noname/character/sp2/skill.js

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import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//星孙坚
starruijun: {
audio: 2,
trigger: {
player: "useCardToPlayered",
},
filter(event, player) {
if (event.targets.length > 1) return false;
if (
player.hasHistory("useCard", evt => {
if (evt === event.getParent()) return false;
const targets = evt.targets;
return targets.length === 1 && targets[0] !== player;
})
)
return false;
const target = event.target;
if (target === player || !target.isIn()) return false;
return true;
},
logTarget: "target",
locked: false,
check(event, player) {
return (
get.attitude(player, event.target) <= 0 ||
!player.hasCard(card => {
return game.hasPlayer(current => {
return get.effect(current, card, player, player) > 0 && player.canUse(card, current, true, true);
});
}, "hs")
);
},
prompt2(event, player) {
return `${get.cnNumber(player.getDamagedHp() + 1)}张牌,令所有除${get.translation(event.target)}外的其他角色不在你的攻击范围内,且你对其造成的伤害逐次增加。`;
},
async content(event, trigger, player) {
await player.draw(player.getDamagedHp() + 1);
player.addTempSkill("starruijun_effect", "phaseChange");
player.markAuto("starruijun_effect", trigger.target);
},
subSkill: {
effect: {
audio: "starruijun",
trigger: {
source: "damageBegin2",
},
charlotte: true,
forced: true,
onremove: true,
async content(event, trigger, player) {
let num = 1;
const evts = player.getHistory("sourceDamage", evt => {
return evt.source === player && evt.player === trigger.player;
});
if (evts.length) num += evts.lastItem.num;
trigger.num = Math.min(5, num);
},
mod: {
inRange(from, to) {
if (!from.getStorage("starruijun_effect").includes(to)) return false;
},
},
},
},
mod: {
aiOrder(player, card, num) {
const event = get.event();
if (!event || event.type !== "phase") return;
if (
game.hasPlayer(current => {
return get.effect(current, card, player, player) > 0 && player.canUse(card, current, true, true) && get.damageEffect(current, player, player) > 0;
})
)
return num * 2;
return num / 1.5;
},
},
},
stargangyi: {
audio: 2,
trigger: {
source: "damage",
},
silent: true,
forced: true,
group: "stargangyi_recover",
async content(event, trigger, player) {
player.addTempSkill("stargangyi_access");
},
subSkill: {
recover: {
audio: "stargangyi",
trigger: {
player: "recoverBegin",
},
filter(event, player) {
const evt = event.getParent(3);
if (!player.isDying() || evt.type !== "dying") return false;
return ["tao", "jiu"].includes(event.getParent().name);
},
forced: true,
async content(event, trigger, player) {
trigger.num++;
},
},
access: {
charlotte: true,
},
},
mod: {
cardEnabled(card, player) {
if (player.hasSkill("stargangyi_access")) return;
if (player === _status.currentPhase && card.name === "tao") return false;
},
cardSavable(card, player) {
if (player.hasSkill("stargangyi_access")) return;
if (player === _status.currentPhase && card.name === "tao") return false;
},
},
},
//李傕郭汜
xiongsuan: {
audio: 2,
enable: "phaseUse",
filterTarget: true,
filterCard: lib.filter.cardDiscardable,
position: "h",
usable: 1,
async content(event, trigger, player) {
const target = event.target;
await target.damage();
await player.draw(3);
if (target != player) await player.loseHp();
},
ai: {
order: 9,
result: {
player(player, target) {
let res = 2 * get.effect(player, { name: "draw" }, player, player);
if (player !== target) res += get.effect(player, { name: "losehp" }, player, player);
return res;
},
target(player, target) {
return get.damageEffect(target, player, target);
},
},
},
},
//张春华
starliangyan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: lib.filter.notMe,
chooseButton: {
dialog(event, player) {
const name = get.translation(event.result.targets[0]);
const list = ["你摸一张牌,其弃置一张牌", "你弃置一张牌,其摸一张牌", "你摸两张牌,其弃置两张牌", "你弃置两张牌,其摸两张牌"].map((item, i) => [i, item]);
const dialog = ui.create.dialog(`梁燕:请选择你与${name}要执行的选项`, [list.slice(0, 2), "tdnodes"], [list.slice(2, 4), "tdnodes"], "hidden");
return dialog;
},
filter(button, player) {
const link = button.link;
if (link % 2 === 0) return true;
return player.countDiscardableCards(player, "he") >= (link + 1) / 2;
},
check(button) {
const player = get.player(),
target = get.event().getParent().result.targets[0];
const link = button.link;
if (get.attitude(player, target) <= 0 && link === 2) return 100;
const ph = player.countCards("h"),
th = target.countCards("h");
if (link % 2 === 0) {
const num = link / 2 + 1;
if (ph + num === th - num) return 10;
} else {
const num = (link + 1) / 2;
if (ph - num === th + num) return 10;
}
return 5;
},
backup(links) {
return {
audio: "starliangyan",
target: get.event().result.targets[0],
link: links[0],
filterTarget(card, player, target) {
return target === lib.skill.starliangyan_backup.target;
},
selectTarget: -1,
async content(content, trigger, player) {
const target = lib.skill.starliangyan_backup.target;
const link = lib.skill.starliangyan_backup.link;
const num = link <= 1 ? 1 : 2;
const fn = ["draw", "chooseToDiscard"];
if (link % 2 === 1) fn.reverse();
await player[fn[0]](num, true, "he");
await target[fn[1]](num, true, "he");
if (player.countCards("h") === target.countCards("h")) {
const skipper = [player, target][link % 2];
skipper.skip("phaseDiscard");
game.log(skipper, "跳过了下一个", "#y弃牌阶段");
}
},
};
},
prompt(links) {
return "点击“确定”以执行效果";
},
},
subSkill: {
backup: {},
},
ai: {
order(item, player) {
if (!game.hasPlayer(current => current !== player && get.attitude(player, current) > 0) && game.hasPlayer(current => get.attitude(player, current) <= 0)) return 10;
if (
game.hasPlayer(current => {
const del = player.countCards("h") - current.countCards("h"),
toFind = [2, 4].find(num => Math.abs(del) === num);
if (toFind === 4 && del < 0 && get.attitude(player, current) <= 0) {
return true;
}
return false;
})
)
return 10;
return 1;
},
result: {
target(player, target) {
const del = player.countCards("h") - target.countCards("h"),
toFind = [2, 4].find(num => Math.abs(del) === num);
if (toFind) {
return (-del * (get.attitude(player, target) * Math.min(3, target.countCards("h"))) * toFind) / 10;
}
return -1;
},
},
},
},
starminghui: {
audio: 2,
trigger: { global: "phaseEnd" },
filter(event, player) {
return player.isMinHandcard() || player.isMaxHandcard();
},
direct: true,
async content(event, trigger, player) {
let logged = false;
if (player.isMinHandcard()) {
const card = new lib.element.VCard({
name: "sha",
});
const result = await player
.chooseUseTarget(`###${get.prompt("starminghui")}###视为使用一张无距离限制的【杀】`, card, false, "nodistance")
.set("logSkill", "starminghui")
.forResult();
if (result.bool) logged = true;
}
const num = player.countCards("h");
if (player.isMaxHandcard() && num > 0) {
const maxNum = game
.findPlayer(current => {
if (current === player) return false;
return !game.hasPlayer(current2 => {
if (current2 === player) return false;
return current2.countCards("h") > current.countCards("h");
});
})
.countCards("h");
const leastDiscardNum = num - maxNum + 1;
const prompt = logged ? `是否将手牌弃置至不为最多?` : get.prompt("starminghui");
const next = player
.chooseToDiscard(prompt, `弃置至少${get.cnNumber(leastDiscardNum)}张手牌然后你令一名角色回复1点体力`)
.set("selectCard", [leastDiscardNum, Infinity])
.set(
"goon",
game.hasPlayer(current => get.recoverEffect(current, get.player(), get.player()))
)
.set("ai", card => {
if (!get.event("goon")) return 0;
if (get.tag(card, "recover")) return 0;
if (ui.selected.cards.length === get.event("selectCard")[0] - 1) return 6.5 - get.value(card);
return 4 - get.value(card);
});
if (!logged) next.set("logSkill", "starminghui");
const result = await next.forResult();
if (!result.bool) return;
if (!player.isUnderControl(true) && !player.isOnline()) await game.asyncDelayx();
const [bool, targets] = await player
.chooseTarget("令一名角色回复1点体力")
.set("ai", target => get.recoverEffect(target, get.player(), get.player()))
.forResult("bool", "targets");
if (bool) {
const target = targets[0];
player.line(target, "green");
await target.recover();
}
}
},
},
//星袁绍
starxiaoyan: {
audio: 2,
trigger: {
global: "phaseBefore",
player: ["enterGame" /*,'logSkill'*/],
},
filter(event, player) {
if (!game.hasPlayer(current => current != player)) return false;
//if(event.name=='logSkill'&&evt.skill!='starjiaowang') return false;
return event.name != "phase" || game.phaseNumber == 0;
},
forced: true,
async content(event, trigger, player) {
let targets = game.filterPlayer(current => current != player);
player.line(targets);
for (const target of targets) await target.damage("fire");
targets = targets.filter(i => i.isIn());
if (targets.length) {
for (const target of targets) {
if (!target.countCards("he")) continue;
const {
result: { bool },
} = await target
.chooseToGive("he", player)
.set("prompt", "是否交给" + get.translation(player) + "一张牌" + (target.isDamaged() ? "并回复1点体力" : "") + "")
.set("ai", card => {
const target = get.event("player"),
player = get.event("target");
const att = get.attitude(target, player);
if (get.recoverEffect(target, target, target) <= 0) {
if (att <= 0) return -get.value(card);
return 0;
}
return 7 - get.value(card);
})
.set("target", player);
if (bool) await target.recover();
}
}
},
},
starzongshi: {
audio: 2,
enable: "phaseUse",
filter(event, player) {
const cards = player.getCards("h", card => {
const type = get.type(card, player);
if (type != "basic" && type != "trick") return false;
return (
lib.filter.cardUsable(card, player) &&
game.hasPlayer(target => {
return lib.filter.targetEnabled2(card, player, target) /*&&lib.filter.targetInRange(card,player,target)*/;
})
);
});
if (!cards.length) return false;
return cards.some(card => {
const cardss = player.getCards("h", cardx => card != cardx && get.suit(card, player) == get.suit(cardx, player));
return cardss.length && !cardss.some(cardx => !game.checkMod(cardx, player, "unchanged", "cardEnabled2", player));
});
},
filterCard(card, player) {
if (ui.selected.cards.length) return false;
const cards = player.getCards("h", card => {
const type = get.type(card, player);
if (type != "basic" && type != "trick") return false;
return (
lib.filter.cardUsable(card, player) &&
game.hasPlayer(target => {
return lib.filter.targetEnabled2(card, player, target) /*&&lib.filter.targetInRange(card,player,target)*/;
})
);
});
if (!cards.includes(card)) return false;
const cardss = player.getCards("h", cardx => card != cardx && get.suit(card, player) == get.suit(cardx, player));
return cardss.length && !cardss.some(cardx => !game.checkMod(cardx, player, "unchanged", "cardEnabled2", player));
},
selectCard: [1, 2],
complexCard: true,
check(card) {
const player = get.event("player"),
select = get.copy(get.info(card).selectTarget);
let range;
if (select == undefined) range = [1, 1];
else if (typeof select == "number") range = [select, select];
else if (get.itemtype(select) == "select") range = select;
else if (typeof select == "function") range = select(card, player);
game.checkMod(card, player, range, "selectTarget", player);
const cards = player.getCards("h", cardx => card != cardx && get.suit(card, player) == get.suit(cardx, player));
let targets = game.filterPlayer(target => lib.filter.targetEnabled2(card, player, target) /*&&lib.filter.targetInRange(card,player,target)*/ && get.effect(target, card, player, player) > 0);
const max = range[1],
max2 = Math.min(cards.length, targets.length);
if (max > max2) return 0;
targets = targets.sort((a, b) => get.effect(b, card, player, player) - get.effect(a, card, player, player)).slice(0, max2);
const sum = targets.reduce((num, target) => num + get.effect(target, card, player, player), 0);
if (max == -1) {
if (
game
.filterPlayer(target => {
return lib.filter.targetEnabled2(card, player, target) /*&&lib.filter.targetInRange(card,player,target)*/;
})
.reduce((num, target) => num + get.effect(target, card, player, player), 0) > sum
)
return 0;
}
return sum;
},
position: "h",
discard: false,
lose: false,
delay: false,
async content(event, trigger, player) {
const card = event.cards[0],
cards = player.getCards("h", cardx => card != cardx && get.suit(card, player) == get.suit(cardx, player));
await player.showCards([card], get.translation(player) + "发动了【纵势】");
const cardx = new lib.element.VCard({
name: get.name(card, player),
nature: get.nature(card, player),
cards: cards,
});
const {
result: { bool, targets },
} = await player
.chooseTarget((card, player, target) => {
//return player.canUse(get.event('cardx'),target);
return lib.filter.targetEnabled2(get.event("cardx"), player, target) /*&&lib.filter.targetInRange(get.event('cardx'),player,target)*/;
}, true)
.set("cardx", cardx)
.set("selectTarget", [1, cards.length])
.set("prompt", "请选择" + (game.hasNature(cardx) ? get.translation(get.nature(cardx)) : "") + "【" + get.translation(cardx) + "】(" + get.translation(cards) + ")的目标")
.set("ai", target => {
const player = get.event("player"),
card = get.event("cardx");
return get.effect(target, card, player, player);
});
if (bool) player.useCard(cardx, cards, targets.sortBySeat());
},
ai: {
order: 9,
result: { player: 1 },
},
},
starjiaowang: {
audio: 2,
trigger: { global: "roundStart" },
filter(event, player) {
if (game.roundNumber <= 1) return false;
const history = game.getAllGlobalHistory();
for (let i = history.length - 2; i >= 0; i--) {
const evt = history[i]["everything"];
for (let j = evt.length - 1; j >= 0; j--) {
if (evt[j].name == "die" && evt[j].getParent(3).name != "starxiaoyan") return false;
}
if (history[i].isRound) break;
}
return true;
},
forced: true,
async content(event, trigger, player) {
await player.loseHp();
if (game.hasPlayer(current => current != player)) player.useResult({ skill: "starxiaoyan" }, event);
},
},
staraoshi: {
audio: 2,
zhuSkill: true,
global: "staraoshi_global",
subSkill: {
global: {
audio: "staraoshi",
forceaudio: true,
enable: "phaseUse",
filter(event, player) {
return player.group == "qun" && game.hasPlayer(target => lib.skill.staraoshi.subSkill.global.filterTarget(null, player, target));
},
filterTarget(card, player, target) {
return target != player && target.hasZhuSkill("staraoshi");
},
prompt() {
const player = get.event("player");
const targets = game.filterPlayer(target => lib.skill.staraoshi.subSkill.global.filterTarget(null, player, target));
return "交给" + get.translation(targets) + (targets.length > 1 ? "中的一人" : "") + "一张手牌,然后其可以发动一次【纵势】";
},
filterCard: true,
check(card) {
const player = get.event("player");
const target = game
.filterPlayer(target => {
return lib.skill.staraoshi.subSkill.global.filterTarget(null, player, target);
})
.sort((a, b) => b.countCards("h") - a.countCards("h"))[0];
return target.getUseValue(card);
},
discard: false,
lose: false,
delay: false,
usable: 1,
async content(event, trigger, player) {
const target = event.target,
info = get.info("starzongshi");
await player.give(event.cards, target);
const {
result: { bool, cards },
} = await target
.chooseCard(info.position, (card, player) => {
return get.event("info").filterCard(card, player);
})
.set("info", info)
.set("ai", card => get.event("info").check(card))
.set("selectCard", [1, 2])
.set("complexCard", true)
.set("prompt", get.prompt("starzongshi"))
.set("prompt2", lib.translate.starzongshi_info.slice(8).slice(0, -1));
if (bool) target.useResult({ skill: "starzongshi", cards: cards }, event);
},
ai: {
order: 9,
result: {
target(player, target) {
return target.countCards("h") + 1;
},
},
},
},
},
},
//星董卓
starweilin: {
audio: 2,
trigger: { source: "damageBegin1" },
filter: function (event, player) {
return !event.player.getHistory("damage").length && player.getHistory("useCard").length >= event.player.getHp();
},
forced: true,
logTarget: "player",
content: function () {
trigger.num++;
},
},
starzhangrong: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
return player.getHp() > 0;
},
direct: true,
content: function* (event, map) {
var player = map.player;
var str = get.cnNumber(player.getHp());
var choiceList = ["令至多" + str + "名体力值大于等于你的角色各失去1点体力", "令至多" + str + "名手牌数大于等于你的角色各弃置一张手牌"],
list = ["cancel2"];
if (
game.hasPlayer(target => {
if (target == player) return player.countCards("h", card => lib.filter.cardDiscardable(card, player));
return target.countCards("h") >= Math.max(1, player.countCards("h"));
})
)
list.unshift("弃牌");
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
list.unshift("扣血");
var result = yield player
.chooseControl(list)
.set("prompt", "###" + get.prompt("starzhangrong") + "###选择其中一项令任意名符合条件的角色执行然后你摸等量的牌回合结束时若这些角色中有本回合未受到过伤害的角色则你失去1点体力")
.set("ai", () => {
var player = _status.event.player;
var controls = _status.event.controls.slice();
/*
var cards=player.getCards('hes',card=>get.tag(card,'damage')&&player.hasValueTarget(card));
var cardx=cards.filter(card=>get.name(card)=='sha');
cardx.sort((a,b)=>player.getUseValue(b)-player.getUseValue(a));
cardx=cardx.slice(Math.min(cardx.length,player.getCardUsable('sha')),cardx.length);
cards.removeArray(cardx);
*/
var targets1 = game.filterPlayer(target => get.attitude(player, target) < 0 && target.getHp() >= player.getHp() && get.effect(target, { name: "losehp" }, player, player) > 0 /*&&cards.some(card=>player.canUse(card,target))*/);
_status.starzhangrong_check = true;
var targets2 = game.filterPlayer(target => get.attitude(player, target) < 0 && target.countCards("h") >= Math.max(1, player.countCards("h")) && get.effect(target, { name: "guohe_copy2" }, player, player) > 0 /*&&cards.some(card=>player.canUse(card,target))*/);
delete _status.starzhangrong_check;
[targets1, targets2].forEach(list => {
list.sort((a, b) => get.damageEffect(b) - get.damageEffect(a));
list = list.slice(0, Math.min(player.getHp() /*,cards.length*/));
});
if (!controls.includes("弃牌")) return 1 - get.sgn(targets1.length);
return Math.max(0, get.sgn(targets2.length - targets1.length));
})
.set("choiceList", choiceList);
if (result.control != "cancel2") {
var choice = result.index;
var result2 = yield player
.chooseTarget([1, player.getHp()], "请选择【掌戎】的目标", "令至多" + str + "名" + (choice ? "手牌数" : "体力值") + "大于你的角色各" + (choice ? "弃置一张手牌" : "失去1点体力"), (card, player, target) => {
var name = _status.event.card.name;
if (name == "guohe_copy2") {
if (target == player) return player.countCards("h", card => lib.filter.cardDiscardable(card, player));
return target.countCards("h") >= Math.max(1, player.countCards("h"));
}
return target.getHp() >= player.getHp();
})
.set("ai", target => {
var player = _status.event.player;
if (get.attitude(player, target) >= 0) return 0;
return get.effect(target, _status.event.card, player, player);
})
.set("card", { name: choice ? "guohe_copy2" : "losehp" });
if (result2.bool) {
var targets = result2.targets.sortBySeat();
player.logSkill("starzhangrong", targets);
targets.forEach(target => {
target.addTempSkill("starzhangrong_threaten");
if (choice) target.chooseToDiscard("h", true);
else target.loseHp();
});
player.draw(targets.length);
player
.when("phaseEnd")
.then(() => {
targets.forEach(target => target.removeSkill("starzhangrong_threaten"));
var targetx = targets.filter(target => !target.getHistory("damage").length);
if (targetx.length) {
targetx.forEach(target => target.chat("乐"));
player.popup("杯具");
player.loseHp();
return;
}
player.popup("洗具");
})
.vars({ targets: targets });
}
}
},
global: "starzhangrong_check",
subSkill: {
check: {
mod: {
canBeDiscarded: function (card, player, target) {
if (!_status.starzhangrong_check) return;
if (player.hasSkill("starzhangrong") && get.position(card) != "h") return false;
},
},
},
threaten: {
charlotte: true,
trigger: { player: "damageEnd" },
firstDo: true,
forced: true,
popup: false,
content: function () {
player.removeSkill("starzhangrong_threaten");
},
ai: { threaten: 114514 + 1919810 },
mark: true,
markimage: "image/card/sha.png",
intro: { content: "我还没受到伤害哟!" },
},
},
},
starhaoshou: {
unique: true,
audio: 2,
trigger: { global: "useCardAfter" },
filter: function (event, player) {
return event.player != player && event.card.name == "jiu" && player.isDamaged() && event.player.group == "qun";
},
direct: true,
zhuSkill: true,
content: function* (event, map) {
var player = map.player,
target = map.trigger.player;
var result = yield target.chooseBool(get.prompt("starhaoshou", player), "令" + get.translation(player) + "回复1点体力").set("choice", get.recoverEffect(player, target, target) > 0);
if (result.bool) {
target.line(player);
player.logSkill("starhaoshou");
player.recover();
}
},
//global:'starhaoshou_global',
subSkill: {
global: {
audio: "starhaoshou",
forceaudio: true,
filter: function (event, player) {
if (
!player.countCards("hes", card => {
if (get.position(card) == "h" && _status.connectMode) return true;
return get.name(card) == "jiu";
})
)
return false;
return event.type == "dying" && event.dying && event.dying != player && event.dying.hp <= 0 && event.dying.hasZhuSkill("starhaoshou") && player.group == "qun";
},
filterCard: function (card, player) {
return get.name(card) == "jiu";
},
check: () => 1,
viewAs: { name: "tao" },
position: "hes",
prompt: function () {
return "将一张【酒】当作【桃】对" + get.translation(_status.event.dying) + "使用";
},
ai: {
save: true,
skillTagFilter: function (player, arg, target) {
if (
!player.countCards("hes", card => {
if (get.position(card) == "h" && _status.connectMode) return true;
return get.name(card) == "jiu";
}) ||
player == target ||
!target.hasSkill("starhaoshou") ||
player.group != "qun"
)
return false;
},
},
},
},
},
//星袁术
starcanxi: {
audio: 2,
trigger: {
global: ["phaseBefore", "roundStart"],
player: "enterGame",
},
filter: function (event, player, name) {
if (name == "roundStart") return player.getSkills().some(skill => skill.indexOf("starcanxi_") == 0);
return event.name != "phase" || game.phaseNumber == 0;
},
forced: true,
content: function () {
"step 0";
if (event.triggername != "roundStart") {
var list = game.filterPlayer().reduce((list, target) => list.add(target.group), []);
list.sort((a, b) => lib.group.indexOf(a) - lib.group.indexOf(b));
list.forEach(group => lib.skill.starcanxi.create(group, player));
event.finish();
return;
}
"step 1";
var groups = player.getSkills().filter(skill => skill.indexOf("starcanxi_") == 0);
groups = groups.map(group => group.slice(10));
groups.sort((a, b) => lib.group.indexOf(a) - lib.group.indexOf(b));
var map = {};
groups.forEach(group => (map[group] = get.translation(group + "2")));
event.map = map;
player
.chooseButton(
[
'###残玺###<div class="text center">请选择势力和效果</div>',
[Object.values(map), "tdnodes"],
[
[
["wangsheng", '<div class="popup text" style="width:calc(100% - 10px);display:inline-block"><div class="skill">【妄生】</div><div>被选择势力角色每回合首次造成的伤害+1且计算与其他角色间的距离-1</div></div>'],
["xiangsi", '<div class="popup text" style="width:calc(100% - 10px);display:inline-block"><div class="skill">【向死】</div><div>其他被选择势力角色每回合首次回复体力后失去1点体力且每回合对你使用的第一张牌无效</div></div>'],
],
"textbutton",
],
],
2,
true
)
.set("filterButton", function (button) {
var list = ["wangsheng", "xiangsi"];
if (!ui.selected.buttons.length) return true;
return list.includes(ui.selected.buttons[0].link) != list.includes(button.link);
})
.set("ai", function (button) {
var player = _status.event.player;
var map = _status.event.map,
list = ["wangsheng", "xiangsi"];
var getNum = function (group, effect) {
var num = 0,
sgn = effect == "wangsheng" ? 1.05 : -1;
game.countPlayer(function (current) {
if (!(current == player && sgn == -1)) num += get.sgn(get.attitude(player, current)) * sgn;
});
return num;
};
var listx = [];
Object.keys(map).forEach(group => list.forEach(effect => listx.add([group, effect])));
listx.sort((a, b) => getNum(b[0], b[1]) - getNum(a[0], a[1]));
if (button.link == map[listx[0][0]] || button.link == listx[0][1]) return 1;
return 0;
})
.set("map", map);
"step 2";
if (result.bool) {
if (!Object.keys(event.map).some(group => event.map[group] == result.links[0])) result.links.reverse();
player.popup(result.links[0]);
var group = Object.keys(event.map).find(group => event.map[group] == result.links[0]);
var skill = "starcanxi_" + result.links[1];
player.popup(skill);
game.log(player, "选择了", "#g" + result.links[0], "、", "#y" + get.translation(skill));
player.addTempSkill(skill, "roundStart");
player.markAuto(skill, [group]);
}
},
create: function (group, player) {
const skill = "starcanxi_" + group;
get.info("starcanxi").createSkill(skill);
if (!_status.postReconnect.starcanxi) {
_status.postReconnect.starcanxi = [get.info("starcanxi").createSkill, []];
}
_status.postReconnect.starcanxi[1].add(skill);
player.addSkill(skill);
},
createSkill(skill) {
if (!lib.skill[skill])
game.broadcastAll(skill => {
const group = skill.slice("starcanxi_".length);
lib.skill[skill] = {
mark: true,
charlotte: true,
onremove: function (player) {
player.addMark("starpizhi", 1, false);
},
intro: { content: "玉玺的一角" },
};
lib.translate[skill] = "残玺·" + get.translation(group + "2");
lib.skill[skill].marktext = get.translation(group);
lib.translate[skill + "_bg"] = get.translation(group);
}, skill);
},
subSkill: {
wangsheng: {
charlotte: true,
onremove: true,
trigger: { global: "damageBegin1" },
filter: function (event, player) {
if (!event.source || !player.getStorage("starcanxi_wangsheng").includes(event.source.group)) return false;
return !event.source.getHistory("sourceDamage").length;
},
forced: true,
logTarget: "source",
content: function () {
trigger.num++;
},
group: "starcanxi_remove",
global: "starcanxi_effect",
intro: { content: "$势力角色每回合首次造成的伤害+1且计算与其他角色间的距离-1" },
},
xiangsi: {
charlotte: true,
onremove: true,
trigger: { global: "recoverEnd" },
filter: function (event, player) {
if (!player.getStorage("starcanxi_xiangsi").includes(event.player.group) || event.player == player) return false;
return (
game.getGlobalHistory("changeHp", function (evt) {
return evt.getParent().name == "recover" && evt.player == event.player;
}).length == 1
);
},
forced: true,
logTarget: "player",
content: function () {
trigger.player.loseHp();
},
group: ["starcanxi_remove", "starcanxi_cancel"],
global: "starcanxi_effect",
intro: {
content: "其他$势力角色每回合首次回复体力后失去1点体力且每回合对你使用的第一张牌无效",
},
},
cancel: {
charlotte: true,
trigger: { global: "useCard" },
filter: function (event, player) {
if (!event.targets || !event.targets.includes(player) || !player.getStorage("starcanxi_xiangsi").includes(event.player.group) || event.player == player) return false;
return event.player.getHistory("useCard", evt => evt.targets && evt.targets.includes(player)).indexOf(event) == 0;
},
forced: true,
logTarget: "player",
content: function () {
trigger.excluded.add(player);
},
},
effect: {
mod: {
globalFrom: function (from, to, distance) {
if (game.hasPlayer(target => target.getStorage("starcanxi_wangsheng").includes(from.group))) return distance - 1;
},
},
ai: {
effect: {
player_use: function (card, player, target) {
var targets = game.filterPlayer(targetx => targetx != player && targetx.getStorage("starcanxi_xiangsi").includes(player.group));
if (!targets.length) return;
if (get.tag(card, "recover") && target == player && target.hp > 2) return 0;
if (get.tag(card, "damage") && targets.includes(target)) return 0.5;
},
},
},
},
remove: {
charlotte: true,
trigger: { player: "die" },
forced: true,
popup: false,
firstDo: true,
forceDie: true,
content: function () {
player.removeSkill("starcanxi_wangsheng");
player.removeSkill("starcanxi_xiangsi");
},
},
},
},
starpizhi: {
audio: 2,
trigger: { player: "phaseEnd", global: "die" },
filter: function (event, player) {
if (event.name == "phase") return player.hasMark("starpizhi");
if (!player.getStorage("starcanxi_wangsheng").includes(event.player.group) && !player.getStorage("starcanxi_xiangsi").includes(event.player.group)) return false;
var groups = player.getSkills().filter(skill => skill.indexOf("starcanxi_") == 0);
groups = groups.map(group => group.slice(10));
return groups.includes(event.player.group);
},
forced: true,
content: function () {
"step 0";
if (trigger.name == "die") {
var skills = player.getSkills().filter(skill => skill.indexOf("starcanxi_") == 0 && skill.slice(10) == trigger.player.group);
player.removeSkill(skills);
}
"step 1";
player.draw(player.countMark("starpizhi"));
},
intro: { content: "已失去#个“玺角”" },
ai: { combo: "starcanxi" },
},
starzhonggu: {
unique: true,
audio: 2,
trigger: { player: "phaseDrawBegin2" },
filter: function (event, player) {
return !event.numFixed;
},
forced: true,
zhuSkill: true,
content: function () {
var num = game.roundNumber >= game.countPlayer(current => current.group == "qun") ? 2 : -1;
trigger.num += num;
},
},
//星曹仁
starsujun: {
audio: 2,
trigger: { player: "useCard" },
filter: function (event, player) {
return player.countCards("h", { type: "basic" }) * 2 == player.countCards("h");
},
frequent: true,
locked: false,
content: function () {
player.draw(2);
},
mod: {
aiOrder: function (player, card, num) {
var num = player.countCards("h") - 2 * player.countCards("h", { type: "basic" });
if (Math.abs(num) != 1) return;
if (num == 1 && get.type(card) != "basic") return num + 10;
if (num == -1 && get.type(card) == "basic") return num + 10;
},
},
},
starlifeng: {
audio: 2,
enable: "chooseToUse",
filter: function (event, player) {
if (!event.filterCard(get.autoViewAs({ name: "sha" }, "unsure"), player, event) && !event.filterCard(get.autoViewAs({ name: "wuxie" }, "unsure"), player, event)) return false;
return player.hasCard(card => {
return !player.getStorage("starlifeng_count").includes(get.color(card, player));
}, "hs");
},
chooseButton: {
dialog: function (event, player) {
var list = [];
if (event.filterCard(get.autoViewAs({ name: "sha" }, "unsure"), player, event)) list.push(["基本", "", "sha"]);
if (event.filterCard(get.autoViewAs({ name: "wuxie" }, "unsure"), player, event)) list.push(["锦囊", "", "wuxie"]);
return ui.create.dialog("砺锋", [list, "vcard"]);
},
check: function (button) {
var player = _status.event.player;
return _status.event.getParent().type == "phase" ? player.getUseValue({ name: button.link[2] }) : 1;
},
backup: function (links, player) {
return {
filterCard: function (card, player) {
return !player.getStorage("starlifeng_count").includes(get.color(card, player));
},
precontent: function () {
delete event.result.skill;
player.logSkill("starlifeng");
event.getParent().addCount = false;
},
popname: true,
viewAs: {
name: links[0][2],
},
ai1: function (card) {
var player = _status.event.player;
var num = player.countCards("h") - 2 * player.countCards("h", { type: "basic" });
if (player.hasSkill("starsujin") && Math.abs(num) == 1) {
if (num == 1 && get.type(card) != "basic") return 15 - get.value(card);
if (num == -1 && get.type(card) == "basic") return 15 - get.value(card);
}
return 7 - get.value(card);
},
};
},
prompt: function (links) {
return "将一张本回合未使用过的颜色的手牌当做【" + get.translation(links[0][2]) + "】使用";
},
},
hiddenCard: function (player, name) {
if (name == "wuxie")
return player.countCards("hs", card => {
return !player.getStorage("starlifeng_count").includes(get.color(card, player)) || _status.connectMode;
});
},
ai: {
respondSha: true,
skillTagFilter: function (player, tag, arg) {
if (arg == "respond") return false;
if (
!player.countCards("hs", card => {
return !player.getStorage("starlifeng_count").includes(get.color(card, player)) || _status.connectMode;
})
)
return false;
},
order: 10,
result: { player: 1 },
},
group: "starlifeng_mark",
subSkill: {
mark: {
charlotte: true,
trigger: { global: "useCard1" },
filter: function (event, player) {
return !player.getStorage("starlifeng_count").includes(get.color(event.card));
},
forced: true,
popup: false,
firstDo: true,
content: function () {
player.addTempSkill("starlifeng_count");
player.markAuto("starlifeng_count", [get.color(trigger.card)]);
},
},
count: {
charlotte: true,
onremove: true,
},
},
},
//小程序刘伶
mpjiusong: {
audio: 2,
enable: "chooseToUse",
trigger: { global: "useCard" },
filterCard: function (card) {
return get.type2(card) == "trick";
},
viewAs: { name: "jiu" },
position: "hs",
viewAsFilter: function (player) {
return player.hasCard(card => get.type2(card) == "trick", "hs");
},
check: function (card) {
if (get.itemtype(card) !== "card") return true;
if (get.event().type == "dying") return 1 / Math.max(0.1, get.value(card));
return 4 - get.value(card);
},
prompt: "将一张锦囊牌当【酒】使用",
filter: function (event, player) {
if (event.name == "chooseToUse") return player.hasCard(card => get.type2(card) == "trick", "hs");
return event.card.name == "jiu" && player.countMark("mpjiusong") < 3;
},
forced: true,
locked: false,
content: function () {
player.addMark("mpjiusong");
},
marktext: "醉",
intro: {
name: "醉(酒颂/酕醄)",
name2: "醉",
content: "mark",
},
},
mpmaotao: {
audio: 2,
trigger: { global: "useCardToPlayer" },
filter: function (event, player) {
if (event.targets.length != 1 || !event.isFirstTarget) return false;
if (!["basic", "trick"].includes(get.type(event.card))) return false;
return event.player != player && player.countMark("mpjiusong");
},
prompt2: function (event, player) {
let list;
if (get.type(event.card) != "delay")
list = game.filterPlayer(current => {
return lib.filter.targetEnabled2(event.card, event.player, current);
});
else list = game.filterPlayer(current => current.canAddJudge(event.card));
const gainText = `${list.length > 1 && !player.storage.mpmaotao_gained ? `若新目标与原目标相同,你` : ""}${!player.storage.mpmaotao_gained ? "获得牌堆中的一张锦囊牌。" : ""}`;
return `移去1枚“醉”${list.length > 1 ? `,令${get.translation(event.card)}目标改为${get.translation(list)}中的一名随机角色` : ""}${gainText}`;
},
check: function (event, player) {
const eff = get.effect(event.target, event.card, player, player);
let list;
if (get.type(event.card) != "delay")
list = game.filterPlayer(current => {
return lib.filter.targetEnabled2(event.card, event.player, current);
});
else list = game.filterPlayer(current => current.canAddJudge(event.card));
let list2 = list.filter(current => get.effect(current, event.card, player, player) > eff);
let list3 = list.filter(current => get.effect(current, event.card, player, player) > 0);
return list2.length >= list.length / 2 || (player.countMark("mpjiusong") >= 2 && list3.length >= list.length / 2);
},
content: function () {
player.removeMark("mpjiusong", 1);
var list,
oriTarget = trigger.target;
trigger.targets.remove(oriTarget);
trigger.getParent().triggeredTargets1.remove(oriTarget);
trigger.untrigger();
game.delayx();
if (get.type(trigger.card) != "delay")
list = game.filterPlayer(current => {
return lib.filter.targetEnabled2(trigger.card, trigger.player, current);
});
else list = game.filterPlayer(current => current.canAddJudge(trigger.card));
if (list.length) target = list.randomGet();
trigger.targets.push(target);
trigger.player.line(target, "thunder");
game.log(trigger.card, "的目标被改为", target);
if (target == oriTarget && !player.storage.mpmaotao_gained) {
var card = get.cardPile2(card => get.type2(card) == "trick");
if (card) {
if (!player.storage.mpmaotao_gained) {
player.when({ global: "phaseAfter" }).then(() => {
delete player.storage.mpmaotao_gained;
});
player.storage.mpmaotao_gained = true;
}
player.gain(card, "gain2");
} else {
// player.chat('没酒了!');
// game.log('但是牌堆中已经没有','#y酒','了!');
player.chat("没牌了!");
game.log("但是牌堆中已经没有", "#y锦囊牌", "了!");
}
}
},
},
mpbishi: {
audio: 2,
forced: true,
trigger: { global: "useCard1" },
filter: function (event, player) {
if (get.type2(event.card) != "trick" || !get.tag(event.card, "damage")) return false;
if (!lib.skill.xunshi.isXunshi(event.card)) return false;
const targets = event.targets.slice();
targets.remove(event.player);
return targets.length == game.countPlayer() - 2;
},
content: function* () {},
mod: {
targetEnabled: function (card) {
if (get.type2(card) == "trick" && get.tag(card, "damage") > 0) return false;
},
},
},
//十周年嵇康
dcjuexiang: {
derivation: "dccanyun",
audio: "juexiang",
trigger: { player: "die" },
forced: true,
locked: false,
forceDie: true,
skillAnimation: true,
animationColor: "water",
content: function () {
"step 0";
if (trigger.source && trigger.source.isIn()) {
trigger.source.discard(trigger.source.getCards("e"));
trigger.source.loseHp();
}
"step 1";
player
.chooseTarget("绝响:是否令一名其他角色获得技能〖残韵〗?", lib.filter.notMe)
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
})
.set("forceDie", true);
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "thunder");
target.addSkills("dccanyun");
}
},
},
dccanyun: {
enable: "phaseUse",
filter: function (event, player) {
return game.hasPlayer(function (target) {
return lib.skill.dccanyun.filterTarget(null, player, target);
});
},
filterTarget: function (card, player, target) {
var list = [player];
player.getAllHistory("useSkill", function (evt) {
if (evt.skill == "dccanyun") list.addArray(evt.targets);
});
return !list.includes(target) && !ui.selected.targets.length;
},
selectTarget: [1, 2],
