1870 lines
62 KiB
JavaScript
1870 lines
62 KiB
JavaScript
import { lib, game, ui, get, ai, _status } from "../../noname.js";
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/** @type { importCharacterConfig['skill'] } */
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const skills = {
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//谋庞统
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olsbhongtu: {
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audio: 2,
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trigger: {
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global: ["phaseZhunbeiEnd", "phaseJudgeEnd", "phaseDrawEnd", "phaseUseEnd", "phaseDiscardEnd", "phaseJieshuEnd"],
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},
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filter(event, player) {
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let count = 0;
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player.checkHistory("gain", evt => {
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if (evt.getParent(event.name) !== event) return;
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count += evt.cards.length;
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});
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return count >= 2;
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},
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derivation: ["nzry_feijun", "qianxi"],
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prompt2: "你可以摸三张牌,展示三张手牌,令一名其他角色选择是否使用其中一张牌并令你随机弃置其中另一张牌。若使用牌的点数于三张牌中满足以下条件,其获得如下技能或效果直到其下一个回合的回合结束:唯一最大:〖飞军〗;不为最大且不为最小:〖潜袭〗;唯一最小:手牌上限+2。若其未以此法使用牌,你对其与你各造成1点火焰伤害。",
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check(event, player) {
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if (
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game.hasPlayer(current => {
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return current !== player && get.attitude(player, current) > 0;
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})
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)
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return true;
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const eff = get.damageEffect(player, player, player, "fire");
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if (
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game.hasPlayer(current => {
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return (
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get.damageEffect(current, player, player, "fire") > eff &&
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player.countCards("h", card => {
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return !current.hasUseTarget(card);
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}) >=
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2 + (player.getHp() > 1)
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);
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})
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)
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return true;
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return false;
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},
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async content(event, trigger, player) {
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await player.draw(3);
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if (player.countCards("h") < 3) return;
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const [cards, targets] = await player
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.chooseCardTarget({
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prompt: "鸿图:请展示三张手牌并选择一名角色",
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prompt2: "你选择的角色须选择是否使用其中的一张牌,并令你随机弃置其中的另一张牌。",
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position: "h",
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filterCard: true,
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selectCard: 3,
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filterTarget: lib.filter.notMe,
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forced: true,
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hasFriend: game.hasPlayer(current => {
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return current !== player && get.attitude(player, current) > 0;
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}),
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ai1(card) {
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const player = get.player(),
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val = player.getUseValue(card);
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if (get.event("hasFriend")) {
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if (
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ui.selected.cards.some(cardx => {
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return player.getUseValue(cardx) > 5;
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})
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)
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return -val - get.value(card);
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return val - 5;
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}
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if (
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game.hasPlayer(current => {
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return get.attitude(get.player(), current) < 0 && !current.hasUseTarget(card);
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})
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)
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return 100 - val;
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return -val;
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},
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ai2(target) {
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const att = get.attitude(get.player(), target);
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if (!ui.selected.cards.length) return 0;
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if (ui.selected.cards.every(card => !target.hasUseTarget(card))) {
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return 10 * (get.damageEffect(target, player, player, "fire") - get.damageEffect(player, player, player, "fire"));
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}
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return Math.max(...ui.selected.cards.map(card => target.getUseValue(card) * att));
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},
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})
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.forResult("cards", "targets");
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if (!cards || !cards.length || !targets || !targets.length) return;
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const [target] = targets;
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player.line(target, "green");
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await player.showCards(cards, `${get.translation(player)}对${get.translation(target)}发动了【鸿图】`);
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const links = await target
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.chooseButton([`鸿图:是否使用${get.translation(player)}展示的其中一张牌?`, cards])
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.set("filterButton", button => {
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const player = get.player(),
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card = button.link;
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const cardx = get.autoViewAs(
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{
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name: get.name(card),
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nature: get.nature(card),
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},
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[card]
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);
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return player.hasUseTarget(cardx, null, false);
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})
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.set("ai", button => {
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return get.player().getUseValue(button.link);
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})
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.forResultLinks();
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if (!links || !links.length) {
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for (const current of [target, player]) {
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if (!current.isIn()) continue;
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player.line(current, "fire");
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await current.damage("fire");
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}
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} else {
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const [card] = links;
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cards.remove(card);
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const cardx = get.autoViewAs(
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{
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name: get.name(card),
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nature: get.nature(card),
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},
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[card]
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);
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const owner = get.owner(card);
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const next = target
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.chooseUseTarget(cardx, [card], true, false)
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.set("throw", false)
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.set("owner", owner)
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.set("oncard", card => {
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const owner = get.event().getParent().owner;
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if (owner) owner.$throw(card.cards);
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});
