10880 lines
336 KiB
JavaScript
Executable File
10880 lines
336 KiB
JavaScript
Executable File
import { lib, game, ui, get, ai, _status } from "../noname.js";
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game.import("character", function () {
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return {
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name: "extra",
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connect: true,
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connectBanned: ["shen_diaochan"],
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characterSort: {
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extra: {
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extra_feng: ["shen_guanyu", "shen_lvmeng"],
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extra_huo: ["shen_zhugeliang", "shen_zhouyu"],
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extra_lin: ["shen_caocao", "shen_lvbu"],
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extra_shan: ["shen_zhaoyun", "shen_simayi"],
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extra_yin: ["shen_liubei", "shen_luxun"],
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extra_lei: ["shen_ganning", "shen_zhangliao"],
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extra_key: ["key_kagari", "key_shiki", "db_key_hina"],
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extra_decade: [
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"shen_jiangwei",
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"shen_machao",
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"shen_zhangfei",
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"shen_zhangjiao",
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"shen_dengai",
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"shen_xuzhu",
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"dc_shen_huatuo",
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],
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extra_ol: ["ol_zhangliao", "shen_caopi", "shen_zhenji", "shen_sunquan"],
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extra_mobilezhi: ["shen_guojia", "shen_xunyu"],
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extra_mobilexin: ["shen_taishici", "shen_sunce"],
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extra_mobileren: ["shen_huatuo", "shen_lusu"],
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extra_tw: ["tw_shen_guanyu", "tw_shen_lvmeng"],
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extra_offline: ["shen_diaochan", "boss_zhaoyun", "shen_dianwei", "le_shen_jiaxu"],
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},
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},
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character: {
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dc_shen_huatuo: ["male", "shen", 3, ["jingyu", "lvxin", "huandao"], ["qun"]],
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shen_xuzhu: ["male", "shen", 5, ["zhengqing", "zhuangpo"], ["wei"]],
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shen_lusu: ["male", "shen", 3, ["dingzhou", "tamo", "zhimeng"], ["wu"]],
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shen_huatuo: ["male", "shen", 3, ["wuling", "youyi"], ["qun"]],
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le_shen_jiaxu: ["male", "shen", 4, ["jxlianpo", "jxzhaoluan"], ["qun"]],
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shen_dianwei: ["male", "shen", 4, ["juanjia", "qiexie", "cuijue"], ["wei"]],
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shen_dengai: ["male", "shen", 4, ["dctuoyu", "dcxianjin", "dcqijing"], ["wei"]],
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tw_shen_lvmeng: ["male", "shen", 3, ["twshelie", "twgongxin"], ["wu"]],
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shen_zhangjiao: ["male", "shen", 3, ["yizhao", "sijun", "sanshou", "tianjie"], ["qun"]],
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shen_zhangfei: ["male", "shen", 4, ["shencai", "xunshi"], ["shu"]],
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tw_shen_guanyu: ["male", "shen", 4, ["twwushen", "twwuhun"], ["shu"]],
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shen_machao: ["male", "shen", 4, ["shouli", "hengwu"], ["shu"]],
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shen_sunquan: ["male", "shen", 4, ["junkyuheng", "junkdili"], ["wu"]],
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shen_jiangwei: ["male", "shen", 4, ["jiufa", "tianren", "pingxiang"], ["shu"]],
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key_kagari: ["female", "shen", 3, ["kagari_zongsi"], ["key"]],
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key_shiki: ["female", "shen", "3/5", ["shiki_omusubi"], ["key"]],
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db_key_hina: ["female", "key", 3, ["hina_shenshi", "hina_xingzhi"], ["doublegroup:key:shen"]],
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shen_sunce: ["male", "shen", "1/6", ["yingba", "scfuhai", "pinghe"], ["wu"]],
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shen_xunyu: ["male", "shen", 3, ["tianzuo", "lingce", "dinghan"], ["wei", "clan:颍川荀氏"]],
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shen_taishici: ["male", "shen", 4, ["dulie", "tspowei"], ["wu"]],
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shen_guojia: ["male", "shen", 3, ["reshuishi", "stianyi", "resghuishi"], ["wei"]],
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shen_diaochan: ["female", "shen", 3, ["meihun", "huoxin"], ["qun"]],
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shen_guanyu: ["male", "shen", 5, ["wushen", "new_wuhun"], ["shu"]],
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shen_zhaoyun: ["male", "shen", 2, ["xinjuejing", "relonghun"], ["shu"]],
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shen_zhugeliang: ["male", "shen", 3, ["qixing", "kuangfeng", "dawu"], ["shu"]],
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shen_lvmeng: ["male", "shen", 3, ["shelie", "gongxin"], ["wu"]],
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shen_zhouyu: ["male", "shen", 4, ["yeyan", "qinyin"], ["wu"]],
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shen_simayi: ["male", "shen", 4, ["renjie", "sbaiyin", "lianpo"], ["wei"]],
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shen_caocao: ["male", "shen", 3, ["new_guixin", "feiying"], ["wei"]],
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shen_lvbu: ["male", "shen", 5, ["baonu", "wumou", "ol_wuqian", "ol_shenfen"], ["qun"]],
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shen_liubei: ["male", "shen", 6, ["nzry_longnu", "nzry_jieying"], ["shu"]],
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shen_luxun: ["male", "shen", 4, ["nzry_junlve", "nzry_cuike", "nzry_dinghuo"], ["wu"]],
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shen_zhangliao: ["male", "shen", 4, ["drlt_duorui", "drlt_zhiti"], ["wei"]],
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shen_ganning: ["male", "shen", "3/6", ["drlt_poxi", "drlt_jieying"], ["wu"]],
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ol_zhangliao: ["male", "shen", 4, ["olduorui", "olzhiti"], ["wei"]],
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shen_caopi: ["male", "shen", 5, ["chuyuan", "dengji"], ["wei"]],
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shen_zhenji: ["female", "shen", 3, ["shenfu", "qixian"], ["wei"]],
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boss_zhaoyun: ["male", "shen", 1, ["boss_juejing", "xinlonghun", "zhanjiang"], ["shu"]],
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},
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characterIntro: {
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shen_guanyu:
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"关羽,字云长。曾水淹七军、擒于禁、斩庞德、威震华夏,吓得曹操差点迁都躲避,但是东吴偷袭荆州,关羽兵败被害。后传说吕蒙因关羽之魂索命而死。",
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shen_lvmeng:
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"吕蒙,字子明,汝南富陂人,东吴名将,原有“吴下阿蒙”之贬称,后受孙权劝说,奋发读书,最终成就一代名将。",
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shen_zhouyu:
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"字公瑾,庐江舒县人。东汉末年名将。有姿貌、精音律,江东有“曲有误,周郎顾”之语。周瑜少与孙策交好,后孙策遇刺身亡,孙权继任。周瑜将兵赴丧,以中护军的身份与长史张昭共掌众事,建安十三年(208年),周瑜率东吴军与刘备军联合,在赤壁击败曹操。此战也奠定了三分天下的基础。",
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shen_zhugeliang:
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"字孔明、号卧龙,汉族,琅琊阳都人,三国时期蜀汉丞相、杰出的政治家、军事家、发明家、文学家。在世时被封为武乡侯,死后追谥忠武侯,后来东晋政权推崇诸葛亮军事才能,特追封他为武兴王。诸葛亮为匡扶蜀汉政权,呕心沥血、鞠躬尽瘁、死而后已。其代表作有《前出师表》、《后出师表》、《诫子书》等。曾发明木牛流马等,并改造连弩,可一弩十矢俱发。于234年在宝鸡五丈原逝世。",
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},
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characterReplace: {
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shen_zhangliao: ["ol_zhangliao", "shen_zhangliao"],
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shen_zhaoyun: ["shen_zhaoyun", "dc_zhaoyun", "old_shen_zhaoyun", "boss_zhaoyun"],
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shen_guanyu: ["shen_guanyu", "tw_shen_guanyu"],
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shen_sunquan: ["shen_sunquan", "junk_sunquan"],
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shen_lvmeng: ["shen_lvmeng", "tw_shen_lvmeng"],
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shen_machao: ["shen_machao", "ps_shen_machao"],
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shen_jiaxu: ["le_shen_jiaxu", "shen_jiaxu"],
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shen_caocao: ["shen_caocao", "old_caocao"],
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shen_zhangjiao: ["shen_zhangjiao", "junk_zhangjiao"],
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shen_huatuo: ["dc_shen_huatuo", "shen_huatuo"],
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},
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characterFilter: {
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shen_diaochan(mode) {
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return (
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mode == "identity" ||
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mode == "doudizhu" ||
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mode == "single" ||
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(mode == "versus" && _status.mode != "standard" && _status.mode != "three")
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);
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},
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shen_dengai(mode) {
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if (["boss", "chess", "tafang", "stone"].includes(mode)) return false;
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if (mode == "versus") return _status.mode != "three";
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return true;
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},
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le_shen_jiaxu(mode) {
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return mode == "identity" && _status.mode != "purple";
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},
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},
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/** @type { importCharacterConfig['skill'] } */
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skill: {
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//十周年神华佗
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jingyu: {
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audio: 2,
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trigger: {
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global: ["useSkill", "logSkillBegin", "useCard", "respond"],
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},
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filter(event, player) {
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if (["global", "equip"].includes(event.type)) return false;
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let skill = event.sourceSkill || event.skill;
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if (!skill || skill === "jingyu") return false;
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let info = get.info(skill);
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while (true) {
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if (!info || info.charlotte) return false;
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if (info && !info.sourceSkill) break;
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skill = info.sourceSkill;
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info = get.info(skill);
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}
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return !player.getStorage("jingyu_used").includes(skill);
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},
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forced: true,
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async content(event, trigger, player) {
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if (!player.storage.jingyu_used) {
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player
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.when({ global: "roundStart" })
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.assign({
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firstDo: true,
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})
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.then(() => delete player.storage.jingyu_used);
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}
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let skill = trigger.sourceSkill || trigger.skill,
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info = get.info(skill);
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while (true) {
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if (info && !info.sourceSkill) break;
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skill = info.sourceSkill;
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info = get.info(skill);
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}
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player.markAuto("jingyu_used", skill);
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await player.draw();
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},
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ai: {
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threaten: 6,
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},
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},
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lvxin: {
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audio: 2,
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enable: "phaseUse",
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usable: 1,
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filterCard: true,
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filterTarget: lib.filter.notMe,
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check(card) {
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const round = game.roundNumber,
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player = get.player();
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let valueFix = 0;
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if (["sha", "shan"].includes(get.name(card, false))) valueFix += 3;
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if (
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(round <= 2 &&
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player.hasCard((card) => {
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return ["sha", "shan"].includes(get.name(card)) && get.value(card) <= 3;
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})) ||
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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 6 - get.value(card) + valueFix;
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return 4.5 - get.value(card) + valueFix;
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},
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delay: false,
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discard: false,
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lose: false,
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async content(event, trigger, player) {
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const { target, cards } = event,
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round = Math.min(5, game.roundNumber);
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const name = get.translation(target);
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await player.give(cards, target);
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const result = await player
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.chooseControl(["摸牌", "弃牌"])
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.set("choiceList", [
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`令${name}摸${get.cnNumber(round)}张牌`,
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`令${name}随机弃置${get.cnNumber(round)}张手牌`,
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])
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.set("prompt", "滤心:请选择一项")
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.set("ai", () => {
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return get.event("choice");
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})
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.set("choice", get.attitude(player, target) > 0 ? "摸牌" : "弃牌")
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.forResult();
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let cards2 = [];
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const makeDraw = result.index === 0;
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if (makeDraw) {
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cards2 = await target.draw(round).forResult();
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} else {
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const cards = target.getCards("h", (card) => {
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return lib.filter.cardDiscardable(card, target, "lvxin");
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});
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if (cards.length > 0) {
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const evt = await target
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.discard(cards.randomGets(round))
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.set("discarder", target);