targetprompt: function (target) {
var pe = _status.event.player.countCards("e", function (card) {
return ui.selected.cards.includes(card) == false;
});
var te = target.countCards("e");
if (pe > te) return "回复体力";
else if (pe == te) return "摸一张牌";
else if (pe < te) return "失去体力";
},
filterCard: true,
position: "he",
check: function (cardx) {
var player = _status.event.player;
var number = game.countPlayer(function (target) {
if (player == target) return false;
var pe = player.countCards("e", function (card) {
return card != cardx && ui.selected.cards.includes(card) == false;
});
var te = target.countCards("e");
if (pe > te && target.isDamaged() && get.attitude(player, target) > 2) return true;
else if (pe < te && get.attitude(player, target) < 0) return true;
return false;
});
if (ui.selected.cards.length < number) return 6 - get.value(cardx);
else return 0;
},
usable: 1,
content: function () {
var pe = player.countCards("e");
var te = target.countCards("e");
if (pe > te) target.recover();
else if (pe == te) target.draw();
else if (pe < te) target.loseHp();
},
contentAfter: function () {
if (player.hp == 1) player.draw();
},
ai: {
order: 10,
result: {
target: function (player, target) {
var pe = player.countCards("e");
var te = target.countCards("e");
if (pe > te && target.isDamaged()) return 2;
else if (pe == te) return 1;
else if (pe < te) return -2.5;
else return 0;
},
},
},
},
//董翓
dcjiaoxia: {
mod: {
cardUsableTarget: function (card, player, target) {
if (!player.isPhaseUsing()) return;
if (card.name == "sha" && !player.getStorage("dcjiaoxia_mark").includes(target)) return true;
},
targetInRange: function (card, player, target) {
if (!player.isPhaseUsing()) return;
if (card.name == "sha" && !player.getStorage("dcjiaoxia_mark").includes(target)) return true;
},
},
audio: 2,
locked: false,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return player.countCards("h");
},
check: function (event, player) {
return player.countCards("h", card => {
return game.hasPlayer(target => {
var cardx = get.autoViewAs({ name: "sha" }, [card]);
return player.canUse(cardx, target) && get.effect(target, cardx, player, player) > 0 && (!player.hasUseTarget(card) || player.hasValueTarget(card));
});
});
},
content: function () {
var cards = player.getCards("h");
player.addTempSkill("dcjiaoxia_used", "phaseUseAfter");
player.addGaintag(cards, "dcjiaoxia_used");
},
group: "dcjiaoxia_load",
subSkill: {
load: {
charlotte: true,
trigger: { player: "useCard1" },
filter: function (event, player) {
if (!player.isPhaseUsing()) return false;
return event.card.name == "sha" && event.targets && event.targets.some(target => !player.getStorage("dcjiaoxia_mark").includes(target));
},
forced: true,
popup: false,
firstDo: true,
content: function () {
player.addTempSkill("dcjiaoxia_mark", "phaseUseAfter");
player.markAuto(
"dcjiaoxia_mark",
trigger.targets.filter(target => !player.getStorage("dcjiaoxia_mark").includes(target))
);
},
},
mark: {
charlotte: true,
onremove: true,
},
used: {
mod: {
aiOrder: function (player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("dcjiaoxia_used")) return num + 1;
},
cardname: function (card, player) {
if (get.itemtype(card) == "card" && card.hasGaintag("dcjiaoxia_used")) return "sha";
},
},
charlotte: true,
onremove: function (player) {
player.removeGaintag("dcjiaoxia_used");
},
trigger: { player: "useCardAfter" },
filter: function (event, player) {
return (
event.cards &&
event.cards.length == 1 &&
player.hasUseTarget(get.copy(event.cards[0])) &&
player.getHistory("lose", evt => {
if (evt.getParent() != event) return false;
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("dcjiaoxia_used")) return true;
}
return false;
}).length &&
player.getHistory("sourceDamage", evt => evt.card == event.card).length &&
player.hasUseTarget(event.cards[0])
);
},
direct: true,
content: function () {
player.chooseUseTarget(trigger.cards[0], get.prompt("dcjiaoxia"), false, false).set("prompt2", "使用" + get.translation(card)).logSkill = "dcjiaoxia";
},
},
},
},
dchumei: {
subSkill: {
0: { charlotte: true },
1: { charlotte: true },
2: { charlotte: true },
},
onChooseToUse: function (event) {
if (!game.online && !event.dchumei_num) {
var player = event.player;
var evtx = event.getParent("phaseUse");
event.set(
"dchumei_num",
player
.getHistory("sourceDamage", evt => {
return evt.getParent("phaseUse") == evtx;
})
.reduce((sum, evt) => sum + evt.num, 0)
);
}
},
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
if (typeof event.dchumei_num != "number") return false;
return game.hasPlayer(target => lib.skill.dchumei.filterTarget(null, player, target));
},
filterTarget: function (card, player, target) {
if (target.getHp() > _status.event.dchumei_num) return false;
if (!player.hasSkill("dchumei_0")) return true;
if (!player.hasSkill("dchumei_1") && target.countCards("he")) return true;
if (!player.hasSkill("dchumei_2") && target.isDamaged()) return true;
return false;
},
content: function () {
"step 0";
var str = get.translation(target);
player
.chooseButton(
[
"狐魅:请选择一项",
[
[
[0, "令" + str + "摸一张牌"],
[1, "令" + str + "交给你一张牌"],
[2, "令" + str + "回复1点体力"],
].filter(list => {
if (player.hasSkill("dchumei_" + list[0])) return false;
if (list[0] == 1 && !target.countCards("he")) return false;
if (list[0] == 2 && target.isHealthy()) return false;
return true;
}),
"textbutton",
],
],
true
)
.set("filterButton", button => {
var target = _status.event.target;
if (player.hasSkill("dchumei_" + button.link)) return false;
if (button.link == 1 && !target.countCards("he")) return false;
if (button.link == 2 && target.isHealthy()) return false;
return true;
})
.set("ai", function (button) {
var target = _status.event.target;
return [get.effect(target, { name: "draw" }, player, player), get.effect(target, { name: "shunshou_copy2" }, player, player), get.recoverEffect(target, player, player)][button.link];
})
.set("target", target);
"step 1";
if (result.bool) {
var num = result.links[0];
player.addTempSkill("dchumei_" + num, "phaseUseAfter");
switch (num) {
case 0:
target.draw();
break;
case 1:
target.chooseCard("狐魅:交给" + get.translation(player) + "一张牌", "he", true);
break;
case 2:
target.recover();
break;
}
if (num != 1) event.finish();
} else event.finish();
"step 2";
if (result.bool) player.gain(result.cards, target, "giveAuto");
},
ai: {
order: 1,
result: {
target: function (player, target) {
if (!player.hasSkill("dchumei_0")) return 1;
if (!player.hasSkill("dchumei_1")) return -1;
if (!player.hasSkill("dchumei_2")) return 1;
},
},
},
},
//魏关羽
dcdanji: {
audio: "danji",
skillAnimation: true,
animationColor: "water",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
juexingji: true,
derivation: ["mashu", "dcnuchen"],
filter(event, player) {
return player.countCards("hej") > player.getHp();
},
async content(event, trigger, player) {
player.awakenSkill("dcdanji");
await player.loseMaxHp();
await player.recover(player.maxHp - player.hp);
await player.draw(player.getHp());
await player.addSkills(["mashu", "dcnuchen"]);
},
ai: {
maixie: true,
skillTagFilter: (player, tag, arg) => {
if (tag === "maixie") return player.hp >= 2 && !player.storage.dcdanji && !player.hasSkill("dcnuchen") && player.countCards("h") === player.hp;
},
effect: {
target: (card, player, target) => {
let hs = target.countCards("h");
if (target.hp < 3 || target.storage.dcdanji || target.hasSkill("dcnuchen") || hs > target.hp + 1) return;
if (get.tag(card, "draw")) return 1.6;
if (get.tag(card, "lose") || get.tag(card, "discard")) return [1, -0.8];
if (hs === target.hp && get.tag(card, "damage")) return [1, target.hp / 3];
if (hs > target.hp && target.hp > 3 && (card.name === "shan" || card.name === "wuxie")) return "zeroplayertarget";
},
},
},
},
dcnuchen: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target.countCards("h") && target != player;
},
content: function () {
"step 0";
player.choosePlayerCard(target, true, "h");
"step 1";
if (result.bool) {
var card = result.cards[0];
event.card = card;
player.showCards(card, get.translation(player) + "对" + get.translation(target) + "发动了【怒嗔】");
} else event.finish();
"step 2";
var suit = get.suit(card);
var str = get.translation(suit);
player
.chooseToDiscard("怒嗔:是否弃置至少一张" + str + "牌?", "若如此做,你对其造成等量伤害;或点击“取消”,获得其所有" + str + "手牌", "he", { suit: suit }, [1, Infinity])
.set("ai", card => {
if (ui.selected.cards.length >= _status.event.num) return 0;
return 6 - get.value(card);
})
.set(
"num",
(function () {
var eff = get.damageEffect(target, player, player);
if (eff > 0) {
if (get.attitude(player, target) > 0) {
return 1;
}
var cards = target.getCards("h", { suit: suit });
if (cards.length > 2 || get.value(cards) >= 6) {
return 0;
}
if (!player.hasSkillTag("jueqing", false, target) && target.hasSkillTag("filterDamage", null, { player: player })) return 1;
return Infinity;
}
return 0;
})()
);
"step 3";
if (result.bool) {
target.damage(result.cards.length);
} else {
var cards = target.getCards("h", { suit: get.suit(card) });
if (cards.length) player.gain(cards, target, "giveAuto", "bySelf");
}
},
ai: {
expose: 0.4,
order: 10,
result: {
target: function (player, target) {
return -Math.sqrt(target.countCards("h"));
},
},
},
},
//孟达
dclibang: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterCard: true,
position: "he",
filter: function (event, player) {
return (
player.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "dclibang");
}, "he") && game.countPlayer(current => current != player) >= 2
);
},
filterTarget: function (card, player, target) {
return target != player;
},
selectTarget: 2,
multiline: true,
multitarget: true,
content: function () {
"step 0";
event.num = 0;
event.cardsx = [];
event.targets.sortBySeat();
"step 1";
var current = targets[event.num];
if (current.countCards("he")) player.gainPlayerCard(current, "he", true, "visibleMove");
event.num++;
"step 2";
if (result.bool) {
var card = result.cards[0];
event.cardsx.push(card);
}
if (event.num < targets.length) event.goto(1);
"step 3";
player.judge().set("callback", lib.skill.dclibang.contentx);
},
contentx: function () {
"step 0";
var card = event.judgeResult.card;
var color = event.judgeResult.color;
var player = event.getParent(2).player;
var cards = event.getParent(2).cardsx;
for (var cardx of cards) {
if (get.color(cardx) == color) {
if (get.position(card, true) == "o") player.gain(card, "gain2");
return;
}
}
event.goto(3);
"step 1";
var targets = event.getParent(2).targets.filter(target => {
return player.canUse("sha", target);
});
if (!targets.length) event.finish();
else
player
.chooseTarget("利傍:视为对其中一名角色使用一张【杀】", true, (card, player, target) => {
return _status.event.targets.includes(target);
})
.set("targets", targets)
.set("ai", target => {
return get.effect(target, { name: "sha" }, player, player);
});
"step 2";
if (result.bool) {
player.useCard({ name: "sha", isCard: true }, result.targets[0], false);
}
event.finish();
"step 3";
player.chooseCardTarget({
filterCard: function (card) {
return get.itemtype(card) == "card";
},
filterTarget: function (card, player, target) {
return _status.event.targets.includes(target);
},
selectCard: 2,
targets: event.getParent(2).targets,
position: "he",
prompt: "交给其中一名角色两张牌或失去1点体力",
ai1: function (card) {
return 1;
},
ai2: function (target) {
var player = _status.event.player,
card = ui.selected.cards[0];
var val = get.value(card, target);
if (val > 0) return get.attitude(player, target) * 2;
return (val - 2) * get.attitude(player, target);
},
});
"step 4";
if (result.bool) {
player.give(result.cards, result.targets[0]);
} else player.loseHp();
},
ai: {
order: 8,
result: {
target: function (player, target) {
if (get.attitude(player, target) > 0 && ui.selected.targets.length) return 0.1;
return -1;
},
},
},
},
dcwujie: {
audio: 2,
trigger: {
global: ["discardBegin", "drawBegin"],
},
forced: true,
forceDie: true,
group: "dcwujie_inf",
logTarget: "player",
filter: function (event, player) {
return event.getParent().name == "die" && event.getParent().source == event.player && event.player != player && event.getParent().player == player;
},
content: function () {
trigger.cancel();
},
subSkill: {
inf: {
trigger: { player: "useCard1" },
forced: true,
popup: false,
firstDo: true,
filter: function (event, player) {
if (get.color(event.card) == "none" && event.addCount !== false) return true;
return false;
},
content: function () {
trigger.addCount = false;
var stat = player.getStat().card,
name = trigger.card.name;
if (typeof stat[name] == "number") stat[name]--;
},
},
},
mod: {
targetInRange: function (card, player) {
const color = get.color(card);
if (color === "none" || color === "unsure") return true;
},
cardUsable: function (card) {
const color = get.color(card);
if (color === "none" || color === "unsure") return Infinity;
},
},
},
//关宁
dcxiuwen: {
audio: 2,
trigger: { player: "useCard" },
filter: function (event, player) {
return !player.getStorage("dcxiuwen").includes(event.card.name);
},
frequent: true,
content: function () {
player.draw();
player.markAuto("dcxiuwen", [trigger.card.name]);
},
intro: { content: "已使用:$" },
},
oldlongsong: {
audio: "dclongsong",
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("h") > 0;
},
getSkills: function (target, player, trigger) {
return target.getSkills(null, false).filter(skill => {
var skills = game.expandSkills([skill]);
if (
skills.filter(skillx => {
var info = get.info(skillx);
if (!info || !info.enable || (info.usable && !(info.usable >= 1))) return false;
if (info.enable != "phaseUse" && (!Array.isArray(info.enable) || !info.enable.includes("phaseUse"))) return false;
if (info.viewAs && info.usable && info.usable != 1) return false;
if (info.juexingji || info.hiddenSkill || info.charlotte || info.limited || info.dutySkill) return false;
if ((!info.usable || info.usable > 1) && info.filter) {
try {
var bool1 = info.filter(trigger, player);
var num = player.getStat().skill[skillx];
player.getStat().skill[skillx] = 1;
var bool2 = info.filter(trigger, player);
if (!num) delete player.getStat().skill[skillx];
else player.getStat().skill[skillx] = num;
var bool3 = !(bool1 && !bool2);
} catch (e) {
console.trace(e);
}
if (!bool1 && !bool2 && get.skillInfoTranslation(skill, player).indexOf("出牌阶段限一次") == -1) return false;
if ((bool1 || bool2) && bool3) return false;
}
return true;
}).length
)
return true;
return false;
});
},
content: function () {
"step 0";
player.chooseCardTarget({
filterCard: true,
selectCard: 1,
filterTarget: function (card, player, target) {
return player != target;
},
ai1: function (card) {
return 6 - get.value(card);
},
ai2: function (target) {
var att = get.attitude(_status.event.player, target),
trigger = _status.event.getTrigger(),
player = _status.event.player;
return lib.skill.oldlongsong.getSkills(target, player, trigger).length * 3 + att / 3;
},
prompt: get.prompt2("oldlongsong"),
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("oldlongsong", target);
event.target = target;
player.line(target, "green");
player.give(result.cards, target);
var skills = lib.skill.oldlongsong.getSkills(target, player, trigger);
if (skills.length) {
if (!event.isMine() && !event.isOnline()) game.delayx();
target.disableSkill("oldlongsong_back", skills);
target.markAuto("oldlongsong_back", skills);
target.addTempSkill("oldlongsong_back", ["phaseUseAfter", "phaseAfter"]);
var str = "";
for (var i = 0; i < skills.length; i++) {
str += "【" + get.translation(skills[i]) + "】";
if (i != skills.length - 1) str += "、";
}
game.log(target, "的技能", "#g" + str, "失效了");
// game.log(player,'获得了技能','#g'+str);
player.popup(skills, "thunder");
for (var skill of skills) {
player.addTempSkills(skill, ["phaseUseAfter", "phaseAfter"]);
}
}
}
},
ai: { expose: 0.2 },
subSkill: {
back: {
charlotte: true,
onremove: function (player, skill) {
var skills = player.getStorage("oldlongsong_back");
for (var key of skills) {
game.log(player, "恢复了技能", "#g【" + get.translation(key) + "】");
delete player.storage[key];
}
player.enableSkill(skill);
player.popup(skills, "thunder");
},
},
},
},
dclongsong: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("h") > 0;
},
getSkills(target, skills) {
return (target && !skills ? target.getSkills(null, false) : skills).filter(skill => {
var str = get.skillInfoTranslation(skill, target);
if (str.indexOf("当你于出牌阶段") != -1) return true;
var skills = game.expandSkills([skill]);
if (
skills.some(skillx => {
var info = get.info(skillx);
if (!info || !info.enable) return false;
if (info.enable != "phaseUse" && info.enable != "chooseToUse" && (!Array.isArray(info.enable) || (!info.enable.includes("phaseUse") && !info.enable.includes("chooseToUse")))) return false;
if (info.juexingji || info.hiddenSkill || info.charlotte || info.limited || info.dutySkill) return false;
if (info.ai && info.ai.notemp) return false;
return true;
})
)
return true;
return false;
});
},
content: function () {
"step 0";
player.chooseCardTarget({
filterCard: { color: "red" },
selectCard: 1,
position: "he",
filterTarget: function (card, player, target) {
return player != target;
},
ai1: function (card) {
return 6 - get.value(card);
},
ai2: function (target) {
var att = get.attitude(_status.event.player, target);
return lib.skill.dclongsong.getSkills(target).length * 2 + att / 2.5;
},
prompt: get.prompt2("dclongsong"),
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dclongsong", target);
event.target = target;
player.line(target, "green");
player.give(result.cards, target);
var skills = lib.skill.dclongsong.getSkills(target);
if (skills.length) {
if (!event.isMine() && !event.isOnline()) game.delayx();
target.disableSkill("dclongsong_back", skills);
target.markAuto("dclongsong_back", skills);
player.addTempSkill("dclongsong_remove", ["phaseUseAfter", "phaseAfter"]);
player.markAuto("dclongsong_remove", skills);
target.addTempSkill("dclongsong_back", ["phaseUseAfter", "phaseAfter"]);
var str = "";
for (var i = 0; i < skills.length; i++) {
str += "【" + get.translation(skills[i]) + "】";
if (i != skills.length - 1) str += "、";
}
game.log(target, "的技能", "#g" + str, "失效了");
// game.log(player,'获得了技能','#g'+str);
player.popup(skills, "thunder");
for (var skill of skills) {
player.addTempSkills(skill, ["phaseUseAfter", "phaseAfter"]);
}
}
}
},
ai: { expose: 0.2 },
subSkill: {
back: {
charlotte: true,
onremove: function (player, skill) {
var skills = player.getStorage("dclongsong_back");
for (var key of skills) {
game.log(player, "恢复了技能", "#g【" + get.translation(key) + "】");
//delete player.storage[key];
}
player.enableSkill(skill);
player.popup(skills, "thunder");
},
},
remove: {
trigger: { player: ["useSkill", "logSkillBegin"] },
forced: true,
charlotte: true,
popup: false,
onremove: true,
filter: function (event, player) {
var skill = event.sourceSkill || event.skill;
return player.getStorage("dclongsong_remove").includes(skill) && !player.getStockSkills(false, true).includes(skill);
},
content: function () {
"step 0";
var skill = trigger.sourceSkill || trigger.skill;
player.removeSkills(skill);
player.unmarkAuto("dclongsong_remove", [skill]);
},
},
},
},
longsong: {
audio: "dclongsong",
trigger: { player: "phaseUseBegin" },
filter(event, player) {
return game.hasPlayer(target => {
if (target == player) return false;
return target.hasCard(card => {
if (get.position(card) == "h") return true;
return get.color(card) == "red" && lib.filter.canBeGained(card, player, target);
}, "he");
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseCardTarget({
prompt: get.prompt2("longsong"),
filterTarget(card, player, target) {
if (target === player) return false;
const skills = lib.skill.dclongsong.getSkills(target).map(skill => get.translation(skill));
if (skills.length) {
target.prompt(skills.join("<br>"));
}
return (
ui.selected.cards.length ||
target.hasCard(card => {
if (get.position(card) == "h") return true;
return get.color(card) == "red" && lib.filter.canBeGained(card, player, target);
}, "he")
);
},
filterCard: { color: "red" },
selectCard: [0, 1],
multitarget: true,
ai1(card) {
const ai2 = get.event("ai2");
if (
game.hasPlayer(current => {
return ai2(current) > 0;
})
) {
return -1 - get.value(card);
}
return 6 - get.value(card);
},
ai2(target) {
const player = get.event("player"),
att = get.attitude(player, target);
if (att > 0 && !target.getGainableCards(player, "he").some(card => get.color(card) == "red")) return 0;
return lib.skill.dclongsong.getSkills(target).length + (att > 0 ? 0 : Math.max(0, get.effect(target, { name: "shunshou_copy2" }, player, player)));
},
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0],
cards = event.cards,
gainableCards = target.getGainableCards(player, "he").filter(card => get.color(card) == "red");
if (cards) {
await player.give(cards, target);
} else {
if (gainableCards.length) {
let dialog = ["龙诵:获得" + get.translation(target) + "的一张红色牌"];
let cards1 = gainableCards.filter(i => get.position(i) == "h"),
cards2 = gainableCards.filter(i => get.position(i) == "e");
if (cards1.length) {
dialog.push('<div class="text center">手牌区</div>');
if (player.hasSkillTag("viewHandcard", null, target, true)) dialog.push(cards1);
else dialog.push([cards1.randomSort(), "blank"]);
}
if (cards2.length) {
dialog.push('<div class="text center">装备区</div>');
dialog.push(cards2);
}
const {
result: { bool, links },
} = await player.chooseButton(dialog, true).set("ai", button => {
const player = get.event("player"),
target = get.event().getParent().targets[0];
return get.value(button.link, player) * get.value(button.link, target) * (1 + Math.random());
});
if (!bool) return;
await player.gain(links, target, "giveAuto", "bySelf");
} else {
player.popup("杯具");
player.chat("无牌可得?!");
game.log("但是", target, "没有红色牌可被" + get.translation(player) + "获得!");
}
}
let skills = lib.skill.dclongsong.getSkills(target),
fromTarget = true;
if (!skills.length) {
if (!_status.characterlist) {
lib.skill.pingjian.initList();
}
const allList = _status.characterlist.slice(0);
allList.randomSort();
for (const name of allList) {
const curSkills = lib.character[name][3];
const filteredSkills = lib.skill.dclongsong.getSkills(null, curSkills);
if (filteredSkills.length > 0) {
skills = filteredSkills.randomGets(1);
fromTarget = false;
break;
}
}
}
if (!skills.length) return;
if (!event.isMine() && !event.isOnline()) await game.asyncDelayx();
skills.forEach(skill => {
player.popup(skill, "thunder");
});
if (fromTarget) {
target.disableSkill("dclongsong_back", skills);
target.markAuto("dclongsong_back", skills);
target.addTempSkill("dclongsong_back", ["phaseUseAfter", "phaseAfter"]);
let str = "";
for (let i = 0; i < skills.length; i++) {
str += "【" + get.translation(skills[i]) + "】";
if (i != skills.length - 1) str += "、";
}
game.log(target, "的技能", "#g" + str, "失效了");
}
player.addTempSkill("dclongsong_remove", ["phaseUseAfter", "phaseAfter"]);
player.markAuto("dclongsong_remove", skills);
await player.addTempSkills(skills, ["phaseUseAfter", "phaseAfter"]);
},
},
//伏完
dcmoukui: {
audio: "moukui",
trigger: { player: "useCardToPlayered" },
direct: true,
filter: function (event, player) {
return event.card && event.card.name == "sha" && event.isFirstTarget;
},
content: function () {
"step 0";
player
.chooseButton([
get.prompt("dcmoukui"),
[
[
["draw", "摸一张牌"],
["discard", "弃置" + (trigger.targets.length == 1 ? get.translation(trigger.targets[0]) : "一名目标角色") + "的一张牌"],
],
"textbutton",
],
])
.set("filterButton", button => {
if (
button.link == "discard" &&
_status.event.getTrigger().targets.every(target => {
return target.countDiscardableCards(_status.event.player, "he") == 0;
})
)
return false;
return true;
})
.set("ai", function (button) {
if (
button.link == "discard" &&
_status.event.getTrigger().targets.every(target => {
return get.effect(target, { name: "guohe_copy2" }, _status.event.player) <= 0;
})
)
return 0;
return 1;
})
.set("selectButton", [1, 2]);
"step 1";
if (result.bool) {
player.logSkill("dcmoukui");
var choices = result.links;
event.choices = choices;
if (choices.includes("draw")) {
game.log(player, "选择了", "#y选项一");
player.draw();
}
if (choices.includes("discard")) {
game.log(player, "选择了", "#y选项二");
if (trigger.targets.length == 1) event.directtarget = trigger.targets[0];
else
player
.chooseTarget("谋溃:弃置一名目标角色的一张牌", true, (card, player, target) => {
return _status.event.getTrigger().targets.includes(target) && target.countDiscardableCards(player, "he") > 0;
})
.set("ai", target => {
return get.effect(target, { name: "guohe_copy2" }, _status.event.player);
});
} else event.finish();
if (choices.length >= 2) {
player.addTempSkill("dcmoukui_conseq");
player.markAuto("dcmoukui_conseq", [trigger.card]);
}
}
"step 2";
player.discardPlayerCard(event.directtarget || result.targets[0], true, "he").boolline = true;
},
subSkill: {
conseq: {
trigger: {
global: ["shaMiss", "useCardToExcluded", "eventNeutralized", "shaCancelled"],
},
forced: true,
popup: false,
charlotte: true,
onremove: true,
filter: function (event, player, name) {
if (!event.card) return false;
var cards = player.getStorage("dcmoukui_conseq");
if (!cards.includes(event.card)) return false;
return true;
},
content: function () {
"step 0";
game.delayx();
"step 1";
trigger.target.discardPlayerCard(player, true, "he").boolline = true;
},
},
},
},
//孙桓
dcniji: {
audio: 2,
trigger: { target: "useCardToTargeted" },
filter: function (event, player) {
return get.type(event.card) != "equip";
},
frequent: true,
group: "dcniji_discard",
content: function () {
var next = player.draw();
var evt = trigger.getParent("dcniji_discard");
if (!evt || evt.player != player) next.gaintag = ["dcniji"];
player.addTempSkill("dcniji_clear");
},
subSkill: {
clear: {
charlotte: true,
onremove: function (player) {
player.removeGaintag("dcniji");
},
},
discard: {
audio: "dcniji",
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
return player.hasCard(card => card.hasGaintag("dcniji") && lib.filter.cardDiscardable(card, player, "dcniji"), "h");
},
forced: true,
locked: false,
content: function () {
"step 0";
var cards = player.getCards("h", card => card.hasGaintag("dcniji") && lib.filter.cardDiscardable(card, player, "dcniji"));
event.cards = cards;
// if(cards.length>=player.hp){
if (cards.some(card => player.hasUseTarget(card))) {
player.chooseToUse({
prompt: "是否使用一张“逆击”牌?",
filterCard: function (card, player) {
if (get.itemtype(card) == "card" && !card.hasGaintag("dcniji")) return false;
return lib.filter.filterCard.apply(this, arguments);
},
ai1: function (card) {
return get.player().getUseValue(card);
},
});
}
// }
"step 1";
if (result.bool) game.delayex();
var cards = cards.filter(card => get.owner(card) == player && get.position(card) == "h" && lib.filter.cardDiscardable(card, player, "dcniji"));
if (cards.length) player.discard(cards);
},
},
},
},
//孙狼
dctingxian: {
audio: 2,
trigger: { player: "useCardToPlayered" },
usable: 1,
filter: function (event, player) {
return event.card.name == "sha" && event.getParent().triggeredTargets3.length == event.targets.length;
},
check: function (event, player) {
return event.targets.some(target => get.effect(target, event.card, player, player) <= 0);
},
content: function () {
"step 0";
var num = player.countCards("e") + 1;
event.num = num;
player.draw(num);
"step 1";
var num = Math.min(trigger.targets.length, num);
player
.chooseTarget("铤险:令此杀对其中至多" + get.cnNumber(num) + "个目标无效", [1, num], true, (card, player, target) => {
return _status.event.getTrigger().targets.includes(target);
})
.set("ai", target => {
return 1 - get.effect(target, _status.event.getTrigger().card, _status.event.player, _status.event.player);
});
"step 2";
if (result.bool) {
player.line(result.targets);
trigger.getParent().excluded.addArray(result.targets);
}
},
ai: {
effect: {
player: function (card, player, target) {
if (_status.event.name == "chooseToUse" && get.name(card) == "sha" && (!player.storage.counttrigger || !player.storage.counttrigger.dctingxian) && !_status._dctingxian_aiChecking) {
_status._dctingxian_aiChecking = true;
var eff = get.effect(target, { name: "sha" }, player, player);
delete _status._dctingxian_aiChecking;
if (
eff < 0 &&
ui.selected.targets.filter(targetx => {
if (targetx == target) return false;
_status._dctingxian_aiChecking = true;
var eff = get.effect(targetx, { name: "sha" }, player, player);
delete _status._dctingxian_aiChecking;
if (eff < 0) return true;
}).length <
player.countCards("e") + 1
)
return [0, 0, 0, 0.5];
}
},
},
},
},
dcbenshi: {
audio: 2,
forced: true,
trigger: { player: "useCard1" },
filter: function (event, player) {
if (event.card.name != "sha") return false;
var card = event.card;
var range;
var select = get.copy(get.info(card).selectTarget);
if (select == undefined) {
if (get.info(card).filterTarget == undefined) return false;
range = [1, 1];
} else if (typeof select == "number") range = [select, select];
else if (get.itemtype(select) == "select") range = select;
else if (typeof select == "function") range = select(card, player);
game.checkMod(card, player, range, "selectTarget", player);
return range[1] == -1;
},
content: function () {},
mod: {
attackRangeBase: function (player, num) {
if (num !== "unchanged") return num;
var range = 1;
var equips = player.getCards("e", function (card) {
return get.subtype(card) != "equip1" && (!ui.selected.cards || !ui.selected.cards.includes(card));
});
for (var i = 0; i < equips.length; i++) {
var info = get.info(equips[i], false).distance;
if (!info) continue;
if (info.attackFrom) {
range -= info.attackFrom;
}
}
return range;
},
attackRange: function (player, num) {
return num + 1;
},
selectTarget: function (card, player, range) {
if (card.name == "sha") {
range[0] = -1;
range[1] = -1;
}
},
},
},
//是仪
dccuichuan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: true,
filterCard: true,
derivation: "dczuojian",
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
event.num = target.countCards("e");
var subtypes = [];
for (var i = 1; i < 7; i++) {
if (target.hasEmptySlot(i)) subtypes.push("equip" + i);
}
if (subtypes.length) {
subtypes.randomSort();
for (var subtype of subtypes) {
var card = get.cardPile2(card => get.subtype(card) == subtype);
if (card && target.canUse(card, target)) {
target.chooseUseTarget(card, true, "nopopup");
break;
}
}
}
"step 1";
var numx = target.countCards("e");
if (numx > 0) player.draw(numx);
game.delayx();
"step 2";
event.num2 = target.countCards("e");
if (event.num2 == 4 && num != 4) {
player.trySkillAnimate("dccuichuan_animate", "dccuichuan_animate", player.checkShow("dccuichuan"));
//player.removeSkill('dccuichuan');
//game.log(player,'失去了技能','#g【榱椽】');
player.changeSkills(["dczuojian"], ["dccuichuan"]);
target.insertPhase();
game.delayx();
}
},
subSkill: {
animate: {
skillAnimation: true,
animationColor: "wood",
},
},
ai: {
order: 7,
result: {
target: function (player, target) {
if (target.countCards("e") == 3) return 2;
return 1;
},
player: function (player, target) {
if (target.countCards("e") == 3) return 0.5;
return target.countCards("e") + 1;
},
},
},
},
dczhengxu: {
audio: 2,
group: ["dczhengxu_lose", "dczhengxu_damage"],
subSkill: {
lose: {
audio: "dczhengxu",
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
prompt2: function (event, player) {
return "当你失去牌后,若你本回合受到过伤害,你可以摸等量的牌(" + get.cnNumber(event.getl(player).cards2.length) + "张)";
},
check: () => true,
filter: function (event, player) {
if (event.name == "gain" && event.player == player) return false;
if (!player.getHistory("damage").length || player.hasHistory("useSkill", evt => evt.skill == "dczhengxu_lose")) return false;
var evt = event.getl(player);
return evt && evt.cards2 && evt.cards2.length > 0;
},
content: function () {
player.draw(trigger.getl(player).cards2.length);
},
ai: {
effect: {
target: (card, player, target) => {
if ((get.tag(card, "lose") || get.tag(card, "discard")) && target.getHistory("damage").length && !target.hasHistory("useSkill", evt => evt.skill == "dczhengxu_lose")) return [1, 1];
},
},
},
},
damage: {
audio: "dczhengxu",
trigger: {
player: "damageBegin4",
},
prompt2: "当你受到伤害时,若你本回合失去过牌,你可以防止之",
check: () => true,
filter: function (event, player) {
if (!player.hasHistory("lose", evt => evt.cards2 && evt.cards2.length) || player.hasHistory("useSkill", evt => evt.skill == "dczhengxu_damage")) return false;
return true;
},
content: function () {
trigger.cancel();
},
ai: {
effect: {
target: (card, player, target) => {
if (player.hasSkillTag("jueqing", false, target) || !get.tag(card, "damage")) return;
if (target.hasHistory("useSkill", evt => evt.skill == "dczhengxu_damage") || !target.hasHistory("lose", evt => evt.cards2 && evt.cards2.length)) return;
if (get.attitude(player, target) >= 0) return "zeroplayertarget";
let num = 0,
shas = player.getCardUsable("sha"),
hs = player.getCards("hs", i => {
if (i === card || (card.cards && card.cards.includes(i)) || !get.tag(i, "damage") || !player.canUse(i, target)) return false;
if (get.name(i) === "sha") {
num++;
return false;
}
return true;
});
if (card.name === "sha") shas--;
num = Math.min(num, shas);
num += hs.length;
if (!num) return "zeroplayertarget";
num = 1 - 2 / 3 / num;
return [num, 0, num, 0];
},
},
},
},
},
},
dczuojian: {
audio: 2,
trigger: { player: "phaseUseEnd" },
filter: function (event, player) {
return (
player.getHistory("useCard", evt => {
var evtx = evt.getParent("phaseUse");
if (evtx && evtx == event) return true;
return false;
}).length >= player.hp
);
},
direct: true,
content: function () {
"step 0";
var choices = [];
var choiceList = ["令装备区牌数多于你的角色各摸一张牌", "令装备区牌数少于你的角色各弃置一张手牌"];
var num = player.countCards("e");
var targets = [],
targets2 = [];
var eff = 0,
eff2 = 0;
for (var target of game.filterPlayer()) {
if (target.countCards("e") > num) {
targets.push(target);
eff += get.attitude(player, target);
}
if (target.countCards("e") < num) {
targets2.push(target);
eff2 -= get.attitude(player, target);
}
}
event.targets = targets;
event.targets2 = targets2;
if (targets.length) {
choices.push("选项一");
choiceList[0] += "" + get.translation(targets) + "";
} else choiceList[0] = '<span style="opacity:0.5; ">' + choiceList[0] + "</span>";
if (targets2.length) {
choices.push("选项二");
choiceList[1] += "" + get.translation(targets2) + "";
} 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("dczuojian"))
.set("choiceList", choiceList)
.set("ai", () => {
var controls = _status.event.controls,
choice = _status.event.choice;
if (!controls.includes("选项一") || (controls.includes("选项二") && choice == 1)) return "选项二";
return "选项一";
})
.set("choice", eff <= 0 && eff2 <= 0 ? "cancel2" : eff > -eff2 ? 0 : 1);
"step 1";
if (result.control == "选项一") {
player.logSkill("dczuojian", targets);
game.asyncDraw(targets, 1);
} else if (result.control == "选项二") {
player.logSkill("dczuojian", event.targets2);
for (var target of event.targets2) {
player.discardPlayerCard("h", target, true);
}
}
},
},
//胡金定
dcdeshi: {
audio: 2,
trigger: { player: "damageBegin4" },
forced: true,
filter: function (event, player) {
return player.isDamaged() && event.card && event.card.name == "sha";
},
content: function () {
"step 0";
trigger.cancel();
for (var func of ["discardPile", "cardPile2"]) {
var card = get[func](card => card.name == "sha");
if (card) {
player.gain(card, "gain2");
break;
}
}
"step 1";
player.loseMaxHp();
},
ai: {
halfneg: true,
filterDamage: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.card && arg.card.name == "sha") return true;
return false;
},
},
},
dcwuyuan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h", "sha") > 0;
},
filterCard: { name: "sha" },
filterTarget: lib.filter.notMe,
check: function (card) {
var player = _status.event.player;
if (
get.color(card) == "red" &&
game.hasPlayer(function (current) {
return current != player && current.isDamaged() && get.attitude(player, current) > 2;
})
)
return 2;
if (get.natureList(card).length) return 1.5;
return 1;
},
discard: false,
lose: false,
delay: false,
content: function () {
"step 0";
player.give(cards, target, "give");
player.recover();
"step 1";
var num = 1;
if (get.natureList(cards[0]).length) num++;
player.draw("nodelay");
target.draw(num);
if (get.color(cards[0]) == "red") target.recover();
},
ai: {
order: 1,
result: {
player: function (player, target) {
if (player.isDamaged()) return 1;
return 0;
},
target: function (player, target) {
if (ui.selected.cards.length) {
var num = 1;
if (get.natureList(ui.selected.cards[0]).length) num++;
if (target.hasSkillTag("nogain")) num = 0;
if (get.color(ui.selected.cards[0]) == "red") return num + 2;
else return num + 1;
}
return 1;
},
},
},
},
//李异谢旌
dcdouzhen: {
audio: 2,
trigger: {
player: ["useCard", "respond"],
},
forced: true,
zhuanhuanji: "number",
mark: true,
marktext: "☯",
intro: {
content: function (storage, player) {