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if (card.name === cardx.name && get.is.sameNature(card, cardx, true)) next.set("viewAs", false);
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await next;
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const restCards = cards.filter(card => {
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return get.owner(card) === player && get.position(card) === "h" && lib.filter.cardDiscardable(card, player, "olsbhongtu");
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});
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if (restCards.length) {
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player.discard(restCards.randomGet());
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}
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const num = get.number(card, player);
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let skill = null;
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if (
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cards.every(cardx => {
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if (cardx === card) return true;
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return get.number(cardx) < num;
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})
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) {
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skill = "nzry_feijun";
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} else if (
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cards.every(cardx => {
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if (cardx === card) return true;
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return get.number(cardx) > num;
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})
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) {
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target.addSkill("olsbhongtu_limit");
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target.addMark("olsbhongtu_limit", 2, false);
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} else {
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skill = "qianxi";
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}
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let skillName = null;
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if (skill) {
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skillName = `olsbhongtu_${player.playerid}`;
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target.addAdditionalSkills(skillName, [skill]);
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}
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target.when({ player: "phaseBegin" }).then(() => {
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player.storage.olsbhongtu_phased = true;
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});
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target
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.when({ player: "phaseEnd" })
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.filter(() => {
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return target.storage.olsbhongtu_phased;
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})
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.assign({
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firstDo: true,
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priority: Infinity,
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})
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.vars({
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skillName,
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})
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.then(() => {
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delete player.storage.olsbhongtu_phased;
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if (skillName) {
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player.removeAdditionalSkills(skillName);
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} else {
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player.removeSkill("olsbhongtu_limit");
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}
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});
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}
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},
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subSkill: {
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limit: {
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markimage: "image/card/handcard.png",
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intro: {
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content(storage, player) {
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return "手牌上限+" + storage;
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},
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},
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charlotte: true,
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mod: {
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maxHandcard(player, num) {
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return num + player.countMark("olsbhongtu_limit");
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},
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},
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},
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},
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},
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olsbqiwu: {
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audio: 2,
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trigger: {
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player: "damageBegin4",
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},
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filter(event, player) {
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if (!event.source) return false;
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if (event.source !== player && !event.source.inRangeOf(player)) return false;
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return (
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game
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.getGlobalHistory(
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"everything",
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evt => {
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return evt.name == "damage" && evt.player == player;
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},
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event
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)
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.indexOf(event) === 0
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);
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},
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async cost(event, trigger, player) {
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event.result = await player
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.chooseToDiscard(get.prompt("olsbqiwu"), `你可以弃置一张红色牌,防止${get.translation(trigger.source)}对你造成的${trigger.num}点伤害。`, "chooseonly", { color: "red" }, "he")
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.set("ai", card => {
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if (get.event("goon")) return 6 - get.value(card);
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return 0;
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})
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.set("goon", get.damageEffect(player, trigger.source, player) < 0)
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.forResult();
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},
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async content(event, trigger, player) {
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await player.discard(event.cards);
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trigger.cancel();
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},
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},
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//法正
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olxuanhuo: {
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audio: 2,
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trigger: { player: "phaseDrawEnd" },
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filter(event, player) {
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return player.countCards("he") > 1 && game.hasPlayer(target => target != player);
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},
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async cost(event, trigger, player) {
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const ai2 = function (target) {
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const player = _status.event.player;
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if (
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!game.hasPlayer(current => {
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return current != player && current != target;
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})
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)
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return get.effect(target, new lib.element.VCard({ name: "shunshou_copy2" }), player, player);
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if (get.attitude(player, target) <= 0) return 0;
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const num = target.getUseValue(new lib.element.VCard({ name: "sha" }), false);
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if (target.hasSkillTag("nogain")) num /= 4;
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return num;
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};
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event.result = await player
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.chooseCardTarget({
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prompt: get.prompt2("olxuanhuo"),
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filterCard: true,
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selectCard: 2,
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position: "he",
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filterTarget: lib.filter.notMe,
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goon: game.hasPlayer(function (current) {
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return current != player && ai2(player, current) > 0;
