIndex = 0;
|
||
var choiceList = [],
|
||
str = get.translation(player);
|
||
if (target.countCards("he") > 0) choiceList.push("随机交给" + str + "一张牌");
|
||
else event.addIndex++;
|
||
if (get.position(card) == "d")
|
||
choiceList.push("令" + str + "收回" + get.translation(card));
|
||
if (choiceList.length == 1) event._result = { index: 0 };
|
||
target
|
||
.chooseControl()
|
||
.set("choiceList", choiceList)
|
||
.set("ai", function () {
|
||
var player = _status.event.player,
|
||
evt = _status.event.getParent();
|
||
if (get.value(evt.card, evt.player) * get.attitude(player, evt.player) > 0)
|
||
return 0;
|
||
return Math.random() > get.value(evt.card, evt.player) / 6 ? 1 : 0;
|
||
//return 1;
|
||
});
|
||
"step 2";
|
||
if (result.index + event.addIndex == 0) {
|
||
target.give(target.getCards("he").randomGet(), player);
|
||
event.finish();
|
||
} else player.gain(card, "gain2");
|
||
"step 3";
|
||
if (
|
||
player.isIn() &&
|
||
player.getCards("h").includes(card) &&
|
||
get.type(card, player) == "equip"
|
||
)
|
||
player.chooseUseTarget(card, true, "nopopup");
|
||
},
|
||
onremove: true,
|
||
intro: { content: "已发动过#次" },
|
||
group: "guying_discard",
|
||
subSkill: {
|
||
discard: {
|
||
audio: "guying",
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return player.countMark("guying") > 0;
|
||
},
|
||
content: function () {
|
||
var num = player.countMark("guying");
|
||
player.removeMark("guying", num, false);
|
||
player.chooseToDiscard("he", num, true);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
muzhen: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 2,
|
||
filter: function (event, player) {
|
||
if (
|
||
!player.hasSkill("muzhen1") &&
|
||
player.countCards("e") > 0 &&
|
||
game.hasPlayer(function (current) {
|
||
return current != player && current.countCards("h") > 0;
|
||
})
|
||
)
|
||
return true;
|
||
if (
|
||
!player.hasSkill("muzhen2") &&
|
||
player.countCards("he") > 1 &&
|
||
game.hasPlayer(function (current) {
|
||
return current != player && current.countCards("e") > 0;
|
||
})
|
||
)
|
||
return true;
|
||
return false;
|
||
},
|
||
chooseButton: {
|
||
dialog: function (event, player) {
|
||
var list = [
|
||
"将一张装备牌置于其他角色的装备区内并获得其一张手牌",
|
||
"将两张牌交给一名其他角色并获得其装备区内的一张牌",
|
||
];
|
||
var choiceList = ui.create.dialog("睦阵:请选择一项", "hidden");
|
||
choiceList.add([
|
||
list.map((item, i) => {
|
||
return [i, item];
|
||
}),
|
||
"textbutton",
|
||
]);
|
||
return choiceList;
|
||
},
|
||
filter: function (button, player) {
|
||
if (button.link == 0)
|
||
return (
|
||
!player.hasSkill("muzhen1") &&
|
||
player.countCards("e") > 0 &&
|
||
game.hasPlayer(function (current) {
|
||
return current != player && current.countCards("h") > 0;
|
||
})
|
||
);
|
||
return (
|
||
!player.hasSkill("muzhen2") &&
|
||
player.countCards("he") > 1 &&
|
||
game.hasPlayer(function (current) {
|
||
return current != player && current.countCards("e") > 0;
|
||
})
|
||
);
|
||
},
|
||
backup: function (links) {
|
||
return {
|
||
audio: "muzhen",
|
||
filterTarget: [
|
||
function (card, player, target) {
|
||
return (
|
||
target.countCards("h") > 0 && target.canEquip(ui.selected.cards[0])
|
||
);
|
||
},
|
||
function (card, player, target) {
|
||
return target.countCards("e") > 0;
|
||
},
|
||
][links[0]],
|
||
filterCard: [
|
||
function (card, player) {
|
||
if (ui.selected.targets.length)
|
||
return ui.selected.targets[0].canEquip(card);
|
||
return game.hasPlayer(function (current) {
|
||
return current.countCards("h") > 0 && current.canEquip(card);
|
||
});
|
||
},
|
||
true,
|
||
],
|
||
selectCard: 1 + links[0],
|
||
position: "eh"[links[0]],
|
||
discard: false,
|
||
lose: false,
|
||
delay: false,
|
||
content: function () {
|
||
"step 0";
|
||
player.addTempSkill("muzhen" + cards.length, "phaseUseEnd");
|
||
if (cards.length == 1) {
|
||
player.$giveAuto(cards[0], target);
|
||
game.delayx();
|
||
target.equip(cards[0]);
|
||
} else {
|
||
player.give(cards, target);
|
||
}
|
||
player.gainPlayerCard(target, cards.length == 2 ? "e" : "h", true);
|
||
},
|
||
};
|
||
},
|
||
prompt: function () {
|
||
return "请选择【睦阵】的牌和目标";
|
||
},
|
||
},
|
||
},
|
||
muzhen1: {},
|
||
muzhen2: {},
|
||
sheyi2: { charlotte: true },
|
||
sheyi: {
|
||
audio: 2,
|
||
trigger: { global: "damageBegin4" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
!player.hasSkill("sheyi2") &&
|
||
player != event.player &&
|
||
event.player.hp < player.hp &&
|
||
player.countCards("he") >= Math.max(1, player.hp)
|
||
);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var num = Math.max(1, player.hp),
|
||
target = trigger.player;
|
||
player
|
||
.chooseCard(
|
||
"he",
|
||
get.prompt("sheyi", target),
|
||
"交给其至少" +
|
||
get.cnNumber(num) +
|
||
"张牌,防止即将受到的伤害(" +
|
||
trigger.num +
|
||
"点)",
|
||
[num, player.countCards("he")]
|
||
)
|
||
.set(
|
||
"goon",
|
||
(function () {
|
||
if (get.attitude(player, target) < 0) return false;
|
||
if (
|
||
trigger.num < target.hp &&
|
||
get.damageEffect(target, trigger.source, player, trigger.nature) >= 0
|
||
)
|
||
return false;
|
||
if (trigger.num < 2 && target.hp > trigger.num) return 6 / Math.sqrt(num);
|
||
if (target == get.zhu(player)) return 9;
|
||
return 8 / Math.sqrt(num);
|
||
})()
|
||
)
|
||
.set("ai", function (card) {
|
||
if (ui.selected.cards.length >= Math.max(1, _status.event.player.hp)) return 0;
|
||
if (typeof _status.event.goon == "number")
|
||
return _status.event.goon - get.value(card);
|
||
return 0;
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = trigger.player;
|
||
player.logSkill("sheyi", target);
|
||
player.addTempSkill("sheyi2", "roundStart");
|
||
player.give(result.cards, target);
|
||
trigger.cancel();
|
||
}
|
||
},
|
||
},
|
||
tianyin: {
|
||
audio: 2,
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
var list = [];
|
||
player.getHistory("useCard", function (evt) {
|
||
list.add(get.type2(evt.card, false));
|
||
});
|
||
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
|
||
if (!list.includes(get.type2(ui.cardPile.childNodes[i], false))) return true;
|
||
}
|
||
return false;
|
||
},
|
||
content: function () {
|
||
var list = [],
|
||
cards = [];
|
||
player.getHistory("useCard", function (evt) {
|
||
list.add(get.type2(evt.card, false));
|
||
});
|
||
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
|
||
var type = get.type2(ui.cardPile.childNodes[i], false);
|
||
if (!list.includes(type)) {
|
||
list.push(type);
|
||
cards.push(ui.cardPile.childNodes[i]);
|
||
}
|
||
}
|
||
player.gain(cards, "gain2");
|
||
},
|
||
},
|
||
//王甫赵累
|
||
xunyi: {
|
||
audio: 2,
|
||
trigger: {
|
||
global: ["phaseBefore", "dieAfter"],
|
||
player: "enterGame",
|
||
},
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
if (event.name == "die") return event.player == player.storage.xunyi2;
|
||
return !player.storage.xunyi2 && (event.name != "phase" || game.phaseNumber == 0);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.removeSkill("xunyi2");
|
||
player.chooseTarget(lib.filter.notMe, get.prompt2("xunyi")).set("ai", function (target) {
|
||
var player = _status.event.player;
|
||
return Math.max(
|
||
1 + get.attitude(player, target) * get.threaten(target),
|
||
Math.random()
|
||
);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("xunyi", target);
|
||
player.storage.xunyi2 = target;
|
||
player.addSkill("xunyi2");
|
||
}
|
||
},
|
||
},
|
||
xunyi2: {
|
||
audio: "xunyi",
|
||
trigger: { global: "damageSource" },
|
||
forced: true,
|
||
charlotte: true,
|
||
filter: function (event, player) {
|
||
var list = [player, player.storage.xunyi2];
|
||
return list.includes(event.source) && !list.includes(event.player);
|
||
},
|
||
logTarget: function (event, player) {
|
||
return player.storage.xunyi2;
|
||
},
|
||
content: function () {
|
||
(player == trigger.source ? player.storage.xunyi2 : player).draw();
|
||
},
|
||
group: "xunyi3",
|
||
mark: true,
|
||
intro: { content: "效果目标:$" },
|
||
},
|
||
xunyi3: {
|
||
audio: "xunyi",
|
||
trigger: { global: "damageEnd" },
|
||
forced: true,
|
||
charlotte: true,
|
||
filter: function (event, player) {
|
||
var list = [player, player.storage.xunyi2];
|
||
return (
|
||
list.includes(event.player) &&
|
||
!list.includes(event.source) &&
|
||
(player == event.player ? player.storage.xunyi2 : player).countCards("he") > 0
|
||
);
|
||
},
|
||
logTarget: function (event, player) {
|
||
return player.storage.xunyi2;
|
||
},
|
||
content: function () {
|
||
(player == trigger.player ? player.storage.xunyi2 : player).chooseToDiscard("he", true);
|
||
},
|
||
},
|
||
//狗剩
|
||
reduoji: {
|
||
audio: "duoji",
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return player.countCards("he") > 0;
|
||
},
|
||
filterCard: true,
|
||
position: "he",
|
||
filterTarget: lib.filter.notMe,
|
||
discard: false,
|
||
toStorage: true,
|
||
delay: false,
|
||
check: function (card) {
|
||