var str = "<li>已转换过" + get.cnNumber(storage || 0) + "次。<li>你的回合内,";
str += player.countMark("dcdouzhen") % 2 ? "你的红色基本牌均视为普【杀】且无次数限制。" : "你的黑色基本牌均视为【决斗】且使用时获得目标的一张牌。";
return str;
},
},
filter: function (event, player) {
if (player != _status.currentPhase || !event.card.isCard || !event.cards || event.cards.length != 1 || get.type(event.cards[0]) != "basic") return false;
if (player.countMark("dcdouzhen") % 2) return get.color(event.cards[0]) == "red" && event.card.name == "sha";
return event.name != "respond" && get.color(event.cards[0]) == "black" && event.card.name == "juedou";
},
content: function () {
if (player.countMark("dcdouzhen") % 2) {
// if(trigger.addCount!==false){
// trigger.addCount=false;
// if(player.stat[player.stat.length-1].card.sha>0){
// player.stat[player.stat.length-1].card.sha--;
// }
// }
} else {
if (trigger.targets.length && trigger.targets.filter(i => i.countGainableCards(player, "he") > 0).length) player.gainMultiple(trigger.targets.sortBySeat(), "he");
}
player.changeZhuanhuanji("dcdouzhen");
},
ai: {
effect: {
player: function (card, player, target) {
if (card.name != "juedou") return;
if (
player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: card,
},
true
)
) {
return [1, 1];
}
var hs1 = target.getCards("h", "sha");
var hs2 = player.getCards("h", card => (get.color(card) == "red" && get.type(card) == "basic") || get.name(card) == "sha");
var hsx = target.getCards("h");
if (hs1.length > hs2.length + 1 || (hsx.length > 2 && hs2.length == 0 && hsx[0].number < 6) || (hsx.length > 3 && hs2.length == 0) || (hs1.length > hs2.length && (!hs2.length || hs1[0].number > hs2[0].number))) {
return [1, -2];
}
return [1, -0.5];
},
},
},
mod: {
cardname: function (card, player) {
if (get.type(card, null, false) != "basic" || player != _status.currentPhase) return;
if (player.countMark("dcdouzhen") % 2) {
if (get.color(card) == "red") return "sha";
} else {
if (get.color(card) == "black") return "juedou";
}
},
cardnature: function (card, player) {
if (get.type(card, null, false) != "basic" || player != _status.currentPhase) return;
if (player.countMark("dcdouzhen") % 2) {
if (get.color(card) == "red") return false;
}
},
cardUsable: function (card, player) {
if (_status.currentPhase == player && card.name == "sha" && player.countMark("dcdouzhen") % 2 && get.color(card) == "red" && card.isCard) return Infinity;
},
},
},
//穆顺
dcjinjian: {
audio: 2,
trigger: {
player: "damageEnd",
source: "damageSource",
},
forced: true,
locked: false,
filter: function (event, player, name) {
return name == "damageSource" || (event.source && event.source != player && event.source.isIn());
},
content: function () {
"step 0";
player.addMark("dcjinjian", 1);
game.delayx();
"step 1";
var source = trigger.source;
if (source && source != player && source.isIn() && player.canCompare(source)) {
player
.chooseBool("是否和" + get.translation(source) + "拼点?", "若你赢则你恢复1点体力")
.set(
"goon",
(player.countCards("h") == 1 ||
player.hasCard(function (card) {
return get.value(card) <= 5 || get.number(card) > 10;
})) &&
(get.attitude(player, source) <= 0 || source.countCards("h") >= 4)
)
.set("ai", function () {
return _status.event.goon;
});
} else event.finish();
"step 2";
if (result.bool) {
player.line(trigger.source, "green");
player.chooseToCompare(trigger.source);
} else event.finish();
"step 3";
if (result.bool) player.recover();
},
intro: {
name2: "劲",
content: "mark",
},
mod: {
attackRange: function (player, num) {
return num + player.countMark("dcjinjian");
},
},
},
dcshizhao: {
audio: 2,
usable: 1,
trigger: {
player: ["loseAfter"],
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
filter: function (event, player) {
return player != _status.currentPhase && player.countCards("h") == 0 && event.getl(player).hs.length > 0;
},
content: function () {
if (player.hasMark("dcjinjian")) {
player.removeMark("dcjinjian", 1);
player.draw(2);
} else {
player.addTempSkill("dcshizhao_effect");
player.addMark("dcshizhao_effect", 1, false);
game.delayx();
}
},
subSkill: {
effect: {
charlotte: true,
onremove: true,
trigger: { player: "damageBegin1" },
forced: true,
content: function () {
trigger.num += player.countMark(event.name);
player.removeSkill(event.name);
},
},
},
ai: {
combo: "dcjinjian",
},
},
//赵俨
dcfuning: {
audio: 2,
trigger: { player: "useCard" },
prompt2: function (event, player) {
return (
"摸两张牌,然后弃置" +
get.cnNumber(
1 +
player.getHistory("useSkill", function (evt) {
return evt.skill == "dcfuning";
}).length
) +
"张牌"
);
},
check: function (event, player) {
return (
player.getHistory("useSkill", function (evt) {
return evt.skill == "dcfuning";
}).length < 2
);
},
content: function () {
player.draw(2);
player.chooseToDiscard(
"he",
true,
+player.getHistory("useSkill", function (evt) {
return evt.skill == "dcfuning";
}).length
);
},
},
dcbingji: {
audio: 2,
enable: "phaseUse",
usable: 4,
filter: function (event, player) {
var hs = player.getCards("h"),
suits = player.getStorage("dcbingji_mark");
if (!hs.length) return false;
var suit = get.suit(hs[0], player);
if (suit == "none" || suits.includes(suit)) return false;
for (var i = 1; i < hs.length; i++) {
if (get.suit(hs[i], player) != suit) return false;
}
return true;
},
ai: {
order: 10,
result: { player: 1 },
},
chooseButton: {
dialog: function (event, player) {
return ui.create.dialog("秉纪", [["sha", "tao"], "vcard"], "hidden");
},
filter: function (button, player) {
return lib.filter.cardEnabled(
{
name: button.link[2],
isCard: true,
storage: { dcbingji: true },
},
player,
"forceEnable"
);
},
check: function (button) {
var card = {
name: button.link[2],
isCard: true,
storage: { dcbingji: true },
},
player = _status.event.player;
return Math.max.apply(
Math,
game
.filterPlayer(function (target) {
if (player == target) return false;
return lib.filter.targetEnabled2(card, player, target) && lib.filter.targetInRange(card, player, target);
})
.map(function (target) {
return get.effect(target, card, player, player);
})
);
},
backup: function (links, player) {
return {
viewAs: {
name: links[0][2],
isCard: true,
storage: { dcbingji: true },
},
filterCard: () => false,
selectCard: -1,
filterTarget: function (card, player, target) {
if (!card) card = get.card();
if (player == target) return false;
return lib.filter.targetEnabled2(card, player, target) && lib.filter.targetInRange(card, player, target);
},
selectTarget: 1,
ignoreMod: true,
filterOk: () => true,
precontent: function () {
player.logSkill("dcbingji");
delete event.result.skill;
var hs = player.getCards("h");
player.showCards(hs, get.translation(player) + "发动了【秉纪】");
player.markAuto("dcbingji_mark", [get.suit(hs[0], player)]);
player.addTempSkill("dcbingji_mark");
},
};
},
prompt: function (links, player) {
return "请选择【" + get.translation(links[0][2]) + "】的目标";
},
},
subSkill: {
mark: {
charlotte: true,
onremove: true,
trigger: { player: "useCard1" },
forced: true,
popup: false,
firstDo: true,
filter: function (event, player) {
return event.addCount !== false && event.card.name == "sha" && event.card.storage && event.card.storage.dcbingji;
},
content: function () {
trigger.addCount = false;
player.getStat("card").sha--;
},
},
},
},
//王威
dcruizhan: {
audio: 2,
trigger: { global: "phaseZhunbeiBegin" },
filter: function (event, player) {
return player != event.player && event.player.countCards("h") >= Math.max(1, event.player.hp) && player.canCompare(event.player);
},
logTarget: "player",
check: function (event, player) {
var goon = player.hasCard(function (card) {
return card.name == "sha" || get.value(card) <= 5;
});
var target = event.player;
if (goon && get.attitude(player, target) < 0) {
return get.effect(target, { name: "sha" }, player, player) > 0;
}
return 0;
},
content: function () {
"step 0";
event.target = trigger.player;
player.chooseToCompare(event.target).set("ai", function (card) {
if (typeof card == "string" && lib.skill[card]) {
var ais =
lib.skill[card].check ||
function () {
return 0;
};
return ais();
}
var player = get.owner(card);
var getn = function (card) {
if (player.hasSkill("tianbian") && get.suit(card) == "heart") return 13;
return get.number(card);
};
var event = _status.event.getParent();
var to = player == event.player ? event.target : event.player;
var addi = get.value(card) >= 8 && get.type(card) != "equip" ? -6 : 0;
if (card.name == "du") addi -= 5;
if (player == event.player) {
if (get.name(card, player) == "sha") {
return 10 + getn(card);
}
return getn(card) - get.value(card) / 2 + addi;
} else {
if (get.name(card, player) == "sha") {
return -10 - getn(card) - get.value(card) / 2 + addi;
}
return getn(card) - get.value(card) / 2 + addi;
}
});
"step 1";
var bool1 = result.bool;
var bool2 = get.name(result.player, player) == "sha" || get.name(result.target, target) == "sha";
if (bool1 || bool2) {
if (player.canUse("sha", target, false)) {
player.useCard({ name: "sha", isCard: true }, target, false);
if (!bool1 || !bool2) event.finish();
} else event.finish();
} else event.finish();
"step 2";
if (
target.hasCard(function (card) {
return lib.filter.canBeGained(card, target, player);
}, "he") &&
player.hasHistory("sourceDamage", function (evt) {
var evtx = evt.getParent("useCard");
return evtx && evtx.card == evt.card && evtx.getParent() == event;
})
)
player.gainPlayerCard(target, true, "he");
},
},
dcshilie: {
audio: 2,
enable: "phaseUse",
usable: 1,
chooseButton: {
dialog: function (event, player) {
return ui.create.dialog(
"示烈:请选择一项",
[
[
["recover", "回复1点体力将两张牌置于武将牌上作为“示烈”"],
["losehp", "失去1点体力获得两张“示烈”牌"],
],
"textbutton",
],
"hidden"
);
},
check: function (button) {
return button.link == "recover" ? 1 : 0;
},
backup: function (links, player) {
return get.copy(lib.skill["dcshilie_" + links[0]]);
},
prompt: () => "点击“确定”以执行选项",
},
intro: {
markcount: "expansion",
content: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
group: "dcshilie_die",
ai: {
order: 0.5,
result: {
player: function (player) {
if (player.isDamaged() && !player.countCards("h", "tao")) return 1;
return 0;
},
},
},
subSkill: {
backup: {},
recover: {
audio: "dcshilie",
selectCard: -1,
selectTarget: -1,
filterCard: () => false,
filterTarget: () => false,
multitarget: true,
content: function () {
"step 0";
player.recover();
"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", 2, true, "选择两张牌作为“示烈”牌");
"step 2";
if (result.bool) {
player.addToExpansion(result.cards, player, "give").gaintag.add("dcshilie");
} else event.finish();
"step 3";
var cards = player.getExpansions("dcshilie");
if (cards.length > game.countPlayer()) {
player.loseToDiscardpile(cards.slice(game.countPlayer()));
}
},
},
losehp: {
audio: "dcshilie",
selectCard: -1,
selectTarget: -1,
filterCard: () => false,
filterTarget: () => false,
multitarget: true,
content: function () {
"step 0";
player.loseHp();
"step 1";
var hs = player.getExpansions("dcshilie");
if (!hs.length) event.finish();
else if (hs.length <= 2) event._result = { bool: true, links: hs };
else player.chooseButton(["选择获得两张“示烈”牌", hs], 2, true);
"step 2";
if (result.bool) {
player.gain(result.links, "gain2");
}
},
},
die: {
audio: "dcshilie",
forceDie: true,
trigger: { player: "die" },
filter: function (event, player) {
return player.getExpansions("dcshilie").length > 0;
},
direct: true,
skillAnimation: true,
animationColor: "metal",
content: function () {
"step 0";
player.chooseTarget(get.prompt("dcshilie"), "令一名角色获得你的“示烈”牌", function (card, player, target) {
return target != player && target != _status.event.getTrigger().source;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dcshilie_die", target);
player.give(player.getExpansions("dcshilie"), target, "give");
}
},
},
},
},
//胡班
dcchongyi: {
audio: 2,
init: () => {
game.addGlobalSkill("dcchongyi_ai");
},
onremove: () => {
if (!game.hasPlayer(i => i.hasSkill("dcchongyi"), true)) game.removeGlobalSkill("dcchongyi_ai");
},
trigger: { global: "useCard" },
logTarget: "player",
filter: function (event, player) {
if (event.card.name != "sha" || !event.player.isIn()) return false;
var evt = event.getParent("phaseUse");
if (!evt || evt.player != event.player) return false;
var goon = false;
var history = event.player.getHistory("useCard", function (evtx) {
if (goon || evtx.getParent("phaseUse") != evt) return false;
goon = true;
return true;
});
return history[0] == event;
},
prompt2: event => "令其摸两张牌,且使用【杀】的次数上限+1",
check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
content: function () {
var target = trigger.player;
target.draw(2);
target.addMark("dcchongyi_sha", 1, false);
target.addTempSkill("dcchongyi_sha");
},
group: "dcchongyi_end",
subSkill: {
ai: {
mod: {
aiOrder: function (player, card, num) {
if (card.name != "sha") return;
var evt = _status.event.getParent("phaseUse");
if (!evt || evt.player != player) return;
if (
player.hasHistory("useCard", function (evtx) {
return evtx.getParent("phaseUse") == evt;
})
)
return;
if (
game.hasPlayer(function (current) {
return current.hasSkill("dcchongyi") && get.attitude(player, current) >= 0;
})
)
return num + 10;
},
},
trigger: { player: "dieAfter" },
filter: () => {
return !game.hasPlayer(i => i.hasSkill("dcchongyi"), true);
},
silent: true,
forceDie: true,
content: () => {
game.removeGlobalSkill("dcchongyi_ai");
},
},
end: {
audio: "dcchongyi",
trigger: { global: "phaseUseEnd" },
logTarget: "player",
filter: function (event, player) {
if (!event.player.isIn()) return false;
var history = event.player.getHistory("useCard", function (evt) {
return evt.getParent("phaseUse") == event;
});
return history.length && history[history.length - 1].card.name == "sha";
},
prompt2(event, player) {
const target = event.player;
const history = target.getHistory("useCard", evt => {
return evt.getParent("phaseUse") === event;
});
const evt = history.lastItem,
cards = evt.cards.filterInD("d");
let str = "令" + get.translation(target) + "本回合的手牌上限+1";
if (cards.length) str += `,然后你获得${get.translation(cards)}`;
str += "。";
return str;
},
check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
async content(event, trigger, player) {
const target = trigger.player;
target.addMark("dcchongyi_keep", 1, false);
target.addTempSkill("dcchongyi_keep");
const history = target.getHistory("useCard", evt => {
return evt.getParent("phaseUse") === trigger;
});
const evt = history.lastItem,
cards = evt.cards.filterInD("d");
if (cards.length) await player.gain(cards, "gain2");
else await game.asyncDelayx();
},
},
sha: {
charlotte: true,
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("dcchongyi_sha");
},
},
onremove: true,
intro: { content: "使用【杀】的次数上限+#" },
},
keep: {
charlotte: true,
mod: {
maxHandcard: function (player, num) {
return num + player.countMark("dcchongyi_keep");
},
},
onremove: true,
intro: { content: "手牌上限+#" },
},
},
},
//牛辅
dcxiaoxi: {
auto: 2,
trigger: { player: "phaseUseBegin" },
forced: true,
filter: function (event, player) {
return player.maxHp > 1;
},
content: function () {
"step 0";
if (player.maxHp <= 2) event._result = { index: 0 };
else
player
.chooseControl("1点", "2点")
.set("prompt", "宵袭减少1或2点体力上限")
.set("ai", function () {
var player = _status.event.player;
if (
!game.hasPlayer(function (current) {
if (!player.inRange(current) || get.attitude(player, current) >= 0) return false;
if (
get.effect(current, { name: "shunshou_copy2" }, player, player) > 0 &&
current.countCards("h") +
current.countCards("e", function (card) {
return get.value(card, current) > 0;
}) >
1
)
return true;
if (get.effect(current, { name: "sha" }, player, player) > 0 && current.countCards("hs", "shan") + current.hp > 1) return true;
})
)
return 0;
return 1;
});
"step 1";
player.loseMaxHp(1 + result.index);
event.num = 1 + result.index;
"step 2";
if (!game.hasPlayer(current => player.inRange(current))) event.finish();
else
player
.chooseTarget(
"请选择【宵袭】的目标",
"然后你选择一项:⒈获得该角色的" + get.cnNumber(num) + "张牌。⒉视为对其使用" + get.cnNumber(num) + "张【杀】。",
function (card, player, target) {
return player.inRange(target);
},
true
)
.set("ai", function (target) {
var player = _status.event.player;
if (get.attitude(player, target) >= 0) return 0;
var eff1 = get.effect(target, { name: "shunshou_copy2" }, player, player);
if (
eff1 > 0 &&
target.countCards("h") +
target.countCards("e", function (card) {
return get.value(card, target) > 0;
}) >
1
)
eff1 *= 1.6;
var eff2 = player.canUse("sha", target) ? get.effect(target, { name: "sha" }, player, player) : 0;
if (eff2 > 0 && target.countCards("hs", "shan") + target.hp > 1) eff2 *= 2;
return Math.max(eff1, eff2);
});
"step 3";
var target = result.targets[0];
player.line(target, "green");
event.target = target;
var bool1 = target.countGainableCards(player, "he") > 0;
var bool2 = player.canUse("sha", target);
if (!bool1 && !bool2) event.finish();
else if (bool1 && bool2) {
var str = get.translation(target),
numx = get.cnNumber(num);
player
.chooseControl()
.set("choiceList", ["获得" + str + "的" + numx + "张牌", "视为对" + str + "使用" + numx + "张【杀】"])
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getParent().target;
var eff1 = get.effect(target, { name: "shunshou_copy2" }, player, player);
if (
eff1 > 0 &&
target.countCards("h") +
target.countCards("e", function (card) {
return get.value(card, target) > 0;
}) >
1
)
eff1 *= 1.6;
var eff2 = player.canUse("sha", target) ? get.effect(target, { name: "sha" }, player, player) : 0;
if (eff2 > 0 && target.countCards("hs", "shan") + target.hp > 1) eff2 *= 2;
return eff1 > eff2 ? 0 : 1;
});
} else event._result = { index: bool1 ? 0 : 1 };
"step 4";
if (result.index == 0) {
player.gainPlayerCard(target, true, num, "he");
event.finish();
}
"step 5";
event.num--;
if (player.canUse("sha", target, false)) {
player.useCard({ name: "sha", isCard: true }, target, false);
if (event.num > 0) event.redo();
}
},
ai: {
halfneg: true
},
},
xiongrao: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
limited: true,
skillAnimation: true,
animationColor: "soil",
prompt: function (event, player) {
var str = "是否发动【熊扰】?";
str += "(可摸" + get.cnNumber(Math.max(0, 7 - player.maxHp)) + "张牌)";
return str;
},
logTarget: (event, player) => game.filterPlayer(current => current != player),
check: function (event, player) {
return player.maxHp <= 3;
},
content: function () {
player.awakenSkill("xiongrao");
game.countPlayer(function (current) {
if (current != player) current.addTempSkill("xiongrao_blocker");
});
var num = 7 - player.maxHp;
if (num > 0) {
player.gainMaxHp(num);
player.draw(num);
}
},
subSkill: {
blocker: {
init: function (player, skill) {
player.addSkillBlocker(skill);
},
onremove: function (player, skill) {
player.removeSkillBlocker(skill);
},
charlotte: true,
locked: true,
skillBlocker: function (skill, player) {
var info = get.info(skill);
return info && !info.charlotte && !get.is.locked(skill) && !info.limited && !info.juexingji;
},
mark: true,
marktext: "扰",
intro: {
content: function (list, player, skill) {
var storage = player.getSkills(null, false, false).filter(function (i) {
return lib.skill.xiongrao_blocker.skillBlocker(i, player);
});
if (storage.length) return "失效技能:" + get.translation(storage);
return "无失效技能";
},
},
},
},
},
//卞喜
dunxi: {
audio: 2,
trigger: { player: "useCard" },
direct: true,
filter: function (event, player) {
if (!get.tag(event.card, "damage")) return false;
return event.targets.some(target => target != player && target.isIn());
},
content: function () {
"step 0";
var targets = trigger.targets.filter(function (current) {
return current != player && current.isIn();
});
if (targets.length == 1) {
event.target = targets[0];
player
.chooseBool(get.prompt("dunxi", event.target), "令" + get.translation(event.target) + "获得一枚“钝”标记")
.set("goon", get.attitude(player, event.target) < 0)
.set("ai", () => _status.event.goon);
} else {
player
.chooseTarget(get.prompt("dunxi"), "选择一名目标角色获得一枚“钝”标记", function (card, player, target) {
return target != player && _status.event.getTrigger().targets.includes(target);
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att >= 0) return 0;
return -att / (1 + target.hasMark("dunxi"));
});
}
"step 1";
if (result.bool) {
var target = event.target || result.targets[0];
player.logSkill("dunxi", target);
target.addMark("dunxi", 1);
game.delayx();
}
},
intro: { content: "mark", name2: "钝" },
group: "dunxi_random",
subSkill: {
random: {
audio: "dunxi",
trigger: { global: "useCard" },
forced: true,
locked: false,
filter: function (event, player) {
if (!event.player.hasMark("dunxi") || event.targets.length != 1 || event._dunxi || _status.dying.length) return false;
var type = get.type2(event.card, false);
return type == "basic" || type == "trick";
},
logTarget: "player",
line: "fire",
content: function () {
"step 0";
trigger._dunxi = true;
trigger.player.removeMark("dunxi", 1);
var target = trigger.targets[0];
event.target = target;
trigger.targets.remove(target);
//trigger.triggeredTargets1.remove(target);
trigger.untrigger();
game.delayx();
"step 1";
var list;
if (get.type(event.card) != "delay")
list = game.filterPlayer(function (current) {
return lib.filter.targetEnabled2(trigger.card, trigger.player, current);
});
else
list = game.filterPlayer(function (current) {
return current.canAddJudge(event.card);
});
if (list.length) target = list.randomGet();
trigger.targets.push(target);
trigger.player.line(target, "fire");
game.log(trigger.card, "的目标被改为", target);
if (target == event.target) {
trigger.player.loseHp();
var evt = trigger.getParent("phaseUse");
if (evt && evt.player == trigger.player) evt.skipped = true;
}
},
},
},
},
//冯方
dcditing: {
audio: 2,
trigger: { global: "phaseUseBegin" },
logTarget: "player",
filter: function (event, player) {
return player.hp > 0 && event.player.countCards("h") > 0 && event.player.inRange(player);
},
prompt2: (event, player) => "观看其" + get.cnNumber(Math.min(player.hp, event.player.countCards("h"))) + "张手牌并选择其中一张",
check: function (event, player) {
var target = event.player;
if (get.attitude(player, target) > 0) return true;
if (Math.min(player.hp, target.countCards("h")) > 2) return true;
return false;
},
content: function () {
"step 0";
var target = trigger.player;
var cards = target.getCards("h");
var num = Math.min(cards.length, player.hp),
cards2 = cards.randomGets(num);
player.chooseButton([get.translation(target) + "的手牌(" + num + "/" + cards.length + "", cards2], true).set("ai", function (button) {
var player = _status.event.player,
target = _status.event.getTrigger().player,
card = button.link;
var att = get.attitude(player, target);
var val = target.getUseValue(card, null, true);
if (val <= 0) return (-get.value(card, target) / 2) * get.sgn(att - 0.05);
if (target.canUse(card, player) && get.effect(player, card, target, target) > 0) {
var eff = get.effect(player, card, target, player);
if (eff < 0) val -= eff;
}
return val;
});
"step 1";
if (result.bool) {
player.addTempSkill("dcditing_effect", "phaseUseAfter");
player.storage.dcditing_effect = [trigger.player, result.links[0]];
}
},
subSkill: {
effect: {
audio: "dcditing",
charlotte: true,
trigger: { target: "useCardToTargeted" },
forced: true,
filter: function (event, player) {
var list = player.storage.dcditing_effect;
return list && event.player == list[0] && event.cards.includes(list[1]);
},
content: function () {
trigger.excluded.add(player);
game.delayx();
},
group: ["dcditing_draw", "dcditing_gain"],
},
draw: {
audio: "dcditing",
charlotte: true,
trigger: { global: "useCardAfter" },
forced: true,
filter: function (event, player) {
var list = player.storage.dcditing_effect;
return list && event.player == list[0] && event.cards.includes(list[1]) && !event.targets.includes(player);
},
content: function () {
player.draw(2);
},
},
gain: {
audio: "dcditing",
charlotte: true,
trigger: { global: "phaseUseEnd" },
forced: true,
filter: function (event, player) {
var list = player.storage.dcditing_effect;
return list && event.player == list[0] && event.player.getCards("h").includes(list[1]);
},
content: function () {
var list = player.storage.dcditing_effect;
player.gain(list[0], list[1], "giveAuto", "bySelf");
},
},
},
},
dcbihuo: {
audio: 2,
trigger: {
player: "damageEnd",
source: "damageSource",
},
direct: true,
filter: function (event, player) {
return event.source && event.player != event.source;
},
content: function () {
"step 0";
event.num = event.triggername == "damageEnd" ? 1 : -1;
player.chooseTarget(get.prompt("dcbihuo"), "令一名角色下回合的额定摸牌数" + (event.num > 0 ? "+1" : "-1")).set("ai", function (target) {
var player = _status.event.player,
num = _status.event.getParent().num;
var att = get.attitude(player, target);
if (num > 0) {
if (att <= 0) return 0;
if (target.hasJudge("lebu")) return att / 10;
return (att / Math.sqrt(Math.min(5, 1 + target.countCards("h")))) * Math.sqrt(1 + target.hp);
}
if (num < 0) {
if (att >= 0) return 0;
if ((target.storage.dcbihuo_effect || 0) <= -2) return -att / 10;
return (-att / Math.sqrt(Math.min(5, 1 + target.countCards("h")))) * Math.sqrt(1 + target.hp);
}
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dcbihuo", target);
if (typeof target.storage.dcbihuo_effect != "number") target.storage.dcbihuo_effect = 0;
target.storage.dcbihuo_effect += event.num;
target.addTempSkill("dcbihuo_effect", { player: "phaseAfter" });
game.delayx();
}
},
subSkill: {
effect: {
charlotte: true,
trigger: { player: "phaseDrawBegin" },
forced: true,
onremove: true,
content: function () {
var num = player.storage.dcbihuo_effect;
trigger.num += num;
game.log(player, "的额定摸牌数", "#g" + (num >= 0 ? "+" : "") + num);
},
mark: true,
intro: {
content: num => "额定摸牌数" + (num >= 0 ? "+" : "") + num,
},
},
},
},
//秦宜禄
piaoping: {
audio: 2,
trigger: { player: "useCard" },
forced: true,
zhuanhuanji: true,
filter: function (event, player) {
return !player.hasSkill("piaoping_blocker", null, null, false);
},
content: function () {
player.changeZhuanhuanji("piaoping");
var num = Math.min(
player.hp,
player.getHistory("useSkill", function (evt) {
return evt.skill == "piaoping";
}).length
);
if (num <= 0) return;
if (player.storage.piaoping == true) player.draw(num);
else if (
player.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "piaoping");
}, "he")
) {
game.delayx();
player.chooseToDiscard(true, "he", num);
}
},
mark: true,
marktext: "☯",
intro: {
content: function (storage) {
if (storage) return "转换技锁定技。当你使用一张牌时你弃置X张牌。X为你本阶段内发动过〖漂萍〗的次数且至多等于你的体力值";
return "转换技锁定技。当你使用一张牌时你摸X张牌。X为你本阶段内发动过〖漂萍〗的次数且至多等于你的体力值";
},
},
subSkill: { blocker: { charlotte: true } },
},
tuoxian: {
audio: 2,
ai: { combo: "piaoping" },
trigger: { player: "loseAfter" },
marktext: "栗",
filter: function (event, player) {
return event.type == "discard" && event.getParent(3).name == "piaoping" && player.countMark("tuoxian") > 0 && event.cards.filterInD("d").length > 0;
},
direct: true,
content: function () {
"step 0";
event.cards = trigger.cards.filterInD("d");
player.chooseTarget(lib.filter.notMe, get.prompt("tuoxian"), "令一名其他角色获得" + get.translation(event.cards)).set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (att < 0) return 0;
if (target.hasSkillTag("nogain")) att /= 10;
return att * Math.pow(1 + target.countCards("he"), 0.25);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("tuoxian", target);
player.removeMark("tuoxian", 1);
target.gain(cards, "gain2");
} else event.finish();
"step 2";
target
.chooseControl()
.set("choiceList", ["弃置区域内的" + get.cnNumber(cards.length) + "张牌", "令" + get.translation(player) + "的〖漂萍〗于本回合内失效"])
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getParent().player;
if (
player.hasCard(function (card) {
return get.effect(player, { name: card.viewAs || card.name }, player, player) < 0;
}, "j") ||
player.hasCard(function (card) {
return get.value(card, player) <= 0;
})
)
return 0;
if (get.attitude(player, target) <= 0 || !target.isPhaseUsing()) return 1;
if (
!target.needsToDiscard() &&
!target.hasCard(function (card) {
return !target.hasValueTarget(card, null, true);
}, "hs")
)
return 1;
return 0;
});
"step 3";
if (result.index == 0) {
if (target.countCards("j") > 0) target.discardPlayerCard(target, cards.length, true, "hej");
else target.chooseToDiscard("he", true, cards.length);
} else player.addTempSkill("piaoping_blocker");
},
init(player) {
player.addMark("tuoxian", 1, false);
},
intro: { name2: "栗", content: "剩余可用#次" },
},
chuaili: {
audio: 2,
trigger: { target: "useCardToTargeted" },
forced: true,
filter: function (event, player) {
if (player == event.player || get.color(event.card) != "black") return false;
if (!player.hasSkill("piaoping", null, null, false)) return false;
return player.storage.piaoping == true || !player.hasSkill("chuaili_blocker", null, null, false);
},
content: function () {
if (player.storage.piaoping == true) {
player.changeZhuanhuanji("piaoping");
} else {
player.addMark("tuoxian", 1, false);
if (player.countCards("tuoxian") > 3) player.addTempSkill("chuaili_blocker");
}
game.delayx();
},
ai: { combo: "piaoping" },
subSkill: { blocker: { charlotte: true } },
},
//闫柔
choutao: {
audio: 2,
trigger: {
player: "useCard",
target: "useCardToTargeted",
},
filter: function (event, player) {
if (event.card.name != "sha" || !event.player.isIn()) return false;
if (player == event.player)
return player.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "choutao");
}, "he");
return event.player.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, event.player);
}, "he");
},
check: function (event, player) {
if (player == event.player) {
if (
!player.hasCard(function (card) {
return get.value(card) <= 5;
}, "he")
)
return false;
for (var i of event.targets) {
var eff1 = get.damageEffect(i, player, player);
if (eff1 < 0) return false;
if (i.hasShan() && eff1 > 0) return true;
}
var sha = false;
return (
player.getCardUsable({ name: "sha" }) <= 0 &&
player.hasCard(function (card) {
if (!sha && get.name(card) == "sha" && player.getUseValue(card) > 0) {
sha = true;
return false;
}
return sha && get.value(card) <= 5;
}, "hs")
);
} else {
var eff1 = get.effect(event.player, { name: "guohe_copy2" }, player, player);
var eff2 = get.damageEffect(player, event.player, player);
if (!player.hasShan()) return eff1 > 0;
if (eff2 > 0) return eff1 > 0;
return player.hp > 2 && eff2 < eff1;
}
},
logTarget: "player",
shaRelated: true,
content: function () {
"step 0";
if (player != game.me && !player.isOnline() && !player.isUnderControl()) game.delayx();
if (player == trigger.player)
player.chooseToDiscard("he", true).set("ai", function (card) {
var player = _status.event.player;
var val = player.getUseValue(card);
if (get.name(card) == "sha" && player.getUseValue(card) > 0) val += 5;
return 20 - val;
});
else player.discardPlayerCard(trigger.player, true, "he");
"step 1";
trigger.directHit.addArray(game.players);
if (player == trigger.player && trigger.addCount !== false) {
trigger.addCount = false;
player.getStat().card.sha--;
}
},
},
xiangshu: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
limited: true,
skillAnimation: true,
animationColor: "gray",
filter: function (event, player) {
return (player.getStat("damage") || 0) > 0 && game.hasPlayer(current => current.isDamaged());
},
content: function () {
"step 0";
event.num = Math.min(5, player.getStat("damage"));
player
.chooseTarget("是否发动限定技【襄戍】?", "令一名角色回复" + event.num + "点体力并摸" + get.cnNumber(event.num) + "张牌", function (card, player, target) {
return target.isDamaged();
})
.set("ai", function (target) {
var num = _status.event.getParent().num,
player = _status.event.player;
var att = get.attitude(player, target);
if (att > 0 && num >= Math.min(player.hp, 2)) return att * Math.sqrt(target.getDamagedHp());
return 0;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.awakenSkill("xiangshu");
player.logSkill("xiangshu", target);
target.recover(num);
target.draw(num);
if (player != target) player.addExpose(0.2);
}
},
},
//朱灵
dczhanyi: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
var list = ["basic", "trick", "equip"];
var list2 = [];
var hs = player.getCards("he");
for (var card of hs) {
var type = get.type2(card, player);
if (list.includes(type)) {
var bool = lib.filter.cardDiscardable(card, player, "dczhanyi");
if (bool) list2.add(type);
else {
list.remove(type);
list2.remove(type);
}
}
}
return list2.length > 0;
},
content: function () {
"step 0";
var list = ["basic", "trick", "equip"];
var list2 = [];
var hs = player.getCards("he");
for (var card of hs) {
var type = get.type2(card, player);
if (list.includes(type)) {
var bool = lib.filter.cardDiscardable(card, player, "dczhanyi");
if (bool) list2.add(type);
else {
list.remove(type);
list2.remove(type);
}
}
}
player
.chooseControl(list2, "cancel2")
.set("prompt", get.prompt("dczhanyi"))
.set("prompt2", "弃置一种类型的所有牌")
.set("ai", function () {
var player = _status.event.player;
var getval = function (control) {
if (control == "cancel2") return 0;
var hs = player.getCards("h"),
eff = 0;
var es = player.getCards("e");
var ss = player.getCards("s");
var sha = player.getCardUsable({ name: "sha" });
for (var i of hs) {
var type = get.type2(i);
if (type == control) {
eff -= get.value(i, player);
} else {
switch (type) {
case "basic":
if (sha > 0 && get.name(i) == "sha") {
sha--;
var add = 3;
if (!player.hasValueTarget(i) && player.hasValueTarget(i, false)) add += player.getUseValue(i, false);
eff += add;
}
break;
case "trick":
if (player.hasValueTarget(i)) eff += 6;
break;
case "equip":
if (player.hasValueTarget({ name: "guohe_copy2" })) eff += player.getUseValue({ name: "guohe_copy2" });
break;
}
}
}
if (control == "equip") {
for (var i of es) eff -= get.value(i, player);
} else {
for (var i of ss) {
var type = get.type2(i);
if (type == control) continue;
switch (type) {
case "basic":
if (sha > 0 && get.name(i) == "sha") {
sha--;
var add = 3;
if (!player.hasValueTarget(i) && player.hasValueTarget(i, false)) add += player.getUseValue(i, false);
eff += add;
}
break;
case "trick":
if (player.hasValueTarget(i)) eff += 6;
break;
case "equip":
if (player.hasValueTarget({ name: "guohe_copy2" })) eff += player.getUseValue({ name: "guohe_copy2" });
break;
}
}
}
return eff;
};
var controls = _status.event.controls.slice(0);
var eff = 0,
current = "cancel2";
for (var i of controls) {
var effx = getval(i);
if (effx > eff) {
eff = effx;
current = i;
}
}
return current;
});
"step 1";
var type = result.control;
if (type != "cancel2") {
event.type = type;
var cards = player.getCards("he", function (card) {
return get.type2(card, player) == type;
});
if (cards.length) {
player.logSkill("dczhanyi");
player.discard(cards);
} else event.finish();
} else event.finish();
"step 2";
var list = ["basic", "trick", "equip"];
for (var i of list) {
if (i != event.type) player.addTempSkill("dczhanyi_" + i, { player: "phaseBegin" });
}
},
subSkill: {
basic: {
charlotte: true,
marktext: "基",
mark: true,
intro: {
content: "使用基本牌无距离限制,且伤害值和回复值基数+1",
},
trigger: { source: ["damageBegin1", "recoverBegin"] },
filter: function (event, player) {
var evt = event.getParent();
return evt.type == "card" && get.type(evt.card, false) == "basic";
},
forced: true,
logTarget: "player",
content: function () {
trigger.num++;
},
mod: {
targetInRange: function (card) {
if (get.type(card) == "basic") return true;
},
},
ai: {
damageBonus: true,
},
},
trick: {
charlotte: true,
marktext: "锦",
mark: true,
intro: {
content: "使用锦囊牌时摸一张牌,且锦囊牌不计入本回合的手牌上限",
},
trigger: { player: "useCard" },
filter: function (event, player) {
return get.type2(event.card) == "trick";
},
forced: true,
content: function () {
player.draw();
},
mod: {
ignoredHandcard: function (card, player) {
if (get.type2(card, player) == "trick") return true;
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && get.type2(card, player) == "trick") return false;
},
},
},
equip: {
charlotte: true,
marktext: "装",
mark: true,
intro: {
content: "有装备牌进入你的装备区时,可弃置一名其他角色的一张牌",
},
trigger: { player: "equipAfter" },
filter: function (event, player) {
return game.hasPlayer(target => target != player && target.countDiscardableCards(player, "he") > 0);
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget("战意:是否弃置一名其他角色的一张牌?", function (card, player, target) {
return target != player && target.countDiscardableCards(player, "he") > 0;
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "guohe_copy2" }, player, player);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("dczhanyi_equip", target);
player.discardPlayerCard(target, "he", true);
}
},
},
},
},
//李采薇
yijiao: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current != player && !current.hasMark("yijiao");
});
},
filterTarget: function (card, player, target) {
return target != player && !target.hasMark("yijiao");
},
content: function () {
"step 0";
player
.chooseControl("10个", "20个", "30个", "40个")
.set("prompt", "要令" + get.translation(target) + "获得多少标记?")