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}),
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ai1(card) {
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if (!_status.event.goon && game.countPlayer(target => target != _status.event.player) > 1) return 0;
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return 7 - get.value(card);
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},
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ai2: ai2,
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})
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.forResult();
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},
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async content(event, trigger, player) {
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const target = event.targets[0];
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await player.give(event.cards, target);
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if (
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game.hasPlayer(function (current) {
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return current != player && current != target;
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})
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) {
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const result2 = await player
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.chooseTarget(
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function (card, player, target) {
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return target != player && target != _status.event.target;
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},
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"请选择" + get.translation(target) + "使用【杀】的目标",
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true
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)
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.set("target", target)
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.set("ai", function (target) {
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const evt = _status.event,
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card = new lib.element.VCard({ name: "sha" });
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if (!evt.target.canUse(card, target, false)) return 0;
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return get.effect(target, card, evt.target, evt.player);
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})
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.set("target", target)
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.forResult();
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if (result2.bool) {
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const target2 = result2.targets[0];
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player.line(target2);
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const result = await target
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.chooseToUse(function (card, player, event) {
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if (get.name(card) != "sha") return false;
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return lib.filter.filterCard.apply(this, arguments);
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}, "眩惑:对" + get.translation(target2) + "使用一张【杀】,或令" + get.translation(player) + "你的手牌并获得你的两张牌")
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.set("filterTarget", function (card, player, target) {
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if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
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return lib.filter.targetEnabled.apply(this, arguments);
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})
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.set("targetRequired", true)
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.set("complexSelect", true)
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.set("sourcex", target2)
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.forResult();
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if (result.bool) return;
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}
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}
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await player.gainPlayerCard(target, 2, "he", true, "visible");
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},
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ai: { expose: 0.15 },
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},
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olenyuan: {
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audio: 2,
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group: ["olenyuan1", "olenyuan2"],
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},
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olenyuan1: {
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inherit: "xinenyuan1",
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},
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olenyuan2: {
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inherit: "xinenyuan2",
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prompt2: event => "令" + get.translation(event.source) + "交给你一张红色手牌或失去1点体力",
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getIndex: event => event.num,
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async content(event, trigger, player) {
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const result = await trigger.source
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.chooseToGive(
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"恩怨:交给" + get.translation(player) + "一张红色手牌,或失去1点体力",
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(card, player) => {
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return get.color(card) == "red";
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},
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"h",
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player
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)
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.set("ai", card => {
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const player = _status.event.getParent().player,
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source = _status.event.player;
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if (get.effect(source, { name: "losehp" }, source, source) >= 0) return 0;
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if (get.attitude(player, source) > 0) return 11 - get.value(card);
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return 7 - get.value(card);
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})
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.forResult();
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if (!result.bool) {
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await trigger.source.loseHp();
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}
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},
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},
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//王异
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olzhenlie: {
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audio: 2,
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inherit: "zhenlie",
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async content(event, trigger, player) {
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const target = trigger.player;
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if (get.attitude(player, target) < 0 && target.countDiscardableCards(player, "he")) player.addTempSkill("zhenlie_lose");
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await player.loseHp();
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player.removeSkill("zhenlie_lose");
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trigger.getParent().excluded.add(player);
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if (!player.isIn()) return;
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const goon = target.hasCard(card => {
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if (get.position(card) == "h") return true;
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return lib.filter.canBeGained(card, player, target);
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}, "he");
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if (goon || player.isDamaged()) {
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let result;
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if (goon && player.isDamaged())
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result = await player
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.chooseControl()
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.set("choiceList", ["获得" + get.translation(target) + "的一张牌", "于本回合的结束阶段发动一次〖秘计〗"])
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.set("ai", () => {
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const player = get.event("player"),
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target = get.event().getTrigger().player;
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return get.effect(target, { name: "shunshou_copy2" }, player, player) > get.effect(player, { name: "draw" }, player, player) * player.getDamagedHp() ? 0 : 1;
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})
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.forResult();
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else result = { index: goon ? 0 : 1 };
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if (result.index == 0) {
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await player.gainPlayerCard(target, "he", true);
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} else {
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player.addTempSkill("olzhenlie_effect");
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player.addMark("olzhenlie_effect", 1, false);
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}
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}
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},
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subSkill: {
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effect: {
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charlotte: true,
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onremove: true,