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cards2 = evt.done.cards2;
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}
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}
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const cardName = get.name(cards[0], player);
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if (
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cards2.some((card) => {
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return get.name(card, target) === cardName;
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})
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) {
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const skillName = `lvxin_${makeDraw ? "recover" : "lose"}`;
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target.addSkill(skillName);
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target.addMark(skillName, 1, false);
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}
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},
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subSkill: {
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recover: {
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trigger: {
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player: ["useSkill", "logSkillBegin", "useCard", "respond"],
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},
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filter(event, player) {
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if (["global", "equip"].includes(event.type)) return false;
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const skill = event.sourceSkill || event.skill;
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const info = get.info(skill);
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return info && !info.charlotte;
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},
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forced: true,
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onremove: true,
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charlotte: true,
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async content(event, trigger, player) {
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player.loseHp(player.countMark("lvxin_recover"));
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player.removeSkill("lvxin_recover");
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},
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intro: {
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content: "下次发动技能时回复#点体力",
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},
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},
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lose: {
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trigger: {
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player: ["useSkill", "logSkillBegin", "useCard", "respond"],
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},
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filter(event, player) {
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if (["global", "equip"].includes(event.type)) return false;
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const skill = event.sourceSkill || event.skill;
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const info = get.info(skill);
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return info && !info.charlotte;
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},
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forced: true,
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onremove: true,
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charlotte: true,
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async content(event, trigger, player) {
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player.loseHp(player.countMark("lvxin_lose"));
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player.removeSkill("lvxin_lose");
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},
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intro: {
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content: "下次发动技能时失去#点体力",
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},
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},
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},
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ai: {
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order: 5,
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result: {
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target(player, target) {
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const round = game.roundNumber;
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if (
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round <= 2 &&
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target.countCards("h") > round * 2 &&
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player.getCards("h").some((card) => {
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return ["sha", "shan"].includes(get.name(card)) && get.value(card) <= 3;
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})
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)
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return 1;
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if (get.attitude(player, target) > 0) {
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return round + Math.sqrt(1 + target.getDamagedHp());
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}
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return -(round + Math.sqrt(Math.max(0, 2 - target.getHp())));
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},
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},
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},
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},
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huandao: {
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audio: 2,
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enable: "phaseUse",
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usable: 1,
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limited: true,
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filterTarget: lib.filter.notMe,
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skillAnimation: true,
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animationColor: "metal",
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async content(event, trigger, player) {
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player.awakenSkill("huandao");
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const { target } = event;
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await target.turnOver(false);
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await target.link(false);
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let names = [target.name1 || target.name];
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if (target.name2) names.add(target.name2);
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names = names.map((name) => get.rawName(name));
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if (!_status.characterlist) lib.skill.pingjian.initList();
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_status.characterlist.randomSort();
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let ownedSkills = target.getSkills(null, false, false),
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ownedSkillsName = ownedSkills.map((skill) => get.translation(skill));
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let skillToGain = null;
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outer: for (const name of _status.characterlist) {
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const info = lib.character[name];
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if (!names.includes(get.rawName(name))) continue;
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const skills = info[3].slice().randomSort();
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while (skills.length) {
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const skill = skills.shift(),
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skillName = get.translation(skill);
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if (!ownedSkillsName.includes(skillName)) {
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skillToGain = skill;
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break outer;
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}
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}
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}
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if (!skillToGain) return;
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player.popup(skillToGain);
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player.line(target, "green");
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let prompt2 = "若你选择是,则你于获得此技能后须失去一个其他技能。<br><br>";
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if (lib.skill[skillToGain].nobracket) {
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prompt2 += `<div class="skilln">${get.translation(
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skillToGain
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)}</div><div><span style="font-family: yuanli">${get.skillInfoTranslation(
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skillToGain
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)}</span></div><br><br>`;
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} else {
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const translation =
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lib.translate[skillToGain + "_ab"] || get.translation(skillToGain).slice(0, 2);
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prompt2 += `<div class="skill">【${translation}】</div><div><span style="font-family: yuanli">${get.skillInfoTranslation(
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skillToGain
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)}</span></div><br><br>`;
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}
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const bool = await target
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.chooseBool(`寰道:是否获得技能〖${get.translation(skillToGain)}〗?`, prompt2)
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.set(
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"choice",
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(() => {
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const rank = get.skillRank(skillToGain, "inout") + 1;
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return ownedSkills.some((skill) => {
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const info = get.info(skill);
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if (info) {
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if (
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target.awakenedSkills.includes(skill) &&
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(info.limited || info.juexingji || info.dutySkill)
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)
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return true;
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if (info.ai && (info.ai.neg || info.ai.halfneg)) return true;
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}
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return get.skillRank(skill, "inout") < rank;
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});
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})()
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)
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.forResultBool();
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if (!bool) {
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target.chat("拒绝");
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game.log(target, "拒绝获得技能", `#g【${get.translation(skillToGain)}】`);
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await game.asyncDelay();
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return;
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}
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await target.addSkills(skillToGain);
|
||
ownedSkills = target.getSkills(null, false, false).filter((skill) => {
|
||
if (skill === skillToGain) return false;
|
||
const info = get.info(skill);
|
||
if (!info || info.charlotte || !get.skillInfoTranslation(skill, player).length)
|
||
return false;
|
||
return true;
|
||
});
|
||
if (!ownedSkills) return;
|
||
const control = await target
|
||
.chooseControl(ownedSkills)
|
||
.set(
|
||
"choiceList",
|
||
ownedSkills.map((skill) => {
|
||
return `<div class="skill">【${get.translation(
|
||
lib.translate[skill + "_ab"] || get.translation(skill).slice(0, 2)
|
||
)}】</div><div>${get.skillInfoTranslation(skill, target)}</div>`;
|
||
})
|
||
)
|
||
.set("displayIndex", false)
|
||
.set("prompt", "寰道:选择失去一个技能")
|
||
.set("ai", () => {
|
||
return get.event("choice");
|
||
})
|
||
.set(
|
||
"choice",
|
||
(() => {
|
||
const uselessSkills = ownedSkills.filter((skill) => {
|
||
const info = get.info(skill);
|
||
if (!info) return false;
|
||
if (
|
||
target.awakenedSkills.includes(skill) &&
|
||
(info.limited || info.juexingji || info.dutySkill)
|
||
)
|
||
return true;
|
||
if (info.ai && (info.ai.neg || info.ai.halfneg)) return true;
|
||
return false;
|
||
});
|
||
if (uselessSkills.length) return uselessSkills.randomGet();
|
||
return ownedSkills.sort((a, b) => {
|
||
return get.skillRank(a, "inout") - get.skillRank(b, "inout");
|
||
})[0];
|
||
})()
|
||
)
|
||
.forResultControl();
|
||
await target.removeSkills(control);
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
result: {
|
||
target(player, target) {
|
||
if (
|
||
game.roundNumber * game.countPlayer() <=
|
||
(1.5 * game.countPlayer2()) / Math.sqrt(player.getDamagedHp() + 1)
|
||
)
|
||
return 0;
|
||
const ownedSkills = target.getSkills(null, false, false).filter((skill) => {
|
||
const info = get.info(skill);
|
||
if (
|
||
!info ||
|
||
info.charlotte ||
|
||
!get.skillInfoTranslation(skill, player).length
|
||
)
|
||
return false;
|
||
return true;
|
||
});
|
||
const uselessSkills = ownedSkills.filter((skill) => {
|
||
const info = get.info(skill);
|
||
if (!info) return false;
|
||
if (
|
||
target.awakenedSkills.includes(skill) &&
|
||
(info.limited || info.juexingji || info.dutySkill)
|
||
)
|
||
return true;
|
||
if (info.ai && (info.ai.neg || info.ai.halfneg)) return true;
|
||
return false;
|
||
});
|
||
if (uselessSkills.length) return 3;
|
||
let names = [target.name1 || target.name];
|
||
if (target.name2) names.add(target.name2);
|
||
names = names.map((name) => get.rawName(name));
|
||
if (_status.characterlist.some((name) => names.includes(get.rawName(name))))
|
||
return 1;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//神许褚
|
||
zhengqing: {
|
||
audio: 2,
|
||
trigger: { global: "roundStart" },
|
||
forced: true,
|
||
filter() {
|
||
return (
|
||
game.hasPlayer((current) => {
|
||
return current.countMark("zhengqing");
|
||
}) || lib.skill.zhengqing.getMostInfoLastRound()[0] > 0
|
||
);
|
||
},
|
||
getMostInfoLastRound() {
|
||
let max = -1,
|
||
players = [];
|
||
const history = game.getAllGlobalHistory();
|
||
if (history.length <= 2) return [max, players];
|
||
for (let i = history.length - 2; i >= 0; i--) {
|
||
const evts = history[i]["everything"].filter((evt) => {
|
||
if (evt.name !== "damage") return false;
|
||
const source = evt.source;
|
||
return source && source.isIn();
|
||
});
|
||
if (evts.length) {
|
||
let curMax = -1,
|
||
curPlayers = [];
|
||
const map = {};
|
||
for (const evt of evts) {
|
||
const source = evt.source;
|
||
const id = source.playerid;
|
||
if (typeof map[id] !== "number") map[id] = 0;
|
||
map[id] += evt.num;
|
||
if (map[id] > curMax) {
|
||
curMax = map[id];
|
||
curPlayers = [source];
|
||
} else if (map[id] == curMax) {
|
||
curPlayers.add(source);
|
||
}
|
||
}
|
||
if (curMax > max) {
|
||
max = curMax;
|
||
players = curPlayers.slice();
|
||
} else if (curMax === max) {
|
||
players.addArray(curPlayers);
|
||
}
|
||
}
|
||
if (history[i].isRound) break;
|
||
}
|
||
return [max, players];
|
||
},
|
||
async content(event, trigger, player) {
|
||
game.countPlayer((current) => {
|
||
if (current.hasMark("zhengqing")) current.clearMark("zhengqing");
|
||
});
|
||
const [num, players] = lib.skill.zhengqing.getMostInfoLastRound();
|
||
player.line(players, "thunder");
|
||
const onlyMe = players.length === 1 && players[0] === player;
|
||
const isMax =
|
||
(player
|
||
.getAllHistory("custom", (evt) => evt && evt.zhengqing_count)
|
||
.map((evt) => evt.zhengqing_count)
|
||
.sort((a, b) => b - a)[0] || 0) <= num;
|
||
players.forEach((current) => {
|
||
current.addMark("zhengqing", num);
|
||
});
|
||
if (onlyMe && isMax) {
|
||
player.draw(Math.min(5, num));
|
||
player.getHistory("custom").push({ zhengqing_count: num });
|
||
} else {
|
||
const drawers = [player].concat(players).sortBySeat(trigger.player);
|
||
for (const drawer of drawers) {
|
||
await drawer.draw();
|
||
}
|
||
}
|
||
},
|
||
marktext: "擎",
|
||
intro: {
|
||
name: "争擎",
|
||
name2: "擎",
|
||
content: "mark",
|
||
},
|
||
},
|
||
zhuangpo: {
|
||
audio: 2,
|
||
enable: "chooseToUse",
|
||
onChooseToUse(event) {
|
||
if (!game.online && !event.zhuangpo_cards) {
|
||
event.set(
|
||
"zhuangpo_cards",
|
||
event.player.getCards("hes", (card) => {
|
||
if (get.name(card, event.player) == "sha") return true;
|
||
const str = lib.skill.shencai.getStr(card);
|
||
return str.includes("【杀】");
|
||
})
|
||
);
|
||
}
|
||
},
|
||
viewAs: {
|
||
name: "juedou",
|
||
storage: { zhuangpo: true },
|
||
},
|
||
viewAsFilter() {
|
||
return get.event("zhuangpo_cards").length > 0;
|
||
},
|
||
prompt: "将一张牌面信息包含“【杀】”的牌当【决斗】使用",
|
||
filterCard(card, player) {
|
||
return get.event("zhuangpo_cards").includes(card);
|
||
},
|
||
position: "hes",
|
||
precontent() {
|
||
player.addTempSkill("zhuangpo_effect");
|
||
},
|
||
subSkill: {
|
||
effect: {
|
||
trigger: {
|
||
player: "useCardToPlayered",
|
||
},
|
||
filter(event, player) {
|
||
const card = event.card;
|
||
if (!card || !card.storage || !card.storage.zhuangpo) return false;
|
||
return player.hasMark("zhengqing");
|
||
},
|
||
direct: true,
|
||
charlotte: true,
|
||
group: "zhuangpo_damage",
|
||
async content(event, trigger, player) {
|
||
const target = trigger.target;
|
||
const list = Array.from({ length: player.countMark("zhengqing") }, (_, i) => {
|
||
return get.cnNumber(i + 1, true);
|
||
});
|
||
const result = await player
|
||
.chooseControl(list, "cancel2")
|
||
.set("prompt", "壮魄:是否移去任意枚“擎”?")