return 3 - get.value(card);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.$give(cards[0], target, false);
|
||
target.markAuto("reduoji", cards);
|
||
game.log(player, "将", cards[0], "放在了", target, "的武将牌上");
|
||
"step 1";
|
||
game.delay();
|
||
},
|
||
group: ["reduoji_equip", "reduoji_gain"],
|
||
intro: {
|
||
content: "cards",
|
||
onunmark: "throw",
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
result: { target: -1 },
|
||
},
|
||
subSkill: {
|
||
equip: {
|
||
audio: "duoji",
|
||
trigger: { global: "equipAfter" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
if (
|
||
player == event.player ||
|
||
!event.player.getStorage("reduoji").length ||
|
||
!event.player.getCards("e").includes(event.card)
|
||
)
|
||
return false;
|
||
var evt = event.getParent(2);
|
||
return evt.name == "useCard" && evt.player == event.player;
|
||
},
|
||
logTarget: "player",
|
||
content: function () {
|
||
"step 0";
|
||
player.gain(trigger.card, trigger.player, "give", "bySelf");
|
||
"step 1";
|
||
var target = trigger.player,
|
||
storage = target.getStorage("reduoji");
|
||
if (storage.length) {
|
||
var card = storage[0];
|
||
target.$throw(card, 1000);
|
||
target.unmarkAuto("reduoji", [card]);
|
||
game.log(target, "移去了", card);
|
||
game.cardsDiscard(card);
|
||
target.draw();
|
||
}
|
||
},
|
||
},
|
||
gain: {
|
||
audio: "duoji",
|
||
trigger: { global: "phaseEnd" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return event.player.getStorage("reduoji").length > 0;
|
||
},
|
||
logTarget: "player",
|
||
content: function () {
|
||
var target = trigger.player,
|
||
cards = target.storage.reduoji;
|
||
target.$give(cards, player);
|
||
player.gain(cards, "fromStorage");
|
||
cards.length = 0;
|
||
target.unmarkSkill("reduoji");
|
||
game.delay();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//SP辛毗
|
||
spyinju: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterTarget: lib.filter.notMe,
|
||
content: function () {
|
||
"step 0";
|
||
target
|
||
.chooseToUse(function (card, player, event) {
|
||
if (get.name(card) != "sha") return false;
|
||
return lib.filter.filterCard.apply(this, arguments);
|
||
}, "引裾:对" +
|
||
get.translation(player) +
|
||
"使用一张杀,或跳过下回合的出牌阶段和弃牌阶段")
|
||
.set("targetRequired", true)
|
||
.set("complexSelect", true)
|
||
.set("filterTarget", function (card, player, target) {
|
||
if (
|
||
target != _status.event.sourcex &&
|
||
!ui.selected.targets.includes(_status.event.sourcex)
|
||
)
|
||
return false;
|
||
return lib.filter.targetEnabled.apply(this, arguments);
|
||
})
|
||
.set("sourcex", player);
|
||
"step 1";
|
||
if (!result.bool) target.addSkill("spyinju2");
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
expose: 0.2,
|
||
result: {
|
||
target: -1.5,
|
||
player: function (player, target) {
|
||
if (!target.canUse("sha", player)) return 0;
|
||
if (target.countCards("h") == 0) return 0;
|
||
if (target.countCards("h") == 1) return -0.1;
|
||
if (player.countCards("h", "shan") == 0) return -1;
|
||
if (player.hp < 2) return -2;
|
||
return -0.5;
|
||
},
|
||
},
|
||
threaten: 1.1,
|
||
},
|
||
},
|
||
spyinju2: {
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
charlotte: true,
|
||
content: function () {
|
||
player.skip("phaseUse");
|
||
player.skip("phaseDiscard");
|
||
player.removeSkill("spyinju2");
|
||
game.log(player, "跳过了出牌阶段");
|
||
game.log(player, "跳过了弃牌阶段");
|
||
},
|
||
mark: true,
|
||
intro: { content: "衣襟被拽住了,下个准备阶段开始时跳过出牌阶段和弃牌阶段" },
|
||
},
|
||
spchijie: {
|
||
audio: 2,
|
||
trigger: { target: "useCardToTarget" },
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return event.player != player && event.targets.length == 1;
|
||
},
|
||
check: function (event, player) {
|
||
return get.effect(player, event.card, event.player, player) < 0;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.judge(function (card) {
|
||
if (get.number(card) > 6) return 2;
|
||
return 0;
|
||
}).judge2 = function (result) {
|
||
return result.bool ? true : false;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
trigger.targets.length = 0;
|
||
trigger.getParent().triggeredTargets2.length = 0;
|
||
trigger.cancel();
|
||
}
|
||
},
|
||
},
|
||
//糜夫人
|
||
spcunsi: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return !player.isTurnedOver();
|
||
},
|
||
filterTarget: lib.filter.notMe,
|
||
content: function () {
|
||
"step 0";
|
||
player.turnOver();
|
||
"step 1";
|
||
var card = get.cardPile(function (card) {
|
||
return card.name == "sha";
|
||
});
|
||
if (card) target.gain(card, "gain2");
|
||
"step 2";
|
||
target.addSkill("spcunsi2");
|
||
target.addMark("spcunsi2", 1, false);
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
result: {
|
||
target: function (player, target) {
|
||
var card = { name: "sha", isCard: true };
|
||
if (
|
||
!target.hasSkillTag("nogain") &&
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
get.attitude(target, current) < 0 &&
|
||
!current.hasShan() &&
|
||
target.canUse(card, current) &&
|
||
!current.hasSkillTag("filterDamage", null, {
|
||
player: target,
|
||
card: card,
|
||
jiu: true,
|
||
}) &&
|
||
get.effect(current, card, target) > 0
|
||
);
|
||
})
|
||
) {
|
||
return 4;
|
||
}
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spcunsi2: {
|
||
charlotte: true,
|
||
trigger: { player: "useCard1" },
|
||
firstDo: true,
|
||
forced: true,
|
||
popup: false,
|
||
onremove: true,
|
||
filter: function (event, player) {
|
||
return event.card.name == "sha";
|
||
},
|
||
content: function () {
|
||
trigger.baseDamage += player.countMark("spcunsi2");
|
||
player.removeSkill("spcunsi2");
|
||
},
|
||
marktext: "嗣",
|
||
intro: {
|
||
content: "下一张【杀】的伤害+#",
|
||
},
|
||
},
|
||
spguixiu: {
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
if (typeof event.spguixiu == "boolean" && !event.spguixiu) return false;
|
||
return player.isTurnedOver();
|
||
},
|
||
content: function () {
|
||
player.turnOver();
|
||
},
|
||
group: ["spguixiu_draw", "spguixiu_count"],
|
||
subSkill: {
|
||
count: {
|
||
trigger: { player: "damageBegin2" },
|
||
lastDo: true,
|
||
silent: true,
|
||
content: function () {
|
||
event.spguixiu = player.isTurnedOver();
|
||
},
|
||
},
|
||
draw: {
|
||
trigger: { player: "turnOverAfter" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return !player.isTurnedOver();
|
||
},
|
||
content: function () {
|
||
player.draw();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//那个男人的舅舅
|
||
heji: {
|
||
audio: 2,
|
||
trigger: { global: "useCardAfter" },
|
||
direct: true,
|
||
locked: false,
|
||
filter: function (event, player) {
|
||
if (event.targets.length != 1 || event.targets[0] == player || event.targets[0].isDead())
|
||
return false;
|
||
if (
|
||
event.card.name != "juedou" &&
|
||
(event.card.name != "sha" || get.color(event.card) != "red")
|
||
)
|
||
return false;
|
||
if (_status.connectMode && player.countCards("h") > 0) return true;
|
||
return player.hasSha() || player.hasUsableCard("juedou");
|
||
},
|
||
content: function () {
|
||
player
|
||
.chooseToUse(function (card, player, event) {
|
||
var name = get.name(card);
|
||
if (name != "sha" && name != "juedou") return false;
|
||
return lib.filter.cardEnabled.apply(this, arguments);
|
||
}, "合击:是否对" +
|
||
get.translation(trigger.targets[0]) +
|
||
"使用一张【杀】或【决斗】?")
|
||
.set("logSkill", "heji")
|
||
.set("complexSelect", true)
|
||
.set("filterTarget", function (card, player, target) {
|
||
if (
|
||
target != _status.event.sourcex &&
|
||
!ui.selected.targets.includes(_status.event.sourcex)
|
||
)
|
||
return false;
|
||
return lib.filter.targetEnabled.apply(this, arguments);
|
||
})
|
||
.set("sourcex", trigger.targets[0])
|
||
.set("addCount", false);
|
||
},
|
||
group: "heji_gain",
|
||
subSkill: {
|
||
gain: {
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
popup: false,
|
||
filter: function (event, player) {
|
||
return event.card.isCard && event.getParent(2).name == "heji";
|
||
},
|
||
content: function () {
|
||
var card = get.cardPile2(function (card) {
|
||
return get.color(card, false) == "red";
|
||
});
|
||
if (card) player.gain(card, "gain2");
|
||
},
|
||
},
|
||
},
|
||
mod: {
|
||
aiOrder: function (player, card, num) {
|
||
if (get.name(card, player) == "sha" && get.color(card, player) == "red")
|
||
return (
|
||
num +
|
||
0.6 *
|
||
(_status.event.name == "chooseToUse" &&
|
||
player.hasHistory("useCard", function (evt) {
|
||
return evt.card.name == "sha" && evt.cards.length == 1;
|
||
})
|
||
? 1
|
||
: -1)
|
||
);
|
||
},
|
||
},
|
||
},
|
||
//始计篇·智
|
||
refubi: {
|
||
audio: "fubi",
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return event.name != "phase" || game.phaseNumber == 0;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt2("refubi"), lib.filter.notMe).set("ai", function (target) {
|
||
return 1 + get.attitude(_status.event.player, target);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("refubi", target);
|
||
target.addMark("refubi", 1);
|
||
}