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intro: { content: "本回合的结束阶段可以发动#次〖秘计〗" },
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},
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},
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},
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olmiji: {
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audio: 2,
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trigger: { global: "phaseJieshuBegin" },
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filter(event, player) {
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if (player.isHealthy()) return false;
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return event.player == player || player.hasMark("olzhenlie_effect");
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},
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getIndex(event, player) {
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return player.countMark("olzhenlie_effect") + (event.player == player);
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},
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async content(event, trigger, player) {
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let num = player.getDamagedHp();
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await player.draw(num);
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if (player.countCards("he") && game.hasPlayer(target => target != player)) {
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if (_status.connectMode) game.broadcastAll(() => (_status.noclearcountdown = true));
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let given_map = [];
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while (num > 0 && player.hasCard(card => !card.hasGaintag("olsujian_given"), "he")) {
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const {
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result: { bool, cards, targets },
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} = await player.chooseCardTarget({
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filterCard(card, player) {
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return !card.hasGaintag("olsujian_given");
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},
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selectCard: [1, num],
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position: "he",
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filterTarget: lib.filter.notMe,
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prompt: "秘计:请选择要分配的卡牌和目标",
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||
prompt2: "(还可分配" + num + "张)",
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||
ai1(card) {
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return !ui.selected.cards.length && card.name == "du" ? 1 : 0;
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},
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||
ai2(target) {
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||
const player = get.event("player");
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const card = ui.selected.cards[0];
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if (card) return get.value(card, target) * get.attitude(player, target);
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return 0;
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},
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});
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if (bool) {
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num -= cards.length;
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const target = targets[0];
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||
if (given_map.some(i => i[0] == target)) {
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||
given_map[given_map.indexOf(given_map.find(i => i[0] == target))][1].addArray(cards);
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} else given_map.push([target, cards]);
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||
player.addGaintag(cards, "olsujian_given");
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||
} else break;
|
||
}
|
||
if (_status.connectMode) {
|
||
game.broadcastAll(() => {
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||
delete _status.noclearcountdown;
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||
game.stopCountChoose();
|
||
});
|
||
}
|
||
if (given_map.length) {
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||
await game
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||
.loseAsync({
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||
gain_list: given_map,
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||
player: player,
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||
cards: given_map.slice().map(list => list[1]),
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||
giver: player,
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||
animate: "giveAuto",
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||
})
|
||
.setContent("gaincardMultiple");
|
||
}
|
||
}
|
||
},
|
||
},
|
||
//程普
|
||
dclihuo: {
|
||
audio: "relihuo",
|
||
trigger: { player: "useCard1" },
|
||
filter(event, player) {
|
||
return event.card.name == "sha" && !game.hasNature(event.card, "fire");
|
||
},
|
||
check(event, player) {
|
||
let card = new lib.element.VCard(get.copy(event.card));
|
||
game.setNature(card, "fire");
|
||
const eff1 = event.targets.reduce((sum, target) => {
|
||
return sum + get.effect(target, event.card, player, player);
|
||
}, 0);
|
||
let targets = event.targets.slice();
|
||
if (get.info("lihuo2").filter(event, player)) {
|
||
let targetx = game.filterPlayer(target => {
|
||
return !targets.includes(target) && player.canUse(card, target) && get.effect(target, card, player, player) > 0;
|
||
});
|
||
if (targetx.length)
|
||
targets.add(
|
||
targetx.sort((a, b) => {
|
||
return get.effect(b, card, player, player) - get.effect(a, card, player, player);
|
||
})[0]
|
||
);
|
||
}
|
||
const eff2 = targets.reduce((sum, target) => {
|
||
return sum + get.effect(target, card, player, player);
|
||
}, 0);
|
||
return eff2 > eff1;
|
||
},
|
||
content() {
|
||
game.log(player, "将", trigger.card, "改为了火属性");
|
||
game.setNature(trigger.card, "fire");
|
||
player
|
||
.when("useCardAfter")
|
||
.filter(evt => evt == trigger)
|
||
.then(() => {
|
||
if (
|
||
game.hasPlayer2(target => {
|
||
return target.getHistory("damage", evt => evt.card && evt.card == trigger.card).length;
|
||
})
|
||
) {
|
||
player.chooseToDiscard("he", "疠火:弃置一张牌,或失去1点体力").set("ai", card => {
|
||
const player = get.event("player");
|
||
if ((get.name(card) == "tao" || get.name(card) == "jiu") && lib.filter.cardSavable(card, player, player)) return -1;
|
||
if (player.hp <= 1) {
|
||
if (
|
||
cards.length < player.getEnemies().length &&
|
||
player.hasCard(cardx => {
|
||
return (get.name(cardx) == "tao" || get.name(cardx) == "jiu") && lib.filter.cardSavable(cardx, player, player);
|
||
}, "hs")
|
||
)
|
||
return 7 - get.value(card);
|
||
return -1;
|
||
}
|
||
return 24 - 5 * cards.length - 2 * Math.min(4, player.getHp()) - get.value(card);
|
||
});
|
||
} else event.finish();
|
||
})
|
||
.then(() => {
|
||
if (!result.bool) player.loseHp();
|
||
});
|
||
},
|
||
ai: { fireAttack: true },
|
||
group: "dclihuo_add",
|
||
subSkill: {
|
||
add: {
|
||
inherit: "lihuo2",
|
||
async content(event, trigger, player) {
|
||
const {
|
||
result: { bool, targets },
|
||
} = await player
|
||
.chooseTarget(get.prompt("dclihuo"), "为" + get.translation(trigger.card) + "增加一个目标", (card, player, target) => {
|
||
const trigger = get.event().getTrigger();
|
||
return !trigger.targets.includes(target) && player.canUse(trigger.card, target);
|
||
})
|
||
.set("card", trigger.card)
|
||
.set("ai", target => {
|
||
const player = get.event("player"),
|
||
trigger = get.event().getTrigger();
|
||
return get.effect(target, trigger.card, player, player);
|
||
});
|
||
if (bool) {
|
||
player.logSkill("dclihuo", targets);
|
||
trigger.targets.addArray(targets);
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
olchunlao: {
|
||
audio: "chunlao",
|
||
audioname: ["xin_chengpu"],
|
||
trigger: {
|
||
player: "loseAfter",
|
||
global: "loseAsyncAfter",
|
||
},
|
||
filter(event, player) {
|
||
if (event.type != "discard" || event.getlx === false) return false;
|
||
const evt = event.getl(player);
|
||
return evt && evt.cards2 && evt.cards2.some(i => i.name == "sha" && get.position(i) == "d");
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
content() {
|
||
const evt = trigger.getl(player);
|
||
player
|
||
.addToExpansion(
|
||
evt.cards2.filter(i => i.name == "sha" && get.position(i) == "d"),
|
||
"gain2"
|
||
)
|
||
.gaintag.add("olchunlao");
|
||
},
|
||
ai: {
|
||
effect: {
|
||
player(card, player, target) {
|
||
if (_status.currentPhase != player) return;
|
||
if (card.name == "sha" && !player.getExpansions("olchunlao").length && target.hp > 1) {
|
||
return "zeroplayertarget";
|
||
}
|
||
},
|
||
},
|
||
},
|
||
intro: {
|
||
content: "expansion",
|
||
markcount: "expansion",
|
||
},
|
||
onremove(player, skill) {
|
||
var cards = player.getExpansions(skill);
|
||
if (cards.length) player.loseToDiscardpile(cards);
|
||
},
|
||
group: "olchunlao_save",
|
||
subSkill: {
|
||
save: {
|
||
inherit: "chunlao2",
|
||
filter(event, player) {
|
||
return event.type == "dying" && event.dying && event.dying.hp <= 0 && player.getExpansions("olchunlao").length;
|
||
},
|
||
async content(event, trigger, player) {
|
||
const target = event.targets[0];
|
||
const {
|
||
result: { bool, links },
|
||
} = await player.chooseCardButton(get.translation("olchunlao"), player.getExpansions("olchunlao"), true);
|
||
if (bool) {
|
||
player.logSkill("olchunlao", target);
|
||
await player.loseToDiscardpile(links);
|
||
event.type = "dying";
|
||
await target.useCard({ name: "jiu", isCard: true }, target);
|
||
}
|
||
},
|
||
ai: {
|
||
save: true,
|
||
skillTagFilter(player) {
|
||
return player.getExpansions("olchunlao").length;
|
||
},
|
||
order: 6,
|
||
result: { target: 1 },
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//虞翻
|
||
olzongxuan: {
|
||
audio: "rezongxuan",
|
||
trigger: { global: ["loseAfter", "loseAsyncAfter"] },
|
||
filter(event, player) {
|
||
if (event.type != "discard" || event.getlx === false) return false;
|
||
return get.info("olzongxuan").getCards(event, player).length;
|
||
},
|
||
check(event, player) {
|
||
if (event.getParent(3).name != "phaseDiscard") return false;
|
||
const cards = get.info("olzongxuan").getCards(event, player);