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getParent().target;
/*if(get.attitude(player,target)<0&&game.hasPlayer(function(current){
return current!=player&&current!=target&&!current.hasMark('yijiao')&&get.attitude(player,current)<0;
})) return 3;*/
return 0;
});
"step 1";
target.addMark("yijiao", 10 * (1 + result.index));
},
ai: {
order: 1.1,
result: {
player: 1,
target: -0.5,
},
},
group: "yijiao_effect",
subSkill: {
effect: {
trigger: { global: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return event.player.isIn() && event.player != player && event.player.hasMark("yijiao");
},
logTarget: "player",
content: function () {
var target = trigger.player,
num = target.countMark("yijiao");
var num2 = 0;
target.getHistory("useCard", function (evt) {
var numz = get.number(evt.card);
if (typeof numz == "number") num2 += numz;
});
if (num > num2) {
var hs = target.getCards("he", function (card) {
return lib.filter.cardDiscardable(card, target, "yijiao_effect");
});
if (hs.length) target.discard(hs.randomGets(get.rand(1, 3)));
} else if (num == num2) {
target.insertPhase();
player.draw(2);
} else {
player.draw(3);
}
target.removeMark("yijiao", num);
},
},
},
intro: {
onunmark: true,
name2: "异",
content: "mark",
},
},
qibie: {
audio: 2,
trigger: { global: "die" },
filter: function (event, player) {
return (
player.countCards("h") > 0 &&
!player.hasCard(function (card) {
return !lib.filter.cardDiscardable(card, player, "qibie");
}, "h")
);
},
check: function (event, player) {
return player.isDamaged() && player.countCards("h", "tao") < Math.max(2, player.hp);
},
content: function () {
var hs = player.getCards("h");
player.discard(hs);
player.recover();
player.draw(hs.length + 2);
},
},
//严夫人
channi: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
filterTarget: lib.filter.notMe,
filterCard: true,
selectCard: [1, Infinity],
check: function (card) {
let player = _status.event.player,
num = player.hasSkill("nifu") ? 15 : 8;
if (ui.selected.cards.length <= Math.max(1, player.needsToDiscard(), player.countCards("h") - 4)) return num - get.value(card);
return num / 2 - get.value(card);
},
position: "h",
discard: false,
lose: false,
delay: false,
content: function () {
"step 0";
player.give(cards, target);
"step 1";
if (target.countCards("h") > 0) {
game.broadcastAll(function (num) {
lib.skill.channi_backup.selectCard = [1, num];
}, cards.length);
var next = target.chooseToUse();
next.set("openskilldialog", "将至多" + get.cnNumber(cards.length) + "张手牌当做【决斗】使用");
next.set("norestore", true);
next.set("addCount", false);
next.set("_backupevent", "channi_backup");
next.set("custom", {
add: {},
replace: { window: function () {} },
});
next.backup("channi_backup");
} else event.finish();
"step 2";
if (result.bool) {
var evts = target.getHistory("useCard", function (evt) {
return evt.card.name == "juedou" && evt.getParent(2) == event;
});
if (!evts.length) {
event.finish();
return;
}
var num = evts[0].cards.length;
if (
target.hasHistory("sourceDamage", function (evt) {
return evt.card && evt.card.name == "juedou" && evt.getParent(4) == event;
})
)
target.draw(num);
} else event.finish();
"step 3";
if (
player.countCards("h") > 0 &&
target.hasHistory("damage", function (evt) {
return evt.card && evt.card.name == "juedou" && evt.getParent(4) == event;
})
)
player.chooseToDiscard("h", true, player.countCards("h"));
},
subSkill: {
backup: {
filterCard: function (card) {
return get.itemtype(card) == "card";
},
viewAs: { name: "juedou" },
position: "h",
filterTarget: lib.filter.targetEnabled,
ai1: card => {
if (get.name(card) === "sha") return 0;
return 5.5 - get.value(card);
},
log: false,
precontent: function () {
delete event.result.skill;
},
},
},
ai: {
order: 0.3,
result: {
target: function (player, target) {
if (target == game.me || target.isOnline() || target.hasValueTarget({ name: "juedou" })) return 2;
if (player.needsToDiscard()) return 0.5;
return 0;
},
},
},
},
nifu: {
audio: 2,
trigger: { global: "phaseEnd" },
forced: true,
filter: function (event, player) {
return player.countCards("h") != 3;
},
content: function () {
var num = player.countCards("h") - 3;
if (num > 0) player.chooseToDiscard("h", num, true);
else player.draw(-num);
},
},
//郝萌
xiongmang: {
audio: 2,
enable: "chooseToUse",
viewAs: { name: "sha" },
viewAsFilter: function (player) {
return player.countCards("hs") > 0;
},
selectCard: function () {
return [1, 4];
},
selectTarget: function () {
var card = get.card(),
player = get.player();
if (card == undefined) return;
var range = [1, Math.max(1, ui.selected.cards.length)];
game.checkMod(card, player, range, "selectTarget", player);
return range;
},
complexCard: true,
filterCard: function (card) {
if (!ui.selected.cards.length) return true;
var suit = get.suit(card);
for (var i of ui.selected.cards) {
if (get.suit(i) == suit) return false;
}
return true;
},
filterOk: function () {
if (!ui.selected.targets.length) return false;
var card = get.card(),
player = get.player();
if (card == undefined) return;
var range = [1, Math.max(1, ui.selected.cards.length)];
game.checkMod(card, player, range, "selectTarget", player);
if ((range[0] <= ui.selected.targets.length && range[1] >= ui.selected.targets.length) || range[0] == -1) return true;
return false;
},
check: function (card) {
var player = _status.event.player,
card = get.autoViewAs({ name: "sha" }, ui.selected.cards.concat(card));
if (
game.countPlayer(function (current) {
return (_status.event.filterTarget || lib.filter.filterTarget)(card, player, current) && get.effect_use(current, card, player, player) > 0;
}) <= ui.selected.cards.length
)
return 0;
return 5 - get.value(card);
},
position: "hs",
onuse: function (links, player) {
player.addTempSkill("xiongmang_effect");
},
ai: {
order: () => get.order({ name: "sha" }) + 0.2,
respondSha: true,
skillTagFilter: function (player, tag, arg) {
return player.countCards("hs") > 0;
},
},
subSkill: {
effect: {
trigger: { player: "useCardAfter" },
forced: true,
charlotte: true,
filter: function (event, player) {
return (
player.maxHp > 1 &&
event.skill == "xiongmang" &&
!player.hasHistory("sourceDamage", function (evt) {
return evt.card == event.card;
})
);
},
content: function () {
player.loseMaxHp();
},
},
},
},
//庞德公
heqia: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return game.hasPlayer(current => current.countCards(current == player ? "he" : "h") > 0);
},
content: function () {
"step 0";
player.chooseCardTarget({
prompt: get.prompt("heqia"),
prompt2: "操作提示:选择要给出的牌和目标角色,或直接选择一名目标角色,令其将牌交给自己",
filterCard: true,
position: "he",
selectCard: function () {
if (ui.selected.targets.length && !ui.selected.targets[0].countCards("h")) return [1, Infinity];
return [0, Infinity];
},
filterTarget: function (card, player, target) {
if (player == target) return false;
if (!ui.selected.cards.length) return target.countCards("h") > 0;
return true;
},
ai1: function (card) {
if (!_status.event.nogive || ui.selected.cards.length) return 0 - get.value(card);
return 1 / Math.max(1, get.value(card));
},
ai2: function (target) {
return (get.attitude(player, target) - 0.1) * (ui.selected.cards.length ? 1 : -1);
},
nogive: !game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) <= 0 && current.countCards("h") > 0;
}),
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("heqia", target);
if (result.cards.length) {
player.give(result.cards, target);
event.source = target;
event.num = result.cards.length;
event.goto(4);
}
} else event.finish();
"step 2";
var he = target.getCards("he");
if (he.length > 0) {
if (he.length > 1) target.chooseCard("he", true, [1, Infinity], "选择交给" + get.translation(player) + "任意张牌").set("ai", card => -get.value(card));
else event._result = { bool: true, cards: he };
} else event.finish();
"step 3";
if (result.bool) {
event.source = player;
target.give(result.cards, player);
event.num = result.cards.length;
} else event.finish();
"step 4";
if (source && source.isIn() && source.countCards("h") > 0) {
var list = [];
for (var name of lib.inpile) {
if (get.type(name) != "basic") continue;
if (source.hasUseTarget({ name: name }, false)) list.push(["基本", "", name]);
if (name == "sha") {
for (var nature of lib.inpile_nature) {
if (source.hasUseTarget({ name: name, nature: nature }, false)) list.push(["基本", "", name, nature]);
}
}
}
if (list.length) {
source.chooseButton(["是否将一张手牌当做一种基本牌使用?", [list, "vcard"]]).set("ai", button => _status.event.player.getUseValue({ name: button.link[2], nature: button.link[3] }, false));
} else event.finish();
} else event.finish();
"step 5";
if (result.bool) {
var card = { name: result.links[0][2], nature: result.links[0][3] };
game.broadcastAll(function (card) {
lib.skill.heqia_backup.viewAs = card;
}, card);
var next = source.chooseToUse();
next.set("openskilldialog", "将一张手牌当做" + get.translation(card) + "使用");
next.set("norestore", true);
next.set("addCount", false);
next.set("_backupevent", "heqia_backup");
next.set("custom", {
add: {},
replace: { window: function () {} },
});
next.backup("heqia_backup");
}
},
group: "heqia_add",
subSkill: {
backup: {
filterCard: function (card) {
return get.itemtype(card) == "card";
},
position: "h",
filterTarget: lib.filter.targetEnabled,
selectCard: 1,
check: card => 6 - get.value(card),
log: false,
precontent: function () {
delete event.result.skill;
},
},
add: {
trigger: { global: "useCard2" },
charlotte: true,
direct: true,
filter: function (event, player) {
var evt = event.getParent(2);
if (evt.name != "heqia" || evt.player != player || !event.targets || evt.num <= event.targets.length) return false;
var card = event.card,
info = get.info(card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(card, event.player, current);
})
) {
return true;
}
}
return false;
},
content: function () {
"step 0";
var num = trigger.getParent(2).num - trigger.targets.length;
var prompt2 = "是否为" + get.translation(trigger.card) + "增加至多" + get.cnNumber(num) + "个目标?";
trigger.player
.chooseTarget(prompt2, [1, num], function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets);
"step 1";
if (result.bool) {
trigger.player.line(result.targets);
game.log(result.targets, "也成为了", trigger.card, "的目标");
trigger.targets.addArray(result.targets);
}
},
},
},
},
yinyi: {
audio: 2,
trigger: { player: "damageBegin1" },
forced: true,
usable: 1,
filter: function (event, player) {
return event.source && event.source.hp != player.hp && !event.hasNature("linked") && event.source.countCards("h") != player.countCards("h");
},
content: function () {
trigger.cancel();
},
ai: {
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage")) {
if (player.hp == target.hp || lib.linked.includes(get.nature(card))) return;
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("h", function (card) {
return !cards.includes(card);
}) == target.countCards("h")
)
return;
return "zeroplayertarget";
}
},
},
},
},
//韩猛
jieliang: {
trigger: { global: "phaseDrawBegin2" },
direct: true,
filter: function (event, player) {
return event.player != player && !event.numFixed && event.num > 1 && player.countCards("he") > 0;
},
content: function () {
"step 0";
event.target = trigger.player;
player
.chooseToDiscard(get.prompt2("jieliang", event.target), "he")
.set("goon", get.attitude(player, trigger.player) < -2)
.set("ai", function (card) {
if (!_status.event.goon) return 0;
return 7 - get.value(card);
}).logSkill = ["jieliang", event.target];
"step 1";
if (result.bool) {
trigger.num--;
if (get.mode() != "identity" || player.identity != "nei") player.addExpose(0.15);
target.addMark("jieliang_less", 1, false);
target.addTempSkill("jieliang_less");
player.addTempSkill("jieliang_gain");
}
},
subSkill: {
less: {
charlotte: true,
mod: {
maxHandcard: function (player, num) {
return num - player.countMark("jieliang_less");
},
},
onremove: true,
intro: { content: "手牌上限-#" },
},
gain: {
trigger: { global: "loseAfter" },
charlotte: true,
direct: true,
filter: function (event, player) {
return event.type == "discard" && event.player == _status.currentPhase && event.getParent(3).name == "phaseDiscard" && event.cards2.filterInD("d").length > 0;
},
content: function () {
"step 0";
player.chooseButton(["截粮:是否获得一张牌?", trigger.cards2.filterInD("d")]).set("ai", function (button) {
return get.value(button.link, _status.event.player);
});
"step 1";
if (result.bool) {
player.logSkill("jieliang", trigger.player);
player.gain(result.links, "gain2");
}
},
},
},
},
quanjiu: {
audio: 2,
mod: {
aiOrder: function (player, card, num) {
if ((card.name == "jiu" || card.name == "xujiu") && get.name(card) == "sha") return num + 0.5;
},
cardname: function (card, player, name) {
if (card.name == "jiu" || card.name == "xujiu") return "sha";
},
},
trigger: { player: "useCard1" },
forced: true,
filter: function (event, player) {
return event.addCount !== false && event.card.isCard && event.card.name == "sha" && event.cards.length == 1 && (event.cards[0].name == "jiu" || event.cards[0].name == "xujiu");
},
content: function () {
trigger.addCount = false;
player.getStat().card.sha--;
},
},
//辛评
fuyuan: {
audio: 2,
trigger: { player: ["useCard", "respond"] },
filter: function (event, player) {
var target = _status.currentPhase;
return target && target != player && target.isIn();
},
logTarget: function (event, player) {
var target = _status.currentPhase;
return target.countCards("h") < player.countCards("h") ? target : player;
},
check: function (event, player) {
var target = lib.skill.fuyuan.logTarget(event, player);
return get.attitude(player, target) > 0;
},
prompt: "是否发动【辅袁】?",
prompt2: function (event, player) {
var target = lib.skill.fuyuan.logTarget(event, player);
return "令" + get.translation(target) + (target == player ? "(你)" : "") + "摸一张牌";
},
content: function () {
lib.skill.fuyuan.logTarget(trigger, player).draw();
},
},
zhongjie: {
trigger: { player: "die" },
direct: true,
forceDie: true,
skillAnimation: true,
animationColor: "gray",
content: function () {
"step 0";
player.chooseTarget(get.prompt2("zhongjie"), lib.filter.notMe).set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
//player.awakenSkill('zhongjie');
var target = result.targets[0];
player.logSkill("zhongjie", target);
target.gainMaxHp();
target.recover();
target.draw();
}
},
},
//张宁
tianze: {
audio: 2,
trigger: { global: "useCardAfter" },
direct: true,
filter: function (event, player) {
return (
player != event.player &&
event.player.isIn() &&
get.color(event.card) == "black" &&
event.player.hasHistory("lose", function (evt) {
return evt && evt.hs.length && evt.getParent() == event;
}) &&
event.player.isPhaseUsing() &&
!player.hasSkill("tianze_block")
);
},
content: function () {
"step 0";
player.addTempSkill("tianze_block");
if (
!player.hasCard(function (card) {
if (_status.connectMode && get.position(card) == "h") return true;
return get.color(card, player) == "black";
}, "he")
)
event.finish();
else
player
.chooseToDiscard(
"he",
function (card, player) {
return get.color(card, player) == "black";
},
get.prompt("tianze", trigger.player),
"弃置一张黑色牌并对其造成1点伤害"
)
.set("ai", function (card) {
if (!_status.event.goon) return 0;
return 8 - get.value(card);
})
.set("goon", get.damageEffect(trigger.player, player, player) > 0).logSkill = ["tianze", trigger.player];
"step 1";
if (result.bool) {
if (get.mode() != "identity" || player.identity != "nei") player.addExpose(0.2);
trigger.player.damage();
} else event.finish();
"step 2";
game.delayx();
},
group: "tianze_draw",
subSkill: {
block: { charlotte: true },
draw: {
trigger: { global: "judgeEnd" },
forced: true,
locked: false,
filter: function (event, player) {
return event.player != player && event.result && event.result.color == "black";
},
content: function () {
player.draw();
},
},
},
},
difa: {
trigger: { player: "gainAfter" },
filter: function (event, player) {
if (player != _status.currentPhase || event.getParent().name != "draw") return false;
var hs = player.getCards("h");
if (!hs.length) return false;
for (var i of event.cards) {
if (hs.includes(i) && get.color(i, player) == "red" && lib.filter.cardDiscardable(i, player, "difa")) return true;
}
return false;
},
usable: 1,
check: function (event, player) {
var hs = player.getCards("h"),
cards = event.cards.filter(function (i) {
return hs.includes(i) && get.color(i, player) == "red" && lib.filter.cardDiscardable(i, player, "difa");
});
var value = get.value(hs, player);
return Array.from(ui.cardPile.childNodes).some(function (card) {
return get.type2(card, false) == "trick" && get.value(card, player) > value;
});
},
content: function () {
"step 0";
var hs = player.getCards("h"),
cards = trigger.cards.filter(function (i) {
return hs.includes(i) && get.color(i, player) == "red" && lib.filter.cardDiscardable(i, player, "difa");
});
if (!cards.length) event.finish();
else {
event.cards = cards;
player.discard(cards);
}
"step 1";
var list = lib.inpile.filter(function (i) {
return get.type2(i, false) == "trick";
});
if (!list.length) event.finish();
else
player
.chooseButton(["选择获得一种锦囊牌", [list.map(i => ["锦囊", "", i]), "vcard"]], true)
.set("ai", function (button) {
var card = { name: button.link[2] };
if (!_status.event.list.includes(card.name)) return 0;
return _status.event.player.getUseValue(card);
})
.set(
"list",
Array.from(ui.cardPile.childNodes)
.filter(function (card) {
return get.type2(card, false) == "trick";
})
.map(function (card) {
return card.name;
})
.reduce(function (list, name) {
if (!list.includes(name)) list.add(name);
return list;
}, [])
);
"step 2";
var card = get.cardPile(function (i) {
return i.name == result.links[0][2] && !event.cards.includes(i);
});
if (card) player.gain(card, "gain2");
},
},
//童渊
chaofeng: {
audio: 2,
trigger: { source: "damageBegin1" },
direct: true,
filter: function (event, player) {
return player.countCards("h") > 0 && player.isPhaseUsing() && !player.hasSkill("chaofeng2");
},
content: function () {
"step 0";
var str = "弃置一张手牌并摸一张牌",
color,
type;
if (trigger.card) {
type = get.type2(trigger.card, false);
color = get.color(trigger.card, false);
if (color != "none") str += ";若弃置" + get.translation(color) + "牌则改为摸两张牌";
if (type) str += ";若弃置类型为" + get.translation(type) + "的牌则伤害+1";
}
var next = player.chooseToDiscard("h", get.prompt("chaofeng", trigger.player), str);
next.set("ai", function (card) {
var player = _status.event.player,
att = _status.event.att;
var val = 4.2 - get.value(card);
if (get.color(card) == _status.event.color) val += 3;
if (get.type2(card) == _status.event.type) {
if (att < 0) val += 4;
else if (att === 0) val += 2;
else val = 0;
}
return val;
});
next.set("att", get.attitude(player, trigger.player));
next.logSkill = ["chaofeng", trigger.player];
if (color != "none") {
event.color = color;
next.set("color", color);
}
if (type) {
event.type = type;
next.set("type", type);
}
"step 1";
if (result.bool) {
player.addTempSkill("chaofeng2", "phaseUseEnd");
var card = result.cards[0];
player.draw(event.color && get.color(card, card.original == "h" ? player : false) == event.color ? 2 : 1);
if (event.type && get.type2(card, card.original == "h" ? player : false) == event.type) trigger.num++;
}
},
},
chaofeng2: {},
chuanshu: {
audio: 2,
trigger: { player: ["phaseZhunbeiBegin", "die"] },
direct: true,
limited: true,
forceDie: true,
filter: function (event, player) {
return player.isDamaged() && (event.name == "die" || player.isIn());
},
skillAnimation: true,
animationColor: "gray",
content: function () {
"step 0";
player
.chooseTarget(lib.filter.notMe, get.prompt("chuanshu"), "令一名其他角色获得〖朝凤〗")
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
})
.set("forceDie", true);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.awakenSkill("chuanshu");
player.logSkill("chuanshu", target);
target.addSkills("chaofeng");
if (player.isDead()) event.finish();
} else event.finish();
"step 2";
player.addSkills(lib.skill.chuanshu.derivation);
},
derivation: ["ollongdan", "drlt_congjian", "chuanyun"],
},
longdan_tongyuan: { audio: true },
ocongjian_tongyuan: { audio: true },
chuanyun: {
audio: true,
trigger: { player: "useCardToPlayered" },
shaRelated: true,
filter: function (event, player) {
return event.card.name == "sha" && event.target.countCards("e") > 0;
},
logTarget: "target",
content: function () {
var target = trigger.target;
card = target.getCards("e").randomGet();
if (card) target.discard(card);
},
},
//南华老仙
jinghe: {
enable: "phaseUse",
filter: function (event, player) {
return !player.hasSkill("jinghe_clear");
},
selectCard: function () {
if (ui.selected.targets.length) return [ui.selected.targets.length, 4];
return [1, 4];
},
selectTarget: function () {
return ui.selected.cards.length;
},
filterTarget: true,
filterCard: function (card) {
if (ui.selected.cards.length) {
var name = get.name(card);
for (var i of ui.selected.cards) {
if (get.name(i) == name) return false;
}
}
return true;
},
check: function (card) {
var player = _status.event.player;
if (
game.countPlayer(function (current) {
return get.attitude(player, current) > 0;
}) > ui.selected.cards.length
)
return 1;
return 0;
},
position: "h",
complexCard: true,
discard: false,
lose: false,
delay: false,
multitarget: true,
multiline: true,
content: function () {
"step 0";
player.showCards(cards, get.translation(player) + "发动了【经合】");
event.skills = lib.skill.jinghe.derivation.randomGets(4);
player.addTempSkill("jinghe_clear", { player: "phaseBegin" });
event.targets.sortBySeat();
event.num = 0;
"step 1";
event.target = targets[num];
event.num++;
event.target
.chooseControl(event.skills, "cancel2")
.set(
"choiceList",
event.skills.map(function (i) {
return '<div class="skill">【' + get.translation(lib.translate[i + "_ab"] || get.translation(i).slice(0, 2)) + "】</div><div>" + get.skillInfoTranslation(i, player) + "</div>";
})
)
.set("displayIndex", false)
.set("prompt", "选择获得一个技能");
"step 2";
var skill = result.control;
if (skill != "cancel2") {
event.skills.remove(skill);
target.addAdditionalSkills("jinghe_" + player.playerid, skill);
target.popup(skill);
}
if (event.num < event.targets.length) event.goto(1);
if (target != game.me && !target.isOnline2()) game.delayx();
},
ai: {
threaten: 3,
order: 10,
result: {
target: 1,
},
},
derivation: ["releiji", "rebiyue", "new_retuxi", "remingce", "xinzhiyan", "nhyinbing", "nhhuoqi", "nhguizhu", "nhxianshou", "nhlundao", "nhguanyue", "nhyanzheng"],
subSkill: {
clear: {
onremove: function (player) {
game.countPlayer(function (current) {
current.removeAdditionalSkills("jinghe_" + player.playerid);
});
},
},
},
},
gongxiu: {
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return player.hasSkill("jinghe_clear");
},
content: function () {
"step 0";
event.list1 = [];
event.list2 = [];
event.addIndex = 0;
var choices = [];
game.countPlayer(function (current) {
if (current.additionalSkills["jinghe_" + player.playerid]) event.list1.push(current);
else event.list2.push(current);
});
event.list1.sortBySeat();
if (event.list1.length) choices.push("令" + get.translation(event.list1) + (event.list1.length > 1 ? "各" : "") + "摸一张牌");
else event.addIndex++;
event.list2.sortBySeat();
if (event.list2.length) choices.push("令" + get.translation(event.list2) + (event.list2.length > 1 ? "各" : "") + "弃置一张手牌");
player
.chooseControl("cancel2")
.set("choiceList", choices)
.set("prompt", get.prompt("gongxiu"))
.set("", function () {
var evt = _status.event.getParent();
if (
evt.list2.filter(function (current) {
return get.attitude(player, current) <= 0 && !current.hasSkillTag("noh");
}).length -
evt.list1.length >
1
)
return 1 - evt.addIndex;
return 0;
});
"step 1";
if (result.control != "cancel2") {
if (result.index + event.addIndex == 0) {
player.logSkill("gongxiu", event.list1);
game.asyncDraw(event.list1);
} else {
player.logSkill("gongxiu", event.list2);
for (var i of event.list2) i.chooseToDiscard("h", true);
event.finish();
}
} else event.finish();
"step 2";
game.delayx();
},
ai: {
combo: "jinghe",
},
},
nhyinbing: {
trigger: { source: "damageBefore" },
forced: true,
filter: function (event, player) {
return event.card && event.card.name == "sha";
},
content: function () {
trigger.cancel();
trigger.player.loseHp(trigger.num);
},
group: "nhyinbing_draw",
subSkill: {
draw: {
trigger: { global: "loseHpAfter" },
forced: true,
filter: function (event, player) {
return player != event.player;
},
content: function () {
player.draw();
},
},
},
ai: {
jueqing: true,
},
},
nhhuoqi: {
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("he") > 0;
},
position: "he",
filterCard: true,
filterTarget: function (card, player, target) {
return target.isMinHp();
},
check: function (card) {
return 7 - get.value(card);
},
content: function () {
target.recover();
target.draw();
},
ai: {
order: 1,
tag: {
draw: 1,
recover: 1,
},
result: {
target: function (player, target) {
if (target.isDamaged()) return 3;
if (ui.selected.cards.length) return 0;
return 1;
},
},
},
},
nhguizhu: {
trigger: { global: "dying" },
usable: 1,
logTarget: "player",
frequent: true,
content: function () {
player.draw(2);
},
},
nhxianshou: {
enable: "phaseUse",
usable: 1,
filterTarget: true,
content: function () {
target.draw(target.isHealthy() ? 2 : 1);
},
ai: {
order: 1,
tag: {
draw: 1,
},
result: {
target: function (player, target) {
return target.isHealthy() ? 2 : 0.5;
},
},
},
},
nhlundao: {
trigger: { player: "damageEnd" },
filter: function (event, player) {
return event.source && player != event.source && player.countCards("h") != event.source.countCards("h");
},
logTarget: "source",
check: function (event, player) {
return player.countCards("h") < event.source.countCards("h") || get.effect(event.source, { name: "guohe_copy2" }, player, player) > 0;
},
content: function () {
if (player.countCards("h") > trigger.source.countCards("h")) player.draw();
else player.discardPlayerCard(trigger.source, "he", true);
},
},
nhguanyue: {
trigger: { player: "phaseJieshuBegin" },
frequent: true,
content: function () {
"step 0";
var cards = get.cards(2);
player.chooseButton(["观月:选择获得一张牌", cards.slice(0)], true).set("ai", function (button) {
return get.value(button.link, _status.event.player);
});
while (cards.length) {
ui.cardPile.insertBefore(cards.pop(), ui.cardPile.firstChild);
}
"step 1";
if (result.bool) {
player.gain(result.links, "gain2");
}
},
},
nhyanzheng: {
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("h") > 0;
},
content: function () {
"step 0";
player
.chooseCard("h", get.prompt("nhyanzheng"))
.set(
"goon",
(function () {
var num = player.countCards("h") - 1;
return (
game.countPlayer(function (current) {
return get.damageEffect(current, player, player) > 0;
}) >= Math.min(3, num)
);
})()
)
.set("ai", function (card) {
if (_status.event.goon) return Math.max(1, get.value(card));
return 0;
});
"step 1";
if (result.bool) {
player.logSkill("nhyanzheng");
var cards = player.getCards("h", function (card) {
return card != result.cards[0] && lib.filter.cardDiscardable(card, player, "nhyanzheng");
});
if (cards.length) {
player.discard(cards);
event.num = cards.length;
} else event.finish();
} else event.finish();
"step 2";
num = Math.min(num, game.countPlayer());
player.chooseTarget([1, num], true, "对" + (num > 1 ? "至多" : "") + get.cnNumber(num) + "名角色造成1点伤害").set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 3";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.line(targets, "green");
for (var i of targets) i.damage();
}
},
},
//樊稠
xinxingluan: {
audio: "xinfu_xingluan",
usable: 1,
trigger: { player: "useCardAfter" },
filter: function (event, player) {
return player.isPhaseUsing();
},
async cost(event, trigger, player) {
const choiceList = ["观看牌堆中两张点数为6的牌并获得其中一张", "令一名其他角色弃置一张点数为6的牌或交给你一张牌", "获得场上一张点数为6的牌"],
choices = ["选项一"];
if (game.hasPlayer(current => current != player && current.countCards("he") > 0)) {
choices.push("选项二");
} else {
choiceList[1] = `<span style="opacity:0.5">${choiceList[1]}</span>`;
}
if (
game.hasPlayer(current => {
return current.hasCard(function (card) {
return get.number(card) == 6 && lib.filter.canBeGained(card, current, player);
}, "ej");
})
) {
choices.push("选项三");
} else {
choiceList[2] = `<span style="opacity:0.5">${choiceList[2]}</span>`;
}
const result = await player
.chooseControl(choices, "cancel2")
.set("choiceList", choiceList)
.set("prompt", get.prompt("xinxingluan"))
.set("ai", function () {
var player = _status.event.player;
if (
game.hasPlayer(function (current) {
if (current == player) return false;
var att = -get.sgn(get.attitude(player, current) - 0.1);
return current.hasCard(function (card) {
return get.number(card) == 6 && lib.filter.canBeGained(card, current, player) && get.sgn(get.useful(card, current)) == att;
}, "ej");
})
)
return "选项三";
if (
game.hasPlayer(function (target) {
if (target == player) return false;
var att = get.attitude(player, target);
return (
att < 0 &&
target.countCards("he") > 0 &&
!target.hasCard(function (card) {
return get.value(card, target) <= 0;
}, "he")
);
})
)
return "选项二";
return "选项一";
})
.forResult();
if (result.control !== "cancel2") {
const results = { bool: true, cost_data: { index: choices.indexOf(result.control) } };
if (results.cost_data.index === 1) {
const { targets } = await player
.chooseTarget("令一名其他角色弃置一张点数为6的牌否则交给你一张牌", true, function (card, player, current) {
return current != player && current.countCards("he") > 0;
})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (att >= 0) return 0;
if (
!target.hasCard(function (card) {
return get.value(card, target) <= 0;
}, "he")
)
return -att / Math.sqrt(target.countCards("he"));
return 0;
})
.forResult();
results.targets = targets;
} else if (results.cost_data.index === 2) {
const { targets } = await player
.chooseTarget("获得一名角色装备区或判定区内点数为6的牌", true, function (card, player, current) {
return current.hasCard(function (card) {
return get.number(card) == 6 && lib.filter.canBeGained(card, current, player);
}, "ej");
})
.set("ai", function (target) {
var player = _status.event.player,
att = -get.sgn(get.attitude(player, target) - 0.1),
max = 0,
ej = target.getCards("ej", function (card) {
return get.number(card) == 6 && lib.filter.canBeGained(card, target, player);
});
for (var i of ej) {
var num = get.useful(i, target) * att;
if (num > max) max = num;
return max;
}
})
.forResult();
results.targets = targets;
}
event.result = results;
}
},
content: function () {
"step 0";
var result = event.cost_data;
if (result.index === 1) event.goto(4);
else if (result.index === 2) event.goto(3);
"step 1";
var cards = [];
while (cards.length < 2) {
var card = get.cardPile2(function (card) {
return !cards.includes(card) && get.number(card) == 6;
});
if (!card) break;
cards.push(card);
}
if (!cards.length) {
player.draw(6);
event.finish();
} else if (cards.length == 1) {
event._result = { bool: true, links: cards };
} else
player.chooseButton(["兴乱:选择获得其中一张", cards], true).set("ai", function (button) {
return get.value(button.link, _status.event.player);
});
"step 2";
if (result.bool) {
player.gain(result.links, "gain2");
}
event.finish();
"step 3";
var target = targets[0];
player.gainPlayerCard(target, "ej", true).set("filterButton", function (button) {
return get.number(button.link) == 6;
});
event.finish();
"step 4";
var target = targets[0];
event.target = target;
target.chooseToDiscard("he", "弃置一张点数为6的牌否则交给" + get.translation(player) + "一张牌", function (card) {
return get.number(card) == 6;
}).ai = card => 8 - get.value(card);
"step 5";
if (!result.bool) {
target.chooseCard("he", true, "交给" + get.translation(player) + "一张牌");
} else event.finish();
"step 6";
if (result.bool) target.give(result.cards, player, "giveAuto");
},
},
rexingluan: {
audio: "xinfu_xingluan",
usable: 1,
trigger: { player: "useCardAfter" },
filter: function (event, player) {
return event.targets && event.targets.length == 1 && typeof get.number(event.card, false) == "number" && player.isPhaseUsing();
},
direct: true,
content: function () {
"step 0";
var str = "",
num = get.number(trigger.card, false),
nums = get.strNumber(num);
var list = game.filterPlayer(function (current) {
return current.hasCard(function (card) {
return get.number(card) == num && lib.filter.canBeGained(card, current, player);
}, "ej");
});
if (list.length) {
str += "获得一名角色装备区或判定区内的一张点数为" + nums + "的牌,或直接从牌堆中获得一张点数为" + nums + "的牌";
player
.chooseTarget(get.prompt("rexingluan"), str, [0, 1], function (card, player, target) {
return _status.event.targets.includes(target);
})
.set("targets", list)
.set("ai", function (target) {
if (!target) return 1;
var player = _status.event.player,
num = get.number(_status.event.getTrigger().card, false),
att = -get.sgn(get.attitude(player, target));
if (
target.hasCard(function (card) {
return get.number(card) == num && get.effect(target, card, target, player) < 0;
}, "j")
)
return 1.2 * Math.abs(get.attitude(player, target));
if (
target.hasCard(function (card) {
return get.number(card) == num && get.sgn(get.value(card, target) + 0.1) == att;
}, "e")
)
return Math.abs(get.attitude(player, target));
return 0;
});
} else {
player.chooseBool(get.prompt("rexingluan"), "从牌堆中获得一张点数为" + nums + "的牌").ai = () => true;
}
"step 1";
if (result.bool) {
if (result.targets && result.targets.length) {
var target = result.targets[0];
player.logSkill("rexingluan", target);
player
.gainPlayerCard(target, "ej", true)
.set("num", get.number(trigger.card, false))
.set("filterButton", function (button) {
return get.number(button.link) == _status.event.num;
});
} else {
player.logSkill("rexingluan");
var num = get.number(trigger.card, false),
card = get.cardPile2(function (i) {
return get.number(i, false) == num;
});
if (card) player.gain(card, "gain2");
}
}
},
},
//杜夫人
yise: {
audio: 2,
trigger: {
global: "gainAfter",
player: "loseAsyncAfter",
},
filter: function (event, player) {
if (event.name == "loseAsync") {
if (event.type != "gain") return false;
}
var cards = event.getl(player).cards2;
return game.hasPlayer(function (current) {
if (current == player) return false;
var cardsx = event.getg(current);
for (var i of cardsx) {
if (cards.includes(i)) {
if (current.isDamaged()) return true;
return get.color(i, player) == "black";
}
}
return false;
});
},
direct: true,
content: function () {
"step 0";
var cards = trigger.getl(player).cards2;
event.cards = cards;
event.targets = game
.filterPlayer(function (current) {
if (current == player) return false;
var cardsx = trigger.getg(current);
for (var i of cardsx) {
if (cards.includes(i)) return true;
}
return false;
})
.sortBySeat();
if (!event.targets.length) event.finish();
"step 1";
var target = targets.shift();
var cardsx = trigger.getg(target);
var goon = false;
for (var i of cardsx) {
if (cards.includes(i)) {
if (target.isDamaged() || get.color(i, player) == "black") {
goon = true;
break;
}
}
}
if (goon) {
var next = game.createEvent("yise_insert");
next.player = player;
next.target = target;
next.cards = cardsx;
next.setContent(lib.skill.yise.contentx);
}
if (targets.length > 0) event.redo();
},
contentx: function () {
"step 0";
for (var i of cards) {
event[get.color(i, player)] = true;
if (event.red && event.black) break;
}
if (event.red && target.isDamaged()) {
player.chooseBool(get.prompt("yise", target), "令" + get.translation(target) + "回复1点体力").set("ai", () => get.recoverEffect(_status.event.getParent().target, _status.event.player, _status.event.player) > 0);
}
"step 1";
if (event.black || (event.red && result.bool)) player.logSkill("yise", target);
if (event.red && result.bool) target.recover();
if (event.black) {
target.addMark("yise_damage", 1, false);
target.addSkill("yise_damage");
}
},
subSkill: {
damage: {
trigger: { player: "damageBegin1" },
forced: true,
charlotte: true,
onremove: true,
filter: function (event, player) {
return event.card && event.card.name == "sha" && event.getParent().name == "sha";
},
content: function () {
trigger.num += player.countMark("yise_damage");
player.removeSkill("yise_damage");
},
intro: {
content: "下一次受到杀的伤害+#",
},
},
},
},
shunshi: {
trigger: { player: ["damageEnd", "phaseZhunbeiBegin"] },
direct: true,
filter: function (event, player) {
return (
(event.name != "damage" || player != _status.currentPhase) &&
player.countCards("he") > 0 &&
game.hasPlayer(function (current) {
return current != player && current != event.source;
})
);
},
content: function () {
"step 0";
player.chooseCardTarget({
prompt: get.prompt("shunshi"),
prompt2: "将一张牌交给一名其他角色,并获得+1效果",
filterCard: true,
filterTarget: function (card, player, target) {
return target != player && target != _status.event.source;
},
position: "he",
source: trigger.source,
ai1: function (card) {
var player = _status.event.player;
if (player.hasSkill("yise")) {
if (
get.color(card, player) == "red" &&
game.hasPlayer(function (current) {
return current != player && current != _status.event.source && current.isDamaged() && get.recoverEffect(current, player, player) > 0;
})
)
return 10 - get.value(card);
if (get.color(card, player) == "black") return 4 - get.value(card);
}
return 8 - get.value(card);
},
ai2: function (target) {
var player = _status.event.player,
card = ui.selected.cards[0];
if (player.hasSkill("yise")) {
if (get.color(card) == "red" && target.isDamaged()) return 2 * get.recoverEffect(target, player, player);
if (get.color(card) == "black") return -get.attitude(player, target);
}
if (get.value(card, target) < 0) return -get.attitude(player, target);
if (get.value(card, target) < 1) return 0.01 * -get.attitude(player, target);
return Math.max(1, get.value(card, target) - get.value(card, player)) * get.attitude(player, target);
},
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("shunshi", target);
player.give(result.cards, target);
player.addMark("shunshi_mark", 1, false);
player.addTempSkill("shunshi_mark", { player: "phaseEnd" });
}
},
subSkill: {
mark: {
onremove: true,
trigger: { player: "phaseDrawBegin2" },
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
trigger.num += player.countMark("shunshi_mark");
},
mod: {
maxHandcard: function (player, num) {
return num + player.countMark("shunshi_mark");
},
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("shunshi_mark");
},
},
intro: {
content: "拥有#层效果",
},
},
},
},
xianwei: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return player.hasEnabledSlot();
},
content: function () {
"step 0";
player.chooseToDisable().ai = function (event, player, list) {
var getVal = function (num) {
var card = player.getEquip(num);
if (card) {
var val = get.value(card);
if (val > 0) return 0;
return 5 - val;
}
switch (num) {
case "equip3":
return 4.5;
case "equip4":
return 4.4;
case "equip5":
return 4.3;
case "equip2":
return (3 - player.hp) * 1.5;
case "equip1": {
if (
game.hasPlayer(function (current) {
return (get.realAttitude || get.attitude)(player, current) < 0 && get.distance(player, current) > 1;
})
)
return 0;
return 3.2;
}
}
};
list.sort(function (a, b) {
return getVal(b) - getVal(a);
});
return list[0];
};
"step 1";
var cardType = result.control;
event.cardType = cardType;
var num = player.countDisabledSlot();
if (num < 5) player.draw(5 - num);
player
.chooseTarget(lib.filter.notMe, "是否令一名其他角色从牌堆中使用一张" + get.translation(cardType) + "牌?")