|
||
},
|
||
intro: {
|
||
content: function (info, player) {
|
||
var str = "已获得“辅弼”标记";
|
||
if (player.storage.refubi_effect0) {
|
||
str += ";本回合使用【杀】的次数上限+";
|
||
str += player.storage.refubi_effect0;
|
||
}
|
||
if (player.storage.refubi_effect1) {
|
||
str += ";本回合的手牌上限+";
|
||
str += player.storage.refubi_effect1 * 3;
|
||
}
|
||
return str;
|
||
},
|
||
},
|
||
marktext: "弼",
|
||
group: "refubi_buff",
|
||
subSkill: {
|
||
buff: {
|
||
trigger: { global: "phaseZhunbeiBegin" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return event.player != player && event.player.hasMark("refubi");
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var str = get.translation(trigger.player);
|
||
player
|
||
.chooseControl("cancel2")
|
||
.set("choiceList", [
|
||
"令" + str + "本回合使用【杀】的次数上限+1",
|
||
"令" + str + "本回合的手牌上限+3",
|
||
])
|
||
.set("ai", function () {
|
||
var player = _status.event.player,
|
||
target = _status.event.getTrigger().player;
|
||
if (get.attitude(player, target) <= 0) return "cancel2";
|
||
if (
|
||
!target.hasJudge("lebu") &&
|
||
target.countCards("h", function (card) {
|
||
return (
|
||
get.name(card, target) == "sha" && target.hasValueTarget(card)
|
||
);
|
||
}) > target.getCardUsable("sha")
|
||
)
|
||
return 0;
|
||
return 1;
|
||
});
|
||
"step 1";
|
||
if (result.control != "cancel2") {
|
||
var target = trigger.player;
|
||
player.logSkill("refubi", target);
|
||
var str = "refubi_effect" + result.index;
|
||
target.addTempSkill(str);
|
||
target.addMark(str, 1, false);
|
||
game.log(
|
||
target,
|
||
["本回合使用【杀】的次数上限+1", "本回合的手牌上限+3"][result.index]
|
||
);
|
||
}
|
||
},
|
||
},
|
||
effect0: {
|
||
onremove: true,
|
||
mod: {
|
||
cardUsable: function (card, player, num) {
|
||
if (card.name == "sha") return num + player.countMark("refubi_effect0");
|
||
},
|
||
},
|
||
},
|
||
effect1: {
|
||
onremove: true,
|
||
mod: {
|
||
maxHandcard: function (player, num) {
|
||
return num + 3 * player.countMark("refubi_effect1");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
rezuici: {
|
||
audio: "zuici",
|
||
enable: "chooseToUse",
|
||
filter: function (event, player) {
|
||
if (event.type == "phase" || (event.type == "dying" && player == event.dying))
|
||
return player.isDamaged() && player.countCards("e") > 0;
|
||
return false;
|
||
},
|
||
chooseButton: {
|
||
dialog: function (event, player) {
|
||
return ui.create.dialog(
|
||
"###罪辞###选择废除一个有牌的装备栏,然后回复2点体力,并可移动“辅弼”标记。"
|
||
);
|
||
},
|
||
chooseControl: function (event, player) {
|
||
var list = [];
|
||
for (var i = 1; i < 6; i++) {
|
||
if (player.getEquips(i).length > 0) list.push("equip" + i);
|
||
}
|
||
list.push("cancel2");
|
||
return list;
|
||
},
|
||
check: function (event, player) {
|
||
if (player.hp > 1 && player.getDamagedHp() < 2) return "cancel2";
|
||
var cards = player.getCards("e").sort(function (a, b) {
|
||
return get.value(a) - get.value(b);
|
||
});
|
||
var sub = get.subtype(cards[0], false);
|
||
if (player.hp < 1) return sub;
|
||
var val = get.value(cards[0]);
|
||
if (val < 0) return sub;
|
||
return val < 4 ? sub : "cancel2";
|
||
},
|
||
backup: function (result) {
|
||
var next = get.copy(lib.skill.rezuicix);
|
||
next.position = result.control;
|
||
return next;
|
||
},
|
||
},
|
||
ai: {
|
||
order: 2.7,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
save: true,
|
||
skillTagFilter: function (player, tag, arg) {
|
||
return player == arg;
|
||
},
|
||
},
|
||
},
|
||
rezuicix: {
|
||
audio: "zuici",
|
||
content: function () {
|
||
"step 0";
|
||
player.disableEquip(lib.skill.rezuici_backup.position);
|
||
player.recover(2);
|
||
"step 1";
|
||
var b1 = false,
|
||
b2 = false;
|
||
for (var i of game.players) {
|
||
if (i.hasMark("refubi")) b1 = true;
|
||
else if (i != player) b2 = true;
|
||
if (b1 && b2) break;
|
||
}
|
||
if (b1 && b2) {
|
||
player
|
||
.chooseTarget("是否转移“辅弼”标记?", function (card, player, target) {
|
||
return target != player && !target.hasMark("refubi");
|
||
})
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player;
|
||
var att = get.attitude(player, target);
|
||
return Math.min(att, att - _status.event.preatt);
|
||
})
|
||
.set(
|
||
"preatt",
|
||
get.attitude(
|
||
player,
|
||
game.findPlayer(function (current) {
|
||
return current.hasMark("refubi");
|
||
})
|
||
)
|
||
);
|
||
} else event.finish();
|
||
"step 2";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.line(target, "group");
|
||
game.countPlayer(function (current) {
|
||
var num = current.countMark("refubi");
|
||
if (num) current.removeMark("refubi", 1, false);
|
||
});
|
||
target.addMark("refubi", 1);
|
||
}
|
||
},
|
||
ai: {
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
reshengxi: {
|
||
audio: "shengxi",
|
||
audioname: ["feiyi"],
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
frequent: true,
|
||
preHidden: true,
|
||
filter: function (event, player) {
|
||
return !player.getHistory("sourceDamage").length;
|
||
},
|
||
content: function () {
|
||
player.draw(2);
|
||
},
|
||
},
|
||
fyjianyu: {
|
||
initSkill: function (skill) {
|
||
if (!lib.skill[skill]) {
|
||
lib.skill[skill] = {
|
||
marktext: "喻",
|
||
intro: {
|
||
markcount: () => 1,
|
||
content: "指定另一名有“喻”的角色为目标时,其摸一张牌",
|
||
},
|
||
};
|
||
lib.translate[skill] = "谏喻";
|
||
lib.translate[skill + "_bg"] = "喻";
|
||
}
|
||
},
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
filter: function (event, player) {
|
||
return (
|
||
game.countPlayer(function (current) {
|
||
return !current.hasMark("fyjianyu_" + player.playerid);
|
||
}) > 1
|
||
);
|
||
},
|
||
round: 1,
|
||
filterTarget: function (card, player, target) {
|
||
return !target.hasMark("fyjianyu_" + player.playerid);
|
||
},
|
||
selectTarget: 2,
|
||
content: function () {
|
||
var skill = "fyjianyu_" + player.playerid;
|
||
game.broadcastAll(lib.skill.fyjianyu.initSkill, skill);
|
||
player.addTempSkill("fyjianyu_draw", { player: "phaseBegin" });
|
||
target.addMark(skill, 1);
|
||
},
|
||
ai: {
|
||
order: 0.1,
|
||
result: {
|
||
target: function (player, target) {
|
||
if (!ui.selected.targets.length) return target == player ? 1 : 0;
|
||
if (get.attitude(player, target) < 0)
|
||
return (
|
||
-1.6 *
|
||
(1 +
|
||
target.countCards("h", function (card) {
|
||
return (
|
||
target.hasValueTarget(card) &&
|
||
get.effect(player, card, target, target) > 0
|
||
);
|
||
}) *
|
||
Math.sqrt(target.countCards("h")))
|
||
);
|
||
return (
|
||
0.3 *
|
||
(1 +
|
||
target.countCards("h", function (card) {
|
||
return (
|
||
target.hasValueTarget(card) &&
|
||
get.effect(player, card, target, target) > 0
|
||
);
|
||
}) *
|
||
Math.sqrt(target.countCards("h")))
|
||
);
|
||
},
|
||
},
|
||
},
|
||
subSkill: {
|
||
draw: {
|
||
charlotte: true,
|
||
trigger: { global: "useCardToPlayer" },
|
||
filter: function (event, player) {
|
||
return (
|
||
event.player != event.target &&
|
||
event.player.hasMark("fyjianyu_" + player.playerid) &&
|
||
event.target.hasMark("fyjianyu_" + player.playerid) &&
|
||
event.target.isIn()
|
||
);
|
||
},
|
||
forced: true,
|
||
logTarget: "target",
|
||
content: function () {
|
||
trigger.target.draw();
|
||
},
|
||
onremove: function (player) {
|
||
game.countPlayer(function (current) {
|
||
var num = current.countMark("fyjianyu_" + player.playerid);
|
||
if (num) current.removeMark("fyjianyu_" + player.playerid);
|
||
});
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spwanwei: {
|
||
audio: 2,
|
||
enable: "chooseToUse",
|
||
filter: function (event, player) {
|
||
if (player.hasSkill("spwanwei2") || player.hp < 1) return false;
|
||
if (event.type == "dying") return event.dying != player;
|
||
if (event.type != "phase") return false;
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && current.isDamaged();
|
||
});
|
||
},
|
||
filterTarget: function (card, player, target) {
|
||
if (_status.event.type == "dying") return target == _status.event.dying;
|
||
return player != target && target.isDamaged();
|
||
},
|
||
selectTarget: function () {
|
||
if (_status.event.type == "dying") return -1;
|
||
return 1;
|
||
},
|
||
content: function () {
|
||
player.addTempSkill("spwanwei2", "roundStart");
|
||
var num = player.hp;
|
||
target.recover(Math.max(num + 1, 1 - target.hp));
|
||
player.loseHp(num);
|
||
},
|
||
ai: {
|
||
save: true,
|
||
skillTagFilter: function (player, tag, target) {
|
||
return player != target;
|
||
},
|
||
expose: 0.5,
|
||
order: 6,
|
||
result: {
|
||
target: function (player, target) {
|
||
if (_status.event.type != "dying") return 0;
|
||
if (get.attitude(player, target) < 4) return 0;
|
||
if (player.countCards("he") < 2 && target != get.zhu(player)) return 0;
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spwanwei2: {},
|
||
spyuejian: {
|
||
mod: {
|
||
maxHandcardBase: function (player) {
|
||
return player.maxHp;
|
||
},
|
||
},
|
||
audio: 2,
|
||
enable: "chooseToUse",
|
||
filter: function (event, player) {
|
||