|
||
.set("prompt2", `若如此做,${get.translation(target)}须弃置等量的牌`)
|
||
.set("ai", () => get.event("choice"))
|
||
.set(
|
||
"choice",
|
||
(() => {
|
||
if (get.attitude(player, target) >= 0) return "cancel2";
|
||
const markCount = list.length;
|
||
const cards = target.getCards("he", (card) =>
|
||
lib.filter.cardDiscardable(card, target)
|
||
);
|
||
let allIn = false;
|
||
if (
|
||
player.hp < 2 ||
|
||
target.hp +
|
||
target.countCards("h", (card) =>
|
||
target.canSaveCard(card, target)
|
||
) <=
|
||
1 +
|
||
trigger.targets.some((current) =>
|
||
current.hasMark("zhengqing")
|
||
)
|
||
)
|
||
allIn = true;
|
||
if (
|
||
cards.map((card) => get.value(card)).reduce((p, c) => p + c, 0) /
|
||
cards.length >
|
||
5
|
||
)
|
||
allIn = true;
|
||
if (
|
||
!player.isPhaseUsing() ||
|
||
!player.hasCard((card) => {
|
||
if (!lib.skill.shencai.getStr(card).includes("【杀】"))
|
||
return false;
|
||
return player.hasValueTarget(
|
||
get.autoViewAs({ name: "juedou" }, [card])
|
||
);
|
||
})
|
||
)
|
||
allIn = true;
|
||
const maxCount = Math.min(markCount, cards.length);
|
||
const toRemoveCount = allIn
|
||
? maxCount
|
||
: Math.ceil(Math.random() * maxCount);
|
||
return get.cnNumber(toRemoveCount, true);
|
||
})()
|
||
)
|
||
.forResult();
|
||
if (result.control === "cancel2") return;
|
||
const toRemoveCount = result.index + 1;
|
||
player.logSkill("zhuangpo_effect", target);
|
||
player.popup(get.cnNumber(toRemoveCount) + "张");
|
||
player.removeMark("zhengqing", toRemoveCount);
|
||
target.chooseToDiscard("he", toRemoveCount, true);
|
||
},
|
||
},
|
||
damage: {
|
||
audio: "zhuangpo",
|
||
trigger: { source: "damageBegin1" },
|
||
filter(event, player) {
|
||
const card = event.card;
|
||
if (!card || !card.storage || !card.storage.zhuangpo) return false;
|
||
const evt = event.getParent(2);
|
||
return evt.targets && evt.targets.some((current) => current.hasMark("zhengqing"));
|
||
},
|
||
charlotte: true,
|
||
forced: true,
|
||
async content(event, trigger) {
|
||
trigger.num++;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//神鲁肃
|
||
dingzhou: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
const num = player.countCards("he");
|
||
return game.hasPlayer((current) => {
|
||
if (current == player) return false;
|
||
const total = current.countCards("ej");
|
||
return total > 0 && num > total;
|
||
});
|
||
},
|
||
filterCard: true,
|
||
selectCard() {
|
||
return [
|
||
1,
|
||
Math.max(
|
||
...game.filterPlayer((i) => i != get.player()).map((i) => i.countCards("ej"))
|
||
) + 1,
|
||
];
|
||
},
|
||
check(card) {
|
||
return 7 - get.value(card);
|
||
},
|
||
filterTarget(card, player, target) {
|
||
const num = target.countCards("ej");
|
||
if (!num) return false;
|
||
return ui.selected.cards.length == num + 1 && player != target;
|
||
},
|
||
filterOk() {
|
||
return ui.selected.cards.length == ui.selected.targets[0].countCards("ej") + 1;
|
||
},
|
||
position: "he",
|
||
lose: false,
|
||
discard: false,
|
||
delay: false,
|
||
async content(event, trigger, player) {
|
||
const target = event.targets[0];
|
||
await player.give(event.cards, target);
|
||
const cards = target.getGainableCards(player, "ej");
|
||
if (cards.length) player.gain(cards, "give", target);
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
target(player, target) {
|
||
let eff = 0;
|
||
if (ui.selected.cards.length)
|
||
eff = ui.selected.cards
|
||
.map((card) => get.value(card))
|
||
.reduce((p, c) => p + c, 0);
|
||
if (player.hasSkill("zhimeng")) eff *= 1 + get.sgnAttitude(player, target) * 0.15;
|
||
const es = target.getCards("e"),
|
||
js = target.getCards("j");
|
||
es.forEach((card) => {
|
||
eff -= get.value(card, target);
|
||
});
|
||
js.forEach((card) => {
|
||
eff -= get.effect(
|
||
target,
|
||
{
|
||
name: card.viewAs || card.name,
|
||
cards: [card],
|
||
},
|
||
target,
|
||
target
|
||
);
|
||
});
|
||
return eff;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
tamo: {
|
||
audio: 2,
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
filter(event, player) {
|
||
return (
|
||
(event.name != "phase" || game.phaseNumber == 0) &&
|
||
game.countPlayer((current) => {
|
||
return !current.isZhu2();
|
||
}) > 1
|
||
);
|
||
},
|
||
direct: true,
|
||
changeSeat: true,
|
||
derivation: "tamo_faq",
|
||
async content(event, trigger, player) {
|
||
const toSortPlayers = game.filterPlayer((current) => !current.isZhu2());
|
||
toSortPlayers.sortBySeat(game.findPlayer2((current) => current.getSeatNum() == 1, true));
|
||
const next = player.chooseToMove("榻谟:是否分配所有角色的座次?");
|
||
next.set("list", [
|
||
[
|
||
"(以下排列的顺序即为发动技能后角色的座次顺序)",
|
||
[
|
||
toSortPlayers.map((i) => `${i.getSeatNum()}|${i.name}`),
|
||
(item, type, position, noclick, node) => {
|
||
const info = item.split("|"),
|
||
_item = item;
|
||
const seat = parseInt(info[0]);
|
||
item = info[1];
|
||
if (node) {
|
||
node.classList.add("button");
|
||
node.classList.add("character");
|
||
node.style.display = "";
|
||
} else {
|
||
node = ui.create.div(".button.character", position);
|
||
}
|
||
node._link = item;
|
||
node.link = item;
|
||
|
||
const func = function (node, item) {
|
||
const currentPlayer = game.findPlayer(
|
||
(current) => current.getSeatNum() == seat
|
||
);
|
||
if (currentPlayer.classList.contains("unseen_show"))
|
||
node.setBackground("hidden_image", "character");
|
||
else if (item != "unknown") node.setBackground(item, "character");
|
||
if (node.node) {
|
||
node.node.name.remove();
|
||
node.node.hp.remove();
|
||
node.node.group.remove();
|
||
node.node.intro.remove();
|
||
if (node.node.replaceButton) node.node.replaceButton.remove();
|
||
}
|
||
node.node = {
|
||
name: ui.create.div(".name", node),
|
||
group: ui.create.div(".identity", node),
|
||
intro: ui.create.div(".intro", node),
|
||
};
|
||
const infoitem = [
|
||
currentPlayer.sex,
|
||
currentPlayer.group,
|
||
`${currentPlayer.hp}/${currentPlayer.maxHp}/${currentPlayer.hujia}`,
|
||
];
|
||
node.node.name.innerHTML = get.slimName(item);
|
||
if (
|
||
lib.config.buttoncharacter_style == "default" ||
|
||
lib.config.buttoncharacter_style == "simple"
|
||
) {
|
||
if (lib.config.buttoncharacter_style == "simple") {
|
||
node.node.group.style.display = "none";
|
||
}
|
||
node.classList.add("newstyle");
|
||
node.node.name.dataset.nature = get.groupnature(
|
||
get.bordergroup(infoitem)
|
||
);
|
||
node.node.group.dataset.nature = get.groupnature(
|
||
get.bordergroup(infoitem),
|
||
"raw"
|
||
);
|
||
}
|
||
node.node.name.style.top = "8px";
|
||
if (node.node.name.querySelectorAll("br").length >= 4) {
|
||
node.node.name.classList.add("long");
|
||
if (lib.config.buttoncharacter_style == "old") {
|
||
node.addEventListener("mouseenter", ui.click.buttonnameenter);
|
||
node.addEventListener("mouseleave", ui.click.buttonnameleave);
|
||
}
|
||
}
|
||
node.node.intro.innerHTML = lib.config.intro;
|
||
if (!noclick) {
|
||
lib.setIntro(node);
|
||
}
|
||
node.node.group.innerHTML = `<div>${get.cnNumber(
|
||
seat,
|
||
true
|
||
)}号</div>`;
|
||
node.node.group.style.backgroundColor = get.translation(
|
||
`${get.bordergroup(infoitem)}Color`
|
||
);
|
||
};
|
||
node.refresh = func;
|
||
node.refresh(node, item);
|
||
|
||
node.link = _item;
|
||
node.seatNumber = seat;
|
||
node._customintro = (uiintro) => {
|
||
uiintro.add(
|
||
`${get.translation(node._link)}(原${get.cnNumber(
|
||
node.seatNumber,
|
||
true
|
||
)}号位)`
|
||
);
|
||
};
|
||
return node;
|
||
},
|
||
],
|
||
],
|
||
]);
|
||
next.set("processAI", (list) => {
|
||
const listx = list[0][1][0];
|
||
const me = listx.find(
|
||
(info) => parseInt(info.split("|")[0]) == get.player().getSeatNum()
|
||
);
|
||
listx.randomSort();
|
||
if (me) {
|
||
listx.remove(me);
|
||
listx.unshift(me);
|
||
}
|
||
return [listx];
|
||
});
|
||
const { result } = await next;
|
||
if (!result.bool) return;
|
||
await player.logSkill("tamo");
|
||
const resultList = result.moved[0].map((info) => {
|
||
return parseInt(info.split("|")[0]);
|
||
});
|
||
const toSwapList = [];
|
||
const cmp = (a, b) => {
|
||
return resultList.indexOf(a) - resultList.indexOf(b);
|
||
};
|
||
for (let i = 0; i < toSortPlayers.length; i++) {
|
||
for (let j = 0; j < toSortPlayers.length; j++) {
|
||
if (cmp(toSortPlayers[i].getSeatNum(), toSortPlayers[j].getSeatNum()) < 0) {
|
||
toSwapList.push([toSortPlayers[i], toSortPlayers[j]]);
|
||
[toSortPlayers[i], toSortPlayers[j]] = [toSortPlayers[j], toSortPlayers[i]];
|
||
}
|
||
}
|
||
}
|
||
game.broadcastAll((toSwapList) => {
|
||
for (const list of toSwapList) {
|
||
game.swapSeat(list[0], list[1], false);
|
||
}
|
||
}, toSwapList);
|
||
if (trigger.name === "phase" && trigger.player !== toSortPlayers[0] && !trigger._finished) {
|
||
trigger.finish();
|
||
trigger._triggered = 5;
|
||
const evt = toSortPlayers[0].insertPhase();
|
||
delete evt.skill;
|
||
const evt2 = trigger.getParent();
|
||
if (evt2.name == "phaseLoop" && evt2._isStandardLoop) {
|
||
evt2.player = toSortPlayers[0];
|
||
}
|
||
//跳过新回合的phaseBefore
|
||
evt.pushHandler("onPhase", (event, option) => {
|
||
if (
|
||
event.step === 0 &&
|
||
option.state === "begin"
|
||
) {
|
||
event.step = 1;
|
||
}
|
||
});
|
||
}
|
||
await game.asyncDelay();
|
||
},
|
||
},
|
||
//什么均贫卡
|
||
zhimeng: {
|
||
audio: 2,
|
||
trigger: { player: "phaseAfter" },
|
||
filter(event, player) {
|
||
return game.hasPlayer(target => {
|
||
if(target==player||target.countCards('h')+player.countCards('h')==0) return false;
|
||
return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1;
|
||
});
|
||
},
|
||
direct: true,
|
||
async content(event, trigger, player) {
|
||
const {
|
||
result: { bool, targets },
|
||
} = await player
|
||
.chooseTarget(
|
||
get.prompt("zhimeng"),
|
||
"与一名其他角色平分手牌",
|
||
(card, player, target) => {
|
||
if(target==player||target.countCards('h')+player.countCards('h')==0) return false;
|
||
return get.mode()=='identity'||target.countCards('h')<=player.countCards('h')+1;
|
||
}
|
||
)
|
||
.set("ai", (target) => {
|
||
const player = get.player();
|
||
const pvalue = -player
|
||
.getCards("h")
|
||
.map((card) => get.value(card, player))
|
||
.reduce((p, c) => p + c, 0);
|
||
const tvalue =
|
||
-target
|
||
.getCards("h")
|
||
.map((card) => get.value(card, target))
|
||
.reduce((p, c) => p + c, 0) * get.sgnAttitude(player, target);
|
||
return (pvalue + tvalue) / 2;
|
||
});
|
||
if (!bool) return;
|
||
const target = targets[0];
|
||
player.logSkill("zhimeng", target);
|
||
const lose_list = [];
|
||
let cards = [];
|
||
[player, target].forEach((current) => {
|
||
const hs = current.getCards("h");
|
||
if (hs.length) {
|
||
cards.addArray(hs);
|
||
current.$throw(hs.length, 500);
|
||
game.log(current, "将", get.cnNumber(hs.length), "张牌置入了处理区");
|
||
lose_list.push([current, hs]);
|
||
}
|
||
});
|
||
await game
|
||
.loseAsync({
|
||
lose_list: lose_list,
|
||
})
|
||
.setContent("chooseToCompareLose");
|
||
await game.asyncDelay();
|
||
cards = cards.filterInD();
|
||
const pcards = cards.randomGets(Math.ceil(cards.length / 2));
|
||
const tcards = cards.removeArray(pcards);
|
||
const list = [];
|
||
if (pcards.length) {
|
||
list.push([player, pcards]);
|
||
game.log(player, "获得了", get.cnNumber(pcards.length), "张牌");
|