.set("ai", function (target) {
var player = _status.event.player,
type = _status.event.cardType;
var card = get.cardPile2(function (card) {
return get.subtype(card) == type && target.canUse(card, target);
});
if (!card) return 0;
return get.effect(target, card, target, player);
})
.set("cardType", event.cardType);
"step 2";
if (!result.bool) return;
var target = result.targets[0];
player.line(target, "green");
var card = get.cardPile2(function (card) {
return get.subtype(card) == event.cardType && target.canUse(card, target);
});
if (card) target.chooseUseTarget(card, "nopopup", true);
else target.draw();
},
group: "xianwei_all",
subSkill: {
all: {
trigger: { player: "disableEquipAfter" },
forced: true,
filter: function (event, player) {
return !player.hasEnabledSlot();
},
content: function () {
player.gainMaxHp(2);
player.addSkill("xianwei_effect");
},
},
effect: {
charlotte: true,
mark: true,
intro: { content: "和其他角色视为在彼此的攻击范围内" },
mod: {
inRange: () => true,
inRangeOf: () => true,
},
},
},
},
rehuoshui: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
var num = Math.min(game.countPlayer() - 1, Math.max(1, player.getDamagedHp()));
var str;
if (num > 1) {
str = "选择至多" + get.cnNumber(num) + "名其他角色。";
var list = ["第一名角色的非锁定技失效直到回合结束", ";第二名角色交给你一张手牌", ";第三名及之后角色弃置装备区内的所有牌"];
for (var i = 0; i < Math.min(3, num); i++) {
str += list[i];
}
str += "。";
} else str = "令一名其他角色的非锁定技本回合内失效";
player.chooseTarget([1, num], get.prompt("rehuoshui"), str, lib.filter.notMe).set("ai", function (target) {
var att = -get.attitude(_status.event.player, target);
if (att <= 0) return 0;
if (target.hasSkillTag("maixie") || target.hasSkill("maixie_hp") || target.hasSkill("maixie_defed")) att *= 3;
return att / get.threaten(target);
});
"step 1";
if (result.bool) {
var targets = result.targets;
player.logSkill("rehuoshui", targets);
event.targets = targets;
targets[0].addTempSkill("fengyin");
if (targets.length < 2) event.goto(5);
} else event.finish();
"step 2";
if (targets[1].countCards("h") == 0) event.goto(targets.length > 2 ? 4 : 5);
else targets[1].chooseCard("h", true, "交给" + get.translation(player) + "一张手牌");
"step 3";
if (result.bool) {
targets[1].give(result.cards, player);
}
if (targets.length < 3) {
event.goto(5);
} else {
targets.splice(0, 2);
}
"step 4";
var target = targets.shift();
var num = target.countCards("e");
if (num > 0) target.chooseToDiscard("e", true, num);
if (targets.length > 0) event.redo();
"step 5";
game.delayx();
},
},
reqingcheng: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(current => lib.skill.reqingcheng.filterTarget(null, player, current));
},
filterTarget: function (card, player, target) {
return target != player && target.hasSex("male") && target.countCards("h") <= player.countCards("h");
},
content: function () {
player.swapHandcards(target);
},
ai: {
order: 1,
result: {
player: function (player, target) {
if (target.countCards("h") > 0) return -Math.max(get.value(target.getCards("h"), player) - get.value(player.getCards("h"), player), 0);
return 0;
},
},
},
},
//丘力居
koulve: {
audio: 2,
trigger: { source: "damageSource" },
logTarget: "player",
filter: function (event, player) {
return event.player.isDamaged() && event.player.countCards("h") > 0 && player.isPhaseUsing();
},
check: function (event, player) {
if (player.hp == 1 && player.isHealthy()) return false;
return get.attitude(player, event.player) <= 0;
},
content: function () {
"step 0";
player.choosePlayerCard(trigger.player, "h", true, trigger.player.getDamagedHp());
"step 1";
var card = result.cards;
event.cards = card;
player.showCards(card, get.translation(player) + "发动了【宼略】");
"step 2";
var gains = [],
red = false;
var target = trigger.player;
for (var card of cards) {
var type = get.type2(card, target);
if ((type == "basic" || type == "trick") && get.tag(card, "damage") > 0) gains.push(card);
if (!red && get.color(card, target) == "red") red = true;
}
if (gains.length) player.gain(gains, "gain2");
if (!red) event.finish();
"step 3";
player[player.isDamaged() ? "loseMaxHp" : "loseHp"]();
player.draw(2);
},
},
qljsuiren: {
audio: 2,
trigger: { player: "die" },
direct: true,
forceDie: true,
skillAnimation: true,
animationColor: "gray",
filter: function (event, player) {
return player.countCards("h", function (card) {
var type = get.type(card, player);
return (type == "basic" || type == "trick") && get.tag(card, "damage") > 0;
});
},
content: function () {
"step 0";
player
.chooseTarget(lib.filter.notMe, get.prompt("qljsuiren"), "将所有伤害性基本牌和锦囊牌交给一名其他角色")
.set("forceDie", true)
.set("ai", function (target) {
var player = _status.event.player,
cards = _status.event.aiCards;
var att = get.attitude(player, target);
if (att <= 0) return 0;
if (target.hasSkillTag("nogain")) att /= 100;
var num = 0.1;
for (var i of cards) num += Math.max(0, target.getUseValue(card));
return num * att;
})
.set(
"aiCards",
player.getCards("h", function (card) {
var type = get.type(card, player);
return (type == "basic" || type == "trick") && get.tag(card, "damage") > 0;
})
);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("qljsuiren", target);
player.give(
player.getCards("h", function (card) {
var type = get.type(card, player);
return (type == "basic" || type == "trick") && get.tag(card, "damage") > 0;
}),
target,
"give"
);
}
},
},
//胡车儿
redaoji: {
audio: 2,
trigger: { global: "useCard" },
direct: true,
filter: function (event, player) {
if (player == event.player || get.subtype(event.card, false) != "equip1" || (event.player.isDead() && !event.cards.filterInD().length)) return false;
var all = event.player.getAllHistory("useCard");
for (var i of all) {
if (get.subtype(i.card, false) == "equip1") return i == event;
}
return false;
},
content: function () {
"step 0";
var list = [];
event.addIndex = 0;
if (trigger.cards.filterInD().length > 0) list.push("获得" + get.translation(trigger.cards.filterInD()));
else event.addIndex++;
if (trigger.player.isIn()) list.push("令" + get.translation(trigger.player) + "本回合不能使用或打出【杀】");
player
.chooseControl("cancel2")
.set("choiceList", list)
.set("prompt", get.prompt("redaoji", trigger.player))
.set("ai", function () {
var evt = _status.event.getParent(),
player = evt.player,
evt2 = evt._trigger;
if (evt.addIndex == 0) {
var noob = get.attitude(player, evt2.player) < 0 ? 1 : "cancel2";
if (player.countMark("fuzhong") == 3) return noob;
if (get.effect(evt2.targets[0], evt2.card, evt2.player, player) <= 0) return 0;
return noob;
}
return get.attitude(player, evt2.player) < 0 ? 0 : "cancel2";
});
"step 1";
if (result.control != "cancel2") {
player.logSkill("redaoji", trigger.player);
game.delayx();
if (result.index + event.addIndex == 0) {
player.gain(trigger.cards.filterInD(), "gain2");
} else trigger.player.addTempSkill("redaoji2");
}
},
},
redaoji2: {
charlotte: true,
mark: true,
mod: {
cardEnabled: function (card) {
if (card.name == "sha") return false;
},
cardRespondable: function (card) {
if (card.name == "sha") return false;
},
},
intro: {
content: "本回合不能使用或打出杀",
},
},
fuzhong: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter: function (event, player) {
return player.countMark("fuzhong") > 3;
},
content: function () {
"step 0";
player.chooseTarget(lib.filter.notMe, "对一名其他角色造成1点伤害", true).set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.line(target);
target.damage("nocard");
}
player.removeMark("fuzhong", 4);
},
marktext: "重",
intro: { content: "mark" },
group: ["fuzhong_gain", "fuzhong_yingzi"],
mod: {
maxHandcard: function (player, num) {
if (player.countMark("fuzhong") > 2) return num + 3;
},
globalFrom: function (player, target, num) {
if (player.countMark("fuzhong") > 1) return num - 2;
},
},
subSkill: {
gain: {
audio: "fuzhong",
trigger: {
player: "gainAfter",
global: "loseAsyncAfter",
},
forced: true,
filter: function (event, player) {
return player != _status.currentPhase && event.getg(player).length > 0;
},
content: function () {
player.addMark("fuzhong", 1);
},
},
yingzi: {
audio: "fuzhong",
trigger: { player: "phaseDrawBegin2" },
forced: true,
filter: function (event, player) {
return !event.numFixed && player.countMark("fuzhong") > 0;
},
content: function () {
trigger.num++;
},
},
},
},
//董承
xuezhao: {
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.maxHp > 0 && player.countCards("h") > 0;
},
filterCard: true,
position: "h",
filterTarget: lib.filter.notMe,
selectTarget: function () {
return [1, _status.event.player.maxHp];
},
check: function (card) {
return 2 * (_status.event.player.maxHp + 2) - get.value(card);
},
content: function () {
"step 0";
if (!target.countCards("he")) event._result = { bool: false };
else
target.chooseCard("he", "交给" + get.translation(player) + "一张牌并摸一张牌,或不能响应其使用的牌直到回合结束").set("ai", function (card) {
var player = _status.event.player,
target = _status.event.getParent().player,
val = get.value(card);
if (get.attitude(player, target) > 0) {
if (get.name(card, target) == "sha" && target.hasValueTarget(card)) return 30 - val;
return 20 - val;
}
return -val;
});
"step 1";
if (result.bool) {
player.addTempSkill("xuezhao_sha");
player.addMark("xuezhao_sha", 1, false);
target.give(result.cards, player);
target.draw();
} else {
player.addTempSkill("xuezhao_hit");
player.markAuto("xuezhao_hit", [target]);
}
},
ai: {
threaten: 2.4,
order: 3.6,
result: {
player: function (player, target) {
if (get.attitude(target, player) > 0) {
if (
target.countCards("e", function (card) {
return get.value(card, target) < 0;
})
)
return 3;
return Math.sqrt(target.countCards("he"));
}
if (
target.mayHaveShan(
player,
"use",
target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
) &&
player.countCards("hs", function (card) {
return !ui.selected.cards.includes(card) && get.name(card) == "sha" && player.canUse(card, target) && get.effect(target, card, player, player) != 0;
})
)
return -Math.sqrt(Math.abs(get.attitude(player, target))) / 2;
return 0.1;
},
},
},
subSkill: {
sha: {
charlotte: true,
onremove: true,
marktext: "血",
intro: { content: "多杀#刀,誓诛曹贼!" },
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("xuezhao_sha");
},
},
},
hit: {
charlotte: true,
onremove: true,
marktext: "诏",
intro: { content: "$篡汉,其心可诛!" },
trigger: { player: "useCard1" },
forced: true,
popup: false,
content: function () {
trigger.directHit.addArray(player.getStorage("xuezhao_hit"));
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return player.getStorage("xuezhao_hit").includes(arg.target);
},
},
},
},
},
//唐姬
kangge: {
audio: 2,
trigger: { player: "phaseBegin" },
direct: true,
filter: function (event, player) {
return player.phaseNumber == 1 && !player.storage.kangge && game.hasPlayer(current => current != player);
},
content: function () {
"step 0";
player.chooseTarget("请选择【抗歌】的目标", "其于回合外摸牌后你摸等量的牌其进入濒死状态时你可令其回复体力至1点其死亡后你弃置所有牌并失去1点体力", lib.filter.notMe, true).set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("kangge", target);
player.addSkill("kangge_clear");
player.storage.kangge = target;
player.markSkill("kangge");
game.delayx();
}
},
intro: { content: "已指定$为目标" },
group: ["kangge_draw", "kangge_dying", "kangge_die"],
subSkill: {
draw: {
audio: "kangge",
trigger: {
global: ["gainAfter", "loseAsyncAfter"],
},
forced: true,
filter: function (event, player) {
if (player.countMark("kangge_draw") >= 3) return false;
var target = player.storage.kangge;
return target && target != _status.currentPhase && event.getg(target).length > 0;
},
logTarget: "player",
content: function () {
var num = Math.min(3 - player.countMark("kangge_draw"), trigger.getg(player.storage.kangge).length);
player.addMark("kangge_draw", num, false);
player.draw(num);
},
},
clear: {
trigger: { global: "phaseBeginStart" },
forced: true,
firstDo: true,
popup: false,
charlotte: true,
filter: function (event, player) {
return player.countMark("kangge_draw") > 0;
},
content: function () {
player.removeMark("kangge_draw", player.countMark("kangge_draw"), false);
},
},
dying: {
audio: "kangge",
trigger: { global: "dying" },
logTarget: "player",
filter: function (event, player) {
return event.player == player.storage.kangge && event.player.hp < 1 && !player.hasSkill("kangge_temp");
},
check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
prompt2: "令其将体力值回复至1点",
content: function () {
trigger.player.recover(1 - trigger.player.hp);
player.addTempSkill("kangge_temp", "roundStart");
},
},
temp: {},
die: {
audio: "kangge",
trigger: { global: "dieAfter" },
filter: function (event, player) {
return event.player == player.storage.kangge;
},
forced: true,
content: function () {
var cards = player.getCards("he");
if (cards.length) player.discard(cards);
player.loseHp();
},
},
},
ai: {
threaten: 2,
},
},
jielie: {
audio: 2,
trigger: { player: "damageBegin4" },
direct: true,
filter: function (event, player) {
return (!event.source || (event.source != player && event.source != player.storage.kangge)) && player.storage.kangge && player.storage.kangge.isIn();
},
content: function () {
"step 0";
player
.chooseControl(lib.suit.slice(0), "cancel2")
.set("prompt", get.prompt("jielie"))
.set("prompt2", "防止伤害并改为失去等量体力,且令" + get.translation(player.storage.kangge) + "从弃牌堆中获得等量的花色牌")
.set("ai", function () {
var player = _status.event.player;
if (get.attitude(player, player.storage.kangge) <= 0) return "cancel2";
return lib.suit.randomGet();
});
"step 1";
if (result.control != "cancel2") {
event.suit = result.control;
player.logSkill("jielie", player.storage.kangge);
trigger.cancel();
player.loseHp(trigger.num);
} else event.finish();
"step 2";
var cards = [];
while (cards.length < trigger.num) {
var card = get.discardPile(function (card) {
return get.suit(card, false) == event.suit && !cards.includes(card);
});
if (card) cards.push(card);
else break;
}
if (cards.length) player.storage.kangge.gain(cards, "gain2");
},
},
//张横
dangzai: {
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return (
!player.isDisabledJudge() &&
game.hasPlayer(function (current) {
return (
current != player &&
current.countCards("j", function (card) {
return player.canAddJudge(card);
}) > 0
);
})
);
},
content: function () {
"step 0";
player.chooseTarget(
function (card, player, target) {
return (
target != player &&
target.countCards("j", function (card) {
return player.canAddJudge(card);
}) > 0
);
},
get.prompt("dangzai"),
"将一名其他角色判定区内的一张牌移动到你的判定区内"
);
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("dangzai", target);
player.choosePlayerCard(target, "j", true).set("filterButton", function (button) {
return _status.event.player.canAddJudge(button.link);
});
} else event.finish();
"step 2";
if (result.bool && result.cards && result.cards.length) {
var card = result.cards[0];
target.$give(card, player);
game.delayx();
var name = card.viewAs || card.name;
if (card.name != name) {
player.addJudge(name, card);
} else {
player.addJudge(card);
}
}
},
},
liangjue: {
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
filter: function (event, player) {
if (player.hp <= 1) return false;
if (event.player == player) {
if (event.name == "equip" && get.color(event.card, player) == "black") return true;
if (event.name == "addJudge" && get.color(event.cards[0], player) == "black") return true;
}
var evt = event.getl(player);
if (!evt || !evt.es || !evt.js || (!evt.es.length && !evt.js.length)) return false;
for (var i of evt.es) {
if (get.color(i, player) == "black") return true;
}
for (var i of evt.js) {
if (get.color(i, player) == "black") return true;
}
return false;
},
content: function () {
player.loseHp();
player.draw(2);
},
},
//狼灭
langmie: {
trigger: { global: "phaseUseEnd" },
//forced:true,
filter: function (event, player) {
if (player == event.player || !player.countCards("he")) return false;
var map = {};
var list = event.player.getHistory("useCard", function (evt) {
var evt2 = evt.getParent("phaseUse");
return evt2 == event;
});
for (var i of list) {
var name = get.type2(i.card, false);
if (!map[name]) map[name] = true;
else return true;
}
},
frequent: true,
content: function () {
player.draw();
},
group: "langmie_damage",
},
langmie_damage: {
audio: "langmie",
trigger: { global: "phaseEnd" },
direct: true,
filter: function (event, player) {
return event.player != player && (event.player.getStat("damage") || 0) > 1 && player.countCards("he") > 0;
},
content: function () {
"step 0";
player
.chooseToDiscard("he", get.prompt("langmie", trigger.player), "弃置一张牌并对其造成1点伤害")
.set("goon", get.damageEffect(trigger.player, player, player) > 0)
.set("ai", function (card) {
if (!_status.event.goon) return 0;
return 7 - get.value(card);
}).logSkill = ["langmie_damage", trigger.player];
"step 1";
if (result.bool) trigger.player.damage();
},
ai: { expose: 0.2 },
},
//牛金
recuorui: {
audio: "cuorui",
enable: "phaseUse",
limited: true,
skillAnimation: true,
animationColor: "thunder",
filter: function (event, player) {
return (
player.hp > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countGainableCards(player, "h") > 0;
})
);
},
filterTarget: function (card, player, target) {
return target != player && target.countGainableCards(player, "h") > 0;
},
selectTarget: function () {
return [1, _status.event.player.hp];
},
content: function () {
if (num == 0) player.awakenSkill("recuorui");
player.gainPlayerCard(target, true, "h");
},
ai: {
order: 10,
result: {
player: 1,
target: function (player, target) {
if (target.hasSkillTag("noh")) return 0;
return -1;
},
},
},
},
reliewei: {
audio: "liewei",
trigger: { global: "dying" },
filter: function (event, player) {
return player == _status.currentPhase || player.getHistory("useSkill", evt => evt.skill == "reliewei").length < player.getHp();
},
frequent: true,
content: function () {
player.draw();
},
},
//张邈
mouni: {
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
filter: function (event, player) {
return player.countCards("h", "sha") > 0;
},
content: function () {
"step 0";
player.addSkill("mouni2");
player.chooseTarget(get.prompt2("mouni"), lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player,
cards = player.getCards("h", "sha");
if (
get.attitude(player, target) >= 0 ||
!player.canUse(cards[0], target, false) ||
(!player.hasJudge("lebu") &&
target.mayHaveShan(
player,
"use",
target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
) &&
!player.hasSkillTag(
"directHit_ai",
true,
{
target: target,
card: cards[0],
},
true
))
)
return 0;
return get.effect(target, cards[0], player, player);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("mouni", target);
event.cards = player.getCards("h", "sha");
} else event.finish();
"step 2";
if (event.mouni_dying) return;
var hs = player.getCards("h");
cards = cards.filter(function (card) {
return (
hs.includes(card) &&
get.name(card, player) == "sha" &&
player.canUse(
{
name: "sha",
nature: get.nature(card, player),
isCard: true,
cards: [card],
},
target,
false
)
);
});
if (cards.length) {
var card = cards.randomRemove(1)[0];
player.useCard(target, false, card);
event.redo();
}
"step 3";
if (
player.getHistory("useCard", function (evt) {
return (
evt.getParent() == event &&
!player.getHistory("sourceDamage", function (evt2) {
return evt.card == evt2.card;
}).length
);
}).length
) {
player.skip("phaseUse");
player.skip("phaseDiscard");
}
player.removeSkill("mouni2");
},
},
mouni2: {
charlotte: true,
trigger: { global: "dying" },
forced: true,
firstDo: true,
popup: false,
filter: function (event, player) {
var evt = event.getParent("mouni");
return evt && evt.player == player && evt.target == event.player;
},
content: function () {
trigger.getParent("mouni").mouni_dying = true;
},
},
zongfan: {
derivation: "zhangu",
trigger: { player: "phaseJieshuBegin" },
juexingji: true,
forced: true,
skillAnimation: true,
animationColor: "gray",
filter: function (event, player) {
return (
!player.getHistory("skipped").includes("phaseUse") &&
player.getHistory("useCard", function (evt) {
return evt.getParent().name == "mouni";
}).length > 0
);
},
content: function () {
"step 0";
player.awakenSkill("zongfan");
var num = player.countCards("he");
if (num > 0) {
player.chooseCardTarget({
prompt: "是否将任意张牌交给一名其他角色?",
selectCard: [1, num],
filterCard: true,
filterTarget: lib.filter.notMe,
position: "he",
ai1: function (card) {
if (card.name == "du") return 10;
else if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0;
var player = _status.event.player;
if (
ui.selected.cards.length > 4 ||
!game.hasPlayer(function (current) {
return get.attitude(player, current) > 0 && !current.hasSkillTag("nogain");
})
)
return 0;
return 1 / Math.max(0.1, get.value(card));
},
ai2: function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (ui.selected.cards[0].name == "du") return -att;
if (target.hasSkillTag("nogain")) att /= 6;
return att;
},
});
} else event.goto(2);
"step 1";
if (result.bool) {
var cards = result.cards,
target = result.targets[0],
num = Math.min(5, cards.length);
player.give(cards, target);
player.gainMaxHp(num);
player.recover(num);
}
"step 2";
//player.removeSkill('mouni');
player.changeSkills(["zhangu"], ["mouni"]);
},
},
zhangu: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return player.maxHp > 1 && (player.countCards("h") == 0 || player.countCards("e") == 0);
},
content: function () {
var cards = [],
types = [];
for (var i = 0; i < 3; i++) {
var card = get.cardPile2(function (card) {
return !cards.includes(card) && !types.includes(get.type2(card, false));
});
if (card) {
cards.push(card);
types.push(get.type2(card, false));
} else break;
}
if (cards.length) player.gain(cards, "gain2");
player.loseMaxHp();
},
},
//梁兴
lulve: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
var hs = player.countCards("h");
return (
hs > 1 &&
game.hasPlayer(function (target) {
var ts = target.countCards("h");
return target != player && ts > 0 && hs > ts;
})
);
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("lulve"), function (card, player, target) {
var hs = player.countCards("h"),
ts = target.countCards("h");
return target != player && ts > 0 && hs > ts;
})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (target.isTurnedOver()) return att / 10;
if (!player.hasShan() && target.canUse({ name: "sha", isCard: true }, player, false) && get.effect(player, { name: "sha", isCard: true }, target, player) < 0 && player.hp < 4) return 0;
return -att * Math.sqrt(target.countCards("h"));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("lulve", target);
var str = get.translation(player);
target
.chooseControl()
.set("choiceList", ["将所有手牌交给" + str + ",然后其将武将牌翻面", "将武将牌翻面,然后视为对" + str + "使用【杀】"])
.set("ai", function () {
var player = _status.event.player,
target = _status.event.getParent().player;
if (player.isTurnedOver()) return 1;
if (!target.hasShan() && player.canUse({ name: "sha", isCard: true }, target, false) && get.effect(target, { name: "sha", isCard: true }, player, player) < 0) return 0;
return Math.random() < 0.5 ? 0 : 1;
});
} else event.finish();
"step 2";
if (result.index == 0) {
target.give(target.getCards("h"), player);
player.turnOver();
event.finish();
} else target.turnOver();
"step 3";
if (target.canUse({ name: "sha", isCard: true }, player, false)) target.useCard({ name: "sha", isCard: true }, player, false);
},
},
lxzhuixi: {
audio: 2,
trigger: {
player: "damageBegin3",
source: "damageBegin1",
},
forced: true,
logTarget: "player",
filter: function (event, player) {
return event.source && event.player.isTurnedOver() != event.source.isTurnedOver();
},
content: function () {
trigger.num++;
},
},
//陶谦和曹嵩
reyirang: {
audio: "yirang",
audioname: ["re_taoqian"],
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
if (
!player.countCards("he", function (card) {
return get.type(card) != "basic";
})
) {
return false;
}
return game.hasPlayer(function (current) {
return current != player;
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("reyirang"), function (card, player, target) {
return target != player;
})
.set("ai", function (target) {
return (get.attitude(_status.event.player, target) - 2) * target.maxHp;
});
"step 1";
if (result.bool) {
var cards = player.getCards("he", function (card) {
return get.type(card) != "basic";
});
var target = result.targets[0];
player.logSkill("reyirang", target);
player.give(cards, target, "give");
if (target.maxHp > player.maxHp) player.gainMaxHp(target.maxHp - player.maxHp, true);
player.recover(cards.length);
}
},
},
cslilu: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter: function (event, player) {
return !event.numFixed;
},
check: function (event, player) {
return (
Math.min(player.maxHp, 5) - player.countCards("h") > 3 ||
game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 0;
})
);
},
content: function () {
"step 0";
trigger.changeToZero();
"step 1";
player.drawTo(Math.min(player.maxHp, 5));
"step 2";
if (player.countCards("h") > 0) {
var str = "将至少一张手牌交给一名其他角色";
var num = player.countMark("cslilu");
if (num < player.countCards("h")) {
if (num > 0) str += "。若给出的牌数大于" + get.cnNumber(num) + "张,则你";
else str += ",并";
str += "加1点体力上限并回复1点体力";
}
player.chooseCardTarget({
prompt: str,
filterCard: true,
filterTarget: lib.filter.notMe,
selectCard: [1, Infinity],
forced: true,
ai1: function (card) {
if (ui.selected.cards.length < _status.event.goon) {
if (
get.tag(card, "damage") &&
game.hasPlayer(function (current) {
current != player && get.attitude(player, current) > 0 && !current.hasSkillTag("nogain") && !current.hasJudge("lebu") && current.hasValueTarget(card);
})
)
return 1;
return 1 / Math.max(0.1, get.value(card));
}
return 0;
},
ai2: function (target) {
return Math.sqrt(5 - Math.min(4, target.countCards("h"))) * get.attitude(_status.event.player, target);
},
goon: (function () {
if (
!game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 0 && !current.hasSkillTag("nogain") && !current.hasJudge("lebu");
})
)
return 1;
if (num < player.countCards("h")) return num + 1;
return 1;
})(),
});
} else event.finish();
"step 3";
if (result.bool) {
var num = player.countMark("cslilu");
player.give(result.cards, result.targets[0]);
if (result.cards.length > num) {
player.gainMaxHp();
player.recover();
}
player.storage.cslilu = result.cards.length;
player.markSkill("cslilu");
}
},
},
csyizheng: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("csyizheng"), lib.filter.notMe).set("ai", function (target) {
if (target.isTurnedOver() || target.hasJudge("lebu")) return 0;
return get.attitude(_status.event.player, target) * Math.max(0, target.countCards("h") - 2);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("csyizheng", target);
player.storage.csyizheng2 = target;
player.addTempSkill("csyizheng2", { player: "phaseBegin" });
}
},
},
csyizheng2: {
audio: "csyizheng",
trigger: {
global: ["recoverBegin", "damageBegin1"],
},
forced: true,
charlotte: true,
logTarget: function (event) {
return event.name == "damage" ? event.source : event.player;
},
filter: function (event, player) {
var target = lib.skill.csyizheng2.logTarget(event);
if (target != player.storage.csyizheng2) return false;
return player.maxHp > target.maxHp;
},
content: function () {
player.loseMaxHp();
trigger.num++;
},
mark: "character",
intro: {
content: "$造成伤害或回复体力时若你的体力上限大于其则你减1点体力上限然后此伤害/回复量+1",
},
},
reyixiang: {
audio: "yixiang",
audioname: ["re_taoqian"],
trigger: { player: "damageBegin1" },
forced: true,
filter: function (event, player) {
var evt = event.getParent(2);
if (evt.name != "useCard" || evt.card != event.card) return false;
var source = evt.player;
var phsu = evt.getParent("phaseUse");
if (!source || source == player || source != phsu.player) return false;
return (
source.getHistory("useCard", function (evt2) {
return evt2.getParent("phaseUse") == phsu;
})[0] == evt
);
},
content: function () {
trigger.num--;
},
group: "reyixiang_card",
subSkill: {
card: {
audio: "yixiang",
audioname: ["re_taoqian"],
trigger: { target: "useCardToTargeted" },
forced: true,
filter: function (event, player) {
if (get.color(event.card) != "black") return false;
var evt = event.getParent();
var source = evt.player;
var phsu = evt.getParent("phaseUse");
if (!source || source == player || source != phsu.player) return false;
return (
source
.getHistory("useCard", function (evt2) {
return evt2.getParent("phaseUse") == phsu;
})
.indexOf(evt) == 1
);
},
content: function () {
trigger.excluded.add(player);
},
},
},
ai: {
effect: {
target: function (card, player, target, current, isLink) {
if (isLink || typeof card !== "object" || !player.isPhaseUsing()) return;
var num;
var evt = _status.event.getParent("useCard"),
evt2 = _status.event.getParent("phaseUse");
if (evt.card == card) {
num = player
.getHistory("useCard", function (evt) {
return evt.getParent("phaseUse") == evt2;
})
.indexOf(evt);
} else
num = player.getHistory("useCard", function (evt) {
return evt.getParent("phaseUse") == evt2;
}).length;
if (num < 0 || num > 1) return;
if (num === 0 && get.tag(card, "damage")) {
if (
target.hasSkillTag("filterDamage", null, {
player: player,
card: card,
}) ||
!player.hasSkillTag("damageBonus", true, {
target: target,
card: card,
})
)
return "zerotarget";
return [0.5, 0, 0.5, 0];
}
if (num === 1 && get.color(card) == "black") return "zeroplayertarget";
},
},
},
},
//赵忠
yangzhong: {
audio: 2,
trigger: {
source: "damageSource",
player: "damageEnd",
},
direct: true,
filter: function (event, player) {
var target = event.player,
source = event.source;
if (player != source && !player.hasSkill("yangzhong")) return false;
if (!target || !source || !target.isIn() || !source.isIn()) return false;
return source.countCards("he") > 1;
},
content: function () {
"step 0";
trigger.source.chooseToDiscard("是否对" + get.translation(trigger.player) + "发动【殃众】?", "弃置两张牌并令其失去1点体力", "he", 2).set("ai", function (card) {
var evt = _status.event;
if (get.attitude(evt.player, evt.getTrigger().player) >= 0) return 0;
return 7 - get.value(card);
}).logSkill = ["yangzhong", trigger.player];
"step 1";
if (result.bool) trigger.player.loseHp();
},
},
huangkong: {
audio: 2,
trigger: { target: "useCardToTargeted" },
forced: true,
filter: function (event, player) {
if (player == _status.currentPhase || player.countCards("h")) return false;
return event.card.name == "sha" || get.type(event.card, false) == "trick";
},
content: function () {
player.draw(2);
},
},
hfjieying: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("hfjieying"), lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player;
return (
(get.attitude(player, target) *
(1 +
target.countCards("h", function (card) {
return !get.tag(card, "damage") && target.hasValueTarget(card);
}))) /
(1 + target.countCards("h"))
);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("hfjieying", target);
target.addTempSkill("hfjieying2", { player: "phaseJieshuBegin" });
}
},
ai: {
expose: 0.05,
},
},
hfjieying2: {
mod: {
cardEnabled: function (card, player) {
if (player.storage.hfjieying2) return false;
},
cardSavable: function (card, player) {
if (player.storage.hfjieying2) return false;
},
targetInRange: function (card, player) {
if (player == _status.currentPhase && (card.name == "sha" || get.type(card) == "trick")) return true;
},
aiOrder: function (player, card, num) {
var info = get.info(card);
if (!get.tag(card, "damage") && (!info || !info.toself)) return num + 8;
},
},
onremove: true,
trigger: { player: "useCard2" },
direct: true,
charlotte: true,
filter: function (event, player) {
if (player != _status.currentPhase || event.targets.length != 1) return false;
var card = event.card;
if (card.name != "sha" && get.type(card) != "trick") return false;
var info = get.info(card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current);
})
) {
return true;
}
}
return false;
},
content: function () {
"step 0";
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
player
.chooseTarget(get.prompt("hfjieying2"), function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
if (event.targets) {
player.logSkill("hfjieying2", event.targets);
trigger.targets.addArray(event.targets);
}
},
group: "hfjieying3",
mark: true,
intro: {
content: function (player) {
if (player) return "不能使用牌直到回合结束";
return "使用【杀】或普通锦囊牌时无距离限制且可以多指定一个目标";
},
},
},
hfjieying3: {
trigger: { source: "damageSource" },
forced: true,
popup: false,
filter: function (event, player) {
return !player.storage.hfjieying2 && player == _status.currentPhase;
},
content: function () {
player.storage.hfjieying2 = true;
},
},
weipo: {
audio: 2,
trigger: { target: "useCardToTargeted" },
forced: true,
filter: function (event, player) {
return player != event.player && !player.hasSkill("weipo3") && player.countCards("h") < Math.min(5, player.maxHp) && (event.card.name == "sha" || get.type(event.card) == "trick");
},
content: function () {
"step 0";
player.addTempSkill("weipo2");
player.drawTo(Math.min(5, player.maxHp));
"step 1";
var evt = trigger.getParent();
if (!evt.weipo) evt.weipo = {};
evt.weipo[player.playerid] = player.countCards("h");
},
},
weipo2: {
charlotte: true,
trigger: { global: "useCardAfter" },
forced: true,
popup: false,
filter: function (event, player) {
return event.weipo && event.weipo[player.playerid] != undefined && event.weipo[player.playerid] > player.countCards("h");
},
content: function () {
"step 0";
player.addTempSkill("weipo3", { player: "phaseBegin" });
if (player.countCards("h") && trigger.player.isIn()) {
player.chooseCard("h", true, "将一张手牌交给" + get.translation(trigger.player));
} else event.finish();
"step 1";
if (result.bool) {
player.give(result.cards, trigger.player);
}
},
},
weipo3: { charlotte: true },
refuqi: {
audio: "fuqi",
forced: true,
trigger: {
player: "useCard",
},
filter: function (event, player) {
return (
event.card &&
(get.type(event.card) == "trick" || (get.type(event.card) == "basic" && !["shan", "tao", "jiu", "du"].includes(event.card.name))) &&
game.hasPlayer(function (current) {
return current != player && get.distance(player, current) <= 1;
})
);
},
content: function () {
trigger.directHit.addArray(
game.filterPlayer(function (current) {
return current != player && get.distance(player, current) <= 1;
})
);
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return get.distance(player, arg.target) <= 1;
},
},
},
zhuide: {
audio: 2,
trigger: { player: "die" },
forceDie: true,
skillAnimation: true,
animationColor: "thunder",
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("zhuide"), 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("zhuide", target);
var names = [];
var cards = [];
while (cards.length < 4) {
var card = get.cardPile2(function (card) {
return !cards.includes(card) && !names.includes(card.name) && get.type(card) == "basic";
});
if (card) {
cards.push(card);
names.push(card.name);
} else break;
}
if (cards.length) target.gain(cards, "gain2");
}
},
},
juntun: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return player.maxHp > 1;
},
content: function () {
player.loseMaxHp();
player.draw(player.maxHp);
},
},
jiaojie: {
audio: 2,
mod: {
ignoredHandcard: function (card, player) {
if (get.color(card) == "red") {
return true;
}
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && get.color(card) == "red") {
return false;
}
},
targetInRange: function (card) {
const color = get.color(card);
if (color === "black" || color === "unsure") return true;
},
cardUsable: function (card) {
const color = get.color(card);
if (color === "black" || color === "unsure") return Infinity;
},
},
},
decadewuniang: {
trigger: {
player: ["useCard", "respond"],
},
audio: "xinfu_wuniang",
direct: true,
filter: function (event, player) {
return event.card.name == "sha";
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("decadewuniang"), function (card, player, target) {
if (player == target) return false;
return target.countGainableCards(player, "he") > 0;
})
.set("ai", function (target) {
return 10 - get.attitude(_status.event.player, target);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("decadewuniang", target);
player.line(target, "fire");
player.gainPlayerCard(target, "he", true);
target.draw();
if (!player.storage.decadexushen) event.finish();
} else event.finish();
"step 2";
var list = game.filterPlayer(function (current) {
return current.name == "dc_guansuo" || current.name2 == "dc_guansuo";
});
if (list.length) game.asyncDraw(list);
else event.finish();
"step 3";
game.delayx();
},
},
minsi: {
audio: 2,
enable: "phaseUse",
getResult: function (cards) {
var l = cards.length;
var all = Math.pow(l, 2);
var list = [];
for (var i = 1; i < all; i++) {
var array = [];
for (var j = 0; j < l; j++) {
if (Math.floor((i % Math.pow(2, j + 1)) / Math.pow(2, j)) > 0) array.push(cards[j]);
}
var num = 0;
for (var k of array) {
num += get.number(k);
}
if (num == 13) list.push(array);
}
if (list.length) {
list.sort(function (a, b) {
if (a.length != b.length) return b.length - a.length;
return get.value(a) - get.value(b);
});
return list[0];
}
return list;
},
usable: 1,
filterCard: function (card) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return get.number(card) + num <= 13;
},
complexCard: true,
selectCard: function () {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num == 13) return ui.selected.cards.length;
return ui.selected.cards.length + 2;
},
check: function (card) {
var evt = _status.event;
if (!evt.minsi_choice) evt.minsi_choice = lib.skill.minsi.getResult(evt.player.getCards("he"));
if (!evt.minsi_choice.includes(card)) return 0;
return 1;
},
position: "he",
content: function () {
player.draw(cards.length * 2).gaintag = ["minsi2"];
player.addTempSkill("minsi2");
},
ai: {
order: 5,
result: { player: 1 },
},
},
minsi2: {
onremove: function (player) {
player.removeGaintag("minsi2");
},
mod: {
targetInRange: function (card, player, target) {
if (!card.cards || !card.cards.length) return;
for (var i of card.cards) {
if (!i.hasGaintag("minsi2") || get.color(i) != "black") return;
}
return true;
},
ignoredHandcard: function (card, player) {
if (card.hasGaintag("minsi2") && get.color(card) == "red") {
return true;
}
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("minsi2") && get.color(card) == "red") {
return false;
}
},
aiOrder: function (player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("minsi2") && get.color(card) == "black") return num - 0.1;
},
},
},
jijing: {
audio: 2,
trigger: { player: "damageEnd" },