return event.type == "dying" && player == event.dying && player.countCards("he") > 1;
|
||
},
|
||
selectCard: 2,
|
||
filterCard: true,
|
||
position: "he",
|
||
check: function (card) {
|
||
return 1 / Math.max(0.1, get.value(card));
|
||
},
|
||
content: function () {
|
||
player.recover();
|
||
},
|
||
ai: {
|
||
save: true,
|
||
skillTagFilter: function (player, tag, target) {
|
||
return player == target;
|
||
},
|
||
order: 1.4,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
spwuku: {
|
||
audio: 2,
|
||
trigger: { global: "useCard" },
|
||
forced: true,
|
||
preHidden: true,
|
||
filter: function (event, player) {
|
||
if (get.type(event.card) != "equip") return false;
|
||
var gz = get.mode() == "guozhan";
|
||
if (gz && event.player.isFriendOf(player)) return false;
|
||
return player.countMark("spwuku") < (gz ? 2 : 3);
|
||
},
|
||
content: function () {
|
||
player.addMark("spwuku", 1);
|
||
},
|
||
marktext: "库",
|
||
intro: {
|
||
content: "mark",
|
||
},
|
||
ai: {
|
||
combo: "spsanchen",
|
||
threaten: 3.6,
|
||
},
|
||
},
|
||
spsanchen: {
|
||
audio: 2,
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
forced: true,
|
||
juexingji: true,
|
||
skillAnimation: true,
|
||
animationColor: "gray",
|
||
filter: function (event, player) {
|
||
return player.countMark("spwuku") > 2;
|
||
},
|
||
content: function () {
|
||
player.awakenSkill("spsanchen");
|
||
player.gainMaxHp();
|
||
player.recover();
|
||
player.addSkills("spmiewu");
|
||
},
|
||
ai: {
|
||
combo: "wuku",
|
||
},
|
||
derivation: "spmiewu",
|
||
},
|
||
spmiewu: {
|
||
audio: 2,
|
||
enable: ["chooseToUse", "chooseToRespond"],
|
||
filter: function (event, player) {
|
||
if (
|
||
!player.countMark("spwuku") ||
|
||
!player.countCards("hse") ||
|
||
player.hasSkill("spmiewu2")
|
||
)
|
||
return false;
|
||
for (var i of lib.inpile) {
|
||
var type = get.type2(i);
|
||
if (
|
||
(type == "basic" || type == "trick") &&
|
||
event.filterCard(get.autoViewAs({ name: i }, "unsure"), player, event)
|
||
)
|
||
return true;
|
||
}
|
||
return false;
|
||
},
|
||
chooseButton: {
|
||
dialog: function (event, player) {
|
||
var list = [];
|
||
for (var i = 0; i < lib.inpile.length; i++) {
|
||
var name = lib.inpile[i];
|
||
if (name == "sha") {
|
||
if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event))
|
||
list.push(["基本", "", "sha"]);
|
||
for (var nature of lib.inpile_nature) {
|
||
if (
|
||
event.filterCard(
|
||
get.autoViewAs({ name, nature }, "unsure"),
|
||
player,
|
||
event
|
||
)
|
||
)
|
||
list.push(["基本", "", "sha", nature]);
|
||
}
|
||
} else if (
|
||
get.type2(name) == "trick" &&
|
||
event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)
|
||
)
|
||
list.push(["锦囊", "", name]);
|
||
else if (
|
||
get.type(name) == "basic" &&
|
||
event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)
|
||
)
|
||
list.push(["基本", "", name]);
|
||
}
|
||
return ui.create.dialog("灭吴", [list, "vcard"]);
|
||
},
|
||
check: function (button) {
|
||
if (_status.event.getParent().type != "phase") return 1;
|
||
var player = _status.event.player;
|
||
if (
|
||
[
|
||
"wugu",
|
||
"zhulu_card",
|
||
"yiyi",
|
||
"lulitongxin",
|
||
"lianjunshengyan",
|
||
"diaohulishan",
|
||
].includes(button.link[2])
|
||
)
|
||
return 0;
|
||
return player.getUseValue({
|
||
name: button.link[2],
|
||
nature: button.link[3],
|
||
});
|
||
},
|
||
backup: function (links, player) {
|
||
return {
|
||
filterCard: true,
|
||
audio: "spmiewu",
|
||
popname: true,
|
||
check: function (card) {
|
||
return 8 - get.value(card);
|
||
},
|
||
position: "hse",
|
||
viewAs: { name: links[0][2], nature: links[0][3] },
|
||
precontent: function () {
|
||
player.addTempSkill("spmiewu2");
|
||
player.removeMark("spwuku", 1);
|
||
},
|
||
};
|
||
},
|
||
prompt: function (links, player) {
|
||
return (
|
||
"将一张牌当做" +
|
||
(get.translation(links[0][3]) || "") +
|
||
get.translation(links[0][2]) +
|
||
"使用"
|
||
);
|
||
},
|
||
},
|
||
hiddenCard: function (player, name) {
|
||
if (!lib.inpile.includes(name)) return false;
|
||
var type = get.type2(name);
|
||
return (
|
||
(type == "basic" || type == "trick") &&
|
||
player.countMark("spwuku") > 0 &&
|
||
player.countCards("she") > 0 &&
|
||
!player.hasSkill("spmiewu2")
|
||
);
|
||
},
|
||
ai: {
|
||
combo: "spwuku",
|
||
fireAttack: true,
|
||
respondSha: true,
|
||
respondShan: true,
|
||
skillTagFilter: function (player) {
|
||
if (
|
||
!player.countMark("spwuku") ||
|
||
!player.countCards("hse") ||
|
||
player.hasSkill("spmiewu2")
|
||
)
|
||
return false;
|
||
},
|
||
order: 1,
|
||
result: {
|
||
player: function (player) {
|
||
if (_status.event.dying) return get.attitude(player, _status.event.dying);
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spmiewu2: {
|
||
trigger: { player: ["useCardAfter", "respondAfter"] },
|
||
forced: true,
|
||
charlotte: true,
|
||
popup: false,
|
||
filter: function (event, player) {
|
||
return event.skill == "spmiewu_backup";
|
||
},
|
||
content: function () {
|
||
player.draw();
|
||
},
|
||
},
|
||
spmiewu_backup: { audio: "spmiewu" },
|
||
qinzheng: {
|
||
audio: 2,
|
||
trigger: { player: ["useCard", "respond"] },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
var num = player.getAllHistory("useCard").length + player.getAllHistory("respond").length;
|
||
return num % 3 == 0 || num % 5 == 0 || num % 8 == 0;
|
||
},
|
||
content: function () {
|
||
var num = player.getAllHistory("useCard").length + player.getAllHistory("respond").length;
|
||
var cards = [];
|
||
if (num % 3 == 0) {
|
||
var card = get.cardPile2(function (card) {
|
||
return card.name == "sha" || card.name == "shan";
|
||
});
|
||
if (card) cards.push(card);
|
||
}
|
||
if (num % 5 == 0) {
|
||
var card = get.cardPile2(function (card) {
|
||
return ["tao", "jiu", "zong", "xionghuangjiu"].includes(card.name);
|
||
});
|
||
if (card) cards.push(card);
|
||
}
|
||
if (num % 8 == 0) {
|
||
var card = get.cardPile2(function (card) {
|
||
return [
|
||
"juedou",
|
||
"wuzhong",
|
||
"zengbin",
|
||
"sadouchengbing",
|
||
"dongzhuxianji",
|
||
"tongzhougongji",
|
||
].includes(card.name);
|
||
});
|
||
if (card) cards.push(card);
|
||
}
|
||
if (cards.length) player.gain(cards, "gain2");
|
||
},
|
||
group: "qinzheng_count",
|
||
intro: {
|
||
content: function (num) {
|
||
var str = "<li>总次数:";
|
||
str += num;
|
||
str += "<br><li>杀/闪:";
|
||
str += num % 3;
|
||
str += "/3<br><li>桃/酒:";
|
||
str += num % 5;
|
||
str += "/5<br><li>决斗/无中生有:";
|
||
str += num % 8;
|
||
str += "/8";
|
||
return str;
|
||
},
|
||
},
|
||
},
|
||
qinzheng_count: {
|
||
trigger: { player: ["useCard1", "respond"] },
|
||
silent: true,
|
||
firstDo: true,
|
||
noHidden: true,
|
||
content: function () {
|
||
player.storage.qinzheng =
|
||
player.getAllHistory("useCard").length + player.getAllHistory("respond").length;
|
||
player.markSkill("qinzheng");
|
||
},
|
||
},
|
||
spqiai: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return (
|
||
player.countCards("he", function (card) {
|
||
return get.type(card) != "basic";
|
||
}) > 0
|
||
);
|
||
},
|
||
filterCard: function (card) {
|
||
return get.type(card) != "basic";
|
||
},
|
||
position: "he",
|
||
filterTarget: lib.filter.notMe,
|
||
delay: false,
|
||
discard: false,
|
||
lose: false,
|
||
check: function (card) {
|
||
var player = _status.event.player;
|
||
if (get.position(card) == "e" && card.name == "jinhe") return 10;
|
||
if (player.isHealthy()) return 7 - get.value(card);
|
||
return 9 - get.value(card);
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.give(cards, target, true);
|
||
"step 1";
|
||
if (!target.isIn()) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
if (player.isHealthy()) event._result = { index: 1 };
|
||
else {
|
||
var str = get.translation(player);
|
||
target
|
||
.chooseControl()
|
||
.set("choiceList", ["令" + str + "回复1点体力", "令" + str + "摸两张牌"]);
|
||
}
|
||
"step 2";
|
||
if (result.index == 0) player.recover();
|
||
else player.draw(2);
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
result: {
|
||
player: 1,
|
||
target: function (player, target) {
|
||
if (ui.selected.cards.length) {
|
||
var card = ui.selected.cards[0];
|
||
var val = get.value(card, target);
|
||
if (val < 0) return -1;
|
||
if (target.hasSkillTag("nogain")) return 0;
|
||
var useval = target.getUseValue(card);
|
||
if (val < 1 || useval <= 0) return 0.1;
|
||
return Math.sqrt(useval);
|
||
}
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
spshanxi: {
|
||
audio: 2,
|
||
init: function (player) {
|
||
game.addGlobalSkill("spshanxi_bj");
|
||
},
|
||
onremove: function (player) {
|
||
if (!game.hasPlayer((current) => current.hasSkill("spshanxi"), true))
|
||
game.removeGlobalSkill("spshanxi_bj");
|
||
},
|
||
trigger: { player: "phaseUseBegin" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && !current.hasMark("spshanxi");
|
||
});
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var eff = 0;