||
}
|
||
if (tcards.length) {
|
||
list.push([target, tcards]);
|
||
game.log(target, "获得了", get.cnNumber(tcards.length), "张牌");
|
||
}
|
||
game.loseAsync({
|
||
gain_list: list,
|
||
player: player,
|
||
animate: "draw",
|
||
}).setContent("gaincardMultiple");
|
||
},
|
||
ai: {
|
||
threaten: 4,
|
||
},
|
||
},
|
||
//神华佗
|
||
wuling: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
return game.hasPlayer((target) => lib.skill.wuling.filterTarget(null, player, target));
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return !target.hasSkill("wuling_wuqinxi");
|
||
},
|
||
usable: 2,
|
||
prompt: "选择一名角色,向其传授“五禽戏”",
|
||
group: "wuling_die",
|
||
content() {
|
||
"step 0";
|
||
target.addAdditionalSkill(`wuling_${player.playerid}`, "wuling_wuqinxi");
|
||
var next = player.chooseToMove(
|
||
`五灵:调整向${get.translation(target)}传授的“五禽戏”顺序`
|
||
);
|
||
next.set("list", [
|
||
[
|
||
"",
|
||
[
|
||
lib.skill.wuling.wuqinxi,
|
||
(item, type, position, noclick, node) => {
|
||
node = ui.create.buttonPresets.vcard(item, type, position, noclick);
|
||
node._customintro = [
|
||
(node) => `五禽戏:${node.link[2]}`,
|
||
(node) =>
|
||
lib.skill.wuling.wuqinxiMap[
|
||
lib.skill.wuling.wuqinxi.indexOf(node.link[2])
|
||
].slice(2),
|
||
];
|
||
return node;
|
||
},
|
||
],
|
||
],
|
||
]);
|
||
next.set("processAI", () => {
|
||
const event = get.event().getParent(),
|
||
player = event.player,
|
||
target = event.target;
|
||
const spirits = [];
|
||
let nextPlayer = player;
|
||
do {
|
||
nextPlayer = nextPlayer.getNext();
|
||
if (get.attitude(player, nextPlayer) < 0) {
|
||
spirits.add("熊");
|
||
break;
|
||
}
|
||
} while (nextPlayer != target);
|
||
if (!spirits.length) spirits.add("猿");
|
||
if (
|
||
get.recoverEffect(target, player, player) > 0 ||
|
||
target.hasCard((card) => {
|
||
return (
|
||
get.effect(
|
||
target,
|
||
{
|
||
name: card.viewAs || card.name,
|
||
cards: [card],
|
||
},
|
||
target,
|
||
target
|
||
) < -1
|
||
);
|
||
}, "j")
|
||
)
|
||
spirits.add("鹿");
|
||
const others = lib.skill.wuling.wuqinxi.slice().removeArray(spirits);
|
||
do {
|
||
others.randomSort();
|
||
} while (others.length > 1 && others[0] == "鹿");
|
||
return [spirits.concat(others).map((i) => ["", "", i])];
|
||
});
|
||
"step 1";
|
||
var sortedWuqinxi = result.moved[0].map((i) => i[2]);
|
||
game.log(target, "习得的五禽戏顺序为", "#g" + sortedWuqinxi.join("、"));
|
||
sortedWuqinxi.unshift(sortedWuqinxi[0]);
|
||
target.storage.wuling_wuqinxi = sortedWuqinxi;
|
||
lib.skill.wuling.updateMark(target);
|
||
},
|
||
wuqinxi: ["虎", "鹿", "熊", "猿", "鹤"],
|
||
wuqinxiMap: [
|
||
"虎:当你使用指定唯一目标的牌对目标角色造成伤害时,此伤害+1。",
|
||
"鹿:①当你获得此效果时,你回复1点体力并弃置判定区的所有牌。②你不能成为延时锦囊牌的目标。",
|
||
"熊:每回合限一次,当你受到伤害时,此伤害-1。",
|
||
"猿:当你获得此效果时,你选择一名其他角色,获得其装备区里的一张牌。",
|
||
"鹤:当你获得此效果时,你摸三张牌。",
|
||
],
|
||
updateMark(player) {
|
||
var wuqinxi = player.storage.wuling_wuqinxi;
|
||
if (!wuqinxi) return;
|
||
var prevMark = wuqinxi.shift();
|
||
// wuqinxi.push(prevMark);
|
||
var curMark = wuqinxi[0];
|
||
if (!curMark) {
|
||
for (var skill in player.additionalSkills) {
|
||
if (!skill.startsWith("wuling_")) continue;
|
||
player.removeAdditionalSkill(skill);
|
||
}
|
||
game.log(player, "完成了五禽戏的操练");
|
||
return;
|
||
}
|
||
game.log(player, "获得了", "#g【" + curMark + "】", "标记");
|
||
player.markSkill("wuling_wuqinxi");
|
||
game.broadcastAll(
|
||
function (player, curMark) {
|
||
if (player.marks.wuling_wuqinxi)
|
||
player.marks.wuling_wuqinxi.firstChild.innerHTML = curMark;
|
||
},
|
||
player,
|
||
curMark
|
||
);
|
||
var next = game.createEvent("wuling_change");
|
||
next.player = player;
|
||
next.setContent("emptyEvent");
|
||
},
|
||
ai: {
|
||
order: 7,
|
||
threaten: 5,
|
||
result: { target: 1 },
|
||
},
|
||
derivation: "wuling_wuqinxi",
|
||
subSkill: {
|
||
wuqinxi: {
|
||
nopop: true,
|
||
charlotte: true,
|
||
intro: {
|
||
markcount: () => 0,
|
||
mark(dialog, storage) {
|
||
const wuqinxiMap = lib.skill.wuling.wuqinxiMap;
|
||
const str = `<li>当前效果:${storage[0]}<br><li>${wuqinxiMap
|
||
.find((str) => storage[0] == str[0])
|
||
.slice(2)}<br>`;
|
||
dialog.addText(str, false);
|
||
const str2 =
|
||
'<div class="text center">“五禽戏”顺序:<br>' +
|
||
storage.join(" ") +
|
||
"</div>";
|
||
dialog.addText(str2);
|
||
if (storage.length > 1) {
|
||
const str3 = `<div class="text" style="font-size:10px; ">[下一效果] ${wuqinxiMap.find(
|
||
(str) => storage[1] == str[0]
|
||
)}<br></div>`;
|
||
dialog.add(str3);
|
||
}
|
||
},
|
||
},
|
||
mod: {
|
||
targetEnabled(card, player, target) {
|
||
if (
|
||
get.type(card) == "delay" &&
|
||
target.storage.wuling_wuqinxi &&
|
||
target.storage.wuling_wuqinxi[0] == "鹿"
|
||
)
|
||
return false;
|
||
},
|
||
},
|
||
trigger: {
|
||
source: "damageBegin1",
|
||
player: ["phaseZhunbeiBegin", "damageBegin4", "wuling_change"],
|
||
},
|
||
filter(event, player, name) {
|
||
const wuqinxi = player.storage.wuling_wuqinxi && player.storage.wuling_wuqinxi[0];
|
||
if (!wuqinxi) return false;
|
||
if (event.name == "phaseZhunbei") return true;
|
||
switch (name) {
|
||
case "damageBegin1":
|
||
if (wuqinxi != "虎" || !event.card) return false;
|
||
var evt = event.getParent("useCard");
|
||
return (
|
||
evt.targets &&
|
||
evt.targets.length == 1 &&
|
||
evt.targets.includes(event.player)
|
||
);
|
||
case "damageBegin4":
|
||
return wuqinxi == "熊" && !player.hasSkill("wuling_xiong");
|
||
default:
|
||
switch (wuqinxi) {
|
||
case "鹿":
|
||
return player.isDamaged() || player.countCards("j");
|
||
case "鹤":
|
||
return true;
|
||
case "猿":
|
||
return game.hasPlayer(
|
||
(target) =>
|
||
target != player && target.countGainableCards(player, "e")
|
||
);
|
||
default:
|
||
return false;
|
||
}
|
||
}
|
||
},
|
||
forced: true,
|
||
onremove: true,
|
||
content() {
|
||
"step 0";
|
||
var wuqinxi = player.storage.wuling_wuqinxi[0];
|
||
if (trigger.name == "phaseZhunbei") {
|
||
lib.skill.wuling.updateMark(player);
|
||
event.finish();
|
||
} else {
|
||
var name = event.triggername;
|
||
switch (name) {
|
||
case "damageBegin1":
|
||
player.line(trigger.player);
|
||
trigger.num++;
|
||
event.finish();
|
||
break;
|
||
case "damageBegin4":
|
||
player.addTempSkill("wuling_xiong");
|
||
trigger.num--;
|
||
event.finish();
|
||
break;
|
||
default:
|
||
switch (wuqinxi) {
|
||
case "鹿":
|
||
player.recover();
|
||
player.discard(player.getCards("j")).discarder = player;
|
||
event.finish();
|
||
break;
|
||
case "鹤":
|
||
player.draw(3);
|
||
event.finish();
|
||
break;
|
||
case "猿":
|
||
player
|
||
.chooseTarget(
|
||
"五禽戏:获得一名其他角色装备区里的一张装备牌",
|
||
function (card, player, target) {
|
||
return (
|
||
target != player &&
|
||
target.countGainableCards(player, "e")
|
||
);
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player;
|
||
var att = get.attitude(player, target),
|
||
eff = 0;
|
||
target.getCards("e", function (card) {
|
||
var val = get.value(card, target);
|
||
eff = Math.max(eff, -val * att);
|
||
});
|
||
return eff;
|
||
});
|
||
break;
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.line(target, "green");
|
||
player.gainPlayerCard(target, "e", true);
|
||
}
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target) {
|
||
const wuqinxi = target.storage.wuling_wuqinxi;
|
||
if (!wuqinxi || !wuqinxi.length) return;
|
||
const curWuqinxi = wuqinxi[0];
|
||
const nextWuqinxi = wuqinxi[1];
|
||
if (nextWuqinxi == "鹿" && get.type(card) == "delay") return "zerotarget";
|
||
if (curWuqinxi != "熊" || player.hasSkill("wuling_xiong")) return;
|
||
if (player.hasSkillTag("jueqing", false, target)) return;
|
||
var num = get.tag(card, "damage");
|
||
if (num) {
|
||
if (num > 1) return 0.5;
|
||
return 0;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xiong: { charlotte: true },
|
||
die: {
|
||
trigger: { player: "die" },
|
||
filter(event, player) {
|
||
return game.hasPlayer(
|
||
(current) => current.additionalSkills[`wuling_${player.playerid}`]
|
||
);
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
forceDie: true,
|
||
content() {
|
||
var targets = game.filterPlayer((current) => {
|
||
return current.additionalSkills[`wuling_${player.playerid}`];
|
||
});
|
||
player.line(targets);
|
||
targets.forEach((current) =>
|
||
current.removeAdditionalSkill(`wuling_${player.playerid}`)
|
||
);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
youyi: {
|
||
init(player) {
|
||
player.storage.renku = true;
|
||
},
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
return _status.renku.length > 0;
|
||
},
|
||
prompt: "将仁区所有牌置入弃牌堆,令所有角色各回复1点体力",
|
||
content() {
|
||
"step 0";
|
||
var cards = _status.renku.slice();
|
||
game.cardsDiscard(cards).fromRenku = true;
|
||
_status.renku.removeArray(cards);
|
||
player.$throw(cards, 1000);
|
||
game.updateRenku();
|
||
game.log(cards, "从仁库进入了弃牌堆");
|
||
"step 1";
|
||
var targets = game.filterPlayer();
|
||
player.line(targets);
|
||
targets.forEach((target) => target.recover());
|
||
},
|
||
ai: {
|
||
order(item, player) {
|
||
return get.order({ name: "taoyuan" }, player);
|
||
},
|
||
result: {
|
||
player(player) {
|
||
return Math.max(
|
||
0,
|
||
game
|
||
.filterPlayer()
|
||
.reduce(
|
||
(num, target) => num + get.recoverEffect(target, player, player),
|
||
0
|
||
)
|
||
);
|
||
},
|
||
},
|
||
},
|
||
group: "youyi_put",
|
||
subSkill: {
|
||
put: {
|
||
audio: "youyi",
|
||
trigger: { player: "phaseDiscardEnd" },
|
||
filter(event, player) {
|
||
return lib.skill.twlijian.getCards(event).length;
|
||
},
|
||
prompt2(event, player) {
|
||
return "将" + get.translation(lib.skill.twlijian.getCards(event)) + "置入仁区";
|
||
},
|
||
content() {
|
||
var cards = lib.skill.twlijian.getCards(trigger);
|
||
game.log(player, "将", cards, "置于了仁库");
|
||
game.cardsGotoSpecial(cards, "toRenku");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//神贾诩
|
||
jxlianpo: {
|
||
audio: 2,
|
||
init: () => {
|
||
game.addGlobalSkill("jxlianpo_global");
|
||
},
|
||
onremove: () => {
|
||
if (!game.hasPlayer((i) => i.hasSkill("jxlianpo"), true))
|
||
game.removeGlobalSkill("jxlianpo_global");
|
||
},
|
||
trigger: { global: "dieAfter" },
|
||
filter(event, player) {
|
||
if (lib.skill.jxlianpo.getMax().length <= 1) return false;
|
||
return event.source && event.source.isIn();
|
||
},
|
||
forced: true,
|
||
logTarget: "source",
|
||
getMax: () => {
|
||
const map = {
|
||
zhu: game.countPlayer((current) => {
|
||
const identity = current.identity;
|
||
let num = 0;
|
||
if (identity == "zhu" || identity == "zhong" || identity == "mingzhong") num++;
|
||
num += current.countMark("jxlianpo_mark_zhong");
|
||
return num;
|
||
}),
|
||
fan: game.countPlayer((current) => {
|
||
let num = 0;
|
||
if (current.identity == "fan") num++;
|
||
num += current.countMark("jxlianpo_mark_fan");
|
||
return num;
|
||
}),
|
||
nei: game.countPlayer((current) => {
|
||
let num = 0;
|
||
if (current.identity == "nei") num++;
|
||
num += current.countMark("jxlianpo_mark_nei");
|
||
return num;
|
||
}),
|
||
commoner: game.countPlayer((current) => {
|
||
let num = 0;
|
||
if (current.identity == "commoner") num++;
|
||
num += current.countMark("jxlianpo_mark_commoner");
|
||
return num;
|
||
}),
|
||
};
|
||
let population = 0,
|
||
identities = [];
|
||
for (let i in map) {
|
||
let curPopulation = map[i];
|
||