frequent: true,
content: function () {
"step 0";
player.judge();
"step 1";
var num = result.number;
var next = player.chooseToDiscard(
"是否弃置任意张点数之和为" + get.cnNumber(num) + "的牌并回复1点体力",
function (card) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return get.number(card) + num <= _status.event.num;
},
"he"
);
next.set("num", num);
next.set("complexCard", true);
next.set("selectCard", function () {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num == _status.event.num) return ui.selected.cards.length;
return ui.selected.cards.length + 2;
});
next.set(
"cardResult",
(function () {
var cards = player.getCards("he");
var l = cards.length;
var all = Math.pow(l, 2);
var list = [];
for (var i = 1; i < all; i++) {
var array = [];
for (var j = 0; j < l; j++) {
if (Math.floor((i % Math.pow(2, j + 1)) / Math.pow(2, j)) > 0) array.push(cards[j]);
}
var numx = 0;
for (var k of array) {
numx += get.number(k);
}
if (numx == num) list.push(array);
}
if (list.length) {
list.sort(function (a, b) {
return get.value(a) - get.value(b);
});
return list[0];
}
return list;
})()
);
next.set("ai", function (card) {
if (!_status.event.cardResult.includes(card)) return 0;
return 6 - get.value(card);
});
"step 2";
if (result.bool) player.recover();
},
},
cixiao: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
filter: function (event, player) {
if (
!game.hasPlayer(function (current) {
return current.hasSkill("panshi");
})
)
return true;
return (
player.countCards("he") >= 1 &&
game.hasPlayer(function (current) {
return current != player && !current.hasSkill("panshi");
})
);
},
content: function () {
"step 0";
if (
game.hasPlayer(function (current) {
return current.hasSkill("panshi");
})
)
event.goto(2);
else
player.chooseTarget(lib.filter.notMe, get.prompt("cixiao"), "令一名其他角色获得「义子」标记").set("ai", function (target) {
var player = _status.event.player;
var att = -get.attitude(player, target);
return att * target.countCards("h");
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("cixiao", target);
target.addSkills("panshi");
}
event.finish();
"step 2";
var list = game.filterPlayer(function (current) {
return current.hasSkill("panshi");
});
player.chooseCardTarget({
prompt: get.prompt("cixiao"),
prompt2: "弃置一张牌并将" + get.translation(list) + "的「义子」标记转移给其他角色",
position: "he",
filterTarget: function (card, player, target) {
return player != target && !target.hasSkill("panshi");
},
filterCard: lib.filter.cardDiscardable,
ai1: function (card) {
if (_status.event.goon) return 5 - get.value(card);
return 0;
},
ai2: function (target) {
var player = _status.event.player;
var att = -get.attitude(player, target);
return att * target.countCards("h");
},
goon: (function (target) {
var att = -get.attitude(player, target);
return att * target.countCards("h") <= 0;
})(list[0]),
});
"step 3";
if (result.bool) {
var target = result.targets[0];
player.logSkill("cixiao");
player.discard(result.cards).delay = false;
player.line2(
game
.filterPlayer(function (current) {
if (current.hasSkill("panshi")) {
current.removeSkills("panshi");
return true;
}
})
.concat(result.targets),
"green"
);
target.addSkills("panshi");
} else event.finish();
"step 4";
game.delayx();
},
derivation: "panshi",
ai: { threaten: 8 },
},
panshi: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter: function (event, player) {
return (
player.countCards("h") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.hasSkill("cixiao");
})
);
},
content: function () {
"step 0";
var targets = game.filterPlayer(function (current) {
return current != player && current.hasSkill("cixiao");
});
if (targets.length == 1) {
event.target = targets[0];
player.chooseCard("h", true, "叛弑:将一张手牌交给" + get.translation(targets));
} else
player.chooseCardTarget({
prompt: "叛弑:将一张手牌交给" + get.translation(targets) + "中的一名角色",
filterCard: true,
position: "h",
targets: targets,
forced: true,
filterTarget: function (card, player, target) {
return _status.event.targets.includes(target);
},
});
"step 1";
if (result.bool) {
if (!target) target = result.targets[0];
player.line(target);
player.give(result.cards, target);
}
},
mark: true,
marktext: "子",
intro: {
name: "义子",
//content:'我是儿子',
//R·I·P——永远怀念被棘手砍掉的“我是儿子”
content(_, player) {
const targets = game.filterPlayer2(target => target.hasSkill("cixiao", null, null, false)).sortBySeat(player);
if (!targets.length) return "我义父呢?!";
if (
["name", "name1", "name2"].some(name => {
if (!player[name] || !get.character(player[name]) || typeof get.translation(player[name]) != "string") return false;
return player[name].includes("lvbu") && get.translation(player[name]).includes("吕布");
})
)
return "公若不弃,布愿拜为义父";
return (
"我是" +
get.translation(targets) +
"的" +
(player => {
switch (player.sex) {
case "female":
return "义女";
case "double":
return "义子义女";
default:
return "义子";
}
})(player)
);
},
},
group: "panshi_damage",
ai: {
halfneg: true,
},
},
panshi_damage: {
trigger: { source: "damageBegin1" },
forced: true,
logTarget: "player",
filter: function (event, player) {
return player.isPhaseUsing() && event.card && event.card.name == "sha" && event.player.hasSkill("cixiao");
},
content: function () {
trigger.num++;
if (
["name", "name1", "name2"].some(name => {
if (!player[name] || !get.character(player[name]) || typeof get.translation(player[name]) != "string") return false;
return player[name].includes("lvbu") && get.translation(player[name]).includes("吕布");
})
)
player.chat("吾堂堂丈夫,安肯为汝子乎!");
var evt = event.getParent("phaseUse");
if (evt && evt.player == player) evt.skipped = true;
},
},
xianshuai: {
audio: 2,
trigger: { global: "damageSource" },
forced: true,
filter: function (event, player) {
return event.source && event.source.isIn() && !player.hasSkill("xianshuai2");
},
content: function () {
player.addTempSkill("xianshuai2", "roundStart");
player.draw();
if (player == trigger.source && trigger.player.isIn()) {
player.line(trigger.player, "green");
trigger.player.damage();
}
},
},
xianshuai2: { charlotte: true },
decadexushen: {
derivation: "decadezhennan",
audio: "xinfu_xushen",
trigger: { player: "dying" },
limited: true,
skillAnimation: true,
animationColor: "orange",
filter: function (event, player) {
return player.hp < 1;
},
content: function () {
player.awakenSkill("decadexushen");
player.addSkills("decadezhennan");
player.addTempSkill("decadexushen2");
trigger.decadexushen = true;
player.recover();
},
},
decadexushen2: {
trigger: { player: "dyingAfter" },
forced: true,
popup: false,
charlotte: true,
filter: function (event, player) {
return (
event.decadexushen == true &&
!game.hasPlayer(function (current) {
return current.name == "dc_guansuo" || current.name2 == "dc_guansuo";
})
);
},
content: function () {
"step 0";
player.chooseTarget(lib.filter.notMe, "许身:是否令一名其他角色选择是否将其武将牌替换为“关索”并令其摸三张牌?").set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 1";
if (!result.bool) {
event.finish();
return;
}
var target = result.targets[0];
event.target = target;
player.line(target, "fire");
target.chooseBool("许身:是否将自己的一张武将牌替换为“关索”并令" + get.translation(player) + "摸三张牌?");
"step 2";
if (result.bool) {
if (target.name2 != undefined) {
target.chooseControl(target.name1, target.name2).set("prompt", "请选择要更换的武将牌");
} else event._result = { control: target.name1 };
} else event.goto(4);
"step 3";
target.reinitCharacter(result.control, "dc_guansuo");
"step 4";
target.draw(3);
},
},
decadezhennan: {
audio: "xinfu_zhennan",
trigger: {
global: "useCardToPlayered",
},
filter: function (event, player) {
return event.isFirstTarget && event.targets && event.targets.length > 1 && get.type2(event.card) == "trick";
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("decadezhennan"), "对一名其他角色造成1点伤害", function (card, player, target) {
return target != player;
})
.set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 1";
if (result.bool && result.targets && result.targets.length) {
player.logSkill("decadezhennan", result.targets);
result.targets[0].damage();
}
},
ai: {
expose: 0.25,
},
},
yujue: {
audio: 2,
derivation: "zhihu",
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.hasEnabledSlot();
},
chooseButton: {
dialog: function (event, player) {
return ui.create.dialog("###鬻爵###" + lib.translate.yujue_info);
},
chooseControl: function (event, player) {
var list = [];
for (var i = 1; i < 6; i++) {
if (player.hasEnabledSlot(i)) list.push("equip" + i);
}
list.push("cancel2");
return list;
},
check: function (event, player) {
for (var i = 5; i > 0; i--) {
if (player.hasEmptySlot(i)) return "equip" + i;
}
return "cancel2";
},
backup: function (result) {
var next = get.copy(lib.skill.yujuex);
next.position = result.control;
return next;
},
},
ai: {
order: 1,
result: {
player: function (player) {
if (
game.hasPlayer(function (target) {
if (player == target) return false;
var hs = target.countCards("h");
return hs > 2 && get.attitude(player, target) > 0;
})
)
return 1;
return 0;
},
},
},
},
yujuex: {
audio: "yujue",
async content(event, trigger, player) {
await player.disableEquip(lib.skill.yujue_backup.position);
if (
player.isIn() &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h");
})
) {
const result = await player
.chooseTarget(true, "选择一名角色交给你一张牌并获得技能〖执笏〗", function (card, player, target) {
if (player == target) return false;
return target.countCards("h") > 0;
})
.set("ai", function (target) {
return get.attitude(_status.event.player, target) * target.countCards("h");
})
.forResult();
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target);
const result2 = await target.chooseCard("h", true, "交给" + get.translation(player) + "一张手牌").forResult();
if (result2.bool && result2.cards && result2.cards.length) {
await target.give(result2.cards, player);
target.storage.zhihu_mark = player;
await target.addSkills("zhihu");
target.addSkill("zhihu_mark");
}
}
}
},
},
zhihu: {
usable: 2,
trigger: { source: "damageSource" },
forced: true,
filter: function (event, player) {
return player != event.player;
},
content: function () {
player.draw(2);
},
},
zhihu_mark: {
mark: "character",
intro: {
content: "以$之名,授予汝技能〖执笏〗,直至$的下回合开始为止!",
},
onremove: function (player) {
delete player.storage.zhihu_mark;
player.removeSkills("zhihu");
},
trigger: { global: "phaseBeginStart" },
firstDo: true,
charlotte: true,
silent: true,
filter: function (event, player) {
return event.player == player.storage.zhihu_mark;
},
content: function () {
player.removeSkill("zhihu_mark");
},
},
tuxing: {
audio: 2,
trigger: { player: "disableEquipAfter" },
forced: true,
content: function () {
"step 0";
player.gainMaxHp();
player.recover();
"step 1";
if (!player.hasEnabledSlot()) {
player.loseMaxHp(4);
player.addSkill("tuxing2");
}
},
},
tuxing2: {
audio: "tuxing",
trigger: { source: "damageBegin1" },
forced: true,
charlotte: true,
content: function () {
trigger.num++;
},
mark: true,
intro: {
content: "造成伤害时,此伤害+1",
},
},
gongjian: {
audio: 2,
trigger: { global: "useCardToPlayered" },
usable: 1,
logTarget: function (event) {
return event.parent.gongjian_targets.filter(function (target) {
return event.targets.includes(target) && target.countCards("he") > 0;
});
},
filter: function (event, player) {
if (event.card.name != "sha" || !event.isFirstTarget) return false;
if (
event.parent.gongjian_targets &&
event.parent.gongjian_targets.filter(function (target) {
return event.targets.includes(target) && target.countCards("he") > 0;
}).length > 0
)
return true;
return false;
},
check: function (event, player) {
var targets = event.parent.gongjian_targets.filter(function (target) {
return event.targets.includes(target) && target.countCards("he") > 0;
}),
att = 0;
for (var i of targets) {
att += get.attitude(player, i);
}
return att < 0;
},
content: function () {
"step 0";
event.targets = trigger.parent.gongjian_targets.filter(function (target) {
return trigger.targets.includes(target);
});
event.num = 0;
"step 1";
var target = targets[num];
player.discardPlayerCard(target, true, "he", [1, 2]).set("forceAuto", true);
"step 2";
event.num++;
if (event.num < targets.length) event.goto(1);
else {
var cards = [];
game.getGlobalHistory("cardMove", function (evt) {
if (evt.player && evt.hs && evt.type == "discard" && evt.getParent(3) == event) {
for (var i of evt.hs) {
if (get.name(i, evt.player) == "sha" && get.position(i, true) == "d") cards.add(i);
}
}
});
if (cards.length) player.gain(cards, "gain2");
}
},
group: "gongjian_count",
subSkill: {
count: {
trigger: { global: "useCard1" },
silent: true,
firstDo: true,
filter: function (event, player) {
return event.card && event.card.name == "sha";
},
content: function () {
if (player.storage.gongjian) trigger.gongjian_targets = player.storage.gongjian;
player.storage.gongjian = trigger.targets;
},
},
},
},
kuimang: {
audio: 2,
trigger: { global: "dieAfter" },
forced: true,
filter: function (event, player) {
return (
player.getAllHistory("sourceDamage", function (target) {
return target.player == event.player;
}).length > 0
);
},
content: function () {
player.draw(2);
},
},
rexiemu: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return !game.hasPlayer(function (current) {
return current.hasMark("rexiemu");
});
},
content: function () {
"step 0";
player.chooseTarget(get.prompt2("rexiemu"), lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player;
return get.attitude(player, target) * Math.sqrt(Math.max(1 + player.countCards("h"), 1 + target.countCards("h")));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("rexiemu", target);
target.addMark("rexiemu", 1);
player.addSkill("rexiemu2");
}
},
intro: { content: "mark" },
ai: {
expose: 0.1,
},
},
rexiemu2: {
audio: "rexiemu",
trigger: { global: ["loseAfter"] },
forced: true,
charlotte: true,
usable: 1,
filter: function (event, player) {
return (
(event.player == player || event.player.hasMark("rexiemu")) &&
["useCard", "respond"].includes(event.getParent().name) &&
event.hs &&
event.hs.length &&
event.player != _status.currentPhase &&
game.hasPlayer(function (current) {
return current.hasMark("rexiemu");
})
);
},
content: function () {
"step 0";
game.asyncDraw(
game.filterPlayer(function (current) {
return current == player || current == trigger.player || current.hasMark("rexiemu");
})
);
"step 1";
game.delayx();
},
group: "rexiemu3",
},
rexiemu3: {
trigger: { player: "phaseBegin" },
forced: true,
charlotte: true,
silent: true,
firstDo: true,
content: function () {
player.removeSkill("rexiemu2");
game.countPlayer(function (current) {
var num = current.countMark("rexiemu");
if (num) current.removeMark("rexiemu", num);
});
},
},
heli: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return lib.skill.heli.filterTarget(null, player, current);
});
},
filterTarget: function (card, player, target) {
return target.countCards("h") < player.countCards("h");
},
content: function () {
"step 0";
if (target.countCards("h")) target.showHandcards();
"step 1";
var list = [];
var cards = [];
for (var i of lib.inpile) list.add(get.type2(i));
for (var i of list) {
if (
!target.countCards("h", function (card) {
return get.type2(card, target) == i;
})
) {
var card = get.cardPile2(function (card) {
return get.type2(card, false) == i;
});
if (card) cards.push(card);
}
}
if (cards.length) target.gain(cards, "gain2", "log");
},
ai: {
order: 10,
result: {
target: function (player, target) {
return 1 / Math.sqrt(1 + target.countCards("h"));
},
},
},
},
moying: {
audio: 2,
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
direct: true,
filter: function (event, player) {
if (player == _status.currentPhase || event.getParent().name == "useCard") return false;
if (event.name == "gain" && event.player == player) return false;
var evt = event.getl(player);
return evt && evt.cards2 && evt.cards2.length == 1 && ["equip", "trick"].includes(get.type2(evt.cards2[0], evt.type == "discard" && evt.hs.includes(evt.cards2[0]) ? player : false)) && !player.hasSkill("moying2");
},
content: function () {
"step 0";
var number = trigger.getl(player).cards2[0].number;
var numbers = [number - 2, number - 1, number, number + 1, number + 2].filter(function (number) {
return number >= 1 && number <= 13;
});
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
_status.imchoosing = false;
event._result = {
bool: true,
suit: lib.suit.randomGet(),
number: numbers.randomGet(),
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
};
var chooseButton = function (player, numbers) {
var event = _status.event;
player = player || event.player;
if (!event._result) event._result = {};
var dialog = ui.create.dialog("是否发动【墨影】?", "forcebutton", "hidden");
event.dialog = dialog;
dialog.addText("花色");
var table = document.createElement("div");
table.classList.add("add-setting");
table.style.margin = "0";
table.style.width = "100%";
table.style.position = "relative";
var listi = ["spade", "heart", "club", "diamond"];
for (var i = 0; i < listi.length; i++) {
var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode");
td.link = listi[i];
table.appendChild(td);
td.innerHTML = "<span>" + get.translation(listi[i]) + "</span>";
td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () {
if (_status.dragged) return;
if (_status.justdragged) return;
_status.tempNoButton = true;
setTimeout(function () {
_status.tempNoButton = false;
}, 500);
var link = this.link;
var current = this.parentNode.querySelector(".bluebg");
if (current) {
current.classList.remove("bluebg");
}
this.classList.add("bluebg");
event._result.suit = link;
});
}
dialog.content.appendChild(table);
dialog.addText("点数");
var table2 = document.createElement("div");
table2.classList.add("add-setting");
table2.style.margin = "0";
table2.style.width = "100%";
table2.style.position = "relative";
for (var i = 0; i < numbers.length; i++) {
var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode");
td.link = numbers[i];
table2.appendChild(td);
var num = numbers[i];
switch (num) {
case 1:
num = "A";
break;
case 11:
num = "J";
break;
case 12:
num = "Q";
break;
case 13:
num = "K";
break;
}
td.innerHTML = "<span>" + num + "</span>";
td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () {
if (_status.dragged) return;
if (_status.justdragged) return;
_status.tempNoButton = true;
setTimeout(function () {
_status.tempNoButton = false;
}, 500);
var link = this.link;
var current = this.parentNode.querySelector(".bluebg");
if (current) {
current.classList.remove("bluebg");
}
this.classList.add("bluebg");
event._result.number = link;
});
}
dialog.content.appendChild(table2);
dialog.add("  ");
event.dialog.open();
event.switchToAuto = function () {
event._result = {
bool: true,
number: numbers.randomGet(),
suit: lib.suit.randomGet(),
};
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
};
event.control = ui.create.control("ok", "cancel2", function (link) {
var result = event._result;
if (link == "cancel2") result.bool = false;
else {
if (!result.number || !result.suit) return;
result.bool = true;
}
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
});
for (var i = 0; i < event.dialog.buttons.length; i++) {
event.dialog.buttons[i].classList.add("selectable");
}
game.pause();
game.countChoose();
};
if (event.isMine()) {
chooseButton(player, numbers);
} else if (event.isOnline()) {
event.player.send(chooseButton, event.player, numbers);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 1";
var map = event.result || result;
if (map.bool) {
player.logSkill("moying");
player.addTempSkill("moying2");
var cards = [];
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var card = ui.cardPile.childNodes[i];
if (get.suit(card) == map.suit && get.number(card) == map.number) cards.push(card);
}
if (cards.length) player.gain(cards, "gain2", "log");
}
},
},
moying2: {},
juanhui: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt("juanhui"), lib.filter.notMe, "选择记录一名其他角色使用过的牌").set("ai", function (target) {
if (target.isTurnedOver() || target.hasJudge("lebu")) return Math.random();
return (1 + target.countCards("h")) * 2 + Math.random();
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("juanhui", target);
player.storage.juanhui2 = target;
player.storage.juanhui3 = [];
player.addSkill("juanhui2");
}
},
},
juanhui2: {
charlotte: true,
mark: true,
mod: {
cardUsable: function (card) {
if (card.name == "sha" && _status.event.skill == "juanhui2_backup") return Infinity;
},
},
intro: {
markcount: function (storage, player) {
return player.getStorage("juanhui3").length;
},
mark: function (dialog, storage, player) {
dialog.addText("记录目标");
dialog.addSmall([storage]);
var vcard = player.getStorage("juanhui3");
if (vcard.length) {
dialog.addText("记录卡牌");
dialog.addSmall([vcard, "vcard"]);
}
},
content: function (storage, player) {
var str = "记录目标:" + get.translation(storage);
var vcard = player.getStorage("juanhui3");
if (vcard.length) {
str += "<br>记录卡牌:";
for (var i of vcard) {
if (i[2] == "sha" && i[3]) str += get.translation(i[3]);
str += get.translation(i[2]);
str += "、";
}
str = str.slice(0, str.length - 1);
}
return str;
},
},
onremove: function (player) {
delete player.storage.juanhui2;
delete player.storage.juanhui3;
},
group: "juanhui3",
enable: "phaseUse",
filter: function (event, player) {
return player.getStorage("juanhui3").length > 0 && player.countCards("hs") > 0;
},
chooseButton: {
dialog: function (event, player) {
return ui.create.dialog("绢绘", [player.getStorage("juanhui3"), "vcard"], "hidden");
},
filter: function (button, player) {
return lib.filter.cardEnabled(
{
name: button.link[2],
nature: button.link[3],
},
player,
_status.event.getParent()
);
},
check: function (button) {
var player = _status.event.player;
var card = {
name: button.link[2],
nature: button.link[3],
};
if (player.getUseValue(card) > 0) return get.order(card);
return -1;
},
backup: function (links, player) {
return {
audio: "juanhui",
popname: true,
filterCard: true,
position: "hs",
viewAs: {
name: links[0][2],
nature: links[0][3],
},
check: function (card) {
return 6 - get.value(card);
},
precontent: function () {
var card = event.result.card;
if (card.name == "sha") event.getParent().addCount = false;
var vcard = player.storage.juanhui3;
for (var i = 0; i < vcard.length; i++) {
if (vcard[i][2] == card.name) vcard.splice(i--, 1);
}
if (vcard.length) player.markSkill("juanhui2");
else {
player.unmarkSkill("juanhui2");
event.getParent().juanhui = true;
}
},
};
},
prompt: function (links, player) {
return "将一张手牌当做" + (links[0][2] == "sha" && links[0][3] ? get.translation(links[0][3]) : "") + get.translation(links[0][2]) + "使用";
},
},
ai: {
order: function (item, player) {
var muniu = player.getStorage("juanhui3");
var order = 0;
for (var i = 0; i < muniu.length; i++) {
var card = { name: muniu[i][2], nature: muniu[i][3] };
if (player.getUseValue(card) > 0) {
var order2 = get.order(card);
if (order2 > order) order = order2;
}
}
return order + 0.1;
},
result: {
player: 1,
},
},
},
juanhui3: {
charlotte: true,
firstDo: true,
trigger: {
global: "useCard2",
player: ["phaseUseEnd", "phaseUseSkipped", "useCardAfter"],
},
silent: true,
filter: function (event, player, name) {
if (event.name == "phaseUse") return true;
else if (name == "useCardAfter") return event.getParent().juanhui;
return (
event.player == player.storage.juanhui2 &&
event.player.isPhaseUsing() &&
["basic", "trick"].includes(get.type(event.card)) &&
player.getStorage("juanhui3").filter(function (vcard) {
return vcard[2] == event.card.name;
}).length == 0
);
},
content: function () {
if (trigger.name == "phaseUse") player.removeSkill("juanhui2");
else if (event.triggername == "useCardAfter") {
player.recover();
player.drawTo(3);
} else {
var vcard = [get.type(trigger.card), "", trigger.card.name];
if (game.hasNature(trigger.card)) vcard.push(get.nature(trigger.card));
player.storage.juanhui3.push(vcard);
player.markSkill("juanhui2");
}
},
},
mubing: {
audio: 2,
audioname: ["sp_key_yuri"],
trigger: { player: "phaseUseBegin" },
//direct:true,
frequent: true,
filter: function (event, player) {
return player.countCards("he") > 0;
},
content: function () {
"step 0";
var num = player.storage.mubing2 ? 4 : 3;
event.num = num;
event.cards = game.cardsGotoOrdering(get.cards(num)).cards;
game.log(player, "展示了", event.cards);
event.videoId = lib.status.videoId++;
game.broadcastAll(
function (player, id, cards) {
var str = get.translation(player) + "发动了【募兵】";
var dialog = ui.create.dialog(str, cards);
dialog.videoId = id;
},
player,
event.videoId,
event.cards
);
game.addVideo("showCards", player, [get.translation(player) + "发动了【募兵】", get.cardsInfo(event.cards)]);
game.delay(2);
"step 1";
var numa = 0;
cards.sort(function (a, b) {
return a.number - b.number;
});
for (var i of cards) {
if (get.value(i, player) > 0) numa += get.number(i);
}
player
.chooseToDiscard([1, Infinity], "h")
.set("ai", function (card) {
var player = _status.event.player;
var numa = _status.event.numa;
//if(card.name!='tengjia'&&get.position(card)=='e'&&get.equipValue(card,player)<=0) return 14;
var num = 0;
for (var i of ui.selected.cards) {
num += i.number;
}
if (num >= numa) return 0;
if (card.number + num >= numa) return 15 - get.value(card);
if (!ui.selected.cards.length) {
var min = _status.event.min;
if (
card.number < min &&
!player.countCards("h", function (xcard) {
return xcard != card && card.number + xcard.number > min;
})
)
return 0;
return card.number;
}
return Math.max(5 - get.value(card), card.number);
})
.set("prompt", false)
.set("numa", numa)
.set("min", cards[0].number);
var func = function (id) {
var dialog = get.idDialog(id);
if (dialog) dialog.content.firstChild.innerHTML = "请选择要弃置的牌";
};
if (player == game.me) func(event.videoId);
else if (player.isOnline()) player.send(func, event.videoId);
"step 2";
if (!result.bool) {
return;
}
var numx = 0;
for (var i of result.cards) {
numx += get.number(i);
}
event.numx = numx;
var next = player.chooseButton([0, num]);
next.set("dialog", event.videoId);
next.set("filterButton", function (button) {
var num = 0;
for (var i = 0; i < ui.selected.buttons.length; i++) {
num += get.number(ui.selected.buttons[i].link);
}
return num + get.number(button.link) <= _status.event.maxNum;
});
next.set("maxNum", event.numx);
next.set("ai", function (button) {
return get.value(button.link, _status.event.player);
});
var func = function (id) {
var dialog = get.idDialog(id);
if (dialog) dialog.content.firstChild.innerHTML = "请选择要获得的牌";
};
if (player == game.me) func(event.videoId);
else if (player.isOnline()) player.send(func, event.videoId);
"step 3";
if (!result.bool) event.cards = [];
else event.cards = result.links;
"step 4";
game.broadcastAll("closeDialog", event.videoId);
game.addVideo("cardDialog", null, event.videoId);
if (!cards.length) {
event.finish();
return;
}
player.gain(cards, "log", "gain2");
if (!player.storage.mubing2) {
event.finish();
return;
}
event.given = [];
"step 5";
var hs = player.getCards("h");
cards = cards.filter(function (card) {
return hs.includes(card);
});
if (
cards.length &&
game.hasPlayer(function (current) {
return current != player && !event.given.includes(current);
})
)
player.chooseCardTarget({
prompt: "是否将得到的牌中的任意张交给其他角色?",
selectCard: [1, cards.length],
filterCard: function (card) {
return _status.event.cards.includes(card);
},
filterTarget: function (card, player, target) {
return target != player && !_status.event.given.includes(target);
},
cards: cards,
given: event.given,
ai1: function (card) {
return -1;
},
});
else event.finish();
"step 6";
if (result.bool) {
var target = result.targets[0];
var cards = result.cards;
event.given.push(target);
event.cards.removeArray(cards);
player.line(target, "green");
player.give(cards, target);
event.goto(5);
}
},
},
ziqu: {
audio: 2,
audioname: ["sp_key_yuri"],
trigger: { source: "damageBegin2" },
filter: function (event, player) {
return event.player != player && !player.getStorage("ziqu").includes(event.player) && event.player.countCards("he") > 0;
},
check: function (event, player) {
var target = event.player;
var eff = get.damageEffect(target, player, player);
if (get.attitude(player, target) > 0) {
if (eff >= 0) return false;
return true;
}
if (eff <= 0) return true;
if (target.hp == 1) return false;
if (event.num > 1) return false;
var cards = target.getCards("he");
for (var i = 0; i < cards.length; i++) {
if (get.number(cards[i]) > 10) return true;
}
return false;
},
logTarget: "player",
content: function () {
"step 0";
trigger.cancel();
if (!player.storage.ziqu) player.storage.ziqu = [];
player.storage.ziqu.push(trigger.player);
player.markSkill("ziqu");
trigger.player.chooseCard(true, "he", function (card, player) {
return !player.countCards("he", function (cardx) {
return cardx.number > card.number;
});
});
"step 1";
if (result.bool && result.cards && result.cards.length) trigger.player.give(result.cards, player);
},
intro: { content: "已对$发动过" },
},
mubing_rewrite: {
mark: true,
intro: {
content: "出牌阶段开始时,你可以亮出牌堆顶的四张牌。你可弃置任意张手牌,并可获得任意张点数之和不大于你弃置的牌点数之和的牌。然后你可将以此法得到的牌以任意方式交给其他角色。",
},
ai: {
combo: "mubing",
},
},
diaoling: {
audio: 2,
audioname: ["sp_key_yuri"],
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "metal",
filter: function (event, player) {
var num = 0;
player.getAllHistory("gain", function (evt) {
var evt2 = evt.getParent();
if (evt2.name == "mubing" && evt2.player == player)
num += evt.cards.filter(function (card) {
return card.name == "sha" || get.subtype(card, false) == "equip1" || (get.type2(card, false) == "trick" && get.tag({ name: card.name }, "damage"));
}).length;
});
return num >= 6;
},
content: function () {
player.awakenSkill("diaoling");
player.storage.mubing2 = true;
player.markSkill("mubing_rewrite");
player.chooseDrawRecover(2, true);
},
ai: {
combo: "mubing",
},
derivation: "mubing_rewrite",
},
refenyin_wufan: { audio: 2 },
//官渡之战
xiying: {
trigger: { player: "phaseUseBegin" },
audio: 2,
direct: true,
filter: function (event, player) {
return (
player.countCards("h", function (card) {
return _status.connectMode || get.type(card) != "basic";
}) > 0
);
},
content: function () {
"step 0";
var list = game.filterPlayer(function (current) {
return current != player;
});
list.sortBySeat();
event.targets = list;
player
.chooseToDiscard(get.prompt2("xiying"), "h", function (card) {
return get.type(card) != "basic";
})
.set("logSkill", ["xiying", list])
.set("ai", function (card) {
return _status.event.val - get.value(card);
})
.set(
"val",
(function () {
return (
4 *
Math.sqrt(
game.countPlayer(function (current) {
return get.attitude(player, current) < 0 && current.countCards("he") > 0;
})
)
);
})()
);
"step 1";
if (!result.bool) event.finish();
else player.addTempSkill("xiying_gain");
"step 2";
var target = targets.shift();
event.target = target;
if (target.isIn())
target.chooseToDiscard("he", "弃置一张牌,或本回合内不能使用或打出牌").set("ai", function (card) {
var player = _status.event.player;
var source = _status.event.getTrigger().player;
if (get.attitude(source, player) > 0) return -1;
if (_status.event.getRand() > 0.5) return 5 - get.value(card);
return -1;
});
"step 3";
if (target.isIn() && !result.bool) target.addTempSkill("xiying2");
if (targets.length) event.goto(2);
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return arg.target.hasSkill("xiying2");
},
},
subSkill: {
gain: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
charlotte: true,
filter: function (event, player) {
return (
player.getHistory("sourceDamage", function (evt) {
return evt.isPhaseUsing(player);
}).length > 0
);
},
content: function () {
var card = get.cardPile2(function (card) {
var type = get.type(card, false);
if (type != "basic" && type != "trick") return false;
return get.tag(card, "damage") > 0;
});
if (card) player.gain(card, "gain2");
},
},
},
},
xiying2: {
mark: true,
intro: { content: "本回合内不能使用或打出牌" },
mod: {
cardEnabled2: function (card) {
return false;
},
},
},
gangzhi: {
audio: 2,
trigger: {
player: "damageBefore",
source: "damageBefore",
},
forced: true,
filter: function (event, player) {
if (event.source == event.player) return false;
if (event.player == player) {
return event.source && event.source.isIn();
}
return true;
},
content: function () {
trigger.cancel();
trigger.player.loseHp(trigger.num);
},
ai: {
jueqing: true,
},
},
beizhan: {
trigger: { player: "phaseJieshuBegin" },
direct: true,
audio: 2,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("beizhan")).set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
var hs = target.countCards("h");
var ht = target.maxHp;
if (hs >= ht && target.isMaxHandcard()) return -att * hs;
if (
hs < ht &&
game.hasPlayer(function (current) {
return current.countCards("h") > ht;
})
)
return att * 2 * (ht - hs);
return 0;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("beizhan", target);
target.drawTo(Math.min(5, target.maxHp));
target.addSkill("beizhan2");
}
},
ai: {
expose: 0.25,
},
},
beizhan2: {
trigger: { player: "phaseBegin" },
silent: true,
firstDo: true,
content: function () {
player.removeSkill("beizhan2");
if (player.isMaxHandcard()) player.addTempSkill("zishou2");
},
mark: true,
intro: { content: "回合开始时,若手牌数为全场最多,则回合内不能使用牌指定其他角色为目标" },
},
fenglve: {
audio: 2,
trigger: {
player: "phaseUseBegin",
},
direct: true,
content: function () {
"step 0";
var goon = player.hasCard(function (card) {
if (get.position(card) != "h") return false;
var val = get.value(card);
if (val < 0) return true;
if (val <= 5) {
return card.number >= 12;
}
if (val <= 6) {
return card.number >= 13;
}
return false;
});
player
.chooseTarget(get.prompt2("fenglve"), function (card, player, target) {
return player.canCompare(target);
})
.set("ai", function (target) {
if (!_status.event.goon) return 0;
return (-get.attitude(player, target) * (1 + target.countCards("e"))) / (1 + target.countCards("j"));
})
.set("goon", goon);
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("fenglve", target);
player.chooseToCompare(target);
} else {
event.finish();
}
"step 2";
if (result.bool) {
var num = 0;
if (target.countCards("h")) num++;
if (target.countCards("e")) num++;
if (target.countCards("j")) num++;
if (num) {
event.gainner = player;
event.giver = target;
target
.choosePlayerCard(target, num, "hej", true)
.set("filterButton", function (button) {
for (var i = 0; i < ui.selected.buttons.length; i++) {
if (get.position(button.link) == get.position(ui.selected.buttons[i].link)) return false;
}
return true;
})
.set("prompt", "选择交给" + get.translation(event.gainner) + "的牌");
} else event.finish();
} else {
if (player.countCards("he")) {
event.gainner = target;
event.giver = player;
player.choosePlayerCard(player, true, "he").set("prompt", "选择交给" + get.translation(event.gainner) + "的牌");
} else event.finish();
}
"step 3";
event.giver.give(result.links, event.gainner);
},
group: "fenglve2",
ai: {
expose: 0.25,
},
},
fenglve2: {
trigger: {
player: "chooseToCompareAfter",
target: "chooseToCompareAfter",
},
check: function (event, player) {
var card, target;
if (player == event.player) {
card = event.card1;
target = event.target;
} else {
card = event.card2;
target = event.player;
}
return get.attitude(player, target) * get.value(card, target, "raw") > 0;
},
filter: function (event, player) {
if (event.targets) return false;
var card, target;
if (player == event.player) {
card = event.card1;
target = event.target;
} else {
card = event.card2;
target = event.player;
}
return get.position(card, true) == "o";
},
prompt: function (event, player) {
var card, target;
if (player == event.player) {
card = event.card1;
target = event.target;
} else {
card = event.card2;
target = event.player;
}
return "是否发动【锋略】,令" + get.translation(target) + "获得" + get.translation(card) + "";
},
logTarget: function (event, player) {
var target;
if (player == event.player) {
target = event.target;
} else {
target = event.player;
}
return target;
},
content: function () {
var card, target;
if (player == trigger.player) {
card = trigger.card1;
target = trigger.target;
} else {
card = trigger.card2;
target = trigger.player;
}
target.gain(card, "gain2", "log");
},
},
mouzhi: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
filterCard: true,
filterTarget: function (card, player, target) {
if (target.storage.mouzhi2 && target.storage.mouzhi2.includes(player)) return false;
return target != player;
},
delay: 0,
lose: false,
discard: false,
check: function (card) {
if (card.name == "du") return 20;
var player = _status.event.player;
var useval = player.getUseValue(card);
var maxval = 0;
game.countPlayer(function (current) {
if (current != player && !current.hasSkillTag("nogain") && get.attitude(player, current) > 0) {
var temp = current.getUseValue(card);
if (temp > maxval) maxval = temp;
}
});
if (maxval > 0 && get.tag(card, "damage")) return 15;
if (maxval > useval) return 10;
if (player.needsToDiscard()) return 1 / Math.max(0.1, get.value(card));
return -1;
},
content: function () {
player.give(cards, target);
target.addTempSkill("mouzhi2", { player: "phaseEnd" });
target.storage.mouzhi2.add(player);
target.storage.mouzhi2.sortBySeat(target);
target.markSkill("mouzhi2");
},
ai: {
order: 10,
result: {
target: function (player, target) {
if (ui.selected.cards.length) {
var card = ui.selected.cards[0];
if (card.name == "du") return target.hasSkill("lucia_duqu") ? 1 : -1;
var t = target.getUseValue(card);
var p = player.getUseValue(card);
if (t > p) return 2;
if (t > 0) return 1.5;
if (player.needsToDiscard()) return 1;
return 0;
}
return 0;
},
},
},
},
mouzhi2: {
init: function (player, skill) {
if (!player.storage[skill]) player.storage[skill] = [];
},
onremove: true,
trigger: { source: "damageSource" },
forced: true,
intro: {
content: "出牌阶段内第一次对一名其他角色造成伤害时,$摸一张牌",
},
filter: function (event, player) {
var evt2 = event.getParent("phaseUse");
if (!evt2 || evt2.player != player) return false;
var history = event.player.getHistory("damage", function (evt) {
return evt.source == player && evt.getParent("phaseUse") == evt2;
});
return history[0] == event;
},
content: function () {
"step 0";
game.asyncDraw(player.storage.mouzhi2);
"step 1";
game.delay();
},
},
yuanlve: {
enable: "phaseUse",
usable: 1,
audio: 2,
filter: function (event, player) {
return player.countCards("h", function (card) {
return get.type(card) != "equip";
});
},
filterCard: function (card) {
return get.type(card) != "equip";