|
||
return game.hasPlayer(target => {
|
||
if (cards.some(i => get.type(i, target) == "equip") && (get.attitude(player, target) > 0 || get.recoverEffect(target, player, player) > 0)) return true;
|
||
if (cards.some(i => get.type(i, target) != "equip") && target.getHp() >= player.getHp() && get.effect(target, { name: "losehp" }, player, player) > 0) return true;
|
||
return false;
|
||
});
|
||
},
|
||
async content(event, trigger, player) {
|
||
const {
|
||
result: { bool, moved },
|
||
} = await player
|
||
.chooseToMove("纵玄:将任意张牌置于牌堆顶", true)
|
||
.set("list", [["本次弃置的牌", get.info("olzongxuan").getCards(trigger, player)], ["牌堆顶"]])
|
||
.set("filterOk", moved => moved[1].length)
|
||
.set("processAI", list => {
|
||
const player = get.event("player");
|
||
const cards = list[0][1].slice(),
|
||
cards2 = cards.filter(card => {
|
||
return game.hasPlayer(target => {
|
||
if (get.type(card, target) == "equip" && (get.attitude(player, target) > 0 || get.recoverEffect(target, player, player) > 0)) return true;
|
||
if (get.type(card, target) != "equip" && target.getHp() >= player.getHp() && get.effect(target, { name: "losehp" }, player, player) > 0) return true;
|
||
return false;
|
||
});
|
||
}),
|
||
cards3 = cards2.length ? cards2.randomGet() : cards.randomGet();
|
||
return [[], [cards3]];
|
||
});
|
||
if (bool) {
|
||
let cards = moved[1].slice();
|
||
game.log(player, "将", cards, "置于了牌堆顶");
|
||
while (cards.length) {
|
||
ui.cardPile.insertBefore(cards.pop().fix(), ui.cardPile.firstChild);
|
||
}
|
||
}
|
||
},
|
||
getCards(event, player) {
|
||
let cards = [];
|
||
for (const target of [player, player.getPrevious()]) {
|
||
const evt = event.getl(target);
|
||
if (evt && evt.cards2 && evt.cards2.some(i => get.position(i) == "d")) {
|
||
if (
|
||
target == player ||
|
||
target
|
||
.getHistory("lose", evt => {
|
||
return evt.type == "discard" && evt.getlx !== false;
|
||
})
|
||
.indexOf(event) == 0
|
||
) {
|
||
cards.addArray(evt.cards2.filter(i => get.position(i) == "d"));
|
||
}
|
||
}
|
||
}
|
||
return cards;
|
||
},
|
||
},
|
||
olzhiyan: {
|
||
audio: "zhiyan",
|
||
audioname: ["re_yufan"],
|
||
trigger: { global: "phaseJieshuBegin" },
|
||
filter(event, player) {
|
||
return event.player == player || event.player == player.getPrevious();
|
||
},
|
||
direct: true,
|
||
async content(event, trigger, player) {
|
||
const {
|
||
result: { bool, targets },
|
||
} = await player
|
||
.chooseTarget(get.prompt2("olzhiyan"))
|
||
.set("ai", target => {
|
||
const player = get.event("player"),
|
||
cards = get.event("cards");
|
||
if (!cards.length) return 0;
|
||
const card = cards[0],
|
||
att = get.attitude(player, target);
|
||
if (get.type(card, target) == "equip" && (get.attitude(player, target) > 0 || get.recoverEffect(target, player, player) > 0)) return get.recoverEffect(target, player, player) * 20 + att / 114514;
|
||
if (get.type(card, target) != "equip") {
|
||
if (target.getHp() >= player.getHp()) return get.effect(target, { name: "losehp" }, player, player) * 20 - att / 114514;
|
||
return get.effect(target, { name: "draw" }, player, player);
|
||
}
|
||
return 0;
|
||
})
|
||
.set("cards", Array.from(ui.cardPile.childNodes || []) || []);
|
||
if (bool) {
|
||
const target = targets[0];
|
||
player.logSkill("olzhiyan", target);
|
||
const { result } = await target.draw("visible");
|
||
if (result) {
|
||
const card = result[0];
|
||
if (get.type(card, target) == "equip") {
|
||
if (target.getCards("h").includes(card) && target.hasUseTarget(card)) {
|
||
const {
|
||
result: { bool },
|
||
} = await target.chooseUseTarget(card, true, "nopopup");
|
||
if (bool) await target.recover();
|
||
}
|
||
} else if (target.getHp() >= player.getHp()) await target.loseHp();
|
||
}
|
||
}
|
||
},
|
||
ai: { expose: 0.2 },
|
||
},
|
||
//OL谋袁绍
|
||
//真·四世三公——袁神,启动
|
||
olsbhetao: {
|
||
audio: 3,
|
||
audioname: ["ol_sb_yuanshao_shadow"],
|
||
trigger: { global: "useCardToPlayered" },
|
||
filter(event, player) {
|
||
return (
|
||
event.player != player &&
|
||
event.isFirstTarget &&
|
||
event.targets.length > 1 &&
|
||
player.countCards("he", card => {
|
||
if (get.position(card) == "h" && _status.connectMode) return true;
|
||
return get.color(card) == get.color(event.card) && lib.filter.cardDiscardable(card, player);
|
||
})
|
||
);
|
||
},
|
||
direct: true,
|
||
async content(event, trigger, player) {
|
||
const {
|
||
result: { bool, cards, targets },
|
||
} = await player
|
||
.chooseCardTarget({
|
||
prompt: get.prompt("olsbhetao"),
|
||
filterCard(card, player) {
|
||
return get.color(card) == get.color(get.event().getTrigger().card) && lib.filter.cardDiscardable(card, player);
|
||
},
|
||
position: "he",
|
||
filterTarget(card, player, target) {
|
||
return get.event().getTrigger().targets.includes(target);
|
||
},
|
||
ai1(card) {
|
||
return 7.5 - get.value(card);
|
||
},
|
||
ai2(target) {
|
||
const player = get.event("player"),
|
||
trigger = get.event().getTrigger();
|
||
const att = get.attitude(player, target),
|
||
eff = get.effect(target, trigger.card, trigger.player, player);
|
||
if (trigger.card.name == "tiesuo") return eff > 0 ? 0 : get.sgn(att) * (2 + get.sgn(att));
|
||
const sum = trigger.targets.reduce((i, j) => i + get.effect(j, trigger.card, trigger.player, player), 0);
|
||
return get.sgn(att) * (eff * 2 - sum);
|
||
},
|
||
})
|
||
.set("prompt2", "弃置一张" + get.translation(get.color(trigger.card)) + "牌,令" + get.translation(trigger.card) + "改为对其中一个目标结算两次");
|
||
if (bool) {
|
||
const target = targets[0];
|
||
player.logSkill("olsbhetao", target);
|
||
player.changeSkin("olsbhetao", "ol_sb_yuanshao");
|
||
player.discard(cards);
|
||
trigger.getParent().effectCount++;
|
||
trigger.getParent().excluded.addArray(game.filterPlayer(i => trigger.targets.includes(i) && target != i));
|
||
}
|
||
},
|
||
ai: { threaten: 3.5 },
|
||
global: "olsbhetao_ai",
|
||
subSkill: {
|
||
ai: {
|
||
effect: {
|
||
player_use(card, player) {
|
||
if (
|
||
!game.hasPlayer(target => {
|
||
return target.hasSkill("olsbhetao") && (get.attitude(player, target) < 0 || get.attitude(target, player) < 0);
|
||
}) ||
|
||
game.countPlayer(target => {
|
||
return player.canUse(card, target);
|
||
}) < 2
|
||
)
|
||
return;
|
||
const 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);
|
||
if (range[1] == -1 || (range[1] > 1 && ui.selected.targets && ui.selected.targets.length)) return "zeroplayertarget";
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
olsbshenli: {
|
||
audio: 3,
|
||
audioname: ["ol_sb_yuanshao_shadow"],
|
||
trigger: { player: "useCardToPlayered" },
|
||
filter(event, player) {
|
||
if (!player.isPhaseUsing() || player.hasSkill("olsbshenli_used")) return false;
|
||
return (
|
||
event.card.name == "sha" &&
|
||
game.hasPlayer(target => {
|
||
return !event.targets.includes(target) && player.canUse(event.card, target, false);
|
||
}) &&
|
||
event.isFirstTarget
|
||
);
|
||
},
|
||
check(event, player) {
|
||
const targets = game.filterPlayer(target => player.canUse(event.card, target, false));
|
||
const num1 = event.targets.reduce((sum, target) => sum + get.effect(target, event.card, player, player), 0);
|
||
const num2 = targets.reduce((sum, target) => sum + get.effect(target, event.card, player, player), 0);
|
||
if (num2 >= num1) return true;
|
||
let num = event.baseDamage || 1;
|
||
if (event.extraDamage) num += event.extraDamage;
|
||
let extra_num = 0;
|
||
for (const target of targets) {
|
||
if (
|
||
target.mayHaveShan(
|
||
player,
|
||
"use",
|
||
target.getCards("h", i => {
|
||
return i.hasGaintag("sha_notshan");
|
||
})
|
||
) &&
|
||
!player.hasSkillTag(
|
||
"directHit_ai",
|
||
true,
|
||
{
|
||
target: target,
|
||
card: event.card,
|
||
},
|
||
true
|
||
)
|
||
) {
|
||
if (player.hasSkillTag("jueqing", false, target)) extra_num--;
|
||
else if (
|
||
target.hasSkillTag("filterDamage", null, {
|
||
player: event.player,
|
||
card: event.card,
|
||
})
|
||
)
|
||
extra_num++;
|
||
} else extra_num += num;
|
||
}
|
||
const sum = targets.length + extra_num;
|
||
return num2 + (sum > player.countCards("h") ? Math.min(5, sum) : 0) + (sum > player.getHp() ? num2 : 0) >= num1;
|
||
},
|
||
async content(event, trigger, player) {
|
||
player.changeSkin("olsbshenli", "ol_sb_yuanshao_shadow");
|
||
player.addTempSkill("olsbshenli_used", "phaseUseAfter");
|
||
trigger.getParent().targets.addArray(
|
||
game.filterPlayer(target => {
|
||
return !trigger.targets.includes(target) && player.canUse(trigger.card, target, false);
|
||
})
|
||
);
|
||
player
|
||
.when("useCardAfter")
|
||
.filter(evt => evt == trigger.getParent())
|
||
.then(() => {
|
||
const sum = player
|
||
.getHistory("sourceDamage", evt => evt.card && evt.card == trigger.card)
|
||
.reduce((num, evt) => {
|
||
return num + evt.num;
|
||
}, 0);
|
||
const bool = sum > player.countCards("h"),
|
||
goon = sum > player.getHp();
|
||
if (bool) player.draw(Math.min(5, sum));
|
||
if (goon) {
|
||
const targets = game.filterPlayer(target => trigger.targets.includes(target) && player.canUse(trigger.card, target, false));
|
||
if (
|
||
targets.length &&
|
||
(!trigger.cards ||
|
||
!trigger.cards.length ||
|
||
trigger.cards.every(card => {
|
||
return !get.owner(card);
|
||
}))
|
||
)
|
||
player.useCard(trigger.card, targets, false);
|
||
}
|
||
});
|
||
},
|
||
ai: { threaten: 3.5 },
|
||
subSkill: { used: { charlotte: true } },
|
||
},
|
||
olsbyufeng: {
|
||
audio: 2,
|
||
audioname2: {
|
||
ol_sb_yuanshao_shadow: "olsbyufeng_ol_sb_yuanshao_shadow",
|
||
},
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
filter(event, player) {
|
||
const card = get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6);
|
||
return (event.name != "phase" || game.phaseNumber == 0) && player.canEquip(card, true);
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
async content(event, trigger, player) {
|
||
if (lib.card.sizhaojian.inShanShanFestival()) {
|
||
game.broadcastAll(() => lib.inpile.add("sizhaojian"));
|
||
}
|
||
const card = get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6);
|
||
if (get.owner(card)) get.owner(card).$give(card, player, false);
|
||
else {
|
||
player.$gain2(card, false);
|
||
game.delayx();
|
||
}
|
||
player.equip(card);
|
||
},
|
||
subSkill: {
|
||
ol_sb_yuanshao_shadow: {
|
||
audio: 1,
|
||
},
|
||
sizhaojian: {
|
||
equipSkill: true,
|
||
mod: {
|
||
aiOrder(player, card, num) {
|
||
if (card.name == "sha" && typeof get.number(card) == "number") return num + get.number(card) / 114514;
|
||
},
|
||
},
|
||
trigger: { player: "useCardToPlayered" },
|
||