if (curPopulation >= population) {
|
||
if (curPopulation > population) identities = [];
|
||
identities.add(i);
|
||
population = curPopulation;
|
||
}
|
||
}
|
||
return identities;
|
||
},
|
||
group: "jxlianpo_show",
|
||
*content(event, map) {
|
||
var source = map.trigger.source;
|
||
source.draw(2);
|
||
source.recover();
|
||
},
|
||
mark: true,
|
||
intro: {
|
||
content: () =>
|
||
`场上最大阵营为${lib.skill.jxlianpo
|
||
.getMax()
|
||
.map((i) => {
|
||
if (i == "zhu") return "主忠";
|
||
return get.translation(i + "2");
|
||
})
|
||
.join("、")}`,
|
||
},
|
||
$createButton(item, type, position, noclick, node) {
|
||
node = ui.create.identityCard(item, position, noclick);
|
||
node.link = item;
|
||
return node;
|
||
},
|
||
subSkill: {
|
||
show: {
|
||
audio: "jxlianpo",
|
||
trigger: { global: "roundStart" },
|
||
filter(event, player) {
|
||
var list = lib.config.mode_config.identity.identity.lastItem.slice();
|
||
list.removeArray(
|
||
game.filterPlayer().map((i) => {
|
||
let identity = i.identity;
|
||
if (identity == "mingzhong") identity = "zhong";
|
||
return identity;
|
||
})
|
||
);
|
||
return list.length;
|
||
},
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
var list = lib.config.mode_config.identity.identity.lastItem.slice();
|
||
list.removeArray(
|
||
game.filterPlayer().map((i) => {
|
||
var identity = i.identity;
|
||
return identity == "mingzhong" ? "zhong" : identity;
|
||
})
|
||
).unique();
|
||
player.chooseButton(
|
||
[
|
||
'###炼魄:请选择一个身份###<div class="text center">你选择的身份对应的阵营角色数于本轮内视为+1</div>',
|
||
[
|
||
list,
|
||
function (item, type, position, noclick, node) {
|
||
return lib.skill.jxlianpo.$createButton(
|
||
item,
|
||
type,
|
||
position,
|
||
noclick,
|
||
node
|
||
);
|
||
},
|
||
],
|
||
],
|
||
true
|
||
);
|
||
"step 1";
|
||
var choice = result.links[0],
|
||
mark = `jxlianpo_mark_${choice}`;
|
||
player
|
||
.when({ global: "roundStart" })
|
||
.assign({
|
||
firstDo: true,
|
||
})
|
||
.filter((evt) => evt != trigger)
|
||
.then(() => {
|
||
for (var i in player.storage) {
|
||
if (i.startsWith("jxlianpo_mark_")) {
|
||
player.clearMark(i);
|
||
}
|
||
}
|
||
});
|
||
player.addMark(mark, 1, false);
|
||
event.videoId = lib.status.videoId++;
|
||
var createDialog = function (player, identity, id) {
|
||
var dialog = ui.create.dialog(
|
||
`${get.translation(player)}展示了“${get.translation(
|
||
identity + "2"
|
||
)}”的身份牌<br>`,
|
||
"forcebutton"
|
||
);
|
||
dialog.videoId = id;
|
||
ui.create.spinningIdentityCard(identity, dialog);
|
||
};
|
||
game.broadcastAll(createDialog, player, choice, event.videoId);
|
||
var color = "";
|
||
if (choice == "zhong") color = "#y";
|
||
else if (choice == "fan") color = "#g";
|
||
else if (choice == "nei") color = "#b";
|
||
game.log(
|
||
player,
|
||
"展示了",
|
||
`${color}${get.translation(choice + "2")}`,
|
||
"的身份牌"
|
||
);
|
||
game.delay(3);
|
||
"step 2";
|
||
game.broadcastAll("closeDialog", event.videoId);
|
||
},
|
||
},
|
||
global: {
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
if (!lib.skill.jxlianpo.getMax().includes("fan")) return;
|
||
return (
|
||
num -
|
||
game.countPlayer((current) => {
|
||
return current != player && current.hasSkill("jxlianpo");
|
||
})
|
||
);
|
||
},
|
||
cardUsable(card, player, num) {
|
||
if (card.name == "sha") {
|
||
if (!lib.skill.jxlianpo.getMax().includes("fan")) return;
|
||
return (
|
||
num +
|
||
game.countPlayer((current) => {
|
||
return current.hasSkill("jxlianpo");
|
||
})
|
||
);
|
||
}
|
||
},
|
||
attackRange(player, num) {
|
||
if (!lib.skill.jxlianpo.getMax().includes("fan")) return;
|
||
return (
|
||
num +
|
||
game.countPlayer((current) => {
|
||
return current.hasSkill("jxlianpo");
|
||
})
|
||
);
|
||
},
|
||
cardSavable(card, player, target) {
|
||
if (card.name == "tao" && !player.hasSkill("jxlianpo")) {
|
||
if (!lib.skill.jxlianpo.getMax().includes("zhu")) return;
|
||
if (player == target) return;
|
||
return false;
|
||
}
|
||
},
|
||
playerEnabled(card, player, target) {
|
||
if (card.name == "tao" && !player.hasSkill("jxlianpo")) {
|
||
if (!lib.skill.jxlianpo.getMax().includes("zhu")) return;
|
||
if (player == target) return;
|
||
return false;
|
||
}
|
||
},
|
||
},
|
||
trigger: { player: "dieAfter" },
|
||
filter: () => {
|
||
return !game.hasPlayer((i) => i.hasSkill("jxlianpo"), true);
|
||
},
|
||
silent: true,
|
||
forceDie: true,
|
||
content: () => {
|
||
game.removeGlobalSkill("jxlianpo_global");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
jxzhaoluan: {
|
||
audio: 2,
|
||
trigger: { global: "dieBegin" },
|
||
filter(event, player) {
|
||
return event.getParent().name == "dying" && event.player.isIn();
|
||
},
|
||
limited: true,
|
||
skillAnimation: true,
|
||
animationColor: "metal",
|
||
logTarget: "player",
|
||
check(event, player) {
|
||
if (
|
||
event.source &&
|
||
event.source.isIn() &&
|
||
get.attitude(player, event.source) > 0 &&
|
||
player.identity == "fan"
|
||
)
|
||
return false;
|
||
return get.attitude(player, event.player) > 3.5;
|
||
},
|
||
*content(event, map) {
|
||
var player = map.player,
|
||
trigger = map.trigger;
|
||
var target = trigger.player;
|
||
player.awakenSkill("jxzhaoluan");
|
||
trigger.cancel();
|
||
const skills = target.getSkills(null, false, false).filter((skill) => {
|
||
var info = get.info(skill);
|
||
if (info && !info.charlotte && !get.is.locked(skill)) {
|
||
return true;
|
||
}
|
||
});
|
||
if (skills.length) yield target.removeSkills(skills);
|
||
yield target.gainMaxHp(3);
|
||
var num = 3 - target.getHp(true);
|
||
if (num > 0) yield target.recover(num);
|
||
target.draw(4);
|
||
player.addSkill("jxzhaoluan_effect");
|
||
player.markAuto("jxzhaoluan_effect", target);
|
||
},
|
||
ai: {
|
||
expose: 0.5,
|
||
threaten: 3,
|
||
},
|
||
subSkill: {
|
||
effect: {
|
||
audio: "jxzhaoluan",
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
return player.getStorage("jxzhaoluan_effect").some((i) => i.isIn());
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return !player.getStorage("jxzhaoluan_hit").includes(target);
|
||
},
|
||
line: false,
|
||
locked: true,
|
||
charlotte: true,
|
||
promptfunc() {
|
||
var bodies = _status.event.player
|
||
.getStorage("jxzhaoluan_effect")
|
||
.filter((i) => i.isIn());
|
||
return `选择一名角色,你令${get.translation(bodies)}${
|
||
bodies.length > 1 ? "中的一人" : ""
|
||
}减1点体力上限,然后你对选择的角色造成1点伤害。`;
|
||
},
|
||
delay: false,
|
||
content() {
|
||
"step 0";
|
||
var bodies = player.getStorage("jxzhaoluan_effect").filter((i) => i.isIn());
|
||
if (bodies.length == 1) event._result = { bool: true, targets: bodies };
|
||
else {
|
||
player
|
||
.chooseTarget(
|
||
"兆乱:请选择被减上限的傀儡",
|
||
true,
|
||
(card, player, target) => {
|
||
return _status.event.targets.includes(target);
|
||
}
|
||
)
|
||
.set("targets", bodies)
|
||
.set("ai", (target) => {
|
||
return 8 - get.attitude(_status.event.player, target);
|
||
});
|
||
}
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.line(target);
|
||
target.loseMaxHp();
|
||
game.delayex();
|
||
} else event.finish();
|
||
"step 2";
|
||
player.line(target);
|
||
target.damage();
|
||
if (!player.storage.jxzhaoluan_hit) {
|
||
player.when("phaseUseAfter").then(() => {
|
||
delete player.storage.jxzhaoluan_hit;
|
||
});
|
||
}
|
||
player.markAuto("jxzhaoluan_hit", target);
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
player(player) {
|
||
var bodies = player
|
||
.getStorage("jxzhaoluan_effect")
|
||
.filter((i) => i.isIn());
|
||
var body;
|
||
if (bodies.length == 1) body = bodies[0];
|
||
else
|
||
body = bodies.sort(
|
||
(a, b) => get.attitude(player, a) - get.attitude(player, b)
|
||
)[0];
|
||
if (
|
||
get.attitude(player, body) > 4 &&
|
||
!body.isDamaged() &&
|
||
body.getHp() <= 2
|
||
)
|
||
return -10;
|
||
return 0;
|
||
},
|
||
target(player, target) {
|
||
return Math.sign(get.damageEffect(target, player, target));
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//神典韦
|
||
juanjia: {
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
return (event.name != "phase" || game.phaseNumber == 0) && player.hasEnabledSlot(2);
|
||
},
|
||
content() {
|
||
player.disableEquip(2);
|
||
player.expandEquip(1);
|
||
},
|
||
},
|
||
qiexie: {
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countEmptySlot(1) > 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
if (!_status.characterlist) {
|
||
lib.skill.pingjian.initList();
|
||
}
|
||
_status.characterlist.randomSort();
|
||
var list = [];
|
||
for (var name of _status.characterlist) {
|
||
var info = lib.character[name];
|
||
if (
|
||
info[3].some(function (skill) {
|
||
var info = get.skillInfoTranslation(skill);
|
||
if (!info.includes("【杀】")) return false;
|
||
var list = get.skillCategoriesOf(skill);
|
||
list.remove("锁定技");
|
||
return list.length == 0;
|
||
})
|
||
) {
|
||
list.push(name);
|
||
if (list.length >= 5) break;
|
||
}
|
||
}
|
||
if (!list.length) event.finish();
|
||
else {
|
||
var num = player.countEmptySlot(1);
|
||
player
|
||
.chooseButton(
|
||
[
|
||
"挈挟:选择" +
|
||
(num > 1 ? "至多" : "") +
|
||
get.cnNumber(num) +
|
||
"张武将置入武器栏",
|
||
[
|
||
list,
|
||
function (item, type, position, noclick, node) {
|
||
return lib.skill.qiexie.$createButton(
|
||
item,
|
||
type,
|
||
position,
|
||
noclick,
|
||
node
|
||
);
|
||
},
|
||
],
|
||
],
|
||
[1, num],
|
||
true
|
||
)
|
||
.set("ai", function (button) {
|
||
var name = button.link;
|
||
var info = lib.character[name];
|
||
var skills = info[3].filter(function (skill) {
|
||
var info = get.skillInfoTranslation(skill);
|
||
if (!info.includes("【杀】")) return false;
|
||
var list = get.skillCategoriesOf(skill);
|
||
list.remove("锁定技");
|
||
return list.length == 0;
|
||
});
|
||
var eff = 0.2;
|
||
for (var i of skills) {
|
||
eff += get.skillRank(i, "in");
|
||
}
|
||
return eff;
|
||
});
|
||
}
|
||
"step 1";
|
||
if (result.bool) {
|
||
var list = result.links;
|
||
game.addVideo("skill", player, ["qiexie", [list]]);
|
||
_status.characterlist.removeArray(list);
|
||
game.broadcastAll(
|
||
function (player, list) {
|
||
player.tempname.addArray(list);
|
||
for (var name of list) lib.skill.qiexie.createCard(name);
|
||
},
|
||
player,
|
||
list
|
||
);
|
||
var cards = list.map(function (name) {
|
||
var card = game.createCard(
|
||
"qiexie_" + name,
|
||
"none",
|
||
get.infoMaxHp(lib.character[name][2])
|
||
);
|
||
return card;
|
||
});
|
||
player.$gain2(cards);
|
||
game.delayx();
|
||
for (var card of cards) player.equip(card);
|
||
}
|
||
},
|
||
$createButton(item, type, position, noclick, node) {
|
||
node = ui.create.buttonPresets.character(item, "character", position, noclick);
|
||
const info = lib.character[item];
|
||
const skills = info[3].filter(function (skill) {
|
||
var info = get.skillInfoTranslation(skill);
|
||
if (!info.includes("【杀】")) return false;
|
||
var list = get.skillCategoriesOf(skill);
|
||
list.remove("锁定技");
|
||
return list.length == 0;
|
||
});
|
||
if (skills.length) {
|
||
const skillstr = skills.map((i) => `[${get.translation(i)}]`).join("<br>");
|
||
const skillnode = ui.create.caption(
|
||
`<div class="text" data-nature=${get.groupnature(
|
||
info[1],
|
||
"raw"
|
||
)}m style="font-family: ${
|
||
lib.config.name_font || "xinwei"
|
||