},
filterTarget: lib.filter.notMe,
delay: false,
discard: false,
lose: false,
check: function (card) {
if (card.name == "du") return 20;
var player = _status.event.player;
var useval = player.getUseValue(card);
var maxval = 0;
game.countPlayer(function (current) {
if (current != player && !current.hasSkillTag("nogain") && get.attitude(player, current) > 0) {
var temp = current.getUseValue(card);
if (temp > maxval) maxval = temp;
}
});
if (maxval > useval) return 15;
if (maxval > 0) return 10;
if (player.needsToDiscard()) return 1 / Math.max(0.1, get.value(card));
return -1;
},
content: function () {
"step 0";
player.give(cards, target);
"step 1";
target.chooseUseTarget(cards[0]);
"step 2";
if (result.bool) player.draw();
},
ai: {
order: 10,
result: {
target: function (player, target) {
if (ui.selected.cards.length) {
var card = ui.selected.cards[0];
if (card.name == "du") return target.hasSkill("lucia_duqu") ? 1 : -1;
var t = target.getUseValue(card);
var p = player.getUseValue(card);
if (t > p) return 2;
if (t > 0) return 1.5;
if (player.needsToDiscard()) return 1;
return 0;
}
return 0;
},
},
},
},
//吕旷吕翔和淳于琼和官渡哔哔机
spshicai: {
audio: 2,
enable: "phaseUse",
position: "he",
filter: function (event, player) {
return !player.storage.spshicai2 || !player.getCards("h").includes(player.storage.spshicai2);
},
filterCard: true,
prompt: function () {
var str = "弃置一张牌,然后获得";
if (get.itemtype(_status.pileTop) == "card") str += get.translation(_status.pileTop);
else str += "牌堆顶的一张牌";
return str;
},
check: function (card) {
var player = _status.event.player;
var cardx = _status.pileTop;
if (get.itemtype(cardx) != "card") return 0;
var val = player.getUseValue(cardx, null, true);
if (!val) return 0;
var val2 = player.getUseValue(card, null, true);
return (val - val2) / Math.max(0.1, get.value(card));
},
content: function () {
var card = get.cards()[0];
player.storage.spshicai2 = card;
player.gain(card, "draw");
game.log(player, "获得了牌堆顶的一张牌");
},
group: "spshicai_mark",
ai: {
order: 1,
result: { player: 1 },
},
},
spshicai_mark: {
trigger: { player: "phaseUseBegin" },
silent: true,
firstDo: true,
content: function () {
player.addTempSkill("spshicai2", "phaseUseEnd");
},
},
spshicai2: {
onremove: true,
mark: true,
intro: {
mark: function (dialog, content, player) {
if (player != game.me) return get.translation(player) + "观看牌堆中...";
if (get.itemtype(_status.pileTop) != "card") return "牌堆顶无牌";
dialog.add([_status.pileTop]);
},
},
},
spfushi: {
group: ["zezhu", "chenggong"],
derivation: ["zezhu", "chenggong"],
locked: true,
},
zezhu: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
var enemy = 0;
var friend = 0;
var zhu = 0;
for (var i of game.players) {
if (i.isEnemyOf(player)) enemy++;
else friend++;
if (i != player && i.isZhu) zhu++;
}
return zhu > 0 && enemy < friend;
},
filterTarget: function (card, player, target) {
return target != player && target.isZhu;
},
selectTarget: -1,
multiline: true,
multitarget: true,
content: function () {
"step 0";
event.targets.sortBySeat();
event.targets2 = event.targets.slice(0);
"step 1";
var target = event.targets2.shift();
if (target.countGainableCards(player, "he") > 0) player.gainPlayerCard(target, "he", true);
else player.draw();
if (event.targets2.length) event.redo();
"step 2";
if (player.countCards("he") >= targets.length) {
player.chooseCard("he", true, "依次选择" + get.cnNumber(targets.length) + "张牌,分别交给" + get.translation(targets), targets.length).set("ai", function (card) {
var target = _status.event.getParent().targets[ui.selected.cards.length];
var player = _status.event.player;
return get.attitude(player, target) * get.value(card, target);
});
} else event.finish();
"step 3";
var list = [];
for (var i = 0; i < targets.length; i++) {
list.push([targets[i], result.cards[i]]);
}
game.loseAsync({
gain_list: list,
giver: player,
player: player,
cards: result.cards,
animate: "giveAuto",
}).setContent("gaincardMultiple");
},
ai: {
order: 6,
result: { player: 1 },
},
},
chenggong: {
audio: 2,
trigger: { global: "useCardToPlayered" },
filter: function (event, player) {
if (!(event.isFirstTarget && event.targets && event.targets.length > 1 && event.player.isIn())) return false;
var enemy = 0;
var friend = 0;
for (var i of game.players) {
if (i.isEnemyOf(player)) enemy++;
else friend++;
}
return enemy > friend;
},
check: function (event, player) {
return get.attitude(player, event.player) > 0;
},
logTarget: "player",
content: function () {
trigger.player.draw();
},
},
cangchu: {
trigger: {
global: "phaseBefore",
player: ["damageEnd", "enterGame"],
},
audio: 2,
forced: true,
filter: function (event, player) {
if (event.name != "damage") return event.name != "phase" || game.phaseNumber == 0;
return event.hasNature("fire") && player.countMark("cangchu") > 0;
},
content: function () {
if (trigger.name != "damage") player.addMark("cangchu", 3);
else {
player.removeMark("cangchu", Math.min(trigger.num, player.countMark("cangchu")));
if (!player.hasMark("cangchu")) event.trigger("cangchuAwaken");
}
},
marktext: "粮",
intro: {
name2: "粮",
content: "mark",
},
ai: {
threaten: function (player, target) {
return 1 + target.countMark("cangchu") / 2;
},
effect: {
target: function (card, player, target, current) {
if (target.hasMark("cangchu")) {
if (card.name == "sha") {
if (lib.skill.global.includes("huoshaowuchao") || game.hasNature(card, "fire") || player.hasSkill("zhuque_skill")) return 2;
}
if (get.tag(card, "fireDamage") && current < 0) return 2;
}
},
},
combo: "liangying",
},
},
sushou: {
audio: 2,
trigger: { player: "phaseDiscardBegin" },
frequent: true,
async content(event, trigger, player) {
await player.draw(1 + player.countMark("cangchu"));
const num = Math.min(
player.countCards("h"),
player.countCards("he"),
game.countPlayer(target => target != player && target.isFriendOf(player))
);
if (num) {
let list = [];
if (_status.connectMode) game.broadcastAll(() => (_status.noclearcountdown = true));
while (num - list.length > 0) {
const {
result: { bool, targets, cards },
} = await player
.chooseCardTarget({
prompt: "宿守:你可以交给友方角色各一张牌",
position: "he",
animate: false,
filterCard(card, player) {
return !get.event("list").some(list => list[1] == card);
},
filterTarget(card, player, target) {
return target != player && target.isFriendOf(player) && !get.event("list").some(list => list[0] == target);
},
ai1(card) {
if (card.name == "shan") return 1;
return Math.random();
},
ai2(target) {
return get.attitude(get.event("player"), target);
},
})
.set("list", list);
if (bool) {
list.push([targets[0], cards[0]]);
player.addGaintag(cards, "olsujian_given");
} else break;
}
if (_status.connectMode) {
game.broadcastAll(() => {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
if (list.length) {
await game
.loseAsync({
gain_list: list,
player: player,
cards: list.slice().map(list => list[1]),
giver: player,
animate: "giveAuto",
})
.setContent("gaincardMultiple");
}
}
},
},
liangying: {
trigger: {
global: "phaseDrawBegin2",
player: "cangchuAwaken",
},
forced: true,
audio: 1,
logTarget: function (event, player) {
if (event.name == "phaseDraw") return event.player;
return game.filterPlayer(function (current) {
return current.isEnemyOf(player);
});
},
filter: function (event, player) {
if (event.name == "cangchu") return true;
return player.hasMark("cangchu") && !event.numFixed && event.player.isFriendOf(player);
},
content: function () {
"step 0";
if (trigger.name == "cangchu") {
player.loseMaxHp();
var list = game.filterPlayer(function (current) {
return current.isEnemyOf(player);
});
if (list.length) {
game.asyncDraw(list, 2);
}
} else {
trigger.num++;
event.finish();
}
"step 1";
game.delay();
},
ai: {
combo: "cangchu",
},
},
liehou: {
enable: "phaseUse",
usable: 1,
audio: 2,
filterTarget: function (card, player, target) {
return player.inRange(target) && target.countCards("h");
},
content: function () {
"step 0";
target.chooseCard("h", true, "交给" + get.translation(player) + "一张牌");
"step 1";
if (result.bool) {
target.give(result.cards, player);
} else event.finish();
"step 2";
if (
player.countCards("h") &&
game.hasPlayer(function (current) {
return current != target && player.inRange(current);
})
) {
player.chooseCardTarget({
position: "h",
filterCard: true,
filterTarget: function (card, player, target) {
return target != _status.event.getParent().target && player.inRange(target);
},
forced: true,
prompt: "将一张手牌交给一名攻击范围内的其他角色",
ai1: function (card) {
var player = _status.event.player;
if (get.name(card) == "du") return 20;
if (
game.hasPlayer(function (current) {
return current != _status.event.getParent().target && player.inRange(current) && get.attitude(player, current) > 0 && current.getUseValue(card) > player.getUseValue(card) && current.getUseValue(card) > player.getUseValue(card);
})
)
return 12;
if (
game.hasPlayer(function (current) {
return current != player && get.attitude(player, current) > 0;
})
) {
if (card.name == "wuxie") return 11;
if (card.name == "shan" && player.countCards("h", "shan") > 1) return 9;
}
return 6 / Math.max(1, get.value(card));
},
ai2: function (target) {
var player = _status.event.player;
var card = ui.selected.cards[0];
var att = get.attitude(player, target);
if (card.name == "du") return -6 * att;
if (att > 0) {
if (get.position(card) == "h" && target.getUseValue(card) > player.getUseValue(card)) return 4 * att;
if (get.value(card, target) > get.value(card, player)) return 2 * att;
return 1.2 * att;
}
return (-att * Math.min(4, target.countCards("he"))) / 6;
},
});
} else event.finish();
"step 3";
if (result.bool) player.give(result.cards, result.targets[0]);
},
ai: {
order: 6,
result: {
target: -1,
},
},
},
qigong: {
trigger: { player: "shaMiss" },
direct: true,
audio: 2,
filter: function (event, player) {
return (
event.target.isIn() &&
game.hasPlayer(function (current) {
return current != event.target && current.canUse("sha", event.target, false);
})
);
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("qigong"), "令一名角色可再对" + get.translation(trigger.target) + "使用一张【杀】", function (card, player, target) {
var source = _status.event.getTrigger().target;
return target != source && target.canUse("sha", source, false);
})
.set("ai", function (target) {
var player = _status.event.player,
card = { name: "sha" },
source = _status.event.getTrigger().target;
if (target.hasSha()) {
var eff1 = get.effect(source, card, target, target);
if (eff1 > 0) return get.effect(source, card, target, player);
}
return target != player ? Math.random() * get.attitude(player, target) : 0;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("qigong", target);
target.addTempSkill("qigong_ai", "chooseToUseEnd");
target
.chooseToUse(
"是否再对" + get.translation(trigger.target) + "使用一张【杀】?",
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
trigger.target,
-1
)
.set("addCount", false)
.set("oncard", function () {
_status.event.directHit.addArray(game.players);
});
}
},
subSkill: {
ai: {
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return arg.card && arg.card.name == "sha";
},
},
},
},
},
//和沙摩柯一起上线的新服三将
spjiedao: {
audio: 2,
trigger: {
source: "damageBegin1",
},
filter: function (event, player) {
return player.isDamaged() && !player.getHistory("sourceDamage").length;
},
logTarget: "player",
direct: true,
check: function (trigger, player) {
if (get.attitude(player, trigger.player) >= -1) return false;
return !trigger.player.hasSkillTag("filterDamage", null, {
player: player,
card: trigger.card,
});
},
content: function () {
"step 0";
var num = player.getDamagedHp();
var map = {};
var list = [];
for (var i = 1; i <= num; i++) {
var cn = get.cnNumber(i, true);
map[cn] = i;
list.push(cn);
}
event.map = map;
player
.chooseControl(list, "cancel2", function () {
if (!lib.skill.spjiedao.check(_status.event.getTrigger(), player)) return "cancel2";
return get.cnNumber(_status.event.goon, true);
})
.set("prompt", get.prompt2("spjiedao", trigger.player))
.set("goon", num);
"step 1";
if (result.control == "cancel2") return;
player.logSkill("spjiedao", trigger.player);
var num = event.map[result.control] || 1;
trigger.num += num;
var next = game.createEvent("spjiedao_after", null, trigger.getParent());
next.player = player;
next.target = trigger.player;
next.num = num;
next.setContent(function () {
if (target.isIn()) player.chooseToDiscard(num, true, "he");
});
},
},
biaozhao: {
audio: 2,
intro: {
content: "expansion",
markcount: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
trigger: {
player: "phaseJieshuBegin",
},
direct: true,
filter: function (event, player) {
return player.countCards("he") > 0 && !player.getExpansions("biaozhao").length;
},
content: function () {
"step 0";
player.chooseCard("he", get.prompt("biaozhao"), "将一张牌置于武将牌上作为“表”").ai = function (card) {
return 6 - get.value(card);
};
"step 1";
if (result.bool) {
player.logSkill("biaozhao");
player.addToExpansion(result.cards, player, "give").gaintag.add("biaozhao");
}
},
ai: {
notemp: true,
},
group: ["biaozhao2", "biaozhao3"],
},
biaozhao2: {
trigger: {
global: ["loseAsyncAfter", "loseAfter", "cardsDiscardAfter"],
},
forced: true,
audio: "biaozhao",
filter: function (event, player) {
if (event.name == "loseAsyncAfter" && event.type != "discard") return false;
if (event.name == "lose" && (event.getlx === false || event.position != ui.discardPile)) return false;
var cards = player.getExpansions("biaozhao");
if (!cards.length) return false;
var suit = get.suit(cards[0]);
var num = get.number(cards[0]);
var cards = event.getd();
for (var card of cards) {
if (get.suit(card) == suit && get.number(card) == num) return true;
}
return false;
},
content: function () {
"step 0";
var card = player.getExpansions("biaozhao")[0];
if (trigger.getParent().name == "discard") {
trigger.player.gain(card, player, "give", "bySelf");
} else {
player.loseToDiscardpile(card);
}
"step 1";
player.loseHp();
},
},
biaozhao3: {
trigger: {
player: "phaseZhunbeiBegin",
},
forced: true,
charlotte: true,
audio: "biaozhao",
filter: function (event, player) {
return player.getExpansions("biaozhao").length > 0;
},
content: function () {
"step 0";
var card = player.getExpansions("biaozhao")[0];
player.loseToDiscardpile(card);
"step 1";
event.num = 0;
game.countPlayer(function (current) {
if (current.countCards("h") > event.num) event.num = current.countCards("h");
});
player.chooseTarget("是否令一名角色将手牌摸至" + event.num + "张并回复1点体力").ai = function (target) {
var num = Math.min(event.num - target.countCards("h"), 5);
if (target.isDamaged()) num++;
return num * get.attitude(_status.event.player, target);
};
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
var draw = Math.min(num - target.countCards("h"), 5);
if (draw) target.draw(draw);
target.recover();
}
},
},
yechou: {
audio: 2,
trigger: {
player: "die",
},
direct: true,
forceDie: true,
skillAnimation: true,
animationColor: "wood",
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("yechou"), function (card, player, target) {
return player != target && target.getDamagedHp() > 1;
})
.set("forceDie", true)
.set("ai", function (target) {
let att = get.attitude(_status.event.player, target);
if (att > 0) return 0;
att = Math.sqrt(0.01 - att);
return att * (get.distance(_status.currentPhase, target, "absolute") || game.players.length);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("yechou", target);
player.line(target, "green");
target.addTempSkill("yechou2", { player: "phaseZhunbeiBegin" });
}
},
ai: {
expose: 0.5,
maixie_defend: true,
},
},
yechou2: {
mark: true,
marktext: "仇",
intro: {
content: "每个回合结束时失去1点体力直到回合开始",
},
trigger: {
global: "phaseAfter",
},
forced: true,
content: function () {
player.loseHp();
},
},
yanjiao: {
audio: 2,
ai: {
order: 10,
result: {
player: 1,
target: 1.1,
},
},
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target != player;
},
content: function () {
"step 0";
var num = 4;
if (player.storage.xingshen) {
num += player.storage.xingshen;
player.storage.xingshen = 0;
player.unmarkSkill("xingshen");
}
if (player.storage.olxingshen) {
num += player.storage.olxingshen;
player.storage.olxingshen = 0;
player.unmarkSkill("olxingshen");
}
num = Math.min(10, num);
event.cards = get.cards(num);
game.cardsGotoOrdering(event.cards);
player.showCards(event.cards);
"step 1";
event.getedResult = lib.skill.yanjiao.getResult(cards);
if (!event.getedResult.length) {
player.addTempSkill("yanjiao2");
event.finish();
}
"step 2";
target.chooseControl("自动分配", "手动分配").set("prompt", "【严教】:是否让系统自动分配方案?").ai = function () {
return 0;
};
"step 3";
if (result.control == "手动分配") {
event.goto(8);
}
"step 4";
event.index = 0;
event.togain = event.getedResult[event.index];
target.showCards(event.togain[0], get.translation(target) + "分出的第一份牌");
"step 5";
target.showCards(event.togain[1], get.translation(target) + "分出的第二份牌");
"step 6";
target.chooseControl().set("choiceList", ["获得" + get.translation(event.togain[0]), "获得" + get.translation(event.togain[1])]).ai = function () {
return Math.random() < 0.5 ? 1 : 0;
};
"step 7";
var list = [
[target, event.togain[result.index]],
[player, event.togain[1 - result.index]],
];
game.loseAsync({
gain_list: list,
giver: target,
animate: "gain2",
}).setContent("gaincardMultiple");
if (event.togain[2].length > 1) player.addTempSkill("yanjiao2");
event.finish();
"step 8";
var next = target.chooseToMove("严教:分出点数相等的两组牌");
next.set("chooseTime", (cards.length * 4).toString());
next.set("list", [
[
"未分配",
cards,
function (list) {
var num = 0;
for (var i of list) num += i.number;
return "未分配(点数和" + num + "";
},
],
[
"第一组",
[],
function (list) {
var num = 0;
for (var i of list) num += i.number;
return "第一组(点数和" + num + "";
},
],
[
"第二组",
[],
function (list) {
var num = 0;
for (var i of list) num += i.number;
return "第二组(点数和" + num + "";
},
],
]);
next.set("filterOk", function (moved) {
var num1 = 0;
for (var i of moved[1]) num1 += i.number;
if (num1 == 0) return false;
var num2 = 0;
for (var i of moved[2]) num2 += i.number;
return num1 == num2;
});
next.set("processAI", () => false);
"step 9";
if (result.bool) {
var moved = result.moved;
event.getedResult = [[moved[1], moved[2], moved[0]]];
event.goto(4);
} else {
player.addTempSkill("yanjiao2");
}
},
getResult: function (cards) {
var cl = cards.length;
var maxmium = Math.pow(3, cl);
var filter = function (list) {
if (!list[1].length || !list[0].length) return false;
var num1 = 0;
for (var i = 0; i < list[1].length; i++) {
num1 += list[1][i].number;
}
var num2 = 0;
for (var j = 0; j < list[0].length; j++) {
num2 += list[0][j].number;
}
return num1 == num2;
};
var results = [];
for (var i = 0; i < maxmium; i++) {
var result = [[], [], []];
for (var j = 0; j < cl; j++) {
result[Math.floor((i % Math.pow(3, j + 1)) / Math.pow(3, j))].push(cards[j]);
}
if (filter(result)) results.push(result);
}
var filterSame = function (list1, list2) {
if (list1[1].length == list2[0].length && list1[0].length == list2[1].length) {
for (var i = 0; i < list1[0].length; i++) {
if (!list2[1].includes(list1[0][i])) return false;
}
for (var i = 0; i < list1[1].length; i++) {
if (!list2[0].includes(list1[1][i])) return false;
}
return true;
}
return false;
};
for (var i = 0; i < results.length; i++) {
for (var j = i + 1; j < results.length; j++) {
if (filterSame(results[i], results[j])) results.splice(j--, 1);
}
}
results.sort(function (a, b) {
return a[2].length - b[2].length;
});
return results.slice(0, 50);
},
},
yanjiao2: {
marktext: "教",
mark: true,
intro: {
content: "本回合手牌上限-1",
},
mod: {
maxHandcard: function (player, num) {
return num - 1;
},
},
},
xingshen: {
audio: 2,
intro: {
content: "下一次发动【严教】时多展示#张牌",
},
trigger: {
player: "damageEnd",
},
frequent: true,
content: function () {
player.draw(player.isMinHandcard() ? 2 : 1);
if (!player.storage.xingshen) player.storage.xingshen = 0;
player.storage.xingshen += player.isMinHp() ? 2 : 1;
if (player.storage.xingshen > 4) player.storage.xingshen = 4;
player.markSkill("xingshen");
},
},
pingjian: {
initList: function () {
var list = [];
if (_status.connectMode) list = get.charactersOL();
else {
var list = [];
for (var i in lib.character) {
if (!lib.filter.characterDisabled2(i) && !lib.filter.characterDisabled(i)) list.push(i);
}
}
game.countPlayer2(function (current) {
list.remove(current.name);
list.remove(current.name1);
list.remove(current.name2);
});
_status.characterlist = list;
},
init: function (player) {
player.addSkill("pingjian_check");
if (!player.storage.pingjian_check) player.storage.pingjian_check = {};
},
audio: 2,
trigger: { player: ["damageEnd", "phaseJieshuBegin"] },
frequent: true,
content: function () {
"step 0";
if (!_status.characterlist) {
lib.skill.pingjian.initList();
}
var allList = _status.characterlist.slice(0);
game.countPlayer(function (current) {
if (current.name && lib.character[current.name] && current.name.indexOf("gz_shibing") != 0 && current.name.indexOf("gz_jun_") != 0) allList.add(current.name);
if (current.name1 && lib.character[current.name1] && current.name1.indexOf("gz_shibing") != 0 && current.name1.indexOf("gz_jun_") != 0) allList.add(current.name1);
if (current.name2 && lib.character[current.name2] && current.name2.indexOf("gz_shibing") != 0 && current.name2.indexOf("gz_jun_") != 0) allList.add(current.name2);
});
var list = [];
var skills = [];
var map = [];
allList.randomSort();
var name2 = event.triggername;
for (var i = 0; i < allList.length; i++) {
var name = allList[i];
if (name.indexOf("zuoci") != -1 || name.indexOf("xushao") != -1) continue;
var skills2 = lib.character[name][3];
for (var j = 0; j < skills2.length; j++) {
if (player.getStorage("pingjian").includes(skills2[j])) continue;
if (skills.includes(skills2[j])) {
list.add(name);
if (!map[name]) map[name] = [];
map[name].push(skills2[j]);
skills.add(skills2[j]);
continue;
}
var list2 = [skills2[j]];
game.expandSkills(list2);
for (var k = 0; k < list2.length; k++) {
var info = lib.skill[list2[k]];
if (get.is.zhuanhuanji(list2[k], player)) continue;
if (!info || !info.trigger || !info.trigger.player || info.silent || info.limited || info.juexingji || info.hiddenSkill || info.dutySkill || (info.zhuSkill && !player.isZhu2())) continue;
if (info.trigger.player == name2 || (Array.isArray(info.trigger.player) && info.trigger.player.includes(name2))) {
if (info.ai && (info.ai.combo || info.ai.notemp || info.ai.neg)) continue;
if (info.init) continue;
if (info.filter) {
try {
var bool = info.filter(trigger, player, name2);
if (!bool) continue;
} catch (e) {
continue;
}
}
list.add(name);
if (!map[name]) map[name] = [];
map[name].push(skills2[j]);
skills.add(skills2[j]);
break;
}
}
}
if (list.length > 2) break;
}
if (skills.length) {
event.list = list;
player.chooseControl(skills).set("dialog", ["评鉴:请选择尝试发动的技能", [list, "character"]]);
} else event.finish();
"step 1";
player.markAuto("pingjian", [result.control]);
player.addTempSkill(result.control);
player.storage.pingjian_check[result.control] = trigger.name == "damage" ? trigger : "phaseJieshu";
var name = event.list.find(name => lib.character[name][3].includes(result.control));
// if(name) lib.skill.rehuashen.createAudio(name,result.control,'xushao');
if (name) game.broadcastAll((player, name) => player.tempname.add(name), player, name);
},
group: "pingjian_use",
phaseUse_special: [],
ai: { threaten: 5 },
},
pingjian_use: {
audio: "pingjian",
enable: "phaseUse",
usable: 1,
prompt: () => lib.translate.pingjian_info,
content: function () {
"step 0";
var list = [];
var skills = [];
var map = [];
var evt = event.getParent(2);
if (!_status.characterlist) {
lib.skill.pingjian.initList();
}
var allList = _status.characterlist.slice(0);
game.countPlayer(function (current) {
if (current.name && lib.character[current.name] && current.name.indexOf("gz_shibing") != 0 && current.name.indexOf("gz_jun_") != 0) allList.add(current.name);
if (current.name1 && lib.character[current.name1] && current.name1.indexOf("gz_shibing") != 0 && current.name1.indexOf("gz_jun_") != 0) allList.add(current.name1);
if (current.name2 && lib.character[current.name2] && current.name2.indexOf("gz_shibing") != 0 && current.name2.indexOf("gz_jun_") != 0) allList.add(current.name2);
});
allList.randomSort();
for (var i = 0; i < allList.length; i++) {
var name = allList[i];
if (name.indexOf("zuoci") != -1 || name.indexOf("xushao") != -1) continue;
var skills2 = lib.character[name][3];
for (var j = 0; j < skills2.length; j++) {
if (player.getStorage("pingjian").includes(skills2[j])) continue;
if (get.is.locked(skills2[j], player)) continue;
var info = lib.translate[skills2[j] + "_info"];
if (skills.includes(skills2[j]) || (info && info.indexOf("当你于出牌阶段") != -1 && info.indexOf("当你于出牌阶段外") == -1)) {
list.add(name);
if (!map[name]) map[name] = [];
map[name].push(skills2[j]);
skills.add(skills2[j]);
continue;
}
var list2 = [skills2[j]];
game.expandSkills(list2);
for (var k = 0; k < list2.length; k++) {
var info = lib.skill[list2[k]];
if (get.is.zhuanhuanji(list2[k], player)) continue;
if (!info || !info.enable || info.charlotte || info.limited || info.juexingji || info.hiddenSkill || info.dutySkill || (info.zhuSkill && !player.isZhu2())) continue;
if (info.enable == "phaseUse" || (Array.isArray(info.enable) && info.enable.includes("phaseUse")) || info.enable == "chooseToUse" || (Array.isArray(info.enable) && info.enable.includes("chooseToUse"))) {
if (info.ai && (info.ai.combo || info.ai.notemp || info.ai.neg)) continue;
if (info.init || info.onChooseToUse) continue;
if (info.filter) {
try {
var bool = info.filter(evt, player);
if (!bool) continue;
} catch (e) {
continue;
}
} else if (info.viewAs && typeof info.viewAs != "function") {
try {
if (evt.filterCard && !evt.filterCard(info.viewAs, player, evt)) continue;
if (info.viewAsFilter && info.viewAsFilter(player) == false) continue;
} catch (e) {
continue;
}
}
list.add(name);
if (!map[name]) map[name] = [];
map[name].push(skills2[j]);
skills.add(skills2[j]);
break;
}
}
}
if (list.length > 2) break;
}
if (skills.length) {
event.list = list;
player.chooseControl(skills).set("dialog", ["评鉴:请选择尝试发动的技能", [list, "character"]]);
} else event.finish();
"step 1";
player.markAuto("pingjian", [result.control]);
player.addTempSkill(result.control);
player.storage.pingjian_check[result.control] = "phaseUse";
var name = event.list.find(name => lib.character[name][3].includes(result.control));
// if(name) lib.skill.rehuashen.createAudio(name,result.control,'xushao');
if (name) game.broadcastAll((player, name) => player.tempname.add(name), player, name);
},
ai: { order: 12, result: { player: 1 } },
},
pingjian_check: {
charlotte: true,
trigger: { player: ["useSkill", "logSkillBegin"] },
filter: function (event, player) {
var info = get.info(event.skill);
if (info && info.charlotte) return false;
var skill = event.sourceSkill || event.skill;
return player.storage.pingjian_check[skill];
},
direct: true,
firstDo: true,
priority: Infinity,
content: function () {
var skill = trigger.sourceSkill || trigger.skill;
player.removeSkill(skill);
const names = player.tempname && player.tempname.filter(i => lib.character[i][3].includes(skill));
if (names) game.broadcastAll((player, names) => player.tempname.removeArray(names), player, names);
delete player.storage.pingjian_check[skill];
},
group: "pingjian_check2",
},
pingjian_check2: {
charlotte: true,
trigger: { player: ["phaseUseEnd", "damageEnd", "phaseJieshuBegin"] },
filter: function (event, player) {
return Object.keys(player.storage.pingjian_check).find(function (skill) {
if (event.name != "damage") return player.storage.pingjian_check[skill] == event.name;
return player.storage.pingjian_check[skill] == event;
});
},
direct: true,
lastDo: true,
priority: -Infinity,
content: function () {
var skills = Object.keys(player.storage.pingjian_check).filter(function (skill) {
if (trigger.name != "damage") return player.storage.pingjian_check[skill] == trigger.name;
return player.storage.pingjian_check[skill] == trigger;
});
player.removeSkill(skills);
const names = player.tempname && player.tempname.filter(i => skills.some(skill => lib.character[i][3].includes(skill)));
if (names) game.broadcastAll((player, names) => player.tempname.removeArray(names), player, names);
for (var skill of skills) delete player.storage.pingjian_check[skill];
},
},
//上兵伐谋
//伊籍在标包 不会移动
songshu: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return !player.hasSkill("songshu_reflectionblue", null, null, false) && player.countCards("h") > 0;
},
filterTarget: function (card, player, target) {
return target != player && player.canCompare(target);
},
content: function () {
"step 0";
player.chooseToCompare(target).set("small", get.attitude(player, target) > 0);
"step 1";
if (!result.bool) {
player.draw(2, "nodelay");
target.draw(2);
player.addTempSkill("songshu_reflectionblue", "phaseUseAfter");
} else {
target.addTempSkill("songshu_ai");
}
},
ai: {
basic: {
order: 1,
},
expose: 0.2,
result: {
target: function (player, target) {
if (target.hasSkill("songshu_ai", null, null, false)) return 0;
var maxnum = 0;
var cards2 = target.getCards("h");
for (var i = 0; i < cards2.length; i++) {
if (get.number(cards2[i]) > maxnum) {
maxnum = get.number(cards2[i]);
}
}
if (maxnum > 10) maxnum = 10;
if (maxnum < 5 && cards2.length > 1) maxnum = 5;
var cards = player.getCards("h");
for (var i = 0; i < cards.length; i++) {
if (get.number(cards[i]) < maxnum) return 1;
}
return 0;
},
},
},
},
songshu_ai: { charlotte: true },
songshu_reflectionblue: { charlotte: true },
sibian: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter: function (event, player) {
return !event.numFixed;
},
content: function () {
"step 0";
trigger.changeToZero();
event.cards = get.cards(4);
game.cardsGotoOrdering(event.cards);
player.showCards(event.cards);
"step 1";
cards.sort(function (a, b) {
return b.number - a.number;
});
var gains = [];
var mx = [cards[0].number, cards[3].number];
for (var i = 0; i < cards.length; i++) {
if (mx.includes(cards[i].number)) gains.addArray(cards.splice(i--, 1));
}
player.gain(gains, "gain2");
if (cards.length > 0)
player
.chooseTarget("是否令一名手牌数最少的角色获得" + get.translation(cards), function (card, player, target) {
return target.isMinHandcard();
})
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
else event.finish();
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target);
player.addExpose(0.2);
target.gain(cards, "gain2");
}
},
},
lslixun: {
audio: 2,
forced: true,
trigger: { player: "damageBegin4" },
marktext: "珠",
intro: {
name2: "珠",
content: "共有#个“珠”",
},
content: function () {
trigger.cancel();
player.addMark("lslixun", trigger.num);
},
group: "lslixun_fate",
},
lslixun_fate: {
audio: "lslixun",
trigger: { player: "phaseUseBegin" },
forced: true,
filter: function (event, player) {
return player.countMark("lslixun") > 0;
},
content: function () {
"step 0";
event.forceDie = true;
_status.lslixun = player.countMark("lslixun");
player.judge(function (card) {
if (get.number(card) < _status.lslixun) return -_status.lslixun;
return 1;
}).judge2 = function (result) {
return result.bool ? true : false;
};
"step 1";
delete _status.lslixun;
if (!result.bool) {
player.chooseToDiscard([1, player.countMark("lslixun")], "h").ai = lib.skill.qiangxi.check;
} else event.finish();
"step 2";
var num = player.countMark("lslixun");
if (result.cards && result.cards.length) num -= result.cards.length;
if (num) player.loseHp(num);
},
},
lskuizhu: {
audio: 2,
trigger: { player: "phaseUseEnd" },
direct: true,
filter: function (event, player) {
return player.isMaxHp(true) == false;
},
content: function () {
"step 0";
player.chooseTarget(get.prompt2("lskuizhu"), function (card, player, target) {
return target != player && target.isMaxHp();
}).ai = function (target) {
var player = _status.event.player;
var ts = Math.min(5, target.countCards("h"));
var delta = ts - player.countCards("h");
if (delta <= 0) return 0;
if (get.attitude(player, target) < 1) return false;
return target.countCards("he", function (card) {
return lib.skill.zhiheng.check(card) > 0;
}) > 1
? delta
: 0;
};
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("lskuizhu", target);
player.drawTo(Math.min(5, target.countCards("h")));
} else event.finish();
"step 2";
if (!player.countCards("h")) {
event.finish();
return;
}
target.viewHandcards(player);
"step 3";
if (!target.countCards("h")) {
event.finish();
return;
}
target.chooseToDiscard(true, "h", [1, player.countCards("h")], "弃置至多" + get.cnNumber(player.countCards("h")) + "张手牌,并获得" + get.translation(player) + "等量的手牌").ai = function (card) {
if (ui.selected.cards.length > 1) return -1;
return lib.skill.zhiheng.check.apply(this, arguments);
};
"step 4";
if (result.bool && result.cards && result.cards.length && player.countGainableCards(target, "h") > 0) {
target.gainPlayerCard(player, "h", true, result.cards.length).visible = true;
}
"step 5";
if (result.bool && result.cards && result.cards.length > 1) {
var bool = player.storage.lslixun > 0 !== true;
player
.chooseTarget(bool, "令" + get.translation(target) + "对其攻击范围内的一名角色造成1点伤害" + (bool ? "" : ",或点「取消」移去一个“珠”"), function (card, player, target) {
var source = _status.event.source;
return target != source && source.inRange(target);
})
.set("source", target)
.set("ai", function (target) {
return get.damageEffect(target, _status.event.source, _status.event.player);
});
} else event.finish();
"step 6";
if (result.bool && result.targets && result.targets.length) {
player.line(result.targets[0]);
result.targets[0].damage(target);
} else {
player.removeMark("lslixun", 1);
}
},
ai: {
expose: 0.25,
},
},
xpchijie: {
audio: 2,
trigger: {
target: "useCardToAfter",
},
filter: function (event, player) {
var evt = event.getParent();
var targets = evt.targets.slice(evt.num + 1);
return event.player != player && targets.length > 0;
},
usable: 1,
prompt2: function (event, player) {
var evt = event.getParent();
var targets = evt.targets.slice(evt.num + 1);
return "令" + get.translation(event.card) + "对" + get.translation(targets) + "无效";
},
check: function (event, player) {
var evt = event.getParent();
var targets = evt.targets.slice(evt.num + 1);
var num = 0;
for (var i = 0; i < targets.length; i++) {
num += get.effect(targets[i], evt.card, evt.player, player);
}
return num < -1;
},
content: function () {
var evt = trigger.getParent();
evt.excluded.addArray(evt.targets);
},
group: "xpchijie2",
},
xpchijie2: {
trigger: { global: "useCardAfter" },
audio: "xpchijie",
filter: function (event, player) {
return (
event.player != player &&
event.targets.includes(player) &&
event.cards.filterInD().length > 0 &&
!game.hasPlayer2(function (current) {
return (
current.getHistory("damage", function (evt) {
return evt.card == event.card;
}).length > 0
);
})
);
},
usable: 1,
check: function (event, player) {
return get.value(event.cards.filterInD(), player, "raw") > 0;
},
prompt2: function (event, player) {
return "获得" + get.translation(event.cards.filterInD()) + "。";
},
content: function () {
player.gain(trigger.cards.filterInD(), "log", "gain2");
},
},
xpchijie4: {},
yinju: {
audio: 2,
enable: "phaseUse",
limited: true,
filterTarget: lib.filter.notMe,
skillAnimation: true,
animationColor: "water",
content: function () {
player.awakenSkill("yinju");
player.storage.yinju2 = target;
player.addTempSkill("yinju2");
},
ai: {
result: {
order: 10,
player: function (player, target) {
if (
player.countCards("hs", function (card) {
return get.tag(card, "damage") && player.canUse(card, target);
}) >= 1 &&
target.hp <= 2
)
return 0.1;
if (
player.countCards("hes", function (card) {
return player.canUse(card, target);
}) <= 2
)
return -100;
return 1;
},
target: function (player, target) {
return target.isDamaged() ? 5 : 3;
},
},
},
},
yinju2: {
trigger: {
player: "useCardToPlayered",
source: "damageBefore",
},
forced: true,
onremove: true,
filter: function (event, player, name) {
if (name == "useCardToPlayered") return event.target == player.storage.yinju2;
return event.player == player.storage.yinju2;
},
logTarget: function (event) {
return event[event.name == "damage" ? "player" : "target"];
},
content: function () {
"step 0";
if (trigger.name == "damage") {
trigger.cancel();
trigger.player.recover(trigger.num);
event.finish();
} else {
game.asyncDraw([player, trigger.target]);
}
"step 1";
game.delayx();
},
ai: {
effect: {
player: function (card, player, target) {
if (target != player.storage.yinju2) return;
if (card.name == "lebu") return;
if (card.name !== "huogong" && get.tag(card, "damage") && target.isDamaged()) [1, 0.6, 0, 2.4];
return [1, 0.6, 1, 0.6];
},
},
},
},
rewenji: {
audio: "spwenji",
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current != player && current.countCards("he");
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("rewenji"), function (card, player, target) {
return target != player && target.countCards("he") > 0;
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att > 0) return Math.sqrt(att) / 10;
return 5 - att;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("rewenji", target);
target.chooseCard("he", true, "问计:将一张牌交给" + get.translation(player));
} else {
event.finish();
}
"step 2";
if (result.bool) {
player.addTempSkill("rewenji_respond");
player.storage.rewenji_respond = get.type2(result.cards[0], target);
event.target.give(result.cards, player, true);
}
},
subSkill: {
respond: {
onremove: true,
trigger: { player: "useCard" },
forced: true,
charlotte: true,
audio: "spwenji",
filter: function (event, player) {
return get.type2(event.card) == player.storage.rewenji_respond;
},
content: function () {
trigger.directHit.addArray(
game.filterPlayer(function (current) {
return current != player;
})
);
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return get.type2(arg.card) == player.storage.rewenji_respond;
},
},
},
},
},
spwenji: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current != player && current.countCards("he");
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("spwenji"), function (card, player, target) {
return target != player && target.countCards("he") > 0;
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att > 0) return Math.sqrt(att) / 10;
return 5 - att;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("spwenji", target);