|
||
var target = game.findPlayer(function (current) {
|
||
return current != player && current.hasMark("spshanxi");
|
||
});
|
||
if (target) eff = -get.attitude(player, target) / Math.sqrt(Math.max(1, target.hp));
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("spshanxi"),
|
||
"令一名其他角色获得“檄”",
|
||
function (card, player, target) {
|
||
return target != player && !target.hasMark("spshanxi");
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
return (
|
||
-get.attitude(_status.event.player, target) /
|
||
Math.sqrt(Math.max(1, target.hp)) -
|
||
_status.event.eff
|
||
);
|
||
})
|
||
.set("eff", eff);
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("spshanxi", target);
|
||
game.countPlayer(function (current) {
|
||
if (current == target) current.addMark("spshanxi", 1);
|
||
else {
|
||
var num = current.countMark("spshanxi");
|
||
if (num > 0) current.removeMark("spshanxi", num);
|
||
}
|
||
});
|
||
}
|
||
},
|
||
marktext: "檄",
|
||
intro: {
|
||
name2: "檄",
|
||
content: "已被设下索命檄文",
|
||
},
|
||
group: "spshanxi_suoming",
|
||
ai: { threaten: 3.3 },
|
||
},
|
||
spshanxi_suoming: {
|
||
audio: "spshanxi",
|
||
trigger: { global: "recoverAfter" },
|
||
forced: true,
|
||
filter: function (event, player) {
|
||
return event.player.hasMark("spshanxi") && event.player.hp > 0;
|
||
},
|
||
logTarget: "player",
|
||
content: function () {
|
||
"step 0";
|
||
if (trigger.player.countCards("he") < 2) event._result = { bool: false };
|
||
else
|
||
trigger.player
|
||
.chooseCard("he", 2, "交给" + get.translation(player) + "两张牌,或失去1点体力")
|
||
.set("ai", function (card) {
|
||
return 9 - get.value(card);
|
||
});
|
||
"step 1";
|
||
if (!result.bool) trigger.player.loseHp();
|
||
else trigger.player.give(result.cards, player);
|
||
},
|
||
},
|
||
spshanxi_bj: {
|
||
trigger: { player: "dieAfter" },
|
||
filter: function (event, player) {
|
||
for (let i of game.players) {
|
||
if (i.hasSkill("spshanxi_suoming")) return false;
|
||
}
|
||
return true;
|
||
},
|
||
silent: true,
|
||
forceDie: true,
|
||
charlotte: true,
|
||
content: function () {
|
||
game.removeGlobalSkill("spshanxi_bj");
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target: function (card, player, target) {
|
||
let suoming = game.findPlayer((current) => current.hasSkill("spshanxi_suoming"));
|
||
if (
|
||
suoming &&
|
||
_status.event &&
|
||
target === _status.event.dying &&
|
||
target.hasMark("spshanxi")
|
||
) {
|
||
if (target.countCards("he") < 2) return "zerotarget";
|
||
return [1, get.attitude(target, suoming) > 0 ? 0 : -1.2];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
shameng: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
var hs = player.getCards("h");
|
||
if (hs.length < 2) return false;
|
||
var red = 0,
|
||
black = 0;
|
||
for (var i of hs) {
|
||
if (get.color(i, player) == "red") red++;
|
||
else black++;
|
||
if (red > 1 || black > 1) return true;
|
||
}
|
||
return false;
|
||
},
|
||
complexCard: true,
|
||
selectCard: 2,
|
||
filterCard: function (card, player) {
|
||
if (ui.selected.cards.length)
|
||
return get.color(card, player) == get.color(ui.selected.cards[0], player);
|
||
var color = get.color(card, player);
|
||
return (
|
||
player.countCards("h", function (cardx) {
|
||
return cardx != card && color == get.color(cardx, player);
|
||
}) > 0
|
||
);
|
||
},
|
||
filterTarget: lib.filter.notMe,
|
||
check: function (card) {
|
||
return 7 - get.value(card);
|
||
},
|
||
position: "h",
|
||
content: function () {
|
||
target.draw(2);
|
||
player.draw(3);
|
||
},
|
||
ai: {
|
||
order: 6,
|
||
result: { target: 2 },
|
||
},
|
||
},
|
||
fubi: {
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
direct: true,
|
||
skillAnimation: true,
|
||
animationColor: "wood",
|
||
filter: function (event, player) {
|
||
return event.name != "phase" || game.phaseNumber == 0;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt2("fubi"), lib.filter.notMe).set("ai", function (target) {
|
||
return get.attitude(_status.event.player, target);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("fubi", target);
|
||
target.addSkill("fubi2");
|
||
target.storage.fubi2.push(player);
|
||
}
|
||
},
|
||
},
|
||
fubi2: {
|
||
init: function (player, skill) {
|
||
if (!player.storage[skill]) player.storage[skill] = [];
|
||
},
|
||
mod: {
|
||
maxHandcard: function (player, num) {
|
||
var list = player.getStorage("fubi2");
|
||
for (var i of list) {
|
||
if (i.isIn()) num += 3;
|
||
}
|
||
return num;
|
||
},
|
||
},
|
||
mark: true,
|
||
intro: { content: "若$存活,则手牌上限+3" },
|
||
},
|
||
zuici: {
|
||
trigger: { player: "dying" },
|
||
direct: true,
|
||
filter: function (event, player) {
|
||
return player.countCards("e") > 0;
|
||
},
|
||
content: function () {
|
||
"step 0";
|
||
var list = [];
|
||
var cards = player.getCards("e");
|
||
for (var i of cards) list.push(get.subtype(i));
|
||
list.push("cancel2");
|
||
player.chooseControl(list).set("prompt", get.prompt2("zuici"));
|
||
"step 1";
|
||
if (result.control != "cancel2") {
|
||
player.disableEquip(result.control);
|
||
} else event.finish();
|
||
"step 2";
|
||
if (player.hp < 1) player.recover(1 - player.hp);
|
||
},
|
||
},
|
||
jianzhan: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: function (event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return lib.skill.jianzhan.filterTarget(null, player, current);
|
||
});
|
||
},
|
||
filterTarget: function (card, player, target) {
|
||
if (target == player) return false;
|
||
if (ui.selected.targets.length) {
|
||
var targetx = ui.selected.targets[0];
|
||
return (
|
||
targetx != target &&
|
||
targetx.countCards("h") > target.countCards("h") &&
|
||
targetx.inRange(target)
|
||
);
|
||
}
|
||
var num = target.countCards("h");
|
||
return game.hasPlayer(function (current) {
|
||
return (
|
||
current != target &&
|
||
current != player &&
|
||
current.countCards("h") < num &&
|
||
target.inRange(current)
|
||
);
|
||
});
|
||
},
|
||
selectTarget: 2,
|
||
complexTarget: true,
|
||
targetprompt: ["出杀", "被出杀"],
|
||
multitarget: true,
|
||
content: function () {
|
||
"step 0";
|
||
if (!targets[0].canUse("sha", targets[1])) event._result = { index: 1 };
|
||
else
|
||
targets[0]
|
||
.chooseControl()
|
||
.set("choiceList", [
|
||
"视为对" + get.translation(targets[1]) + "使用一张【杀】",
|
||
"令" + get.translation(player) + "摸一张牌",
|
||
])
|
||
.set("ai", function () {
|
||
var evt = _status.event.getParent();
|
||
var eff = get.effect(
|
||
evt.targets[1],
|
||
{ name: "sha", isCard: true },
|
||
evt.targets[0],
|
||
evt.targets[0]
|
||
);
|
||
if (eff > 0) return 0;
|
||
if (eff < 0 || get.attitude(evt.targets[0], evt.player) > 1) return 1;
|
||
return 0;
|
||
});
|
||
"step 1";
|
||
if (result.index == 0)
|
||
targets[0].useCard({ name: "sha", isCard: true }, targets[1], false);
|
||
else player.draw();
|
||
},
|
||
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,
|
||
},
|
||
},
|
||
duoji: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
limited: true,
|
||
filter: function (event, player) {
|
||
return (
|
||
player.countCards("h") > 1 &&
|
||
game.hasPlayer(function (current) {
|
||
return current != player && current.countGainableCards(player, "e") > 0;
|
||
})
|
||
);
|
||
},
|
||
filterCard: true,
|
||
selectCard: 2,
|
||
filterTarget: function (card, player, target) {
|
||
return target != player && target.countGainableCards(player, "e") > 0;
|
||
},
|
||
check: function (card) {
|
||
return 8 - get.value(card);
|
||
},
|
||
position: "h",
|
||
skillAnimation: true,
|
||
animationColor: "metal",
|
||
content: function () {
|
||
player.awakenSkill("duoji");
|
||
var cards = target.getGainableCards(player, "e");
|
||
player.gain(cards, target, "give", "bySelf");
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
result: {
|
||
target: function (player, target) {
|
||
var num = 0,
|
||
es = target.getCards("e"),
|
||
val = 0;
|
||
for (var i of es) {
|
||
num += get.value(i, target);
|
||
}
|
||
for (var i of ui.selected.cards) {
|
||
val += get.value(i, player);
|
||
}
|
||
if (Math.abs(num) > val) return -num;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
characterIntro: {
|
||
yuanhuan:
|
||
"袁涣,字曜卿,陈郡扶乐(今河南省周口市太康县)人。东汉末年官员,出身陈郡袁氏,为东汉司徒袁滂之子。袁涣早年曾任郡功曹,后被公府征辟,相继被举为高第、秀才。汉末战乱时,袁涣流寓江淮一带,初为袁术所用,后投吕布。建安三年(198年),曹操率兵剿灭了吕布,袁涣又转投曹操,拜沛南部都尉,后又任谏议大夫、郎中令等职,在任上尽心尽责,以敢谏直言称名。袁涣恕思而后行,外表温柔而内心能断,处危难则勇气极大。汉末三国时期,唯有程昱、曹仁、袁涣三人被评价为勇冠贲育。",
|
||
qiaogong:
|
||
"桥公,亦作“乔公”,名字不详,是中国汉末三国时期的长者,江东二乔的父亲,三国时期庐江郡皖县(今安徽潜山)人,中国长篇古典名著《三国演义》中称之为“乔国老”。",
|
||
liuzhang:
|
||
"刘璋(生卒年不详),字季玉,江夏竟陵(今湖北省天门市)人。东汉末年宗室、军阀,益州牧刘焉幼子,在父亲刘焉死后继任益州牧。刘璋为人懦弱多疑。汉中张鲁骄纵,不听刘璋号令,于是刘璋杀张鲁母弟,双方成为仇敌,刘璋派庞羲攻击张鲁,战败。后益州内乱,平定后,又有曹操将前来袭击的消息。在内外交逼之下,刘璋听信手下张松、法正之言,迎接刘备入益州,想借刘备之力,抵抗曹操。不料此举乃引狼入室,刘备反手攻击刘璋,又有法正为内应,进至成都。成都吏民都想抵抗刘备,但刘璋为百姓计而开城出降,群下莫不流涕。刘备占据成都后,刘璋以振威将军的身份被迁往荆州居住,关羽失荆州后,刘璋归属东吴,被孙权任命为益州牧,不久后去世,卒年不详。",
|
||
zhangzhongjing:
|
||