},xinwei">${skillstr}</div>`,
|
||
node
|
||
);
|
||
skillnode.style.left = "2px";
|
||
skillnode.style.bottom = "2px";
|
||
}
|
||
node._customintro = function (uiintro, evt) {
|
||
const character = node.link,
|
||
characterInfo = get.character(node.link);
|
||
let capt = get.translation(character);
|
||
if (characterInfo) {
|
||
const infoHp = get.infoMaxHp(characterInfo[2]);
|
||
capt += ` 范围:${infoHp}`;
|
||
}
|
||
uiintro.add(capt);
|
||
if (lib.characterTitle[node.link]) {
|
||
uiintro.addText(get.colorspan(lib.characterTitle[node.link]));
|
||
}
|
||
for (let i = 0; i < skills.length; i++) {
|
||
if (lib.translate[skills[i] + "_info"]) {
|
||
let translation =
|
||
lib.translate[skills[i] + "_ab"] ||
|
||
get.translation(skills[i]).slice(0, 2);
|
||
if (lib.skill[skills[i]] && lib.skill[skills[i]].nobracket) {
|
||
uiintro.add(
|
||
'<div><div class="skilln">' +
|
||
get.translation(skills[i]) +
|
||
"</div><div>" +
|
||
get.skillInfoTranslation(skills[i]) +
|
||
"</div></div>"
|
||
);
|
||
} else {
|
||
uiintro.add(
|
||
'<div><div class="skill">【' +
|
||
translation +
|
||
"】</div><div>" +
|
||
get.skillInfoTranslation(skills[i]) +
|
||
"</div></div>"
|
||
);
|
||
}
|
||
if (lib.translate[skills[i] + "_append"]) {
|
||
uiintro._place_text = uiintro.add(
|
||
'<div class="text">' + lib.translate[skills[i] + "_append"] + "</div>"
|
||
);
|
||
}
|
||
}
|
||
}
|
||
};
|
||
return node;
|
||
},
|
||
video(player, info) {
|
||
for (var name of info[0]) {
|
||
lib.skill.qiexie.createCard(name);
|
||
}
|
||
},
|
||
createCard(name) {
|
||
if (!_status.postReconnect.qiexie)
|
||
_status.postReconnect.qiexie = [
|
||
function (list) {
|
||
for (var name of list) lib.skill.qiexie.createCard(name);
|
||
},
|
||
[],
|
||
];
|
||
_status.postReconnect.qiexie[1].add(name);
|
||
if (!lib.card["qiexie_" + name]) {
|
||
if (lib.translate[name + "_ab"])
|
||
lib.translate["qiexie_" + name] = lib.translate[name + "_ab"];
|
||
else lib.translate["qiexie_" + name] = lib.translate[name];
|
||
var info = lib.character[name];
|
||
var card = {
|
||
fullimage: true,
|
||
image: "character:" + name,
|
||
type: "equip",
|
||
subtype: "equip1",
|
||
enable: true,
|
||
selectTarget: -1,
|
||
filterCard(card, player, target) {
|
||
if (player != target) return false;
|
||
return target.canEquip(card, true);
|
||
},
|
||
modTarget: true,
|
||
allowMultiple: false,
|
||
content: lib.element.content.equipCard,
|
||
toself: true,
|
||
ai: {},
|
||
skills: ["qiexie_destroy"],
|
||
};
|
||
var maxHp = get.infoMaxHp(info[2]);
|
||
if (maxHp != 1) card.distance = { attackFrom: 1 - maxHp };
|
||
var skills = info[3].filter(function (skill) {
|
||
var info = get.skillInfoTranslation(skill);
|
||
if (!info.includes("【杀】")) return false;
|
||
var list = get.skillCategoriesOf(skill);
|
||
list.remove("锁定技");
|
||
return list.length == 0;
|
||
});
|
||
var str = "锁定技。";
|
||
if (skills.length) {
|
||
card.skills.addArray(skills);
|
||
str += "你视为拥有技能";
|
||
for (var skill of skills) {
|
||
str += "〖" + get.translation(skill) + "〗";
|
||
str += "、";
|
||
}
|
||
str = str.slice(0, str.length - 1);
|
||
str += ";";
|
||
card.ai.equipValue = function (card, player) {
|
||
let val = maxHp;
|
||
if (player.hasSkill("qiexie")) val *= 0.4;
|
||
else val *= 0.6;
|
||
return (val += skills.length);
|
||
};
|
||
}
|
||
str += "此牌离开你的装备区后,改为置入剩余武将牌牌堆。";
|
||
lib.translate["qiexie_" + name + "_info"] = str;
|
||
var append = "";
|
||
if (skills.length) {
|
||
for (var skill of skills) {
|
||
if (lib.skill[skill].nobracket) {
|
||
append +=
|
||
'<div class="skilln">' +
|
||
get.translation(skill) +
|
||
'</div><div><span style="font-family: yuanli">' +
|
||
get.skillInfoTranslation(skill) +
|
||
"</span></div><br><br>";
|
||
} else {
|
||
var translation =
|
||
lib.translate[skill + "_ab"] || get.translation(skill).slice(0, 2);
|
||
append +=
|
||
'<div class="skill">【' +
|
||
translation +
|
||
'】</div><div><span style="font-family: yuanli">' +
|
||
get.skillInfoTranslation(skill) +
|
||
"</span></div><br><br>";
|
||
}
|
||
}
|
||
str = str.slice(0, str.length - 8);
|
||
}
|
||
lib.translate["qiexie_" + name + "_append"] = append;
|
||
lib.card["qiexie_" + name] = card;
|
||
}
|
||
},
|
||
subSkill: {
|
||
destroy: {
|
||
trigger: { player: "loseBegin" },
|
||
equipSkill: true,
|
||
forceDie: true,
|
||
charlotte: true,
|
||
forced: true,
|
||
popup: false,
|
||
filter(event, player) {
|
||
return event.cards.some((card) => card.name.indexOf("qiexie_") == 0);
|
||
},
|
||
content() {
|
||
for (var card of trigger.cards) {
|
||
if (card.name.indexOf("qiexie_") == 0) {
|
||
card._destroy = true;
|
||
game.log(card, "被放回武将牌堆");
|
||
var name = card.name.slice(7);
|
||
if (player.tempname && player.tempname.includes(name)) {
|
||
game.broadcastAll(
|
||
(player, name) => {
|
||
player.tempname.remove(name);
|
||
},
|
||
player,
|
||
name
|
||
);
|
||
}
|
||
if (lib.character[name]) _status.characterlist.add(name);
|
||
}
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
cuijue: {
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
return player.countCards("he") > 0; //&&game.hasPlayer(target=>lib.skill.cuijue.filterTarget('SB',player,target));
|
||
},
|
||
filterCard: true,
|
||
filterTarget(card, player, target) {
|
||
if (player.getStorage("cuijue_used").includes(target) || !player.inRange(target))
|
||
return false;
|
||
var distance = get.distance(player, target);
|
||
return !game.hasPlayer(
|
||
(current) =>
|
||
current != target &&
|
||
player.inRange(current) &&
|
||
get.distance(player, current) > distance
|
||
);
|
||
},
|
||
selectTarget: [0, 1],
|
||
filterOk() {
|
||
var player = _status.event.player;
|
||
if (game.hasPlayer((target) => lib.skill.cuijue.filterTarget("SB", player, target)))
|
||
return ui.selected.targets.length > 0;
|
||
return true;
|
||
},
|
||
position: "he",
|
||
complexTarget: true,
|
||
check: (card) => {
|
||
var player = _status.event.player,
|
||
goon = 0;
|
||
try {
|
||
ui.selected.cards.add(card);
|
||
if (
|
||
game.hasPlayer((target) => {
|
||
return lib.skill.cuijue.filterTarget("SB", player, target);
|
||
})
|
||
) {
|
||
goon = 6;
|
||
}
|
||
} catch (e) {
|
||
console.trace(e);
|
||
}
|
||
ui.selected.cards.remove(card);
|
||
return goon - get.value(card);
|
||
},
|
||
content() {
|
||
if (target) {
|
||
player.addTempSkill("cuijue_used", "phaseUseAfter");
|
||
player.markAuto("cuijue_used", [target]);
|
||
target.damage("nocard");
|
||
}
|
||
},
|
||
ai: {
|
||
order: 2,
|
||
result: {
|
||
target: -1.5,
|
||
},
|
||
tag: {
|
||
damage: 1,
|
||
},
|
||
},
|
||
subSkill: {
|
||
used: {
|
||
onremove: true,
|
||
charlotte: true,
|
||
},
|
||
},
|
||
},
|
||
//神邓艾
|
||
dctuoyu: {
|
||
audio: 2,
|
||
trigger: { player: ["phaseUseBegin", "phaseUseEnd"] },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countCards("h") > 0 && player.getStorage("dctuoyu").length > 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var hs = player.getCards("h"),
|
||
tags = ["dctuoyu_fengtian", "dctuoyu_qingqu", "dctuoyu_junshan"];
|
||
var storage = player.getStorage("dctuoyu");
|
||
var list = [
|
||
["未分配手牌(对话框较长,请下滑操作)", []],
|
||
["丰田(伤害/回复值+1)", []],
|
||
["清渠(无次数和距离限制)", []],
|
||
["峻山(不可被响应)", []],
|
||
];
|
||
for (var card of hs) {
|
||
var added = false;
|
||
for (var i = 0; i < tags.length; i++) {
|
||
if (card.hasGaintag(tags[i] + "_tag")) {
|
||
added = true;
|
||
list[i + 1][1].push(card);
|
||
break;
|
||
}
|
||
}
|
||
if (!added) list[0][1].push(card);
|
||
}
|
||
for (var row of list) {
|
||
for (var i = 0; i < tags.length; i++) {
|
||
if (!storage.includes(tags[i])) {
|
||
list[i + 1][0] = get.translation(tags[i]) + "(尚未激活)";
|
||
}
|
||
}
|
||
}
|
||
var next = player.chooseToMove("拓域:请分配你的手牌", true);
|
||
next.set("list", list);
|
||
next.set("filterMove", function (from, to, moved) {
|
||
var storage = _status.event.player.getStorage("dctuoyu"),
|
||
tags = ["dctuoyu_fengtian", "dctuoyu_qingqu", "dctuoyu_junshan"];
|
||
if (typeof to == "number") {
|
||
if (to == 0) return true;
|
||
return storage.includes(tags[to - 1]) && moved[to].length < 5;
|
||
}
|
||
return true;
|
||
});
|
||
next.set("processAI", function () {
|
||
var player = _status.event.player;
|
||
var storage = player.getStorage("dctuoyu"),
|
||
tags = ["dctuoyu_fengtian", "dctuoyu_qingqu", "dctuoyu_junshan"];
|
||
var moved = [[], [], [], []];
|
||
var isEmpty = function (to) {
|
||
return storage.includes(tags[to - 1]) && moved[to].length < 5;
|
||
};
|
||
var hs = player.getCards("h");
|
||
var hs2 = hs.slice(0);
|
||
var usable = player.getCardUsable("sha");
|
||
var addTo = function (card, to) {
|
||
if (isEmpty(to)) {
|
||
hs2.remove(card);
|
||
moved[to].push(card);
|
||
if (get.name(card) == "sha" && to != 2) usable--;
|
||
}
|
||
};
|
||
var hasRuanshizi = game.hasPlayer(function (target) {
|
||
return (
|
||
target != player &&
|
||
player.canUse("sha", target, null, true) &&
|
||
!target.mayHaveShan(
|
||
player,
|
||
"use",
|
||
target.getCards("h", (i) => {
|
||
return i.hasGaintag("sha_notshan");
|
||
})
|
||
) &&
|
||
get.attitude(player, target) < 0 &&
|
||
get.effect(target, { name: "sha" }, player, player) > 0
|
||
);
|
||
});
|
||
for (var card of hs) {
|
||
var name = get.name(card);
|
||
if (name == "tao" || name == "jiu") {
|
||
addTo(card, 1);
|
||
} else if (name == "sha") {
|
||
if (hasRuanshizi && isEmpty(1) && usable > 0) addTo(card, 1);
|
||
else if (isEmpty(3) && usable > 0) addTo(card, 3);
|
||
else addTo(card, 2);
|
||
} else if (get.type(name) == "trick") {
|
||
if (isEmpty(1) && get.tag(card, "damage") > 0 && player.hasUseTarget(card))
|
||
addTo(card, 1);
|
||
else addTo(card, 3);
|
||
}
|
||
}
|
||
moved[0].addArray(hs2);
|
||
return moved;
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
game.broadcastAll(
|
||
function (moved, player) {
|
||
var tags = ["dctuoyu_fengtian", "dctuoyu_qingqu", "dctuoyu_junshan"];
|
||
var cards = [];
|
||
for (var i = 0; i < moved.length; i++) {
|
||
for (var card of moved[i]) {
|
||
cards.unshift(card);
|
||
for (var j = 0; j < tags.length; j++) {
|
||
if (i == j + 1) {
|
||
if (!card.hasGaintag(tags[j] + "_tag"))
|
||
card.addGaintag(tags[j] + "_tag");
|
||
} else {
|
||
if (card.hasGaintag(tags[j] + "_tag"))
|
||
card.removeGaintag(tags[j] + "_tag");
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if (player == game.me) {
|
||
game.addVideo("lose", game.me, [get.cardsInfo(cards), [], [], []]);
|
||
for (var i = 0; i < cards.length; i++) {
|
||
cards[i].goto(ui.special);
|
||
}
|
||
game.me.directgain(cards, false);
|
||
}
|
||
},
|
||
result.moved,
|
||
player
|
||
);
|
||
}
|
||
},
|
||
intro: {
|
||
content: "已激活的副区域:$",
|
||
},
|
||
group: "dctuoyu_effect",
|
||
subSkill: {
|
||
effect: {
|
||
mod: {
|
||
targetInRange(card, player, target) {
|
||
if (!card.cards) return;
|
||
for (var i of card.cards) {
|
||
if (i.hasGaintag("dctuoyu_qingqu_tag")) return true;
|
||
}
|
||
},
|
||
cardUsable(card, player, num) {
|
||
if (!card.cards) return;
|
||
for (var i of card.cards) {
|
||
if (i.hasGaintag("dctuoyu_qingqu_tag")) return Infinity;
|
||
}
|
||
},
|
||
},
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
var tags = ["dctuoyu_fengtian_tag", "dctuoyu_qingqu_tag", "dctuoyu_junshan_tag"],
|
||