target.chooseCard("he", true, "问计:将一张牌交给" + get.translation(player));
} else {
event.finish();
}
"step 2";
if (result.bool) {
player.addTempSkill("spwenji_respond");
player.storage.spwenji_respond = result.cards[0].name;
event.target.give(result.cards, player, true);
}
},
subSkill: {
respond: {
onremove: true,
trigger: { player: "useCard" },
forced: true,
charlotte: true,
audio: "spwenji",
filter: function (event, player) {
return event.card.name == player.storage.spwenji_respond;
},
content: function () {
trigger.directHit.addArray(
game.filterPlayer(function (current) {
return current != player;
})
);
},
ai: {
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return arg.card.name == player.storage.spwenji_respond;
},
},
},
},
},
sptunjiang: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
frequent: true,
filter: function (event, player) {
//if(player.getHistory('skipped').includes('phaseUse')) return false;
return (
player.getHistory("useCard", function (evt) {
if (evt.targets && evt.targets.length && evt.isPhaseUsing()) {
var targets = evt.targets.slice(0);
while (targets.includes(player)) targets.remove(player);
return targets.length > 0;
}
return false;
}).length == 0
);
},
content: function () {
player.draw(game.countGroup());
},
},
bingzhao: {
audio: 2,
unique: true,
zhuSkill: true,
forced: true,
locked: false,
intro: {
content: function (group) {
return "已选择了" + get.translation(group) + "势力";
},
},
trigger: { global: ["phaseBefore", "zhuUpdate"] },
filter: function (event, player) {
if (
!lib.group.some(function (group) {
if (group == player.group) return false;
return (
lib.group.includes(group) ||
game.hasPlayer(function (current) {
return current.group == group;
})
);
})
)
return false;
return !player.storage.bingzhao && player.hasZhuSkill("bingzhao") && (event.name != "phase" || game.phaseNumber == 0);
},
content: function () {
"step 0";
var list = lib.group.filter(function (group) {
if (group == player.group) return false;
return (
lib.group.includes(group) ||
game.hasPlayer(function (current) {
return current.group == group;
})
);
});
player
.chooseControl(list)
.set("prompt", "秉诏:请选择一个其他势力")
.set("ai", function () {
var listx = list.slice(0);
listx.sort(function (a, b) {
return (
game.countPlayer(function (current) {
return current != player && current.group == b;
}) -
game.countPlayer(function (current) {
return current != player && current.group == a;
})
);
});
return listx[0];
});
"step 1";
var group = result.control;
player.popup(get.translation(group) + "势力", get.groupnature(group, "raw"));
game.log(player, "选择了", "#y" + get.translation(group) + "势力");
player.storage.bingzhao = group;
player.markSkill("bingzhao");
},
ai: {
combo: "guju",
},
},
baijia: {
audio: 2,
audioname: ["tw_beimihu"],
unique: true,
derivation: "bmcanshi",
juexingji: true,
ai: {
combo: "guju",
},
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
skillAnimation: true,
animationColor: "thunder",
filter: function (event, player) {
return player.hasSkill("guju") && player.storage.guju >= 7;
},
content: function () {
player.awakenSkill("baijia");
player.gainMaxHp();
player.recover();
var list = game.filterPlayer();
for (var i = 0; i < list.length; i++) {
if (list[i] != player && !list[i].hasMark("zongkui_mark")) {
list[i].addMark("zongkui_mark", 1);
player.line(list[i], "green");
}
}
//player.removeSkill('guju');
player.changeSkills(["bmcanshi"], ["guju"]);
},
},
bmcanshi: {
audio: 2,
audioname: ["tw_beimihu"],
group: ["bmcanshi_add", "bmcanshi_remove"],
ai: {
combo: "zongkui",
},
subSkill: {
add: {
audio: "bmcanshi",
trigger: { player: "useCard2" },
filter: function (event, player) {
if (!event.targets || event.targets.length != 1) return false;
var info = get.info(event.card);
if (info.multitarget) return false;
if (info.allowMultiple == false) return false;
if (info.type == "equip") return false;
if (info.type == "delay") return false;
return game.hasPlayer(function (current) {
if (!current.hasMark("zongkui_mark")) return false;
return !event.targets.includes(current) && lib.filter.targetEnabled2(event.card, player, current);
});
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("bmcanshi"), [1, Infinity], function (card, player, target) {
if (!target.hasMark("zongkui_mark")) return false;
var trigger = _status.event.getTrigger();
return !trigger.targets.includes(target) && lib.filter.targetEnabled2(trigger.card, player, target);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, _status.event.getTrigger().card, player, player);
});
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets.sortBySeat();
} else {
event.finish();
}
"step 2";
player.logSkill("bmcanshi", event.targets);
for (var i = 0; i < event.targets.length; i++) {
event.targets[i].removeMark("zongkui_mark", 1);
}
trigger.targets.addArray(event.targets);
},
},
remove: {
audio: "bmcanshi",
trigger: {
target: "useCardToTarget",
},
check: function (event, player) {
return get.attitude(event.player, player) < 0 && get.effect(player, event.card, event.player, player) < 0;
},
logTarget: "player",
filter: function (event, player) {
if (!["basic", "trick"].includes(get.type(event.card))) return false;
if (!event.targets || event.targets.length != 1) return false;
return event.player.hasMark("zongkui_mark");
},
content: function () {
trigger.targets.remove(player);
trigger.getParent().triggeredTargets2.remove(player);
game.delay();
trigger.player.removeMark("zongkui_mark");
},
},
},
},
guju: {
audio: 2,
audioname: ["tw_beimihu"],
init: function (player) {
if (!player.storage.guju) player.storage.guju = 0;
},
intro: {
content: "已因此技能得到#张牌",
},
trigger: { global: "damageEnd" },
forced: true,
filter: function (event, player) {
return event.player != player && event.player.isIn() && event.player.hasMark("zongkui_mark");
},
content: function () {
"step 0";
player.draw();
player.storage.guju++;
player.markSkill("guju");
"step 1";
if (player.hasZhuSkill("bingzhao", trigger.player) && trigger.player.group == player.storage.bingzhao && trigger.player.isIn()) {
trigger.player.chooseBool("是否对" + get.translation(player) + "发动【秉诏】?").ai = function () {
return get.attitude(trigger.player, player) > 1;
};
} else event.finish();
"step 2";
if (result.bool) {
trigger.player.logSkill("bingzhao", player);
player.draw();
player.storage.guju++;
player.markSkill("guju");
}
},
ai: {
combo: "zongkui",
},
},
zongkui: {
trigger: {
player: "phaseBeforeEnd",
global: "roundStart",
},
direct: true,
audio: 2,
audioname: ["tw_beimihu"],
filter: function (event, player, name) {
return game.hasPlayer(function (current) {
if (name == "roundStart" && !current.isMinHp()) return false;
return current != player && !current.hasMark("zongkui_mark");
});
},
content: function () {
"step 0";
var targets = game.filterPlayer(function (current) {
if (event.triggername == "roundStart" && !current.isMinHp()) return false;
return current != player && !current.hasMark("zongkui_mark");
});
if (event.triggername == "roundStart" && targets.length == 1) {
event._result = { bool: true, targets: targets };
} else {
var next = player
.chooseTarget(get.prompt("zongkui"), "令一名" + (event.triggername == "roundStart" ? "体力值最小的" : "") + "其他角色获得“傀”标记", function (card, player, target) {
if (_status.event.round && !target.isMinHp()) return false;
return target != player && !target.hasMark("zongkui_mark");
})
.set("ai", function (target) {
var num = target.isMinHp() ? 0.5 : 1;
return num * get.threaten(target);
})
.set("round", event.triggername == "roundStart");
if (event.triggername == "roundStart") next.set("forced", true);
}
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("zongkui", target);
target.addMark("zongkui_mark", 1);
game.delayx();
}
},
subSkill: {
mark: {
marktext: "傀",
intro: {
name2: "傀",
content: "mark",
},
},
},
ai: {
combo: "guju",
threaten: 1.4,
},
},
xinfu_langxi: {
audio: 2,
trigger: {
player: "phaseZhunbeiBegin",
},
direct: true,
filter: function (event, player) {
return game.hasPlayer(function (current) {
return current != player && current.hp <= player.hp;
});
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("xinfu_langxi"), "对一名体力值不大于你的其他角色造成0-2点随机伤害", function (card, player, target) {
return target.hp <= player.hp && target != player;
})
.set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 1";
if (result.bool && result.targets && result.targets.length) {
player.logSkill("xinfu_langxi", result.targets);
var num = [1, 2, 0].randomGet();
if (get.isLuckyStar(player)) num = 2;
player.line(result.targets[0], "green");
result.targets[0].damage(num);
}
},
ai: {
expose: 0.25,
threaten: 1.7,
},
},
xinfu_yisuan: {
usable: 1,
audio: 2,
trigger: {
player: "useCardEnd",
},
check: function (event, player) {
return get.value(event.cards) + player.maxHp * 2 - 18 > 0;
},
prompt2: function (event, player) {
return "你可以减1点体力上限然后获得" + get.translation(event.cards.filterInD()) + "。";
},
filter: function (event, player) {
return player.isPhaseUsing() && get.type(event.card) == "trick" && event.cards.filterInD().length > 0;
},
content: function () {
player.loseMaxHp();
player.gain(trigger.cards.filterInD(), "gain2", "log");
},
},
xinfu_xingluan: {
usable: 1,
audio: 2,
trigger: {
player: "useCardAfter",
},
filter: function (event, player) {
if (!player.isPhaseUsing()) return false;
if (get.type(event.card) == undefined) return false;
return event.targets && event.targets.length == 1;
},
content: function () {
var card = get.cardPile2(function (card) {
return card.number == 6;
});
if (!card) {
player.chat("无牌可得了吗");
game.log("但是牌堆里面已经没有点数为6的牌了");
event.finish();
return;
}
player.gain(card, "gain2");
},
},
xinfu_lveming: {
init: function (player) {
player.storage.xinfu_lveming = 0;
},
mark: true,
intro: {
content: "已发动过#次",
},
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player != target && target.countCards("e") < player.countCards("e");
},
content: function () {
"step 0";
var list = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13].map(i => get.strNumber(i));
target
.chooseControl(list)
.set("ai", function () {
return get.rand(0, 12);
})
.set("prompt", "请选择一个点数");
"step 1";
if (result.control) {
target.$damagepop(result.control, "thunder");
var num = result.index + 1;
event.num = num;
} else {
target.$damagepop("K", "thunder");
event.num = 13;
}
game.log(target, "选择的点数是", "#y" + get.strNumber(event.num));
player.storage.xinfu_lveming++;
player.judge(function (card) {
if (card.number == _status.event.getParent("xinfu_lveming").num) return 4;
return 0;
});
"step 2";
if (result.bool == true) {
target.damage(2);
} else {
var card = target.getCards("hej").randomGet();
player.gain(card, target, "giveAuto", "bySelf");
}
},
ai: {
order: 9,
result: {
target: function (player, target) {
var numj = target.countCards("j");
var numhe = target.countCards("he");
if (numhe == 0) return numj > 0 ? 6 : -6;
return -6 - (numj + 1) / numhe;
},
},
threaten: 1.1,
},
},
xinfu_tunjun: {
skillAnimation: true,
animationColor: "metal",
limited: true,
unique: true,
enable: "phaseUse",
audio: 2,
filter: function (event, player) {
if (player.storage.xinfu_tunjun) return false;
return player.storage.xinfu_lveming && player.storage.xinfu_lveming > 0;
},
filterTarget: true,
selectTarget: 1,
content: function () {
"step 0";
player.awakenSkill("xinfu_tunjun");
event.num = player.storage.xinfu_lveming;
event.toequip = [];
"step 1";
var equip = get.cardPile(function (card) {
var bool1 = true;
for (var i = 0; i < event.toequip.length; i++) {
if (get.type(card) == "equip" && get.subtype(card) == get.subtype(event.toequip[i])) bool1 = false;
}
return get.type(card) == "equip" && !event.toequip.includes(card) && target.hasEmptySlot(card) && bool1;
});
if (equip) event.toequip.push(equip);
else event.num = 0;
event.num--;
"step 2";
if (event.num > 0) event.goto(1);
"step 3";
for (var i = 0; i < event.toequip.length; i++) {
target.chooseUseTarget(event.toequip[i], true).set("animate", false).set("nopopup", true);
}
},
ai: {
combo: "xinfu_lveming",
order: function () {
var player = _status.event.player,
num = 0;
for (var i = 1; i < 6; i++) {
num += player.countEquipableSlot(i);
}
if (num <= 2) return 6;
if (
player.hp <= 2 ||
!game.hasPlayer(current => {
if (player == current || get.attitude(player, current) < 0 || current.hp <= 1) return false;
return current.hp > 2 || current.countCards("hs") > 2;
})
)
return 1;
return 0;
},
result: {
target: function (player, target) {
var num = 0;
for (var i = 1; i < 6; i++) {
num += target.countEquipableSlot(i);
}
return num;
},
},
},
mark: true,
intro: {
content: "limited",
},
init: function (player) {
player.storage.xinfu_tunjun = false;
},
},
xinfu_tanbei: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return player != target;
},
content: function () {
"step 0";
if (target.countCards("hej") == 0) {
event._result = { index: 1 };
} else {
target
.chooseControl()
.set("choiceList", ["令" + get.translation(player) + "随机获得你区域内的一张牌,然后其本回合内不能再对你使用牌。", "令" + get.translation(player) + "本回合内对你使用牌没有次数与距离限制。"])
.set("ai", function () {
var list = [0, 1];
return list.randomGet();
});
}
"step 1";
player.addTempSkill("tanbei_effect3");
if (result.index == 0) {
var card = target.getCards("hej").randomGet();
player.gain(card, target, "giveAuto", "bySelf");
target.addTempSkill("tanbei_effect2");
} else {
target.addTempSkill("tanbei_effect1");
}
},
ai: {
order: function () {
return [2, 4, 6, 8, 10].randomGet();
},
result: {
target: function (player, target) {
return -2 - target.countCards("h");
},
},
threaten: 1.1,
},
},
tanbei_effect3: {
charlotte: true,
mod: {
targetInRange: function (card, player, target) {
if (target.hasSkill("tanbei_effect1")) {
return true;
}
},
cardUsableTarget: function (card, player, target) {
if (target.hasSkill("tanbei_effect1")) return true;
},
playerEnabled: function (card, player, target) {
if (target.hasSkill("tanbei_effect2")) return false;
},
},
},
xinfu_sidao: {
audio: 2,
trigger: {
player: "useCardAfter",
},
filter: function (event, player) {
if (player.hasSkill("xinfu_sidaoy") || !player.countCards("hs")) return false;
if (!event.targets || !event.targets.length || !event.isPhaseUsing(player)) return false;
var history = player.getHistory("useCard");
var index = history.indexOf(event) - 1;
if (index < 0) return false;
var evt = history[index];
if (!evt || !evt.targets || !evt.targets.length || !evt.isPhaseUsing(player)) return false;
for (var i = 0; i < event.targets.length; i++) {
if (evt.targets.includes(event.targets[i]) && lib.filter.filterTarget({ name: "shunshou" }, player, event.targets[i])) return true;
}
return false;
},
direct: true,
content: function () {
var targets = player.getLastUsed(1).targets;
var next = player.chooseToUse();
next.set(
"targets",
game.filterPlayer(function (current) {
return targets.includes(current) && trigger.targets.includes(current);
})
);
next.set("openskilldialog", get.prompt2("xinfu_sidao"));
next.set("norestore", true);
next.set("_backupevent", "xinfu_sidaox");
next.set("custom", {
add: {},
replace: { window: function () {} },
});
next.backup("xinfu_sidaox");
},
},
xinfu_sidaox: {
audio: "xinfu_sidao",
filterCard: function (card) {
return get.itemtype(card) == "card";
},
position: "hs",
viewAs: {
name: "shunshou",
},
filterTarget: function (card, player, target) {
return _status.event.targets && _status.event.targets.includes(target) && lib.filter.filterTarget.apply(this, arguments);
},
prompt: "将一张手牌当顺手牵羊使用",
check: function (card) {
return 7 - get.value(card);
},
onuse: function (links, player) {
player.addTempSkill("xinfu_sidaoy");
},
},
xinfu_sidaoy: {},
tanbei_effect1: {
charlotte: true,
},
tanbei_effect2: {
charlotte: true,
},
xinfu_tunan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target != player;
},
content: function () {
"step 0";
event.cards = get.cards(1);
player.showCards(get.translation(player) + "对" + get.translation(target) + "发动了【图南】", event.cards);
"step 1";
var card = cards[0];
var bool1 = game.hasPlayer(function (current) {
return target.canUse(card, current, false);
});
var bool2 = game.hasPlayer(function (current) {
return target.canUse({ name: "sha" }, current);
});
if (bool1 && bool2) {
target
.chooseControl(function () {
return 0;
})
.set("choiceList", ["使用" + get.translation(cards) + "。(没有距离限制)", "将" + get.translation(cards) + "当做【杀】使用。"])
.set("ai", function () {
return _status.event.choice;
})
.set("choice", target.getUseValue(card, false) > target.getUseValue({ name: "sha", cards: cards }) ? 0 : 1);
} else if (bool1) {
event.directindex = 0;
} else if (bool2) {
event.directindex = 1;
} else {
ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
event.finish();
}
"step 2";
var card = cards[0];
if (result && typeof event.directindex != "number") {
event.directindex = result.index;
}
if (event.directindex == 1) {
target.chooseUseTarget({ name: "sha" }, cards, true, false).viewAs = false;
} else {
target.chooseUseTarget(card, true, false, "nodistance");
}
},
ai: {
order: 7,
result: {
target: 1,
},
},
},
xinfu_bijing: {
audio: 2,
subSkill: {
lose: {
trigger: {
global: "phaseDiscardBegin",
},
audio: "xinfu_bijing",
charlotte: true,
filter: function (event, player) {
if (event.player == player) return false;
return (
player.getHistory("lose", function (evt) {
for (var i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("xinfu_bijing")) return true;
}
}).length > 0 && event.player.countCards("he") > 0
);
},
forced: true,
logTarget: "player",
content: function () {
trigger.player.chooseToDiscard(2, true, "he");
},
sub: true,
},
discard: {
trigger: {
player: "phaseZhunbeiBegin",
},
forced: true,
charlotte: true,
filter: function (event, player) {
return player.hasCard(card => card.hasGaintag("xinfu_bijing") && player.canRecast(card), "h");
},
content: function () {
player.recast(player.getCards("h", card => card.hasGaintag("xinfu_bijing") && player.canRecast(card)));
},
sub: true,
},
},
trigger: {
player: "phaseJieshuBegin",
},
direct: true,
filter: function (player, event) {
return event.countCards("h") > 0;
},
content: function () {
"step 0";
player.chooseCard(get.prompt2("xinfu_bijing"), "h", [1, 2]).set("ai", function (card) {
if (card.name == "shan") return 6;
return 6 - get.value(card);
});
"step 1";
if (result.bool) {
player.logSkill("xinfu_bijing");
player.addGaintag(result.cards, "xinfu_bijing");
player.addSkill("xinfu_bijing_lose");
player.addSkill("xinfu_bijing_discard");
}
},
},
xinfu_zhenxing: {
audio: 2,
trigger: {
player: ["damageEnd", "phaseJieshuBegin"],
},
direct: true,
content: function () {
"step 0";
player
.chooseControl("一张", "两张", "三张", "cancel2")
.set("prompt", get.prompt2("xinfu_zhenxing"))
.set("", function () {
return 0;
});
"step 1";
if (result.control == "cancel2") event.finish();
else {
player.logSkill("xinfu_zhenxing");
event.num = { 一张: 1, 两张: 2, 三张: 3 }[result.control];
}
"step 2";
event.cards = get.cards(num);
player
.chooseButton(["【镇行】:请选择要获得的牌", event.cards])
.set("filterButton", function (button) {
var cards = _status.event.cards;
for (var i = 0; i < cards.length; i++) {
if (button.link != cards[i] && get.suit(cards[i]) == get.suit(button.link)) return false;
}
return true;
})
.set("ai", function (button) {
return get.value(button.link);
})
.set("cards", event.cards);
"step 3";
var tothrow = [];
for (var i = event.cards.length - 1; i >= 0; i--) {
if (result.bool && result.links.includes(event.cards[i])) {
player.gain(event.cards[i], "gain2");
} else {
event.cards[i].fix();
ui.cardPile.insertBefore(event.cards[i], ui.cardPile.childNodes[0]);
}
}
game.updateRoundNumber();
},
},
xinfu_qianxin: {
audio: 2,
group: ["xinfu_qianxin2"],
enable: "phaseUse",
usable: 1,
onChooseToUse: function (event) {
if (!game.online) {
var num1 = game.players.length - 1;
var player = event.player;
var num2 = ui.cardPile.childElementCount;
var num3 = num2;
if (num1 > num2) num3 = 0;
else if (player.storage.xinfu_qianxin) {
for (var i = 0; i < num2; i++) {
if (player.storage.xinfu_qianxin.includes(ui.cardPile.childNodes[i])) {
num3 = 0;
break;
}
}
}
event.set("qianxinNum", num3);
}
},
filter: function (event, player) {
return event.qianxinNum && event.qianxinNum > 0;
},
filterTarget: function (card, player, target) {
return target != player;
},
filterCard: true,
selectCard: function () {
var num1 = game.players.length - 1;
var num2 = _status.event.qianxinNum;
return [1, Math.floor(num2 / num1)];
},
discard: false,
check: function () {
return -1;
},
delay: false,
lose: false,
prompt: function () {
return "选择一名角色并将任意张手牌放置于牌堆中" + get.cnNumber(game.players.length) + "倍数的位置(先选择的牌在上)";
},
content: function () {
"step 0";
player.$throw(cards.length);
player.storage.xinfu_qianxin = cards.slice(0);
player.storage.xinfu_qianxin2 = target;
//cards.reverse();
player.lose(cards, ui.cardPile).insert_index = function (event, card) {
var num1 = game.players.length,
i = event.cards.indexOf(card);
var num3 = num1 * (i + 1) - 1;
return ui.cardPile.childNodes[num3];
};
"step 1";
game.updateRoundNumber();
game.log(player, "把", get.cnNumber(cards.length), "张牌放在了牌堆里");
game.delayx();
},
ai: {
order: 1,
result: {
target: -1,
},
},
},
xinfu_qianxin2: {
subSkill: {
dis: {
mod: {
maxHandcard: function (player, num) {
return num - 2;
},
},
sub: true,
},
},
forced: true,
locked: false,
audio: "xinfu_qianxin",
logTarget: "player",
trigger: {
global: "phaseDiscardBegin",
},
filter: function (event, player) {
if (player.storage.xinfu_qianxin2 != event.player) return false;
if (!player.storage.xinfu_qianxin) return false;
var hs = event.player.getCards("h");
var cs = player.storage.xinfu_qianxin;
var bool = false;
var history = event.player.getHistory("gain");
for (var i = 0; i < history.length; i++) {
for (var j = 0; j < history[i].cards.length; j++) {
var card = history[i].cards[j];
if (hs.includes(card) && cs.includes(card)) return true;
}
}
return false;
},
content: function () {
"step 0";
delete player.storage.xinfu_qianxin2;
if (player.countCards("h") >= 4) {
event._result = { index: 1 };
} else {
trigger.player
.chooseControl()
.set("choiceList", ["令" + get.translation(player) + "将手牌摸至四张", "令自己本回合的手牌上限-2"])
.set("ai", function () {
var player = _status.event.player;
var source = _status.event.getParent().player;
if (get.attitude(player, source) > 0) return 0;
if (player.hp - player.countCards("h") > 1) return 1;
return [0, 1].randomGet();
});
}
"step 1";
if (result.index == 0) {
player.drawTo(4);
} else {
trigger.player.addTempSkill("xinfu_qianxin2_dis");
}
},
},
xinfu_fuhai: {
subSkill: {
next: {},
previous: {},
},
audio: 2,
group: ["fuhai_clear"],
intro: {
content: "已指定过#个目标",
},
enable: "phaseUse",
filter: function (event, player) {
if (player.hasSkill("xinfu_fuhai_next") && player.hasSkill("xinfu_fuhai_previous")) return false;
return player.countCards("h") > 0;
},
filterTarget: function (card, player, target) {
if (![player.next, player.previous].includes(target) || target.countCards("h") == 0) return false;
if (player.hasSkill("xinfu_fuhai_next")) return target == player.previous;
if (player.hasSkill("xinfu_fuhai_previous")) return target == player.next;
return true;
},
line: false,
content: function () {
"step 0";
event.side = target == player.next ? "next" : "previous";
event.current = target;
if (!player.storage.xinfu_fuhai) player.storage.xinfu_fuhai = 1;
player.addTempSkill("xinfu_fuhai_" + event.side, "phaseUseAfter");
"step 1";
if (player.countCards("h") == 0 || event.current.countCards("h") == 0 || event.current == player) {
event.finish();
return;
}
var next = event.current[event.side];
if (get.attitude(event.current, player) > 0) {
if (get.attitude(next, target) <= 0 || next.countCards("h") == 0 || player.countCards("h") == 1) {
event.stopm = true;
event.stopt = true;
} else {
event.stopm = false;
event.stopt = false;
}
} else {
if (get.attitude(next, target) >= 0) {
event.stopt = true;
event.stopm = false;
} else {
event.stopt = false;
event.stopm = false;
}
}
player.markSkill("xinfu_fuhai");
player.line(event.current, "green");
player
.chooseCard("请选择要展示的牌", true)
.set("ai", function (card) {
if (_status.event.stop) return 14 - get.number(card);
return get.number(card);
})
.set("stop", event.stopm);
"step 2";
event.mes = result.cards[0];
player.showCards(event.mes);
"step 3";
event.current
.chooseCard("请选择要展示的牌", true)
.set("ai", function (card) {
if (_status.event.stop) return get.number(card);
return 14 - get.number(card);
})
.set("stop", event.stopt);
"step 4";
event.tes = result.cards[0];
event.current.showCards(event.tes);
"step 5";
var num1 = get.number(event.mes);
var num2 = get.number(event.tes);
if (num1 < num2) {
event.current.discard(event.tes);
game.asyncDraw([player, event.current], player.storage.xinfu_fuhai);
player.addTempSkill("xinfu_fuhai_next", "phaseUseAfter");
player.addTempSkill("xinfu_fuhai_previous", "phaseUseAfter");
player.unmarkSkill("xinfu_fuhai");
} else {
player.discard(event.mes);
player.storage.xinfu_fuhai++;
event.current = event.current[event.side];
if (player.countCards("h") > 0 && event.current.countCards("h") > 0 && event.current != player) event.goto(1);
}
},
ai: {
order: 1,
result: {
player: function (player, target) {
var hs = player.countCards("h");
var side = target == player.next ? "next" : "previous";
var current = player;
for (var i = 0; i < hs; i++) {
current = current[side];
if (current == player || !current.countCards("h")) return 0;
if (get.attitude(current, player) > 0) return 1;
}
return 0;
},
},
},
},
fuhai_clear: {
trigger: {
player: "phaseAfter",
},
forced: true,
silent: true,
popup: false,
filter: function (event, player) {
return player.storage.xinfu_fuhai != undefined;
},
content: function () {
player.unmarkSkill("xinfu_fuhai");
delete player.storage.xinfu_fuhai;
},
},
xz_xunxun: {
filter: function (event, player) {
var num = game.countPlayer(function (current) {
return current.isDamaged();
});
return num >= 1 && !player.hasSkill("xunxun");
},
audio: 2,
trigger: {
player: "phaseDrawBegin1",
},
//priority:10,
content: function () {
"step 0";
var cards = get.cards(4);
game.cardsGotoOrdering(cards);
var next = player.chooseToMove("恂恂:将两张牌置于牌堆顶", true);
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
next.set("filterMove", function (from, to, moved) {
if (to == 1 && moved[1].length >= 2) return false;
return true;
});
next.set("filterOk", function (moved) {
return moved[1].length == 2;
});
next.set("processAI", function (list) {
var cards = list[0][1].slice(0).sort(function (a, b) {
return get.value(b) - get.value(a);
});
return [cards, cards.splice(2)];
});
"step 1";
var top = result.moved[0];
var bottom = result.moved[1];
top.reverse();
for (var i = 0; i < top.length; i++) {
ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild);
}
for (i = 0; i < bottom.length; i++) {
ui.cardPile.appendChild(bottom[i]);
}
game.updateRoundNumber();
game.delayx();
},
},
xinfu_xingzhao: {
audio: true,
group: ["xz_xunxun", "xinfu_xingzhao2", "xinfu_xingzhao3"],
mark: true,
intro: {
content: function (storage, player) {
var num = game.countPlayer(function (current) {
return current.isDamaged();
});
var str = "暂无任何效果";
if (num >= 1) {
str = "<li>视为拥有技能“恂恂”";
}
if (num >= 2) {
str += ";使用装备牌时摸一张牌";
}
if (num >= 3) {
str += ";始终跳过弃牌阶段";
}
if (num == 0 || num >= 4) {
str += ";造成的伤害+1";
}
return str;
},
},
trigger: {
player: "useCard",
},
forced: true,
filter: function (event, player) {
if (get.type(event.card) != "equip") return false;
var num = game.countPlayer(function (current) {
return current.isDamaged();
});
return num >= 2;
},
content: function () {
player.draw();
},
},
xinfu_xingzhao2: {
audio: true,
trigger: {
player: ["phaseJudgeBefore", "phaseDiscardBefore"],
},
forced: true,
filter: function (event, player) {
var num = game.countPlayer(function (current) {
return current.isDamaged();
});
return num >= 3;
},
content: function () {
trigger.cancel();
game.log(player, "跳过了" + (trigger.name == "phaseJudge" ? "判定" : "弃牌") + "阶段");
},
},
xinfu_xingzhao3: {
audio: "xinfu_xingzhao",
trigger: {
source: "damageBegin1",
},
forced: true,
filter: function (event, player) {
var num = game.countPlayer(function (current) {
return current.isDamaged();
});
return num == 0 || num >= 4;
},
content: function () {
trigger.num++;
},
},
xinfu_dianhu: {
audio: 2,
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter: function (event, player) {
return game.hasPlayer(current => current != player) && (event.name != "phase" || game.phaseNumber == 0);
},
content: function () {
"step 0";
player
.chooseTarget("选择【点虎】的目标", lib.translate.xinfu_dianhu_info, true, function (card, player, target) {
return target != player && !target.hasSkill("xinfu_dianhu2");
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att < 0) return -att + 3;
return Math.random();
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
game.log(target, "成为了", "【点虎】", "的目标");
target.storage.xinfu_dianhu2 = player;
target.addTempSkill("xinfu_dianhu2", { player: "die" });
}
},
},
xinfu_dianhu2: {
mark: "character",
intro: {
content: "当你受到来自$的伤害或回复体力后,$摸一张牌",
},
nopop: true,
trigger: {
player: ["damageEnd", "recoverEnd"],
},
forced: true,
popup: false,
charlotte: true,
filter: function (event, player) {
if (player.storage.xinfu_dianhu2 && player.storage.xinfu_dianhu2.isIn()) {
if (event.name == "damage") return event.source == player.storage.xinfu_dianhu2;
return true;
}
},
content: function () {
"step 0";
var target = player.storage.xinfu_dianhu2;
target.logSkill("xinfu_dianhu");
target.draw();
},
onremove: true,
},
xinfu_jianji: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: function (card, player, target) {
return target != player;
},
content: function () {
"step 0";
target.draw();
"step 1";
var card = result[0];
if (
card &&
game.hasPlayer(function (current) {
return target.canUse(card, current);
}) &&
get.owner(card) == target
) {
target.chooseToUse({
prompt: "是否使用" + get.translation(card) + "",
filterCard: function (cardx, player, target) {
return cardx == _status.event.cardx;
},
cardx: card,
});
}
},
ai: {
order: 7.5,
result: {
target: 1,
},
},
},
xinfu_lianpian: {
audio: 2,
usable: 3,
trigger: {
player: "useCardToPlayered",
},
frequent: true,
filter: function (event, player) {
if (!event.targets || !event.targets.length || event.getParent().triggeredTargets3.length > 1 || !event.isPhaseUsing(player)) return false;
var evt = player.getLastUsed(1);
if (!evt || !evt.targets || !evt.targets.length || !evt.isPhaseUsing(player)) return false;
for (var i = 0; i < event.targets.length; i++) {
if (evt.targets.includes(event.targets[i])) return true;
}
return false;
},
content: function () {
"step 0";
player.draw();
"step 1";
event.card = result[0];
var ablers = player.getLastUsed(1).targets.slice(0);
for (var i = 0; i < ablers.length; i++) {
if (ablers[i] == player || !trigger.targets.includes(ablers[i])) ablers.splice(i--, 1);
}
if (event.card && get.owner(event.card) == player && ablers.length) {
player
.chooseTarget("是否将" + get.translation(event.card) + "交给其他角色?", function (card, player, target) {
return _status.event.ablers.includes(target) && target != player;
})
.set("ablers", ablers).ai = function () {
return false;
};
} else event.finish();
"step 2";
if (result.bool) {
player.give(event.card, result.targets[0], true);
}
},
locked: false,
mod: {
aiOrder: function (player, card, num) {
if (player.isPhaseUsing() && (!player.storage.counttrigger || !player.storage.counttrigger.xinfu_lianpian || !player.storage.counttrigger.xinfu_lianpian < 3)) {
var evt = player.getLastUsed();
if (
evt &&
evt.targets &&
evt.targets.length &&
evt.isPhaseUsing(player) &&
game.hasPlayer(function (current) {
return evt.targets.includes(current) && player.canUse(card, current) && get.effect(current, card, player, player) > 0;
})
) {
return num + 10;
}
}
},
},
ai: {
effect: {
player: function (card, player, target) {
var evt = player.getLastUsed();
if (evt && evt.targets.includes(target) && (!player.storage.counttrigger || !player.storage.counttrigger.xinfu_lianpian || !player.storage.counttrigger.xinfu_lianpian < 3) && player.isPhaseUsing(player)) return [1.5, 0];
},
},
},
},
//糜芳傅士仁
fengshi: {
audio: "mffengshi",
audioname: ["sp_mifangfushiren"],
trigger: { player: "useCardToPlayered" },
filter(event, player) {
if (!event.isFirstTarget) return false;
return event.targets.some(target => {
return (
player.countCards("h") > target.countCards("h") &&
target.countCards("he") > 0 &&
player.hasCard(card => {
return lib.filter.cardDiscardable(card, player, "fengshi");
}, "he")
);
});
},
direct: true,
async content(event, trigger, player) {
const {
result: { bool, targets },
} = await player
.chooseTarget(get.prompt("fengshi"), "弃置你与一名目标角色的各一张牌,然后令" + get.translation(event.card) + "对其造成的伤害+1", (card, player, target) => {
const targets = get.event().getTrigger().targets;
if (!targets.includes(target)) return false;
return (
player.countCards("h") > target.countCards("h") &&
target.countCards("he") > 0 &&
player.hasCard(card => {
return lib.filter.cardDiscardable(card, player, "fengshi");
}, "he")
);
})
.set("ai", target => {
const player = get.event("player");
const card = get.event().getTrigger().card;
if (!get.info("dcmffengshi").check({ card: card, target: target })) return 0;
return get.effect(target, { name: "guohe_copy2" }, player, player);
});
if (bool) {
const target = targets[0];
player.logSkill("fengshi", target);
await player.chooseToDiscard("he", true);
await player.discardPlayerCard(target, "he", true);
if (get.tag(trigger.card, "damage")) {
var id = target.playerid;
var map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].extraDamage != "number") map[id].extraDamage = 0;
map[id].extraDamage++;
}
}
},
group: "fengshi_target",
subSkill: {
target: {
inherit: "dcmffengshi",
trigger: { target: "useCardToTargeted" },
filter(event, player) {
if (event.player == event.target) return false;
return (
event.player.countCards("h") > player.countCards("h") &&
event.player.countCards("he") > 0 &&
player.hasCard(card => {
return lib.filter.cardDiscardable(card, player, "fengshi");
}, "he")
);
},
async content(event, trigger, player) {
const target = trigger.player;
await player.chooseToDiscard("he", true);
await player.discardPlayerCard(target, "he", true);
if (get.tag(trigger.card, "damage")) {
var id = player.playerid;
var map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].extraDamage != "number") map[id].extraDamage = 0;
map[id].extraDamage++;
}
},
},
},
},
dcmffengshi: {
audio: "mffengshi",
audioname: ["sp_mifangfushiren"],
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted",
},
filter: function (event, player, name) {
if (event.player == event.target || event.targets.length != 1) return false;
return (
event.player.countCards("h") > event.target.countCards("h") &&
event.target.countCards("he") > 0 &&
player.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "dcmffengshi");
}, "he")
);
},
logTarget: function (event, player) {
return player == event.player ? event.target : event.player;
},
prompt2: function (event, player) {
var target = lib.skill.dcmffengshi.logTarget(event, player);
return "弃置你与" + get.translation(target) + "的各一张牌,然后令" + get.translation(event.card) + "的伤害+1";
},
check: function (event, player) {
var viewer = player,
player = event.player,
target = event.target;
if (viewer == player) {
if (get.attitude(viewer, target) >= 0) return false;
if (player.countCards("he", card => get.value(card, player) < 5)) return true;
var card = get.event().getTrigger().card;
if ((get.tag(card, "damage") || target.countCards("he", card => get.value(card, target) > 6)) && player.countCards("he", card => get.value(card, player) < 7)) return true;
return false;
} else {
if (get.attitude(viewer, player) >= 0) return false;
if (!get.tag(card, "damage")) return false;
if (viewer.countCards("he") > player.countCards("he")) return true;
if (viewer.countCards("he", card => get.value(card, target) > 6)) return false;
return true;
}
},
content: function () {
if (get.tag(trigger.card, "damage")) trigger.getParent().baseDamage++;
var target = lib.skill.dcmffengshi.logTarget(trigger, player);
player.chooseToDiscard("he", true);
player.discardPlayerCard(target, "he", true);
},
},
mffengshi: {
audio: 2,
audioname: ["sp_mifangfushiren"],
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted",
},
direct: true,
preHidden: true,
filter: function (event, player) {
if (event.player == event.target || event.targets.length != 1) return false;
if (player != event.player && !player.hasSkill("mffengshi")) return false;
return event.player.countCards("h") > event.target.countCards("h") && event.target.countCards("he") > 0;
},
content: function () {
"step 0";
event.source = trigger.player;
event.target = player == trigger.target ? trigger.player : trigger.target;
var str;
if (player == trigger.player) str = "弃置自己的和该角色";
else str = "令其弃置其与你的";
var next = trigger.player.chooseBool("是否对" + get.translation(trigger.target) + "发动【锋势】?", str + "的各一张牌,然后令" + get.translation(trigger.card) + "的伤害+1").set("ai", function () {
var player = _status.event.getParent().player;
var target = _status.event.getParent().target;
var viewer = _status.event.player;
if (viewer == player) {
if (get.attitude(viewer, target) >= 0) return false;
if (player.countCards("he", card => get.value(card, player) < 5)) return true;
var card = _status.event.getTrigger().card;
if ((get.tag(card, "damage") || target.countCards("he", card => get.value(card, target) > 6)) && player.countCards("he", card => get.value(card, player) < 7)) return true;
return false;
} else {
if (get.attitude(viewer, player) >= 0) return false;
if (!get.tag(card, "damage")) return false;
if (viewer.countCards("he") > player.countCards("he")) return true;
if (viewer.countCards("he", card => get.value(card, target) > 6)) return false;
return true;
}
});
if (player == next.player) next.setHiddenSkill("mffengshi");
"step 1";
if (result.bool) {
if (player == source) player.logSkill("mffengshi", target);
else {
player.logSkill("mffengshi");
source.line(player, "green");
}
if (get.tag(trigger.card, "damage")) trigger.getParent().baseDamage++;
player.chooseToDiscard("he", true);
} else event.finish();
"step 2";
if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, "he", true);
},
},
};
export default skills;