filter(event, player) {
|
||
return event.card.name == "sha" && typeof get.number(event.card) == "number";
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
logTarget: "target",
|
||
async content(event, trigger, player) {
|
||
const target = trigger.target;
|
||
target.addTempSkill("olsbyufeng_block");
|
||
target.markAuto("olsbyufeng_block", [trigger.card]);
|
||
},
|
||
},
|
||
block: {
|
||
mod: {
|
||
cardEnabled(card, player) {
|
||
if (!player.storage.olsbyufeng_block) return;
|
||
const storage = player.getStorage("olsbyufeng_block");
|
||
let evt = _status.event;
|
||
if (evt.name != "chooseToUse") evt = evt.getParent("chooseToUse");
|
||
if (!evt || !evt.respondTo || !storage.includes(evt.respondTo[1])) return;
|
||
const num = get.number(card);
|
||
if (num != "unsure" && typeof num == "number" && num < get.number(evt.respondTo[1])) return false;
|
||
},
|
||
},
|
||
onremove(player) {
|
||
delete player.storage.olsbyufeng_block;
|
||
},
|
||
charlotte: true,
|
||
trigger: {
|
||
player: ["damageBefore", "damageCancelled", "damageZero"],
|
||
target: ["shaMiss", "useCardToExcluded", "useCardToEnd"],
|
||
global: ["useCardEnd"],
|
||
},
|
||
filter(event, player) {
|
||
if (!event.card || !player.storage.olsbyufeng_block) return false;
|
||
return player.getStorage("olsbyufeng_block").includes(event.card);
|
||
},
|
||
forced: true,
|
||
popup: false,
|
||
firstDo: true,
|
||
content() {
|
||
player.unmarkAuto("olsbyufeng_block", [trigger.card]);
|
||
if (!player.getStorage("olsbyufeng_block").length) player.removeSkill("olsbyufeng_block");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
olsbshishou: {
|
||
unique: true,
|
||
audio: 3,
|
||
audioname: ["ol_sb_yuanshao_shadow"],
|
||
trigger: {
|
||
global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
|
||
},
|
||
filter(event, player) {
|
||
if (player.getEquip(1)) return false;
|
||
const card = get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6);
|
||
if (!player.canEquip(card, true)) return false;
|
||
return game.hasPlayer(target => {
|
||
if (target == player || target.group != "qun") return false;
|
||
const evt = event.getl(target);
|
||
return evt && evt.player == target && evt.es && evt.es.length > 0;
|
||
});
|
||
},
|
||
direct: true,
|
||
zhuSkill: true,
|
||
async content(event, trigger, player) {
|
||
const targets = game
|
||
.filterPlayer(target => {
|
||
if (target == player || target.group != "qun") return false;
|
||
const evt = trigger.getl(target);
|
||
return evt && evt.player == target && evt.es && evt.es.length > 0;
|
||
})
|
||
.sortBySeat();
|
||
const card = get.cardPile("sizhaojian", "field") || game.createCard2("sizhaojian", "diamond", 6);
|
||
for (const target of targets) {
|
||
const {
|
||
result: { bool },
|
||
} = await target.chooseBool(get.prompt("olsbshishou", player), "将" + get.translation(card) + "置入" + get.translation(player) + "的装备区中").set("choice", get.attitude(target, player) > 0);
|
||
if (bool) {
|
||
target.logSkill("olsbshishou", player);
|
||
if (get.owner(card)) get.owner(card).$give(card, player, false);
|
||
else {
|
||
player.$gain2(card, false);
|
||
game.delayx();
|
||
}
|
||
player.equip(card);
|
||
break;
|
||
}
|
||
}
|
||
},
|
||
},
|
||
//界高顺
|
||
olxianzhen: {
|
||
audio: "rexianzhen",
|
||
inherit: "xianzhen",
|
||
async content(event, trigger, player) {
|
||
const target = event.target;
|
||
const {
|
||
result: { bool },
|
||
} = await player.chooseToCompare(target);
|
||
if (bool) {
|
||
player.markAuto("olxianzhen_effect", [target]);
|
||
player.addTempSkill("olxianzhen_effect");
|
||
} else {
|
||
player.markAuto("olxianzhen_buff", [target]);
|
||
player.addTempSkill("olxianzhen_buff");
|
||
}
|
||
},
|
||
subSkill: {
|
||
effect: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
audio: "rexianzhen",
|
||
mod: {
|
||
targetInRange(card, player, target) {
|
||
if (player.getStorage("olxianzhen_effect").includes(target)) return true;
|
||
},
|
||
cardUsableTarget(card, player, target) {
|
||
if (player.getStorage("olxianzhen_effect").includes(target)) return true;
|
||
},
|
||
},
|
||
trigger: { player: "useCard2" },
|
||
filter(event, player) {
|
||
if (event.card.name != "sha" && get.type(event.card) != "trick") return false;
|
||
if (!Array.isArray(event.targets)) return false;
|
||
return game.hasPlayer(target => {
|
||
if (!player.getStorage("olxianzhen_effect").includes(target)) return false;
|
||
return !event.targets.includes(target) && lib.filter.targetEnabled2(event.card, player, target);
|
||
});
|
||
},
|
||
async cost(event, trigger, player) {
|
||
const targets = game.filterPlayer(target => {
|
||
if (!player.getStorage("olxianzhen_effect").includes(target)) return false;
|
||
return trigger.targets.includes(target) && lib.filter.targetEnabled2(trigger.card, player, target);
|
||
});
|
||
if (targets.length == 1) {
|
||
const target = targets[0];
|
||
const bool = await player.chooseBool(get.prompt("olxianzhen_effect", target), "令" + get.translation(target) + "也成为" + get.translation(trigger.card) + "的目标").forResult("bool");
|
||
event.result = { bool: bool, targets: targets };
|
||
} else {
|
||
event.result = await player
|
||
.chooseTarget(get.prompt("olxianzhen_effect"), "令任意名【陷阵】拼点成功的目标角色也成为" + get.translation(trigger.card) + "的目标", (card, player, target) => {
|
||
const trigger = get.event().getTrigger();
|
||
if (!player.getStorage("olxianzhen_effect").includes(target)) return false;
|
||
return trigger.targets.includes(target) && lib.filter.targetEnabled2(trigger.card, player, target);
|
||
})
|
||
.set("ai", target => {
|
||
const player = get.event("player"),
|
||
trigger = get.event().getTrigger();
|
||
return get.effect(target, trigger.card, player, player);
|
||
})
|
||
.forResult();
|
||
}
|
||
},
|
||
content() {
|
||
trigger.targets.addArray(event.targets);
|
||
game.log(event.targets, "成为了", trigger.card, "的额外目标");
|
||
},
|
||
ai: {
|
||
unequip: true,
|
||
skillTagFilter(player, tag, arg) {
|
||
if (!arg || !arg.target || !player.getStorage("olxianzhen_effect").includes(arg.target)) return false;
|
||
},
|
||
effect: {
|
||
player(card, player, target, current, isLink) {
|
||
if (isLink || !target) return;
|
||
if (!player.getStorage("olxianzhen_effect").includes(target) && ["sha", "guohe", "shunshou", "huogong", "juedou"].includes(card.name)) {
|
||
if (get.effect(target, card, player, player) > 0) {
|
||
return [1, 2];
|
||
}
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
buff: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
mod: {
|
||
playerEnabled(card, player, target) {
|
||
if (get.name(card, player) == "sha" && player.getStorage("olxianzhen_buff").includes(target)) return false;
|
||
},
|
||
ignoredHandcard(card, player) {
|
||
if (get.name(card, player) == "sha") return true;
|
||
},
|
||
cardDiscardable(card, player, name) {
|
||
if (name == "phaseDiscard" && get.name(card, player) == "sha") return false;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//新OL谋关羽
|
||
olsbweilin: {
|
||
audio: 2,
|
||
enable: "chooseToUse",
|
||
filter(event, player) {
|
||
return get
|
||
.inpileVCardList(info => {
|
||
const name = info[2];
|
||
if (name != "sha" && name != "jiu") return false;
|
||
return get.type(name) == "basic";
|
||
})
|
||
.some(card => player.hasCard(cardx => event.filterCard({ name: card[2], nature: card[3], cards: [cardx] }, player, event), "hes"));
|
||
},
|
||
usable: 1,
|
||
chooseButton: {
|
||
dialog(event, player) {
|
||
const list = get
|
||
.inpileVCardList(info => {
|
||
const name = info[2];
|
||
if (name != "sha" && name != "jiu") return false;
|
||
return get.type(name) == "basic";
|
||
})
|
||
.filter(card => player.hasCard(cardx => event.filterCard({ name: card[2], nature: card[3], cards: [cardx] }, player, event), "hes"));
|
||
return ui.create.dialog("威临", [list, "vcard"]);
|
||
},
|
||
filter(button, player) {
|
||
return _status.event.getParent().filterCard({ name: button.link[2], nature: button.link[3] }, player, _status.event.getParent());
|
||
},
|
||
check(button) {
|
||
if (_status.event.getParent().type != "phase") return 1;
|
||
const player = get.event("player"),
|
||
value = player.getUseValue({ name: button.link[2], nature: button.link[3] });
|
||
if (button.link[2] == "sha" && !player.getHistory("useCard", evt => get.type(evt.card) == "basic").length) {
|
||
if (value > 0) return value + 20;
|
||
}
|
||
return value;
|
||
},
|
||
backup(links, player) {
|
||
return {
|
||
audio: "olsbweilin",
|
||
filterCard: true,
|
||
popname: true,
|
||
check(card) {
|
||
const name = lib.skill.olsbweilin_backup.viewAs.name,
|
||
color = get.color(card);
|
||
const phase = _status.event.getParent().type == "phase";
|
||
if (phase && name == "sha" && color == "red") return 10 - get.value(card);
|
||
if (name == "tao") return 7 + [-2, 0, 2][["black", "red", "none"].indexOf(color)] - get.value(card);
|
||
return 6 - get.value(card);
|
||
},
|
||
position: "hse",
|
||
viewAs: { name: links[0][2], nature: links[0][3] },
|
||
precontent() {
|
||
if (!player.storage.olsbweilin_backup) {
|
||
player.storage.olsbweilin_backup = true;
|
||
player
|
||
.when("useCardToTargeted")
|
||
.filter(evt => evt.getParent().skill == "olsbweilin_backup" && evt.getParent().triggeredTargets3.length == evt.targets.length)
|
||
.then(() => {
|
||
delete player.storage.olsbweilin_backup;
|
||
const targets = trigger.targets.slice().sortBySeat();
|
||
player.line(targets);
|
||
for (const target of targets) {
|
||
target.addTempSkill("olsbweilin_wusheng");
|
||
target.markAuto("olsbweilin_wusheng", [get.color(trigger.card)]);
|
||
}
|
||
});
|
||
}
|
||
},
|
||
ai: {
|
||
directHit_ai: true,
|
||
skillTagFilter(player, tag, arg) {
|
||
if (get.event("skill") != "olsbweilin_backup") return false;
|
||
return arg && arg.card && arg.card.name == "sha" && get.color(arg.card) == "red";
|
||
},
|
||
},
|
||
};
|
||
},
|
||
prompt(links, player) {
|
||
return "将一张牌当作" + (get.translation(links[0][3]) || "") + "【" + get.translation(links[0][2]) + "】使用";
|
||
},
|
||
},
|
||
hiddenCard(player, name) {
|
||
if (!lib.inpile.includes(name) || name != "jiu") return false;
|
||
return get.type(name) == "basic" && !player.getStat("skill").olsbweilin && player.countCards("hes");
|
||
},
|
||
ai: {
|
||
fireAttack: true,
|
||
respondSha: true,
|
||
skillTagFilter(player, tag, arg) {
|
||
if (arg == "respond") return false;
|
||
if (player.getStat("skill").olsbweilin || !player.countCards("hes")) return false;
|
||
},
|
||
order(item, player) {
|
||
if (player && _status.event.type == "phase" && player.hasValueTarget({ name: "sha" }, true, true)) {
|
||
let max = 0,