"张仲景(约公元150~154年—约公元215~219年),名机,字仲景,南阳涅阳县(今河南省邓州市穰东镇张寨村)人。东汉末年著名医学家,被后人尊称为“医圣”。张仲景广泛收集医方,写出了传世巨著《伤寒杂病论》。它确立的“辨证论治”原则,是中医临床的基本原则,是中医的灵魂所在。在方剂学方面,《伤寒杂病论》也做出了巨大贡献,创造了很多剂型,记载了大量有效的方剂。其所确立的六经辨证的治疗原则,受到历代医学家的推崇。这是中国第一部从理论到实践、确立辨证论治法则的医学专著,是中国医学史上影响最大的著作之一,是后学者研习中医必备的经典著作,广泛受到医学生和临床大夫的重视。",
|
||
xiangchong:
|
||
"向宠(?~240年),左将军向朗之侄,蜀汉重要将领。具有谦和公允的性格品行,对军事通晓畅达,被汉昭烈帝刘备称赞。刘备时,历任牙门将(类似于主将帐下的偏将),诸葛亮北伐时,以向宠为中领军,封都亭侯。诸葛亮北行汉中前,特意在《出师表》中向刘禅推荐向宠。延熙三年(公元240年),南征汉嘉(今四川省雅安市)蛮夷时,遇害,尸体被其部下夺回,送回成都安葬。",
|
||
caizhenji:
|
||
"蔡贞姬,生卒年不详,汉末大儒蔡邕之女。其父蔡邕精于天文数理,妙解音律,是曹操的挚友和老师。生在书香门第的家庭的蔡贞姬,自小耳濡目染,精通书法与音律。后来,其父为避宦竖迫害,便随父亲来泰山依付羊衜一族,在羊衜的元配孔氏死后,便在父亲的做主下与之成亲。夫妻二人婚后生有两子一女:羊承、羊徽瑜、羊祜。在与羊衜成亲之前,羊衜和孔氏生有一子羊发。后来羊发、羊承同时生病,蔡贞姬知道不能两全,就专心照顾羊发,最后羊发痊愈,羊承病死。",
|
||
zhouchu:
|
||
"周处(236—297年),字子隐,吴郡阳羡(今江苏宜兴)人。西晋大臣、将领,东吴鄱阳太守周鲂之子。少时纵情肆欲,为祸乡里。后来改过自新,拜访名人陆机和陆云,浪子回头,发奋读书,留下“周处除三害”的传说,拜东观左丞,迁无难都督,功业胜过父亲。吴国灭亡后,出仕西晋,拜新平太守,转广汉太守,治境有方。入为散骑常侍,迁御史中丞,刚正不阿。得罪梁孝王司马肜。元康七年,出任建威将军,前往关中,讨伐氐羌齐万年叛乱,遇害于沙场。追赠平西将军,谥号为孝。",
|
||
wangfuzhaolei:
|
||
"王甫(?—222年),字国山,广汉郪(今四川三台县)人,三国时期蜀汉重臣。刘璋时,为益州书佐,之后归降刘备,先后担任绵竹令、荆州议曹从事,并在夷陵之战中阵亡。其子王祐,官至尚书右选郎。赵累,蜀汉大将关羽部下都督。后来吴将吕蒙袭取荆州,赵累被吴将潘璋等在临沮擒获。",
|
||
wangling:
|
||
"王淩(172年~251年6月15日),字彦云,太原郡祁县(今山西省祁县)人,三国时期曹魏将领,东汉司徒王允之侄。王淩出身太原王氏祁县房。举孝廉出身,授发干县令,迁中山太守。颇有政绩,迁司空(曹操)掾属。魏文帝曹丕即位,拜散骑常侍、兖州刺史。参加洞口之战,跟从张辽击败吴将吕范,加号建武将军,封宜城亭侯。太和二年(228年),王淩参与石亭之战,跟从曹休征伐东吴,力挽狂澜,历任扬豫二州刺史,治境有方。齐王曹芳继位,拜征东将军,联合孙礼击败吴将全琮,进封南乡侯,授车骑将军、仪同三司,正始九年(248年),代高柔为司空。嘉平元年(249年),代蒋济为太尉。嘉平三年(251年),不满太傅司马懿专擅朝政,联合兖州刺史令狐愚谋立楚王曹彪为帝,事泄自尽,时年八十岁,夷灭三族。",
|
||
wujing: "吴景,本吴郡吴县(今江苏苏州)人,后迁居吴郡钱塘(今浙江杭州),孙坚妻子吴夫人(武烈皇后)之弟,孙策和孙权的舅舅,东汉末年将领。吴景因追随孙坚征伐有功,被任命为骑都尉。袁术上表举荐吴景兼任丹杨太守,讨伐前任太守周昕,占据丹杨。后遭扬州刺史刘繇逼迫,再度依附袁术,袁术任用他为督军中郎将,与孙贲共同进击樊能等人。又在秣陵攻打笮融、薛礼。袁术与刘备争夺徐州时,任吴景为广陵太守。建安二年(197年),吴景放弃广陵东归孙策,孙策任他为丹杨太守。朝廷使者吴景为扬武将军,郡守之职照旧。建安八年(203年),吴景死于任上。",
|
||
feiyi: "费祎(?~253年2月),字文伟,江夏鄳县(今河南省罗山县)人,三国时期蜀汉名臣,与诸葛亮、蒋琬、董允并称为蜀汉四相。深得诸葛亮器重,屡次出使东吴,孙权、诸葛恪、羊茞等人以辞锋刁难,而费祎据理以答,辞义兼备,始终不为所屈。孙权非常惊异于他的才能,加以礼遇。北伐时为中护军,又转为司马。当时魏延与杨仪不和,经常争论,费祎常为二人谏喻,两相匡护,以尽其用。诸葛亮死后,初为后军师,再为尚书令,官至大将军,封成乡侯。费祎主政时,与姜维北伐的主张相左,执行休养生息的政策,为蜀汉的发展尽心竭力。费祎性格谦恭真诚,颇为廉洁,家无余财。后为魏降将郭循(一作郭脩)行刺身死。葬于今广元市昭化古城城西。",
|
||
luotong:
|
||
"骆统(193年-228年),字公绪。会稽郡乌伤县(今浙江义乌)人。东汉末年至三国时期吴国将领、学者,陈国相骆俊之子。骆统二十岁时已任乌程国相,任内有政绩,使得国中民户过万。又迁为功曹,行骑都尉。曾劝孙权尊贤纳士,省役息民。后出任为建忠中郎将。将军凌统逝世后,统领其部曲。因战功迁偏将军,封新阳亭侯,任濡须督。黄武七年(228年),骆统去世,年仅三十六岁。有集十卷,今已佚。",
|
||
},
|
||
characterTitle: {},
|
||
card: {
|
||
binglinchengxiax: {
|
||
enable: true,
|
||
type: "trick",
|
||
derivation: "sp_xunchen",
|
||
fullskin: true,
|
||
filterTarget: lib.filter.notMe,
|
||
content: function () {
|
||
"step 0";
|
||
if (!player.isIn() || !target.isIn()) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
event.showCards = get.cards(4);
|
||
game.cardsGotoOrdering(event.showCards);
|
||
player.showCards(event.showCards);
|
||
"step 1";
|
||
if (player.isIn() && target.isIn() && event.showCards.length) {
|
||
for (var i of event.showCards) {
|
||
if (i.name == "sha" && player.canUse(i, target, false)) {
|
||
player.useCard(i, target, false);
|
||
event.showCards.remove(i);
|
||
event.redo();
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
"step 2";
|
||
if (event.showCards.length) {
|
||
while (event.showCards.length)
|
||
ui.cardPile.insertBefore(event.showCards.pop().fix(), ui.cardPile.firstChild);
|
||
game.updateRoundNumber();
|
||
}
|
||
},
|
||
ai: {
|
||
basic: {
|
||
useful: 4,
|
||
value: 3,
|
||
},
|
||
order: 4,
|
||
result: {
|
||
target: function (player, target, card, isLink) {
|
||
if (get.effect(target, { name: "sha" }, player, target) == 0) return 0;
|
||
return -2.5;
|
||
},
|
||
},
|
||
tag: {
|
||
respond: 1,
|
||
respondShan: 1,
|
||
damage: 1,
|
||
},
|
||
},
|
||
},
|
||
tiaojiyanmei: {
|
||
enable: true,
|
||
type: "trick",
|
||
derivation: "feiyi",
|
||
fullskin: true,
|
||
filterTarget: function (card, player, target) {
|
||
var targets = [];
|
||
if (ui.selected.targets.length) targets.addArray(ui.selected.targets);
|
||
var evt = _status.event.getParent("useCard");
|
||
if (evt && evt.card == card) targets.addArray(evt.targets);
|
||
if (targets.length) {
|
||
var hs = target.countCards("h");
|
||
for (var i of targets) {
|
||
if (i.countCards("h") != hs) return true;
|
||
}
|
||
return false;
|
||
}
|
||
return true;
|
||
},
|
||
recastable: true,
|
||
selectTarget: 2,
|
||
postAi: () => true,
|
||
contentBefore: function () {
|
||
if (!targets.length) return;
|
||
var map = {};
|
||
event.getParent().customArgs.default.tiaojiyanmei_map = map;
|
||
var average = 0;
|
||
for (var target of targets) {
|
||
var hs = target.countCards("h");
|
||
map[target.playerid] = hs;
|
||
average += hs;
|
||
}
|
||
map.average = average / targets.length;
|
||
},
|
||
content: function () {
|
||
var map = event.tiaojiyanmei_map,
|
||
num1 = map.average,
|
||
num2 = map[target.playerid];
|
||
if (typeof num2 != "number") num2 = target.countCards("h");
|
||
if (num2 > num1) target.chooseToDiscard("he", true);
|
||
else if (num2 < num1) target.draw();
|
||
},
|
||
contentAfter: function () {
|
||
"step 0";
|
||
if (!player.isIn() || targets.length < 2) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
var num = targets[0].countCards("h");
|
||
for (var i = 1; i < targets.length; i++) {
|
||
if (targets[i].countCards("h") != num) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
}
|
||
var cards = [];
|
||
game.getGlobalHistory("cardMove", function (evt) {
|
||
if (evt.name == "lose" && evt.type == "discard" && evt.getParent(3).card == card)
|
||
cards.addArray(evt.cards);
|
||
});
|
||
cards = cards.filterInD("d");
|
||
if (cards.length) {
|
||
event.tiaojiyanmei_cards = cards;
|
||
player
|
||
.chooseTarget("是否令一名角色获得" + get.translation(cards) + "?")
|
||
.set("ai", function (target) {
|
||
var evt = _status.event.getParent();
|
||
return (
|
||
get.attitude(evt.player, target) *
|
||
get.value(evt.tiaojiyanmei_cards, target) *
|
||
(target.hasSkillTag("nogain") ? 0.1 : 1)
|
||
);
|
||
});
|
||
} else event.finish();
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.line(target, "thunder");
|
||
target.gain(event.tiaojiyanmei_cards, "gain2");
|
||
}
|
||
},
|
||
ai: {
|
||
order: 6.1,
|
||
basic: {
|
||
useful: 4,
|
||
value: 3,
|
||
},
|
||
result: {
|
||
target: function (player, target, card, isLink) {
|
||
var targets = [];
|
||
if (ui.selected.targets.length) targets.addArray(ui.selected.targets);
|
||
var evt = _status.event.getParent("useCard");
|
||
if (evt && evt.card == card) targets.addArray(evt.targets);
|
||
if (
|
||
evt &&
|
||
evt.card == card &&
|
||
evt.customArgs &&
|
||
evt.customArgs.tiaojiyanmei_map
|
||
) {
|
||
var map = evt.customArgs.tiaojiyanmei_map,
|
||
num1 = map.average,
|
||
num2 = map[target.playerid];
|
||
if (typeof num2 != "number") num2 = target.countCards("h");
|
||
if (num2 > num1) {
|
||
if (
|
||
target.countCards("e", function (card) {
|
||
return get.value(card) <= 0;
|
||
})
|
||
)
|
||
return 1;
|
||
return -1;
|
||
}
|
||
if (num2 < num1) return 1;
|
||
return 0;
|
||
}
|
||
var cards = [card];
|
||
if (card.cards) cards.addArray(card.cards);
|
||
var fh = function (card) {
|
||
return !cards.includes(card);
|
||
};
|
||
if (!targets.length) {
|
||
if (get.attitude(player, target) < 0) {
|
||
if (
|
||
target.countCards("e", function (card) {
|
||
return get.value(card, target) <= 0;
|
||
})
|
||
)
|
||
return 1;
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current.countCards("h", fh) == target.countCards("h", fh) - 2
|
||
);
|
||
})
|
||
)
|
||
return -2;
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return current.countCards("h", fh) < target.countCards("h", fh);
|
||
})
|
||
)
|
||
return -1;
|
||
}
|
||
if (
|
||
target.countCards("e", function (card) {
|
||
return get.value(card, target) <= 0;
|
||
}) &&
|
||
game.hasPlayer(function (current) {
|
||
return current.countCards("h", fh) < target.countCards("h", fh);
|
||
})
|
||
)
|
||
return 1;
|
||
return 0;
|
||
}
|
||
var average = 0;
|
||
for (var i of targets) average += i.countCards("h", fh);
|
||
if (!targets.includes(target)) {
|
||
var th = target.countCards("h", fh);
|
||
average += th;
|
||
average /= targets.length + 1;
|
||
if (th == average) return 0;
|
||
if (th < average) return th == average - 1 ? 2 : 1;
|
||
if (th > average) {
|
||
if (
|
||
target.countCards("e", function (card) {
|
||
return get.value(card) <= 0;
|
||
})
|
||
)
|
||
return 1;
|
||
return -0.5;
|
||
}
|
||
return 0;
|
||
}
|
||
average /= targets.length;
|
||
if (th < average) return 1;
|
||
if (th > average) {
|
||
if (
|
||
target.countCards("e", function (card) {
|
||
return get.value(card) <= 0;
|
||
})
|
||
)
|
||
return 1;
|
||
return -1;
|
||
}
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
characterFilter: {},
|
||
dynamicTranslate: {},
|
||
perfectPair: {
|
||
wujing: ["sunce", "sunben", "wuguotai"],
|
||
},
|
||
characterReplace: {
|
||
wangcan: ["wangcan", "sp_wangcan", "tw_wangcan"],
|
||
sunshao: ["sunshao", "sp_sunshao"],
|
||
xunchen: ["xunchen", "re_xunchen", "sp_xunchen", "tw_xunchen", "clan_xunchen"],
|
||
xinpi: ["xinpi", "sp_xinpi"],