card = event.card;
|
||
return player.hasHistory("lose", function (evt) {
|
||
if (evt.getParent() != event) return false;
|
||
for (var i in evt.gaintag_map) {
|
||
for (var tag of evt.gaintag_map[i]) {
|
||
if (tags.includes(tag)) return true;
|
||
}
|
||
}
|
||
return false;
|
||
});
|
||
},
|
||
content() {
|
||
var tags = ["dctuoyu_fengtian_tag", "dctuoyu_qingqu_tag", "dctuoyu_junshan_tag"],
|
||
card = trigger.card;
|
||
player.hasHistory("lose", function (evt) {
|
||
if (evt.getParent() != trigger) return false;
|
||
for (var i in evt.gaintag_map) {
|
||
tags.removeArray(evt.gaintag_map[i]);
|
||
}
|
||
return tags.length == 0;
|
||
});
|
||
if (!tags.includes("dctuoyu_fengtian_tag")) {
|
||
if (get.tag(card, "damage") > 0 || get.tag(card, "recover") > 0) {
|
||
trigger.baseDamage++;
|
||
game.log(card, "的伤害值/回复值+1");
|
||
}
|
||
}
|
||
if (!tags.includes("dctuoyu_qingqu_tag")) {
|
||
if (trigger.addCount !== false) {
|
||
trigger.addCount = false;
|
||
var stat = player.getStat("card");
|
||
if (stat[card.name] && stat[card.name] > 0) stat[card.name]--;
|
||
game.log(card, "不计入次数限制");
|
||
}
|
||
}
|
||
if (!tags.includes("dctuoyu_junshan_tag")) {
|
||
game.log(card, "不可被响应");
|
||
trigger.directHit.addArray(game.filterPlayer());
|
||
}
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
combo: "dcxianjin",
|
||
},
|
||
},
|
||
dcxianjin: {
|
||
init(player) {
|
||
var num = game
|
||
.getAllGlobalHistory("changeHp", (evt) => {
|
||
return (
|
||
evt.getParent().name == "damage" &&
|
||
(evt.getParent().player == player ||
|
||
(evt.getParent().source && evt.getParent().source == player))
|
||
);
|
||
})
|
||
.concat(
|
||
game.getAllGlobalHistory("changeHp", (evt) => {
|
||
return (
|
||
evt.getParent().name == "damage" &&
|
||
evt.getParent().player == player &&
|
||
evt.getParent().source &&
|
||
evt.getParent().source == player
|
||
);
|
||
})
|
||
).length;
|
||
if (num) player.addMark("dcxianjin", num, false);
|
||
},
|
||
onremove: true,
|
||
audio: 2,
|
||
trigger: {
|
||
player: "damageEnd",
|
||
source: "damageSource",
|
||
},
|
||
filter(event, player) {
|
||
return player.countMark("dcxianjin") % 2 == 0;
|
||
},
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
var tags = ["dctuoyu_fengtian", "dctuoyu_qingqu", "dctuoyu_junshan"];
|
||
tags.removeArray(player.getStorage("dctuoyu"));
|
||
if (!tags.length) {
|
||
player.draw(player.isMaxHandcard() ? 1 : 3);
|
||
event.finish();
|
||
} else if (tags.length == 1) {
|
||
event._result = { control: tags[0] };
|
||
} else player.chooseControl(tags).set("prompt", "险峻:选择激活一个副区域标签");
|
||
"step 1";
|
||
var control = result.control;
|
||
game.log(player, "激活了副区域", "#y" + get.translation(control));
|
||
player.markAuto("dctuoyu", [control]);
|
||
player.popup(get.translation(control + "_tag"));
|
||
if (player.isMaxHandcard()) player.draw();
|
||
else player.draw(player.getStorage("dctuoyu").length);
|
||
},
|
||
group: "dcxianjin_mark",
|
||
intro: { content: "已造成或受到#次伤害" },
|
||
subSkill: {
|
||
mark: {
|
||
charlotte: true,
|
||
trigger: {
|
||
player: "damageEnd",
|
||
source: "damageSource",
|
||
},
|
||
forced: true,
|
||
popup: false,
|
||
firstDo: true,
|
||
content() {
|
||
player.addMark("dcxianjin", 1, false);
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
combo: "dctuoyu",
|
||
},
|
||
},
|
||
dcqijing: {
|
||
derivation: "dccuixin",
|
||
audio: 2,
|
||
trigger: { global: "phaseEnd" },
|
||
filter(event, player) {
|
||
return player.getStorage("dctuoyu").length == 3;
|
||
},
|
||
forced: true,
|
||
juexingji: true,
|
||
skillAnimation: true,
|
||
animationColor: "orange",
|
||
changeSeat: true,
|
||
content() {
|
||
"step 0";
|
||
player.awakenSkill("dcqijing");
|
||
player.loseMaxHp();
|
||
player.addSkills("dccuixin");
|
||
"step 1";
|
||
if (game.countPlayer() > 2) {
|
||
if (player == trigger.player && !trigger.skill) {
|
||
var evt = trigger.getParent();
|
||
if (evt.name == "phaseLoop" && evt._isStandardLoop) evt.player = player.next;
|
||
}
|
||
player
|
||
.chooseTarget(
|
||
"请选择一名要更换座次的角色,将自己移动到该角色的上家位置",
|
||
function (card, player, target) {
|
||
return target != player && target != player.next;
|
||
},
|
||
true
|
||
)
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player;
|
||
var current = _status.currentPhase.next;
|
||
var max = 20,
|
||
att = 0;
|
||
while (max > 0) {
|
||
max--;
|
||
if (current == target) return att;
|
||
att -= get.attitude(player, current);
|
||
current = current.next;
|
||
}
|
||
return att;
|
||
});
|
||
} else event.finish();
|
||
"step 2";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
game.broadcastAll(
|
||
function (target1, target2) {
|
||
game.swapSeat(target1, target2, null, true);
|
||
},
|
||
player,
|
||
target
|
||
);
|
||
} else event.finish();
|
||
"step 3";
|
||
player.insertPhase();
|
||
},
|
||
ai: {
|
||
combo: "dctuoyu",
|
||
},
|
||
},
|
||
dccuixin: {
|
||
audio: 2,
|
||
trigger: { player: "useCardAfter" },
|
||
filter(event, player) {
|
||
if (
|
||
!event._dccuixin ||
|
||
get.type(event.card, false) == "delay" ||
|
||
get.type(event.card, false) == "equip"
|
||
)
|
||
return false;
|
||
var card = {
|
||
name: event.card.name,
|
||
nature: event.card.nature,
|
||
isCard: true,
|
||
},
|
||
list = event._dccuixin;
|
||
for (var target of list) {
|
||
var targetx = player[target]();
|
||
if (lib.filter.targetEnabled2(card, targetx, player)) return true;
|
||
}
|
||
return false;
|
||
},
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
var card = {
|
||
name: trigger.card.name,
|
||
nature: trigger.card.nature,
|
||
isCard: true,
|
||
};
|
||
event.card = card;
|
||
var list = [];
|
||
trigger._dccuixin.forEach((target) => {
|
||
var targetx = player[target]();
|
||
if (lib.filter.targetEnabled2(card, targetx, player)) list.add(targetx);
|
||
});
|
||
if (list.length == 1) {
|
||
event.target = list[0];
|
||
player
|
||
.chooseBool(
|
||
"摧心:是否视为对" +
|
||
get.translation(list[0]) +
|
||
"使用" +
|
||
get.translation(card) +
|
||
"?"
|
||
)
|
||
.set("goon", get.effect(list[0], card, player, player) > 0)
|
||
.set("ai", () => _status.event.goon);
|
||
} else {
|
||
player
|
||
.chooseTarget(
|
||
"摧心:是否视为对上家或下家使用" + get.translation(card) + "?",
|
||
"操作提示:从上家或下家中选择一名角色作为使用目标",
|
||
function (card, player, target) {
|
||
return (
|
||
(target == player.getNext() || target == player.getPrevious()) &&
|
||
lib.filter.targetEnabled2(
|
||
_status.event.getParent().card,
|
||
target,
|
||
player
|
||
)
|
||
);
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player;
|
||
return get.effect(target, _status.event.getParent().card, player, player);
|
||
});
|
||
}
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = event.target || result.targets[0];
|
||
player.useCard(card, target, false, "dccuixin");
|
||
}
|
||
},
|
||
group: "dccuixin_silent",
|
||
subSkill: {
|
||
silent: {
|
||
trigger: { player: "useCardToPlayered" },
|
||
silent: true,
|
||
forced: true,
|
||
popup: false,
|
||
firstDo: true,
|
||
charlotte: true,
|
||
filter(event, player) {
|
||
if (!event.isFirstTarget || event.getParent().skill == "dccuixin") return false;
|
||
if (event.targets.length == 0) return false;
|
||
return (
|
||
event.targets.includes(player.getNext()) ||
|
||
event.targets.includes(player.getPrevious())
|
||
);
|
||
},
|
||
content() {
|
||
var list = [];
|
||
if (trigger.targets.includes(player.getNext())) list.push("getPrevious");
|
||
if (trigger.targets.includes(player.getPrevious())) list.push("getNext");
|
||
trigger.getParent()._dccuixin = list;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
//海外神吕蒙
|
||
twshelie: {
|
||
audio: "shelie",
|
||
inherit: "shelie",
|
||
prompt2: () => lib.translate.shelie_info,
|
||
group: "twshelie_jingce",
|
||
//什么精策技能啊喂!
|
||
subSkill: {
|
||
round: { charlotte: true },
|
||
count: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
intro: {
|
||
markcount(storage) {
|
||
return storage.length;
|
||
},
|
||
content: "本回合已使用$花色的牌",
|
||
},
|
||
},
|
||
jingce: {
|
||
audio: "shelie",
|
||
trigger: { player: ["phaseJieshuBegin", "useCard1"] },
|
||
filter(event, player) {
|
||
if (player.hasSkill("twshelie_round") || player != _status.currentPhase)
|
||
return false;
|
||
var list = [];
|
||
player.getHistory("useCard", function (evt) {
|
||
if (
|
||
lib.suit.includes(get.suit(evt.card)) &&
|
||
!list.includes(get.suit(evt.card))
|
||
)
|
||
list.push(get.suit(evt.card));
|
||
});
|
||
if (list.length) {
|
||
player.addTempSkill("twshelie_count");
|
||
player.storage.twshelie_count = list.sort(function (a, b) {
|
||
return lib.suit.indexOf(b) - lib.suit.indexOf(a);
|
||
});
|
||
player.markSkill("twshelie_count");
|
||
player.syncStorage("twshelie_count");
|
||
}
|
||
return event.name != "useCard" && list.length >= player.hp;
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
content() {
|
||
"step 0";
|
||
player.addTempSkill("twshelie_round", "roundStart");
|
||
player
|
||
.chooseControl("摸牌阶段", "出牌阶段")
|
||
.set("prompt", "涉猎:请选择要执行的额外阶段");
|
||
"step 1";
|
||
if (result.index == 0) {
|
||
var next = player.phaseDraw();
|
||
event.next.remove(next);
|
||
trigger.getParent().next.push(next);
|
||
}
|
||
if (result.index == 1) {
|
||
var next = player.phaseUse();
|
||
event.next.remove(next);
|
||
trigger.getParent().next.push(next);
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
twgongxin: {
|
||
audio: "gongxin",
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && current.countCards("h");
|
||
});
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return target != player && target.countCards("h") > 0;
|
||
},
|
||
usable: 1,
|
||
content() {
|
||
"step 0";
|
||
event.num = target.getCards("h").reduce(function (arr, card) {
|
||
return arr.add(get.suit(card, player)), arr;
|
||
}, []).length;
|
||
"step 1";
|
||
var cards = target.getCards("h");
|
||
player
|
||
.chooseButton(2, ["攻心", cards, [["弃置此牌", "置于牌堆顶"], "tdnodes"]])
|
||
.set("filterButton", function (button) {
|
||
var type = typeof button.link;
|
||
if (ui.selected.buttons.length && type == typeof ui.selected.buttons[0].link)
|
||
return false;
|
||
return true;
|
||
})
|
||
.set("ai", function (button) {
|
||
var target = _status.event.target;
|
||
var type = typeof button.link;
|
||
if (type == "object") return get.value(button.link, target);
|
||
});
|
||
"step 2";
|
||
if (result.bool) {
|
||
if (typeof result.links[0] != "string") result.links.reverse();
|
||
var card = result.links[1],
|
||
choice = result.links[0];
|
||
if (choice == "弃置此牌") target.discard(card);
|
||
else {
|
||
player.showCards(
|
||
card,
|
||
get.translation(player) + "对" + get.translation(target) + "发动了【攻心】"
|
||
);
|
||
target.lose(card, ui.cardPile, "visible", "insert");
|
||
game.log(card, "被置于了牌堆顶");
|
||
}
|
||
}
|
||
"step 3";
|
||
if (
|
||
event.num ==
|
||
target.getCards("h").reduce(function (arr, card) {
|
||
return arr.add(get.suit(card, player)), arr;
|
||
}, []).length
|
||
)
|
||
event.finish();
|
||
"step 4";
|
||
var num1 = 0;
|
||
for (var card of target.getCards("h")) {
|
||
if (get.color(card) == "red") num1++;
|
||
}
|
||
var num2 = target.countCards("h") - num1;
|
||
player
|
||
.chooseControl(["红色", "黑色", "cancel2"])
|
||
.set("prompt", "是否令" + get.translation(target) + "本回合无法使用一种颜色的牌?")