|
||
names = get.inpileVCardList(info => {
|
||
const name = info[2];
|
||
if (name != "sha" && name != "jiu") return false;
|
||
return get.type(name) == "basic";
|
||
});
|
||
names = names.map(namex => {
|
||
return { name: namex[2], nature: namex[3] };
|
||
});
|
||
names.forEach(card => {
|
||
if (player.getUseValue(card) > 0) {
|
||
let temp = get.order(card);
|
||
if (card.name == "jiu") {
|
||
let cards = player.getCards("hs", cardx => get.value(cardx) < 8);
|
||
cards.sort((a, b) => get.value(a) - get.value(b));
|
||
if (!cards.some(cardx => get.name(cardx) == "sha" && !cards.slice(0, 2).includes(cardx))) temp = 0;
|
||
}
|
||
if (temp > max) max = temp;
|
||
}
|
||
});
|
||
if (max > 0) max += 15;
|
||
return max;
|
||
}
|
||
return 0.5;
|
||
},
|
||
result: {
|
||
player(player) {
|
||
if (_status.event.dying) return get.attitude(player, _status.event.dying);
|
||
return 1;
|
||
},
|
||
},
|
||
},
|
||
subSkill: {
|
||
backup: {},
|
||
wusheng: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
mod: {
|
||
cardname(card, player) {
|
||
if (player.getStorage("olsbweilin_wusheng").includes(get.color(card))) return "sha";
|
||
},
|
||
},
|
||
intro: { content: "手牌中所有$牌均视为【杀】" },
|
||
},
|
||
},
|
||
},
|
||
olsbduoshou: {
|
||
init(player) {
|
||
if (player.getHistory("useCard", evt => get.color(evt.card) == "red").length) player.addTempSkill("olsbduoshou_used");
|
||
},
|
||
mod: {
|
||
targetInRange(card, player, target) {
|
||
if (get.color(card) == "red" && !player.hasSkill("olsbduoshou_used")) return true;
|
||
},
|
||
},
|
||
audio: 2,
|
||
trigger: {
|
||
player: "useCard",
|
||
source: "damageSource",
|
||
},
|
||
filter(event, player) {
|
||
if (event.name == "damage") return player.getHistory("sourceDamage").indexOf(event) == 0;
|
||
if (get.color(event.card) == "red" && !player.hasSkill("olsbduoshou_used")) return true;
|
||
return get.type(event.card) == "basic" && player.getHistory("useCard", evt => get.type(evt.card) == "basic").indexOf(event) == 0;
|
||
},
|
||
forced: true,
|
||
async content(event, trigger, player) {
|
||
if (trigger.name == "damage") player.draw();
|
||
else {
|
||
if (get.color(trigger.card) == "red" && !player.hasSkill("olsbduoshou_used")) {
|
||
game.log(trigger.card, "无距离限制");
|
||
player.addTempSkill("olsbduoshou_used");
|
||
}
|
||
if (get.type(trigger.card) == "basic" && player.getHistory("useCard", evt => get.type(evt.card) == "basic").indexOf(trigger) == 0) {
|
||
game.log(trigger.card, "不计入次数上限");
|
||
if (trigger.addCount !== false) {
|
||
trigger.addCount = false;
|
||
const stat = player.stat[player.stat.length - 1].card;
|
||
if (typeof stat[trigger.card.name] === "number") stat[trigger.card.name]--;
|
||
}
|
||
}
|
||
}
|
||
},
|
||
subSkill: { used: { charlotte: true } },
|
||
},
|
||
//OL谋太史慈
|
||
olsbdulie: {
|
||
audio: 2,
|
||
trigger: { target: "useCardToTarget" },
|
||
filter(event, player) {
|
||
if (event.player == player || !event.isFirstTarget || event.targets.length != 1) return false;
|
||
if (player.getAttackRange() <= 0) return;
|
||
return ["basic", "trick"].includes(get.type(event.card));
|
||
},
|
||
prompt2(event, player) {
|
||
return "令" + get.translation(event.card) + "额外结算一次,此牌结算完毕后,你摸等同于你攻击范围的牌";
|
||
},
|
||
check(event, player) {
|
||
const num = Math.min(5, player.getAttackRange());
|
||
if (get.effect(player, event.card, event.player, player) > 0) return true;
|
||
if (event.card.name == "guohe" || event.card.name == "shunshou" || event.card.name == "zhujinqiyuan") return num > (event.effectCount || 0);
|
||
if (!get.tag(event.card, "damage")) return true;
|
||
return num > 1;
|
||
},
|
||
usable: 1,
|
||
async content(event, trigger, player) {
|
||
trigger.getParent().effectCount++;
|
||
player
|
||
.when({ global: "useCardAfter" })
|
||
.filter(evt => evt == trigger.getParent())
|
||
.then(() => {
|
||
const num = Math.min(5, player.getAttackRange());
|
||
if (num > 0) player.draw(num);
|
||
});
|
||
},
|
||
},
|
||
olsbdouchan: {
|
||
audio: 2,
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
async content(event, trigger, player) {
|
||
const card = get.cardPile2(card => card.name == "juedou");
|
||
if (card) player.gain(card, "gain2");
|
||
else if (player.countMark("olsbdouchan") < game.players.length + game.dead.length) player.addMark("olsbdouchan", 1, false);
|
||
},
|
||
mod: {
|
||
attackRange(player, num) {
|
||
return num + player.countMark("olsbdouchan");
|
||
},
|
||
cardUsable(card, player, num) {
|
||
if (card.name == "sha") return num + player.countMark("olsbdouchan");
|
||
},
|
||
},
|
||
intro: { content: "<li>攻击距离+#<br><li>使用【杀】的次数上限+#" },
|
||
},
|
||
//OL谋关羽
|
||
//可以和手杀谋关羽组成卧龙凤雏了
|
||
olsbfumeng: {
|
||
audio: 2,
|
||
trigger: { global: "roundStart" },
|
||
filter(event, player) {
|
||
return player.countCards("h", card => {
|
||
if (_status.connectMode) return true;
|
||
return get.name(card, player) != "sha";
|
||
});
|
||
},
|
||
direct: true,
|
||
async content(event, trigger, player) {
|
||
const {
|
||
result: { bool, cards },
|
||
} = await player
|
||
.chooseCard(get.prompt2("olsbfumeng"), [1, Infinity], (card, player) => {
|
||
return get.name(card, player) != "sha";
|
||
})
|
||
.set("ai", card => {
|
||
const player = get.event("player");
|
||
if (player.hasSkill("olsbfumeng")) return 7 - get.value(card);
|
||
return 4.5 - get.value(card);
|
||
});
|
||
if (!bool) return;
|
||
player.logSkill("olsbfumeng");
|
||
player.addSkill("olsbfumeng_buff");
|
||
player.addGaintag(cards, "olsbfumeng_buff");
|
||
},
|
||
subSkill: {
|
||
buff: {
|
||
charlotte: true,
|
||
mod: {
|
||
cardname: function (card) {
|
||
if (get.itemtype(card) == "card" && card.hasGaintag("olsbfumeng_buff")) return "sha";
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
olsbguidao: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
if (event.olsbguidao_num > 2) return false;
|
||
const card = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } });
|
||
return (
|
||
game.hasPlayer(target => {
|
||
return player.canUse(card, target, false);
|
||
}) &&
|
||
player.countCards("he", cardx => {
|
||
return player.canRecast(cardx);
|
||
}) >= 2 &&
|
||
player.countCards("he", cardx => {
|
||
return get.name(cardx, player) == "sha" && player.canRecast(cardx);
|
||
}) >= event.olsbguidao_num
|
||
);
|
||
},
|
||
onChooseToUse(event) {
|
||
if (!game.online && !event.olsbguidao_num) {
|
||
const player = event.player,
|
||
history = player.getHistory("custom", evt => evt.olsbguidao_num);
|
||
if (!history.length) event.set("olsbguidao_num", 1);
|
||
else {
|
||
const evt = history[history.length - 1];
|
||
event.set("olsbguidao_num", evt.olsbguidao_num);
|
||
}
|
||
}
|
||
},
|
||
filterCard(card, player) {
|
||
const num = get.event("olsbguidao_num");
|
||
if (ui.selected.cards.filter(cardx => get.name(cardx, player) == "sha").length < num && get.name(card, player) != "sha") return false;
|
||
return player.canRecast(card);
|
||
},
|
||
selectCard: 2,
|
||
position: "he",
|
||
check(card) {
|
||
const player = get.event("player");
|
||
if (get.name(card, player) == "sha") return 1 / (get.value(card) || 0.5);
|
||
return 7 - get.value(card);
|
||
},
|
||
complexCard: true,
|
||
lose: false,
|
||
discard: false,
|
||
delay: 0,
|
||
filterTarget(card, player, target) {
|
||
const cardx = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } });
|
||
return player.canUse(cardx, target, false);
|
||
},
|
||
prompt() {
|
||
let str = "重铸两张牌";
|
||
const num = get.event("olsbguidao_num");
|
||
if (num > 0) str += "(至少重铸" + get.cnNumber(num) + "张【杀】)";
|
||
str += "并视为使用【决斗】";
|
||
return str;
|
||
},
|
||
async content(event, trigger, player) {
|
||
const target = event.target,
|
||
cards = event.cards;
|
||
player.getHistory("custom").push({
|
||
olsbguidao_num: cards.filter(card => get.name(card, player) == "sha").length + 1,
|
||
});
|
||
const card = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } });
|
||
await player.recast(cards);
|
||
player.addTempSkill("olsbguidao_buff");
|
||
if (player.canUse(card, target, false)) player.useCard(card, target, false);
|
||
},
|
||
ai: {
|
||
order(item, player) {
|
||
const card = new lib.element.VCard({ name: "juedou", storage: { olsbguidao: true } });
|
||
const order = get.order(card, player);
|
||
if (order <= 0) return 0;
|
||
return order + 0.1;
|
||
},
|
||
result: {
|
||
target(player, target) {
|
||
const card = new lib.element.VCard({
|
||
name: "juedou",
|
||
storage: { olsbguidao: true },
|
||
});
|
||
return get.sgn(get.attitude(player, target)) * get.effect(target, card, player, player);
|
||
},
|
||
},
|
||
},
|
||
subSkill: {
|
||
buff: {
|
||
charlotte: true,
|
||
trigger: { global: "damageBegin3" },
|
||
filter(event, player) {
|
||
if (!event.card || !event.card.storage || !event.card.storage.olsbguidao) return false;
|
||
if (!event.source || event.source != player) return false;
|
||
const evt = event.getParent("useCard");
|
||
return evt.player == player && evt.targets.includes(event.player);
|
||
},
|
||
forced: true,
|
||
popup: false,
|
||
async content(event, trigger, player) {
|
||
const target = trigger.player;
|
||
const {
|
||
result: { control },
|
||
} = await target
|
||
.chooseControl("【杀】更多", "非【杀】更多")
|
||
.set("prompt", "归刀:请猜测" + get.translation(player) + "手牌中【杀】与非【杀】牌数哪个更多")
|
||
.set("prompt2", "若猜错,则" + get.translation(trigger.card) + "对你造成的伤害+1")
|
||
.set("ai", () => _status.event.controls.randomGet());
|
||
const goon1 = player.countCards("h", card => get.name(card, player) == "sha") >= player.countCards("h", card => get.name(card, player) != "sha");
|
||
const goon2 = player.countCards("h", card => get.name(card, player) != "sha") >= player.countCards("h", card => get.name(card, player) == "sha");
|
||
if ((goon1 && control == "【杀】更多") || (goon2 && control == "非【杀】更多")) {
|
||
target.popup("洗具");
|
||
game.log(target, "猜测", "#g正确");
|
||
} else {
|
||
target.popup("杯具");
|
||
game.log(target, "猜测", "#y错误");
|
||
trigger.increase("num");
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//OL谋姜维
|
||
olsbzhuri: {
|
||
audio: 2,
|
||
trigger: {
|
||
player: ["phaseZhunbeiEnd", "phaseJudgeEnd", "phaseDrawEnd", "phaseUseEnd", "phaseDiscardEnd", "phaseJieshuEnd"],
|
||
},
|
||
filter: function (event, player) {
|
||
if (player.hasSkill("olsbzhuri_block")) return false;
|
||
if (!game.hasPlayer(target => player.canCompare(target))) return false;
|
||
return player.getHistory("gain", evt => evt.getParent(event.name) == event).length + player.getHistory("lose", evt => evt.getParent(event.name) == event && evt.hs.length).length;
|
||
},
|
||
direct: true,
|