|
||
duyu: ["duyu", "dc_duyu", "sp_duyu", "pk_sp_duyu"],
|
||
zhangwen: ["zhangwen", "sp_zhangwen"],
|
||
ol_bianfuren: ["ol_bianfuren", "sp_bianfuren", "tw_bianfuren"],
|
||
wangshuang: ["wangshuang", "sp_wangshuang"],
|
||
huaman: ["huaman", "sp_huaman"],
|
||
gaolan: ["gaolan", "dc_gaolan", "sp_gaolan"],
|
||
cuiyan: ["cuiyan", "sp_cuiyan"],
|
||
wujing: ["wujing", "tw_wujing"],
|
||
zhouchu: ["jin_zhouchu", "zhouchu", "tw_zhouchu"],
|
||
liuzhang: ["liuzhang", "tw_liuzhang"],
|
||
chenzhen: ["sp_chenzhen", "tw_chenzhen"],
|
||
feiyi: ["ol_feiyi", "feiyi", "tw_feiyi"],
|
||
wangling: ["dc_wangling", "wangling", "tw_wangling", "clan_wangling"],
|
||
qiaogong: ["qiaogong", "tw_qiaogong"],
|
||
sp_chendong: ["sp_chendong", "tw_chendong", "chendong"],
|
||
sp_jiangqing: ["sp_jiangqing", "tw_jiangqing", "jiangqing"],
|
||
kongrong: ["dc_kongrong", "sp_kongrong", "jsrg_kongrong", "kongrong"],
|
||
dc_mifuren: ["dc_mifuren", "sp_mifuren"],
|
||
},
|
||
translate: {
|
||
liuba_prefix: "手杀",
|
||
sp_zhujun_prefix: "手杀",
|
||
sp_huangfusong_prefix: "手杀",
|
||
sp_zhangchangpu_prefix: "手杀",
|
||
sp_cuiyan_prefix: "手杀",
|
||
sp_huaman_prefix: "手杀",
|
||
sp_gaolan_prefix: "手杀",
|
||
sunyi_prefix: "手杀",
|
||
sp_wangshuang_prefix: "手杀",
|
||
sp_zongyu_prefix: "手杀",
|
||
db_wenyang_prefix: "手杀",
|
||
sp_yanghu_prefix: "手杀",
|
||
sp_zhangwen_prefix: "手杀",
|
||
sp_xujing_prefix: "手杀",
|
||
sp_huaxin_prefix: "手杀",
|
||
zhouchu_prefix: "手杀",
|
||
sp_mifuren_prefix: "手杀",
|
||
sp_xinpi_prefix: "手杀",
|
||
sp_bianfuren_prefix: "手杀",
|
||
sp_duyu_prefix: "手杀",
|
||
luotong_prefix: "手杀",
|
||
sp_wangcan_prefix: "手杀",
|
||
sp_sunshao_prefix: "手杀",
|
||
sp_xunchen_prefix: "手杀",
|
||
sp_kongrong_prefix: "手杀",
|
||
|
||
sp_wangcan: "手杀王粲",
|
||
spqiai: "七哀",
|
||
spqiai_info:
|
||
"出牌阶段限一次,你可以将一张非基本牌交给一名其他角色。然后其选择一项:①你回复1点体力。②你摸两张牌。",
|
||
spshanxi: "善檄",
|
||
spshanxi_suoming: "善檄",
|
||
spshanxi_info:
|
||
"出牌阶段开始时,你可令一名其他角色获得“檄”标记并清除场上已有的其他“檄”标记(若有)。有“檄”标记的角色回复体力时,若其体力值大于0,则其需选择一项:①交给你两张牌。②失去1点体力。",
|
||
sp_chenzhen: "陈震",
|
||
shameng: "歃盟",
|
||
shameng_info:
|
||
"出牌阶段限一次,你可弃置两张颜色相同的手牌并选择一名其他角色。其摸两张牌,然后你摸三张牌。",
|
||
sp_sunshao: "手杀孙邵",
|
||
fubi: "辅弼",
|
||
fubi2: "辅弼",
|
||
fubi_info: "游戏开始时,你可选择一名其他角色。该角色的手牌上限于你死亡前+3。",
|
||
zuici: "罪辞",
|
||
zuici_info: "当你进入濒死状态时,你可废除你的一个不为空的装备栏,然后将体力值回复至1点。",
|
||
sp_xunchen: "手杀荀谌",
|
||
jianzhan: "谏战",
|
||
jianzhan_info:
|
||
"出牌阶段限一次,你可选择一名其他角色A和其攻击范围内的另一名手牌数小于其的角色B。A选择一项:①视为对B使用一张【杀】。②令你摸一张牌。",
|
||
duoji: "夺冀",
|
||
duoji_info:
|
||
"限定技,出牌阶段,你可弃置两张手牌并选择一名装备区有牌的其他角色。你获得其装备区里的所有牌。",
|
||
binglinchengxiax: "兵临城下",
|
||
binglinchengxiax_info:
|
||
"出牌阶段,对一名其他角色使用。你亮出牌堆顶的四张牌,依次对其使用其中所有的【杀】,然后将剩余的牌置于牌堆顶。",
|
||
mjweipo: "危迫",
|
||
mjweipo_effect: "危迫",
|
||
mjweipo_remove: "危迫",
|
||
mjweipo_info:
|
||
"出牌阶段限一次。你可以选择一个智囊或【兵临城下】,令一名没有〖危迫〗效果的角色获得如下一次性效果直到你下回合开始:其可于出牌阶段弃置一张【杀】,并获得一张你选择的牌。",
|
||
mjchenshi: "陈势",
|
||
mjchenshi_player: "陈势",
|
||
mjchenshi_target: "陈势",
|
||
mjchenshi_info:
|
||
"当有角色使用【兵临城下】指定第一个目标后,其可交给你一张牌,并将牌堆的顶三张牌中所有不为【杀】的牌置入弃牌堆;当有角色成为【兵临城下】的目标后,其可交给你一张牌,然后将牌堆顶三张牌中所有的【杀】置入弃牌堆。",
|
||
mjmouzhi: "谋识",
|
||
mjmouzhi_info:
|
||
"锁定技,当你受到伤害时,若伤害渠道对应的牌和你上次受到的伤害花色相同,则你防止此伤害。",
|
||
luotong: "手杀骆统",
|
||
qinzheng: "勤政",
|
||
qinzheng_info:
|
||
"锁定技,当你使用或打出牌时,若你本局游戏内使用或打出过的牌数和:为3的倍数,你从牌堆中获得一张【杀】或【闪】;为5的倍数,你从牌堆中获得一张【桃】或【酒】;为8的倍数,你从牌堆中获得一张【决斗】或【无中生有】(可获得对应的衍生替换牌)。",
|
||
sp_duyu: "手杀杜预",
|
||
spwuku: "武库",
|
||
spwuku_info: "锁定技,当有角色使用装备牌时,若你的“武库”数小于3,则你获得一个“武库”。",
|
||
spwuku_info_guozhan:
|
||
"锁定技,当有其他势力的角色使用装备牌时,若你的“武库”数小于2,则你获得一个“武库”。",
|
||
spsanchen: "三陈",
|
||
spsanchen_info:
|
||
"觉醒技,结束阶段,若你的“武库”数大于2,则你加1点体力上限并回复1点体力,然后获得〖灭吴〗。",
|
||
spmiewu: "灭吴",
|
||
spmiewu2: "灭吴",
|
||
spmiewu_backup: "灭吴",
|
||
spmiewu_info:
|
||
"每回合限一次。你可弃置一枚“武库”并将一张牌当做任意基本牌或锦囊牌使用,然后摸一张牌。",
|
||
sp_bianfuren: "手杀卞夫人",
|
||
spwanwei: "挽危",
|
||
spwanwei_info:
|
||
"每轮累计限一次。①出牌阶段,你可选择一名其他角色。②当有其他角色处于濒死状态时。你可令该角色回复X+1点体力(至少回复至1),然后你失去X点体力。(X为你的体力值)",
|
||
spyuejian: "约俭",
|
||
spyuejian_info:
|
||
"锁定技,你的手牌上限基数等于你的体力上限。当你处于濒死状态时,你可弃置两张牌,然后回复1点体力。",
|
||
feiyi: "手杀费祎",
|
||
feiyi_prefix: "手杀",
|
||
reshengxi: "生息",
|
||
reshengxi_info: "结束阶段,若你于本回合内未造成过伤害,则你可摸两张牌。",
|
||
fyjianyu: "谏喻",
|
||
fyjianyu_info:
|
||
"每轮限一次。出牌阶段,你可选择两名角色,令这些角色获得“喻”直到你的下回合开始。当一名有“喻”的角色A使用牌指定另一名有“喻”的角色B为目标时,你令B摸一张牌。",
|
||
mjshengxi: "生息",
|
||
mjshengxi_info:
|
||
"准备阶段,你可以获得一张【调剂盐梅】;结束阶段,若你本回合使用过牌且未造成伤害,则你可以获得一张智囊或摸一张牌。",
|
||
mjkuanji: "宽济",
|
||
mjkuanji_info:
|
||
"每回合限一次。当你因弃置而失去牌后,你可令一名其他角色获得其中的一张牌,然后你摸一张牌。",
|
||
tiaojiyanmei: "调剂盐梅",
|
||
tiaojiyanmei_info:
|
||
"出牌阶段,对两名手牌数不均相同的其他角色使用。若目标角色于此牌使用准备工作结束时的手牌数大于此时所有目标的平均手牌数,其弃置一张牌。若小于则其摸一张牌。此牌使用结束后,若所有目标角色的手牌数均相等,则你可令一名角色获得所有因执行此牌效果而弃置的牌。",
|
||
refubi: "辅弼",
|
||
refubi_info:
|
||
"游戏开始时,你可令一名其他角色获得“辅弼”标记。有“辅弼”标记的角色的准备阶段开始时,你可选择一项:①令其本回合使用【杀】的次数上限+1。②令其本回合的手牌上限+3。",
|
||
rezuici: "罪辞",
|
||
rezuici_backup: "罪辞",
|
||
rezuici_info:
|
||
"出牌阶段,或当你处于濒死状态时,你可以废除一个有牌的装备栏并回复2点体力,然后可以移动“辅弼”标记。",
|
||
mjdingyi: "定仪",
|
||
mjdingyi_info:
|
||
"游戏开始时,你选择一个效果(相同效果不可叠加)并令全场角色获得之:①摸牌阶段额定摸牌数+1。②手牌上限+2。③攻击范围+1。④脱离濒死状态时回复1点体力。",
|
||
mjzuici: "罪辞",
|
||
mjzuici_info:
|
||
"当你受到伤害后,你可令伤害来源失去〖定仪〗效果,然后令其从牌堆中获得一张由你选择的智囊。",
|
||
mjfubi: "辅弼",
|
||
mjfubi_info:
|
||
"每轮限一次。出牌阶段,你可选择一项:①更换一名角色的〖定仪〗效果。②弃置一张牌并令一名角色的〖定仪〗效果翻倍直到你的下回合开始。",
|
||
wujing: "吴景",
|
||
heji: "合击",
|
||
heji_info:
|
||
"当有角色使用的【决斗】或红色【杀】结算完成后,若此牌对应的目标数为1,则你可以对相同的目标使用一张【杀】或【决斗】(无距离和次数限制)。若你以此法使用的牌不为转化牌,则你从牌堆中随机获得一张红色牌。",
|
||
liubing: "流兵",
|
||
liubing_info:
|
||
"锁定技。①你于出牌阶段使用的第一张非虚拟【杀】的花色视为♦。②其他角色于其出牌阶段内使用的非转化黑色杀结算结束后,若此【杀】未造成伤害,则你获得之。",
|
||
sp_mifuren: "手杀糜夫人",
|
||
spcunsi: "存嗣",
|
||
spcunsi2: "存嗣",
|
||
spcunsi_info:
|
||
"出牌阶段限一次,你可将武将牌翻至背面并选择一名其他角色。其从牌堆或弃牌堆中获得一张【杀】,且下一张杀的伤害值基数+1。",
|
||
spguixiu: "闺秀",
|
||
spguixiu_info:
|
||
"锁定技,当你受到伤害后,若你的武将牌背面朝上,则你将武将牌翻至正面。当你的武将牌从背面翻至正面时,你摸一张牌。",
|
||
qingyu: "清玉",
|
||
qingyu_info:
|
||
"使命技。①当你受到伤害时,你弃置两张牌,然后防止此伤害。②使命:准备阶段,若你的体力值等于体力上限且你没有手牌,则你获得〖悬存〗。③失败:当你进入濒死状态时,你减1点体力上限。",
|
||
xuancun: "悬存",
|
||
xuancun_info:
|
||
"其他角色的回合结束时,若你的手牌数小于体力值,则你可以令其摸X张牌(X为你的体力值与手牌数之差且至多为2)。",
|
||
xinlirang: "礼让",
|
||
xinlirang_info:
|
||
"①其他角色的摸牌阶段开始时,若你没有“谦”标记,则你可以获得一枚“谦”标记。若如此做,其额定摸牌数+2,且本回合的弃牌阶段开始时,你可以获得其弃置的至多两张牌。②摸牌阶段开始时,若你有“谦”标记,则你跳过此摸牌阶段并移除“谦”标记。",
|
||
xinmingshi: "名仕",
|
||
xinmingshi_info:
|
||
"锁定技,当你受到伤害后,若你有“谦”标记,则伤害来源弃置一张牌。若此牌为:黑色:你获得之。红色,你回复1点体力。",
|
||
sp_xinpi: "手杀辛毗",
|
||
spyinju: "引裾",
|
||
spyinju2: "引裾",
|
||
spyinju_info:
|
||
"出牌阶段限一次,你可令一名其他角色选择一项:①对你使用一张【杀】(无距离限制)。②其下个回合的准备阶段开始时,跳过出牌阶段和弃牌阶段。",
|
||
spchijie: "持节",
|
||
spchijie_info:
|
||
"每回合限一次。当你成为其他角色使用牌的唯一目标时,你可判定。若结果大于6,则你取消此牌的所有目标。",
|
||
reduoji: "夺冀",
|
||
reduoji_info:
|
||
"出牌阶段限一次,你可将一张牌置于其他角色的武将牌上,称为“冀”。当有装备牌因使用而进入一名角色的装备区后,若该角色有“冀”且其为使用者,则你获得此装备牌,其移去一个“冀”并摸一张牌。一名其他角色的回合结束后,若其有“冀”,则你获得其的所有“冀”。",
|
||
wangling: "手杀王淩",
|
||
wangling_prefix: "手杀",
|
||
mouli: "谋立",
|
||
mouli_info:
|
||
"出牌阶段限一次,你可以将一张手牌交给一名其他角色,其获得如下效果直到你的下回合开始:其可以将黑色牌当做【杀】,红色牌当做【闪】使用。其第一次触发“使用【杀】/【闪】结算完成后”的时机时,你摸三张牌。",
|
||
zifu: "自缚",
|
||
zifu_info: "锁定技,当有角色死亡时,若其因你获得的“谋立”效果未过期,则你减2点体力上限。",
|
||
xingqi: "星启",
|
||
xingqi_info:
|
||
"①当你使用牌时,若此牌不为延时锦囊牌且你没有同名的“备”,则你获得一枚与此牌名称相同的“备”。②结束阶段,你可移去一枚“备”,然后从牌堆中获得一张与此“备”名称相同的牌。",
|
||
xinzifu: "自缚",
|
||
xinzifu_info:
|
||
"锁定技。出牌阶段结束时,若你本阶段内未使用牌,则你移去所有“备”且本回合的手牌上限-1。",
|
||
mibei: "秘备",
|
||
mibei_info:
|
||
"使命技。①使命:当你使用的牌结算完成后,若你的“备”中包含的基本牌,锦囊牌,装备牌数量均大于1,则你从牌堆中获得这三种类型的牌各一张并获得技能“谋立”。②失败:结束阶段开始时,若你没有“备”,且你于本回合的准备阶段开始时也没有“备”,则你减1点体力上限。",
|
||
xinmouli: "谋立",
|
||
xinmouli_info:
|
||
"出牌阶段限一次,你可以指定一名其他角色。其移去你的一个“备”,然后从牌堆中获得一张与此“备”名称相同的牌。",
|
||
wangfuzhaolei: "王甫赵累",
|
||
xunyi: "殉义",
|
||
xunyi2: "殉义",
|
||
xunyi3: "殉义",
|
||
xunyi_info:
|
||
"游戏开始时,或当上一个拥有“殉义”效果的角色死亡后,你可以选择一名角色获得如下效果:当其/你对二者之外的角色造成伤害后,你/其摸一张牌;当其/你受到二者之外的角色造成的伤害后,你/其弃置一张牌。",
|
||
zhouchu: "手杀周处",
|
||
xianghai: "乡害",
|
||
xianghai_info: "锁定技,其他角色的手牌上限-1。你手牌区的装备牌均视为【酒】。",
|
||
chuhai: "除害",
|
||
chuhai_info:
|
||
"出牌阶段限一次,你可以摸一张牌,然后和一名其他角色拼点。若你赢,则你观看其手牌,并从牌堆/弃牌堆中获得其手牌中包含的类型的牌各一张,且当你于此阶段内对其造成伤害后,你将牌堆/弃牌堆中的一张装备牌置于你的一个空置装备栏内。",
|
||
rechuhai: "除害",
|
||
rechuhai_info:
|
||
"使命技。①出牌阶段限一次,你可以摸一张牌,然后和一名其他角色拼点。若你赢,则你观看其手牌,并从牌堆/弃牌堆中获得其手牌中包含的类型的牌各一张,且当你于此阶段内对其造成伤害后,你将牌堆/弃牌堆中的一张装备牌置于你的一个空置装备栏内。②当你因发动〖除害①〗而展示拼点牌时,你令此牌的点数+X(X=(4-你装备区的牌数))。③使命:当有装备牌进入你的装备区后,若你的装备区内有至少三张牌,则你将体力值回复至上限,失去〖乡害〗并获得〖彰名〗。④失败:当你因发动〖除害①〗发起的拼点没赢时,若你的最终点数不大于6,则你触发使命失败分支。",
|
||
zhangming: "彰名",
|
||
zhangming_info:
|
||
"锁定技。①你使用的♣牌不能被其他角色响应。②每回合限一次,当你对其他角色造成伤害后,你随机弃置其一张手牌,然后你从牌堆或弃牌堆中获得与其展示牌类型不同类型的牌各一张(若其没有手牌,则你改为从牌堆或弃牌堆中获得所有类型牌各一张),且以此法得到的牌不计入本回合的手牌上限。",
|
||
sp_kongrong: "手杀孔融",
|
||
spmingshi: "名士",
|
||
spmingshi_info: "锁定技,当你受到1点伤害后,伤害来源弃置一张牌。",
|
||
splirang: "礼让",
|
||
splirang_info:
|
||
"出牌阶段限一次,你可以弃置所有手牌,然后将其中的至多X张牌交给一名其他角色(X为你的体力值),之后摸一张牌。",
|
||
caizhenji: "蔡贞姬",
|
||
sheyi: "舍裔",
|
||
sheyi_info:
|
||
"每轮限一次。当有体力值小于你的其他角色受到伤害时,你可以交给其至少X张牌并防止此伤害(X为你的体力值)。",
|
||
tianyin: "天音",
|
||
tianyin_info: "锁定技,结束阶段开始时,你从牌堆中获得每种本回合未使用过的类型的牌各一张。",
|
||
xiangchong: "向宠",
|
||
guying: "固营",
|
||
guying_info:
|
||
"锁定技。每回合限一次,当你于回合外因使用/打出/弃置而失去牌后,若牌数为1,则你获得一枚“固”并令当前回合角色选择一项:①随机交给你一张牌。②令你获得本次失去的牌,若为装备牌,则你使用之。准备阶段开始时,你移去所有“固”并弃置等量的牌。",
|
||
muzhen: "睦阵",
|
||
muzhen_backup: "睦阵",
|
||
muzhen_info:
|
||
"出牌阶段各限一次。①你可以将两张牌交给一名装备区内有牌的其他角色,然后获得其装备区内的一张牌。②你可以将装备区内的一张牌置于其他角色的装备区内,然后获得其一张手牌。",
|
||
sp_huaxin: "手杀华歆",
|
||
hxrenshi: "仁仕",
|
||
hxrenshi_info: "出牌阶段每名角色限一次。你可以将一张手牌交给一名其他角色。",
|
||
debao: "德保",
|
||
debao_info:
|
||
"锁定技,当其他角色获得你的牌后,若你的“仁”数小于你的体力上限,则你将牌堆顶的一张牌置于你的武将牌上,称为“仁”。准备阶段,你获得所有“仁”。",
|
||
buqi: "不弃",
|
||
buqi_info:
|
||
"锁定技,当有角色进入濒死状态时,若你的“仁”数大于1,则你移去两张“仁”并令其回复1点体力。一名角色死亡后,你将所有“仁”置入弃牌堆。",
|
||
yuanqing: "渊清",
|
||
yuanqing_info:
|
||
"锁定技,出牌阶段结束时,你随机将弃牌堆中你本阶段使用过的牌类型的各一张牌置于仁库中。",
|
||
shuchen: "疏陈",
|
||
shuchen_info:
|
||
"锁定技,当有角色进入濒死状态时,若仁库中的牌数大于三,则你获得仁库中的所有牌,然后其回复1点体力。",
|
||
sp_xujing: "手杀许靖",
|
||
boming: "博名",
|
||
boming_info:
|
||
"出牌阶段限两次,你可以将一张牌交给一名其他角色。结束阶段,若你本回合以此法失去了两张以上的牌,则你摸一张牌。",
|
||
ejian: "恶荐",
|
||
ejian_info:
|
||
"锁定技,每名角色限一次。当有其他角色因〖博名〗而得到了你的牌后,若其拥有与此牌类型相同的其他牌,则你令其选择一项:①受到1点伤害。②展示所有手牌,并弃置所有与此牌类别相同的牌。",
|
||
zhangzhongjing: "张机",
|
||
jishi: "济世",
|
||
jishi_info:
|
||
"锁定技。①当你使用的牌结算完成后,若你未因此牌造成过伤害,则你将此牌对应的所有实体牌置于仁库中。②当有牌不因溢出而离开仁库时,你摸一张牌。",
|
||
liaoyi: "疗疫",
|
||
liaoyi_info:
|
||
"其他角色的回合开始时,若其:①手牌数小于体力值且仁库内牌数大于等于X,则你可令其从仁库中获得X张牌;②手牌数大于体力值,则你可以令其将X张牌置于仁库中(X为其手牌数与体力值之差且至多为4)。",
|
||
xinliaoyi: "疗疫",
|
||
xinliaoyi_info:
|
||
"其他角色的回合开始时,你可选择一项:①令其从仁库中获得一张牌。②若其手牌数大于体力值,则令其将X张手牌置入仁库(X为其手牌数与体力值之差)。",
|
||
binglun: "病论",
|
||
binglun_info:
|
||
"出牌阶段限一次,你可以将仁库中的一张牌置于弃牌堆并选择一名角色。该角色选择一项:①摸一张牌。②于其下回合结束时回复1点体力。",
|
||
sp_zhangwen: "手杀张温",
|
||
gebo: "戈帛",
|
||
gebo_info: "锁定技,当有角色回复体力后,你将牌堆顶的一张牌置入仁库。",
|
||
spsongshu: "颂蜀",
|
||
spsongshu_info:
|
||
"其他角色的摸牌阶段开始时,若其体力值大于你且仁库内有牌,则你可以令其放弃摸牌。其改为获得X张仁(X为你的体力值且至多为5),且本回合内不能使用牌指定其他角色为目标。",
|
||
liuzhang: "刘璋",
|
||
xiusheng: "休生",
|
||
xiusheng_info:
|
||
"锁定技。准备阶段,你将所有“生”置入弃牌堆,然后摸X张牌,并将等量的牌置于武将牌上,称为“生”(X为你因〖引狼〗而选择的势力的存活角色数)。",
|
||
yinlang: "引狼",
|
||
yinlang_info:
|
||
"①每轮限一次。回合开始时,你选择场上的一个势力。②一名角色的出牌阶段开始时,若其势力与你选择的势力相同,则其选择一项:1.获得你的一张“生”,然后其本回合使用牌时不能指定你以外的角色为目标。2.你获得一张“生”。",
|
||
huaibi: "怀璧",
|
||
huaibi_info: "主公技,锁定技。你的手牌上限+X(X为你因〖引狼〗而选择的势力的存活角色数)。",
|
||
jutu: "据土",
|
||
jutu_info:
|
||
"锁定技,准备阶段,你获得所有你武将牌上的“生”,然后摸X+1张牌,然后将X张牌置于你的武将牌上,称为“生”(X为你因〖邀虎〗选择势力的角色数量)。",
|
||
yaohu: "邀虎",
|
||
yaohu_info:
|
||
"每轮限一次,你的回合开始时,你须选择场上一个势力。该势力其他角色的出牌阶段开始时,其获得你的一张“生”,然后其须选择一项:①对你指定的另一名的其他角色使用一张【杀】(无距离和次数限制);②交给你两张牌。",
|
||
rehuaibi: "怀璧",
|
||
rehuaibi_info: "主公技,锁定技,你的手牌上限+X(X为你因〖邀虎〗选择势力的角色数量)。",
|
||
qiaogong: "桥公",
|
||
yizhu: "遗珠",
|
||
yizhu_info:
|
||
"①结束阶段,你摸两张牌,然后将两张牌随机插入牌堆前2X张牌的位置中(X为角色数,选择牌的牌名对其他角色可见)。②其他角色使用“遗珠”牌指定唯一目标时,你可以取消此目标,然后你清除对应的“遗珠”标记。",
|
||
luanchou: "鸾俦",
|
||
luanchou_info:
|
||
"出牌阶段限一次,你可令两名角色获得“姻”标记并清除原有标记。拥有“姻”标记的角色视为拥有技能〖共患〗。",
|
||
gonghuan: "共患",
|
||
gonghuan_info:
|
||
"锁定技。每回合限一次,一名其他角色受到伤害时,若其拥有“姻”标记且其体力值小于你,则你将伤害转移给自己。此伤害结算结束后,你与其移去“姻”标记。",
|
||
sp_yanghu: "手杀羊祜",
|
||
mingfa: "明伐",
|
||
mingfa_info:
|
||
"①结束阶段,你可展示一张牌并记录为“明伐”。②出牌阶段开始时,若“明伐”牌在你的手牌区或装备区,则你可以使用“明伐”牌与一名其他角色拼点。若你赢:你获得对方一张牌并从牌堆中获得一张点数等于“明伐”牌牌面点数-1的牌。若你没赢:你本回合不能使用牌指定其他角色为目标。③你的拼点牌亮出后,你令此牌的点数+2。",
|
||
rongbei: "戎备",
|
||
rongbei_info:
|
||
"限定技。出牌阶段,你可选择一名有空装备栏的角色。系统为该角色的每个空装备栏选择一张装备牌,然后该角色使用之。",
|
||
db_wenyang: "手杀文鸯",
|
||
dbquedi: "却敌",
|
||
dbquedi_info:
|
||
"每回合限一次。当你使用【杀】或【决斗】指定唯一目标后,你可选择:①获得目标角色的一张手牌。②弃置一张基本牌,并令此牌的伤害值基数+1。③背水:减1点体力上限,然后依次执行上述所有选项。",
|
||
dbzhuifeng: "椎锋",
|
||
dbzhuifeng_info:
|
||
"魏势力技。每回合限两次,你可以失去1点体力并视为使用一张【决斗】(你死亡后仍然结算)。当你因此【决斗】而受到伤害时,你防止此伤害并令此技能失效直到出牌阶段结束。",
|
||
dbchongjian: "冲坚",
|
||
dbchongjian_backup: "冲坚",
|
||
dbchongjian_info:
|
||
"吴势力技。你可以将一张装备牌当做一种【杀】(无距离限制且无视防具)或【酒】使用。当你以此法使用【杀】造成伤害后,你获得目标角色装备区内的X张牌(X为伤害值)。",
|
||
dbchoujue: "仇决",
|
||
dbchoujue_info:
|
||
"锁定技。当你杀死其他角色后,你加1点体力上限并摸两张牌,然后本回合发动【却敌】的次数上限+1。",
|
||
sp_chendong: "手杀陈武董袭",
|
||
sp_chendong_prefix: "手杀",
|
||
spyilie: "毅烈",
|
||
spyilie_info:
|
||
"出牌阶段开始时,你可选择:①本阶段内使用【杀】的次数上限+1。②本回合内使用【杀】被【闪】抵消时,摸一张牌。③背水:失去1点体力,然后依次执行上述所有选项。",
|
||
spfenming: "奋命",
|
||
spfenming_info:
|
||
"出牌阶段限一次,你可以选择一名体力值不大于你的角色。若其:未横置,其横置;已横置,你获得其一张牌。",
|
||
yuanhuan: "袁涣",
|
||
qingjue: "请决",
|
||
qingjue_info:
|
||
"每轮限一次。当有其他角色A使用牌指定另一名体力值小于A且不处于濒死状态的其他角色B为目标时,你可以摸一张牌,然后与A拼点。若你赢,你取消此目标。若你没赢,你将此牌的目标改为自己。",
|
||
fengjie: "奉节",
|
||
fengjie2: "奉节",
|
||
fengjie_info:
|
||
"锁定技,准备阶段开始时,你选择一名其他角色并获得如下效果直到你下回合开始:一名角色的结束阶段开始时,你将手牌摸至(至多摸四张)或弃置至与其体力值相等。",
|
||
sp_zongyu: "手杀宗预",
|
||
zhibian: "直辩",
|
||
zhibian_info:
|
||
"准备阶段,你可以和一名其他角色拼点。若你赢,你可选择:①将其装备区/判定区内的一张牌移动到你的对应区域。②回复1点体力。③背水:跳过下个摸牌阶段,然后依次执行上述所有选项;若你没赢,你失去1点体力。",
|
||
yuyan: "御严",
|
||
yuyan_info:
|
||
"锁定技。当你成为非转换的【杀】的目标时,若使用者的体力值大于你且此【杀】有点数,则你令使用者选择一项:①交给你一张点数大于此【杀】的牌。②取消此目标。",
|
||
sp_wangshuang: "手杀王双",
|
||
yiyong: "异勇",
|
||
yiyong_info:
|
||
"当你受到其他角色造成的渠道为【杀】的伤害后,若你的装备区内有武器牌,则你可以获得此【杀】对应的所有实体牌,然后将这些牌当做【杀】对伤害来源使用(无距离限制)。若其装备区内没有武器牌,则此伤害+1。",
|
||
shanxie: "擅械",
|
||
shanxie_info:
|
||
"①出牌阶段限一次,你可从牌堆中获得一张武器牌。若牌堆中没有武器牌,则你改为随机获得一名角色装备区内的一张武器牌。②当其他角色使用【闪】响应你使用的【杀】时,若此【闪】没有点数或点数不大于你攻击范围的二倍,则你令此【闪】无效。",
|
||
shanxie_info_old:
|
||
"①出牌阶段限一次,你可选择一项:⒈从牌堆中获得一张武器牌。⒉获得一名其他角色装备区内的一张武器牌并使用,然后其将一张手牌当做【杀】对你使用。②当其他角色使用【闪】响应你使用的【杀】时,若此【闪】没有点数或点数不大于你攻击范围的二倍,则你令此【闪】无效。",
|
||
sunyi: "手杀孙翊",
|
||
zaoli: "躁厉",
|
||
zaoli_info:
|
||
"锁定技。①你不能于回合内使用或打出你手牌中不为本回合得到的牌。②当你使用或打出手牌时,你获得一个“厉”(至多4个)。③回合开始时,若你有“厉”,则你移去所有“厉”并弃置任意张牌,然后摸X+Y张牌。若X大于2,你失去1点体力(X为你移去的标记数,Y为你弃置的牌数)。",
|
||
sp_gaolan: "手杀高览",
|
||
spjungong: "峻攻",
|
||
spjungong_info:
|
||
"出牌阶段,你可失去X+1点体力或弃置X+1张牌,视为对一名其他角色使用【杀】(不计入次数和距离限制,X为你本回合内发动过〖峻攻〗的次数)。若你因此【杀】造成了伤害,则你令此技能失效直到回合结束。",
|
||
spdengli: "等力",
|
||
spdengli_info:
|
||
"当你使用【杀】指定目标后,或成为【杀】的目标后,若使用者和目标的体力值相等,则你摸一张牌。",
|
||
sp_huaman: "手杀花鬘",
|
||
spxiangzhen: "象阵",
|
||
spxiangzhen_info:
|
||
"锁定技。①【南蛮入侵】对你无效。②当有角色使用的【南蛮入侵】结算结束后,若有角色因此牌受到过伤害,则你和使用者各摸一张牌。",
|
||
spfangzong: "芳踪",
|
||
spfangzong_info:
|
||
"锁定技。①你不能于回合内使用具有伤害标签的牌指定攻击范围内的角色为目标。②攻击范围内包含你的角色不能使用具有伤害标签的牌指定你为目标。③结束阶段,你将手牌摸至X张(X为场上存活人数且至多为8)。",
|
||
spxizhan: "嬉战",
|
||
spxizhan_info:
|
||
"其他角色的回合开始时,你须选择一项:①失去1点体力。②弃置一张牌并令〖芳踪〗于本回合失效,然后若此牌的花色为:♠,其视为使用一张【酒】;♥,你视为使用一张【无中生有】;♣,你视为对其使用【铁索连环】;♦:你视为对其使用火【杀】(无距离限制)。",
|
||
sp_cuiyan: "手杀崔琰",
|
||
spyajun: "雅俊",
|
||
spyajun_info:
|
||
"①摸牌阶段,你令额定摸牌数+1。②出牌阶段开始时,你可以用一张本回合得到的牌与其他角色拼点。若你赢,则你可将其中一张拼点牌置于牌堆顶。若你没赢,你本回合的手牌上限-1。",
|
||
spzundi: "尊嫡",
|
||
spzundi_info:
|
||
"出牌阶段限一次,你可以弃置一张手牌并选择一名角色,然后你进行判定。若结果为:黑色,其摸三张牌;红色,其可以移动场上的一张牌。",
|
||
sp_zhangchangpu: "手杀张昌蒲",
|
||
spdifei: "抵诽",
|
||
spdifei_info:
|
||
"锁定技。每回合限一次,当你受到伤害后,你摸一张牌或弃置一张手牌,然后展示所有手牌。若此伤害的渠道为没有花色的牌或你的手牌中没有与此牌花色相同的牌,则你回复1点体力。",
|
||
spyanjiao: "严教",
|
||
spyanjiao_info:
|
||
"出牌阶段限一次。你可以将手牌中一种花色的所有牌交给一名其他角色,对其造成1点伤害。然后你于自己的下回合开始时摸等量的牌。",
|
||
sp_jiangwan: "蒋琬",
|
||
spzhenting: "镇庭",
|
||
spzhenting_info:
|
||
"每回合限一次。当你攻击范围内的角色成为【杀】或延时锦囊的目标时,若你不是此牌的使用者且不是此牌的目标,则你可以将此目标改为自己。然后你选择一项:①弃置使用者的一张手牌。②摸一张牌。",
|
||
spjincui: "尽瘁",
|
||
spjincui_info:
|
||
"限定技。出牌阶段,你可以和一名其他角色交换位置,然后失去X点体力(X为你的体力值)。",
|
||
sp_jiangqing: "蒋钦",
|
||
spjianyi: "俭衣",
|
||
spjianyi_info:
|
||
"锁定技。其他角色的回合结束时,若弃牌堆中有于本回合内因弃置而进入弃牌堆的防具牌,则你获得其中一张。",
|
||
spshangyi: "尚义",
|
||
spshangyi_info:
|
||
"出牌阶段限一次。你可以弃置一张牌并选择一名其他角色。其观看你的手牌,然后你观看其手牌并获得其中的一张。",
|
||
sp_lvfan: "手杀吕范",
|
||
sp_lvfan_prefix: "手杀",
|
||
spdiaodu: "调度",
|
||
spdiaodu_info: "准备阶段,你可令一名角色摸一张牌,然后移动其装备区内的一张牌。",
|
||
spdiancai: "典财",
|
||
spdiancai_info:
|
||
"其他角色的结束阶段开始时,你可以令至多X名角色各摸一张牌(X为你本回合失去的手牌数)。",
|
||
mbdiaodu: "调度",
|
||
mbdiaodu_info: "准备阶段,你可以移动一名角色装备区内的一张牌(不能移动给自己),然后其摸一张牌。",
|
||
mbdiancai: "典财",
|
||
mbdiancai_info:
|
||
"其他角色的出牌阶段阶段结束后,若你本阶段失去的牌数不小于你的体力值,则你可将手牌数补至体力上限。",
|
||
spyanji: "严纪",
|
||
spyanji_info: "出牌阶段开始时,你可以进行“整肃”。",
|
||
sp_huangfusong: "手杀皇甫嵩",
|
||
spzhengjun: "整军",
|
||
spzhengjun_info:
|
||
"①出牌阶段开始时,你可进行“整肃”。②当你因整肃而摸牌或回复体力后,你可令一名其他角色摸两张牌或回复1点体力。",
|
||
spshiji: "势击",
|
||
spshiji_info:
|
||
"当你对其他角色造成属性伤害时,若你的手牌数不为全场唯一最多,则你可以观看其手牌。你令其弃置其中的所有红色牌,然后摸等量的牌。",
|
||
sptaoluan: "讨乱",
|
||
sptaoluan_info:
|
||
"每回合限一次。一名角色的判定结果确定时,若结果的花色为♠,则你可以终止导致此判定发生的上级事件。然后选择一项:①获得判定牌对应的实体牌。②视为对判定角色使用一张火【杀】(无距离和次数限制)。",
|
||
sp_zhujun: "手杀朱儁",
|
||
yangjie: "佯解",
|
||
yangjie_info:
|
||
"出牌阶段限一次,你可以摸一张牌并和一名其他角色A拼点。当你以此法展示你的拼点牌时,你令此牌点数-X(X为你已损失的体力值)。若你没赢,则你可以令另一名其他角色B获得两张拼点牌,然后其视为对A使用一张火【杀】。",
|
||
zjjuxiang: "拒降",
|
||
zjjuxiang_info:
|
||
"限定技。一名其他角色脱离濒死状态时,你可以对其造成1点伤害,然后摸X张牌(X为其体力上限且至多为5)。",
|
||
xinyangjie: "佯解",
|
||
xinyangjie_info:
|
||
"出牌阶段限一次,你可以与一名其他角色A拼点。若你没赢,则你可以令另一名其他角色B视为对A使用一张火【杀】。",
|
||
xinjuxiang: "拒降",
|
||
xinjuxiang_info: "限定技,一名其他角色脱离濒死状态时,你可以对其造成1点伤害。",
|
||
houfeng: "厚俸",
|
||
houfeng_info:
|
||
"每轮限一次。一名其他角色的出牌阶段开始时,若其在你的攻击范围内,则你可以令其进行“整肃”。然后当其于本回合内因整肃而摸牌或回复体力后,你获得相同的整肃奖励。",
|
||
liuba: "手杀刘巴",
|
||
duanbi: "锻币",
|
||
duanbi_info:
|
||
"限定技。出牌阶段,若场上所有角色的手牌数之和大于角色数之和的二倍,则你可以令所有其他角色各弃置X张手牌(X为该角色手牌数的一半且向下取整且至多为3)。然后你可选择一名角色,令其随机获得三张以此法被弃置的牌。",
|
||
tongduo: "统度",
|
||
tongduo_info: "每回合限一次。当你成为其他角色使用牌的唯一目标后,你可令一名角色重铸一张牌。",
|
||
|
||
mobile_shijiren: "始计篇·仁",
|
||
mobile_shijizhi: "始计篇·智",
|
||
mobile_shijixin: "始计篇·信",
|
||
mobile_shijiyong: "始计篇·勇",
|
||
mobile_shijiyan: "始计篇·严",
|
||
},
|
||
};
|
||
});
|