||
content: function* (event, map) {
|
||
var player = map.player;
|
||
var trigger = map.trigger;
|
||
var result = yield player
|
||
.chooseTarget(get.prompt("olsbzhuri"), "与一名角色进行拼点,若你赢,你可以使用其中的一张拼点牌;若你没赢,你失去1点体力或令此技能于本回合失效", (card, player, target) => {
|
||
return player.canCompare(target);
|
||
})
|
||
.set("ai", target => {
|
||
var player = _status.event.player;
|
||
var ts = target.getCards("h").sort((a, b) => get.number(a) - get.number(b));
|
||
if (get.attitude(player, target) < 0) {
|
||
var hs = player.getCards("h").sort((a, b) => get.number(b) - get.number(a));
|
||
var ts = target.getCards("h").sort((a, b) => get.number(b) - get.number(a));
|
||
if (get.number(hs[0]) > get.number(ts[0])) return 1;
|
||
if (get.effect(player, { name: "losehp" }, player, player) > 0) return Math.random() + 0.2;
|
||
if (player.getHp() > 2) return Math.random() - 0.5;
|
||
return 0;
|
||
}
|
||
return 0;
|
||
});
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("olsbzhuri", target);
|
||
var result2 = yield player.chooseToCompare(target);
|
||
if (result2.bool) {
|
||
var cards = [result2.player, result2.target].filterInD("d");
|
||
cards = cards.filter(card => player.hasUseTarget(card));
|
||
if (cards.length) {
|
||
var result3 = yield player.chooseButton(["是否使用其中的牌?", cards]).set("ai", button => _status.event.player.getUseValue(button.link));
|
||
if (result3.bool) {
|
||
var card = result3.links[0];
|
||
player.$gain2(card, false);
|
||
game.delayx();
|
||
player.chooseUseTarget(true, card, false);
|
||
}
|
||
}
|
||
} else {
|
||
var list = lib.skill.olsbranji.getList(trigger);
|
||
var result3 = yield player
|
||
.chooseControl("失去体力", "技能失效")
|
||
.set("prompt", "逐日:失去1点体力,或令此技能于本回合失效")
|
||
.set("ai", () => {
|
||
var player = _status.event.player;
|
||
if (player.getHp() > 2) {
|
||
var list = _status.event.list;
|
||
list.removeArray(player.skipList);
|
||
if (list.includes("phaseDraw") || list.includes("phaseUse")) return "失去体力";
|
||
}
|
||
if (get.effect(player, { name: "losehp" }, player, player) > 0) return "失去体力";
|
||
return "技能失效";
|
||
})
|
||
.set("list", list.slice(trigger.getParent().num, list.length));
|
||
player[result3.control == "失去体力" ? "loseHp" : "addTempSkill"](result3.control == "失去体力" ? 1 : "olsbzhuri_block");
|
||
}
|
||
}
|
||
},
|
||
subSkill: {
|
||
block: {
|
||
charlotte: true,
|
||
mark: true,
|
||
marktext: '<span style="text-decoration: line-through;">日</span>',
|
||
intro: { content: "追不动太阳了" },
|
||
},
|
||
},
|
||
},
|
||
olsbranji: {
|
||
audio: 2,
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
prompt2: function (event, player) {
|
||
var str = "获得技能";
|
||
var num = lib.skill.olsbranji.getNum(player);
|
||
if (num >= player.getHp()) str += "【困奋】";
|
||
if (num == player.getHp()) str += "和";
|
||
if (num <= player.getHp()) str += "【诈降】";
|
||
str += ",然后";
|
||
var num1 = player.countCards("h") - player.getHandcardLimit();
|
||
if (num1 || player.isDamaged()) {
|
||
if (num1) str += num1 < 0 ? "摸" + get.cnNumber(-num1) + "张牌" : "弃置" + get.cnNumber(num1) + "张牌";
|
||
if (num1 && player.isDamaged()) str += "或";
|
||
if (player.isDamaged()) str += "回复" + player.getDamagedHp() + "点体力";
|
||
str += ",最后";
|
||
}
|
||
str += "你不能回复体力直到你杀死角色。";
|
||
return str;
|
||
},
|
||
check: function (event, player) {
|
||
var num = lib.skill.olsbranji.getNum(player);
|
||
if (num == player.getHp()) return true;
|
||
return player.getHandcardLimit() - player.countCards("h") >= 3 || player.getDamagedHp() >= 2;
|
||
},
|
||
limited: true,
|
||
skillAnimation: true,
|
||
animationColor: "fire",
|
||
content: function* (event, map) {
|
||
var player = map.player;
|
||
var trigger = map.trigger;
|
||
player.awakenSkill("olsbranji");
|
||
var num = lib.skill.olsbranji.getNum(player);
|
||
const skills = [];
|
||
if (num >= player.getHp()) {
|
||
skills.push("kunfen");
|
||
player.storage.kunfen = true;
|
||
}
|
||
if (num <= player.getHp()) skills.push("zhaxiang");
|
||
player.addSkills(skills);
|
||
if (player.countCards("h") != player.getHandcardLimit() || player.isDamaged()) {
|
||
var result,
|
||
num1 = player.countCards("h") - player.getHandcardLimit();
|
||
if (!num1) result = { index: 1 };
|
||
else if (player.isHealthy()) result = { index: 0 };
|
||
else {
|
||
result = yield player
|
||
.chooseControl("手牌数", "体力值")
|
||
.set("choiceList", [num1 < 0 ? "摸" + get.cnNumber(-num1) + "张牌" : "弃置" + get.cnNumber(num1) + "张牌", "回复" + player.getDamagedHp() + "点体力"])
|
||
.set("ai", () => {
|
||
var player = _status.event.player;
|
||
var list = _status.event.list;
|
||
var num1 = get.effect(player, { name: "draw" }, player, player);
|
||
var num2 = get.recoverEffect(player, player, player);
|
||
return num1 * list[0] > num2 * list[1] ? 0 : 1;
|
||
})
|
||
.set("list", [-num1, player.getDamagedHp()]);
|
||
}
|
||
if (result.index == 0) {
|
||
if (num1 < 0) yield player.drawTo(player.getHandcardLimit());
|
||
else yield player.chooseToDiscard(num1, "h", true);
|
||
} else {
|
||
yield player.recover(player.maxHp - player.hp);
|
||
}
|
||
}
|
||
player.addSkill("olsbranji_norecover");
|
||
player.when({ source: "dieAfter" }).then(() => player.removeSkill("olsbranji_norecover"));
|
||
},
|
||
derivation: ["kunfenx", "zhaxiang"],
|
||
getList: function (event) {
|
||
return event.getParent().phaseList.map(list => list.split("|")[0]);
|
||
},
|
||
getNum: function (player) {
|
||
return player
|
||
.getHistory("useCard", evt => {
|
||
return lib.phaseName.some(name => {
|
||
return evt.getParent(name).name == name;
|
||
});
|
||
})
|
||
.reduce((list, evt) => {
|
||
return list.add(evt.getParent(lib.phaseName.find(name => evt.getParent(name).name == name)));
|
||
}, []).length;
|
||
},
|
||
subSkill: {
|
||
norecover: {
|
||
charlotte: true,
|
||
mark: true,
|
||
intro: { content: "不能回复体力" },
|
||
trigger: { player: "recoverBefore" },
|
||
forced: true,
|
||
firstDo: true,
|
||
content: function () {
|
||
trigger.cancel();
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target: function (card, player, target) {
|
||
if (get.tag(card, "recover")) return "zeroplayertarget";
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
kunfenx: {
|
||
audio: "kunfen",
|
||
audioname2: { ol_sb_jiangwei: "kunfen_ol_sb_jiangwei" },
|
||
},
|
||
kunfen_ol_sb_jiangwei: { audio: 1 },
|
||
zhaxiang_ol_sb_jiangwei: { audio: 1 },
|
||
//界曹彰
|
||
oljiangchi: {
|
||
audio: "rejiangchi",
|
||
trigger: { player: "phaseDrawEnd" },
|
||
direct: true,
|
||
content: function* (event, map) {
|
||
var player = map.player;
|
||
var choiceList = ["摸一张牌,本回合使用【杀】的次数上限-1,且【杀】不计入手牌上限。", "重铸一张牌,本回合使用【杀】无距离限制,且使用【杀】的次数上限+1。"],
|
||
list = ["cancel2"];
|
||
if (player.countCards("he", card => player.canRecast(card))) list.unshift("重铸,+1");
|
||
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
|
||
list.unshift("摸牌,-1");
|
||
var result = yield player
|
||
.chooseControl(list)
|
||
.set("ai", () => {
|
||
var player = _status.event.player;
|
||
var controls = _status.event.controls.slice();
|
||
if (controls.includes("重铸,+1") && player.countCards("hs", card => get.name(card) == "sha" && player.hasValueTarget(card)) >= 2) return "重铸,+1";
|
||
return "摸牌,-1";
|
||
})
|
||
.set("choiceList", choiceList)
|
||
.set("prompt", get.prompt("oljiangchi"));
|
||
if (result.control != "cancel2") {
|
||
player.logSkill("oljiangchi");
|
||
if (result.control == "摸牌,-1") {
|
||
player.draw();
|
||
player.addTempSkill("oljiangchi_less");
|
||
player.addMark("oljiangchi_less", 1, false);
|
||
} else {
|
||
var result2 = yield player.chooseCard("he", "将驰:请重铸一张牌", true, (card, player) => player.canRecast(card));
|
||
if (result2.bool) {
|
||
player.recast(result2.cards);
|
||
player.addTempSkill("oljiangchi_more");
|
||
player.addMark("oljiangchi_more", 1, false);
|
||
}
|
||
}
|
||
}
|
||
},
|
||
subSkill: {
|
||
less: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
mod: {
|
||
cardUsable: function (card, player, num) {
|
||
if (card.name == "sha") return num - player.countMark("oljiangchi_less");
|
||
},
|
||
ignoredHandcard: function (card, player) {
|
||
if (card.name == "sha") return true;
|
||
},
|
||
cardDiscardable: function (card, player, name) {
|
||
if (name == "phaseDiscard" && card.name == "sha") return false;
|
||
},
|
||
},
|
||
},
|
||
more: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
mod: {
|
||
cardUsable: function (card, player, num) {
|
||
if (card.name == "sha") return num + player.countMark("oljiangchi_more");
|
||
},
|
||
targetInRange: function (card, player) {
|
||
if (card.name == "sha") return true;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//界简雍
|
||
olqiaoshui: {
|
||
audio: "reqiaoshui",
|
||
inherit: "reqiaoshui",
|
||
filter(event, player) {
|
||
return player.countCards("h") > 0 && !player.hasSkill("olqiaoshui_used");
|
||
},
|
||
async content(event, trigger, player) {
|
||
const target = event.target;
|
||
const result = await player.chooseToCompare(target).forResult();
|
||
if (result.bool) player.addTempSkill("qiaoshui3", { player: "phaseUseAfter" });
|
||
else {
|
||
player.addTempSkill("qiaoshui2");
|
||
player.addTempSkill("olqiaoshui_used");
|
||
}
|
||
},
|
||
subSkill: {
|
||
used: {
|
||
charlotte: true,
|
||
mark: true,
|
||
marktext: '<span style="text-decoration: line-through;">说</span>',
|
||
intro: { content: "被迫闭嘴" },
|
||
},
|
||
},
|
||
},
|
||
//界凌统
|
||
olxuanfeng: {
|
||
audio: "xuanfeng",
|
||
audioname: ["boss_lvbu3"],
|
||
audioname2: {
|
||
lingtong: "xuanfeng",
|
||
ol_lingtong: "xuanfeng_re_lingtong",
|
||
},
|
||
trigger: {
|
||
player: ["loseAfter"],
|
||
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
|
||
},
|
||
filter(event, player) {
|
||
const evt = event.getl(player);
|
||
return evt && (evt.es.length || evt.cards2.length > 1);
|
||
},
|
||
getIndex: () => 2,
|
||
async cost(event, trigger, player) {
|
||
event.result = await player
|
||
.chooseTarget(get.prompt("olxuanfeng"), "弃置一名其他角色的一张牌", (card, player, target) => {
|
||
if (player == target) return false;
|
||
return target.countDiscardableCards(player, "he");
|
||
})
|
||
.set("ai", target => {
|
||
const player = get.event("player");
|
||
return get.effect(target, { name: "guohe_copy2" }, player, player);
|
||
})
|
||
.forResult();
|
||
},
|
||
content() {
|
||
const target = event.targets[0];
|
||
player.discardPlayerCard(target, "he", true);
|
||
},
|
||
ai: {
|
||
reverseEquip: true,
|
||
noe: true,
|
||
effect: {
|
||
target: function (card, player, target, current) {
|
||
if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xuanfeng_re_lingtong: { audio: 2 },
|
||
};
|
||
|
||
export default skills;
|