|
||
.set("ai", function () {
|
||
return num1 >= num2 ? "红色" : "黑色";
|
||
});
|
||
"step 5";
|
||
if (result.control != "cancel2") {
|
||
player.line(target);
|
||
target.addTempSkill("twgongxin2");
|
||
target.markAuto("twgongxin2", [result.control == "红色" ? "red" : "black"]);
|
||
game.log(target, "本回合无法使用" + result.control + "牌");
|
||
if (!event.isMine() && !event.isOnline()) game.delayx();
|
||
}
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
expose: 0.25,
|
||
result: {
|
||
target(player, target) {
|
||
return -target.countCards("h");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
twgongxin2: {
|
||
mod: {
|
||
cardEnabled2(card, player) {
|
||
const color = get.color(card);
|
||
if (color != "unsure" && player.getStorage("twgongxin2").includes(color))
|
||
return false;
|
||
},
|
||
},
|
||
charlotte: true,
|
||
onremove: true,
|
||
intro: { content: "本回合内不能使用或打出$牌" },
|
||
},
|
||
//神张角
|
||
yizhao: {
|
||
audio: 2,
|
||
trigger: {
|
||
player: ["useCard", "respond"],
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
return typeof get.number(event.card) == "number";
|
||
},
|
||
marktext: "黄",
|
||
intro: {
|
||
name: "黄(异兆/肆军)",
|
||
name2: "黄",
|
||
content: "mark",
|
||
markcount(storage, player) {
|
||
return (storage || 0).toString().slice(-2);
|
||
},
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.num = player.countMark("yizhao");
|
||
player.addMark("yizhao", get.number(trigger.card));
|
||
"step 1";
|
||
var num = Math.floor(num / 10) % 10,
|
||
num2 = Math.floor(player.countMark("yizhao") / 10) % 10;
|
||
if (num != num2) {
|
||
var card = get.cardPile2((card) => {
|
||
return get.number(card, false) == num2;
|
||
});
|
||
if (card) player.gain(card, "gain2");
|
||
}
|
||
},
|
||
mod: {
|
||
aiOrder(player, card, num) {
|
||
if (Math.floor((get.number(card) + (player.countMark("yizhao") % 10)) / 10) == 1)
|
||
return num + 10;
|
||
},
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
effect: {
|
||
target(card, player, target, current) {
|
||
if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 0.1];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
sijun: {
|
||
audio: 2,
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
filter(event, player) {
|
||
return player.countMark("yizhao") > ui.cardPile.childNodes.length;
|
||
},
|
||
check(event, player) {
|
||
return ui.cardPile.childNodes.length;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.removeMark("yizhao", player.countMark("yizhao"));
|
||
game.washCard();
|
||
"step 1";
|
||
var pile = Array.from(ui.cardPile.childNodes);
|
||
if (pile.length < 3) return;
|
||
var bool = false,
|
||
max = Math.pow(2, Math.min(100, pile.length)),
|
||
index;
|
||
for (var i = 0; i < max; i++) {
|
||
var num = 0;
|
||
index = i.toString(2);
|
||
while (index.length < pile.length) {
|
||
index = "0" + index;
|
||
}
|
||
for (var k = 0; k < index.length; k++) {
|
||
if (index[k] == "1") num += get.number(pile[k]);
|
||
if (num > 36) break;
|
||
}
|
||
if (num == 36) {
|
||
bool = true;
|
||
break;
|
||
}
|
||
}
|
||
if (bool) {
|
||
var cards = [];
|
||
for (var k = 0; k < index.length; k++) {
|
||
if (index[k] == "1") cards.push(pile[k]);
|
||
}
|
||
player.gain(cards, "gain2");
|
||
}
|
||
},
|
||
ai: {
|
||
combo: "yizhao",
|
||
},
|
||
},
|
||
sanshou: {
|
||
audio: 2,
|
||
trigger: { player: "damageBegin4" },
|
||
check(event, player) {
|
||
return get.damageEffect(player, event.source, player, event.nature) <= 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var cards = game.cardsGotoOrdering(get.cards(3)).cards;
|
||
event.cards = cards;
|
||
player.showCards(cards, get.translation(player) + "发动了【三首】");
|
||
"step 1";
|
||
var types = [];
|
||
types.addArray(game.getGlobalHistory("useCard").map((evt) => get.type2(evt.card)));
|
||
if (cards.filter((card) => !types.includes(get.type2(card))).length) {
|
||
trigger.cancel();
|
||
}
|
||
game.delayx();
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (card.name == "shandian" || card.name == "fulei") return [0, 0.1];
|
||
if (!get.tag(card, "damage")) return;
|
||
var types = [],
|
||
bool = 0;
|
||
types.addArray(
|
||
game.getGlobalHistory("useCard").map((evt) => get.type2(evt.card))
|
||
);
|
||
if (!types.includes(get.type2(card))) bool = 1;
|
||
if (types.length < 2) return Math.min(1, 0.4 + (types.length + bool) * 0.2);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
tianjie: {
|
||
audio: 2,
|
||
trigger: { global: "phaseEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return (
|
||
game.hasGlobalHistory("cardMove", (evt) => evt.washCard) &&
|
||
game.hasPlayer((current) => current != player)
|
||
);
|
||
},
|
||
skillAnimation: true,
|
||
animationColor: "metal",
|
||
content() {
|
||
"step 0";
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("tianjie"),
|
||
"选择至多三名其他角色,依次对这些角色造成X点雷电伤害(X为其手牌中【闪】的数量,至少为1)",
|
||
[1, 3]
|
||
)
|
||
.set("ai", (target) => {
|
||
var player = _status.event.player;
|
||
return (
|
||
get.damageEffect(target, player, player, "thunder") *
|
||
Math.sqrt(Math.max(1, target.countCards("h", "shan")))
|
||
);
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var targets = result.targets;
|
||
targets.sortBySeat();
|
||
player.logSkill("tianjie", targets);
|
||
for (var target of targets) {
|
||
var num = Math.max(1, target.countCards("h", "shan"));
|
||
target.damage(num, "thunder");
|
||
}
|
||
}
|
||
},
|
||
},
|
||
shencai: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 5,
|
||
filter(event, player) {
|
||
var count = player.getStat("skill").shencai;
|
||
if (count && count > player.countMark("shencai")) return false;
|
||
return true;
|
||
},
|
||
filterTarget: lib.filter.notMe,
|
||
onremove: true,
|
||
prompt: "选择一名其他角色进行地狱审判",
|
||
content() {
|
||
var next = target.judge();
|
||
next.callback = lib.skill.shencai.contentx;
|
||
},
|
||
ai: {
|
||
order: 8,
|
||
result: { target: -1 },
|
||
},
|
||
contentx() {
|
||
var card = event.judgeResult.card;
|
||
var player = event.getParent(2).player;
|
||
var target = event.getParent(2).target;
|
||
if (get.position(card, true) == "o") player.gain(card, "gain2");
|
||
var list = [],
|
||
str = lib.skill.shencai.getStr(card);
|
||
for (var i in lib.skill.shencai.filterx) {
|
||
if (str.indexOf(lib.skill.shencai.filterx[i]) != -1) list.push("shencai_" + i);
|
||
}
|
||
if (list.length) {
|
||
for (var i in lib.skill.shencai.filterx) {
|
||
var num = target.countMark("shencai_" + i);
|
||
if (num > 0) {
|
||
target.removeMark("shencai_" + i, num);
|
||
target.removeSkill("shencai_" + i);
|
||
}
|
||
}
|
||
if (target.isIn()) {
|
||
for (var i of list) {
|
||
target.addSkill(i);
|
||
target.addMark(i, 1);
|
||
}
|
||
}
|
||
} else if (target.isIn()) {
|
||
player.gainPlayerCard(target, true, "hej");
|
||
target.addMark("shencai_death", 1);
|
||
target.addSkill("shencai_death");
|
||
}
|
||
},
|
||
filterx: {
|
||
losehp: "体力",
|
||
weapon: "武器",
|
||
respond: "打出",
|
||
distance: "距离",
|
||
},
|
||
getStr(node) {
|
||
var str = "",
|
||
name = node.name;
|
||
if (lib.translate[name + "_info"]) {
|
||
if (lib.card[name].type && lib.translate[lib.card[name].type])
|
||
str += "" + get.translation(lib.card[name].type) + "牌|";
|
||
if (get.subtype(name)) {
|
||
str += "" + get.translation(get.subtype(name)) + "|";
|
||
}
|
||
if (lib.card[name] && lib.card[name].addinfomenu) {
|
||
str += "" + lib.card[name].addinfomenu + "|";
|
||
}
|
||
if (get.subtype(name) == "equip1") {
|
||
var added = false;
|
||
if (lib.card[node.name] && lib.card[node.name].distance) {
|
||
var dist = lib.card[node.name].distance;
|
||
if (dist.attackFrom) {
|
||
added = true;
|
||
str += "攻击范围:" + (-dist.attackFrom + 1) + "|";
|
||
}
|
||
}
|
||
if (!added) {
|
||
str += "攻击范围:1|";
|
||
}
|
||
}
|
||
}
|
||
if (lib.card[name].cardPrompt) {
|
||
str += "" + lib.card[name].cardPrompt(node) + "|";
|
||
} else if (lib.translate[name + "_info"]) {
|
||
str += "" + lib.translate[name + "_info"] + "|";
|
||
}
|
||
if (lib.translate[name + "_append"]) {
|
||
str += "" + lib.translate[name + "_append"] + "|";
|
||
}
|
||
if (get.is.yingbianConditional(node)) {
|
||
const yingbianEffects = get.yingbianEffects(node);
|
||
if (!yingbianEffects.length) {
|
||
const defaultYingbianEffect = get.defaultYingbianEffect(node);
|
||
if (lib.yingbian.prompt.has(defaultYingbianEffect))
|
||
yingbianEffects.push(defaultYingbianEffect);
|
||
}
|
||
if (yingbianEffects.length)
|
||
str += `应变:${yingbianEffects
|
||
.map((value) => lib.yingbian.prompt.get(value))
|
||
.join(";")}|`;
|
||
}
|
||
return str;
|
||
},
|
||
subSkill: {
|
||
losehp: {
|
||
charlotte: true,
|
||
marktext: "笞",
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
content() {
|
||
player.loseHp(trigger.num);
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target, current) {
|
||
if (get.tag(card, "damage") && current < 0) return 1.6;
|
||
},
|
||
},
|
||
},
|
||
intro: {
|
||
name: "神裁 - 体力",
|
||
name2: "笞",
|
||
content: "锁定技。当你受到伤害后,你失去等量的体力。",
|
||
onunmark: true,
|
||
},
|
||
},
|
||
weapon: {
|
||
charlotte: true,
|
||
marktext: "杖",
|
||
trigger: { target: "useCardToTargeted" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.card.name == "sha";
|
||
},
|
||
content() {
|
||
trigger.directHit.add(player);
|
||
game.log(player, "不可响应", trigger.card);
|
||
},
|
||
intro: {
|
||
name: "神裁 - 武器",
|
||
name2: "杖",
|
||
content: "锁定技。当你成为【杀】的目标后,你不能使用牌响应此【杀】。",
|
||
onunmark: true,
|
||
},
|
||
global: "shencai_weapon_ai",
|
||
},
|
||
ai: {
|
||
ai: {
|
||
directHit_ai: true,
|
||
skillTagFilter(player, tag, arg) {
|
||
if (!arg || !arg.card || arg.card.name != "sha") return false;
|
||
if (!arg.target || !arg.target.hasSkill("shencai_weapon")) return false;
|
||
return true;
|
||
},
|
||
},
|
||
},
|
||
respond: {
|
||
charlotte: true,
|
||
marktext: "徒",
|
||
trigger: {
|
||
player: "loseAfter",
|
||
global: [
|
||
"equipAfter",
|
||
"addJudgeAfter",
|
||
"gainAfter",
|
||
"loseAsyncAfter",
|
||
"addToExpansionAfter",
|
||
],
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (
|
||
!player.hasCard(function (card) {
|
||
return lib.filter.cardDiscardable(card, player, "shencai_respond");
|
||
}, "h")
|
||
)
|
||
return false;
|
||
var evt = event.getParent("shencai_respond");
|
||
if (evt && evt.player == player) return false;
|
||
evt = event.getl(player);
|
||
return evt && evt.hs && evt.hs.length > 0;
|
||
},
|
||
content() {
|
||
var cards = player.getCards("h", function (card) {
|
||
return lib.filter.cardDiscardable(card, player, "shencai_respond");
|
||
});
|
||
if (cards.length > 0) player.discard(cards.randomGet());
|
||
},
|
||
intro: {
|
||
name: "神裁 - 打出",
|
||
name2: "徒",
|
||
content: "锁定技。当你失去手牌后,你随机弃置一张手牌(不嵌套触发)。",
|
||
onunmark: true,
|
||
},
|
||
},
|
||
distance: {
|
||
charlotte: true,
|
||
marktext: "流",
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
forced: true,
|
||
content() {
|
||
player.turnOver();
|
||
},
|
||
intro: {
|
||
name: "神裁 - 距离",
|
||
name2: "流",
|
||
content: "锁定技。结束阶段开始时,你翻面。",
|
||
onunmark: true,
|
||
},
|
||
},
|
||
death: {
|
||
charlotte: true,
|
||
marktext: "死",
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
return num - player.countMark("shencai_death");
|
||
},
|
||
},
|
||
trigger: { player: "phaseEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countMark("shencai_death") > game.countPlayer();
|
||
},
|
||
content() {
|
||
player.die();
|
||
},
|
||
intro: {
|
||
name: "神裁 - 死",
|
||
name2: "死",
|
||
content:
|
||
"锁定技。你的角色手牌上限-#;回合结束时,若场上存活人数小于#,则你死亡。",
|
||
onunmark: true,
|
||
},
|
||
},
|
||
},
|
||
intro: {
|
||
content: "发动次数上限+#",
|
||
},
|
||
},
|
||
xunshi: {
|
||
audio: 2,
|
||
mod: {
|
||
cardname(card) {
|
||
if (lib.skill.xunshi.isXunshi(card)) return "sha";
|
||
},
|
||
cardnature(card) {
|
||
if (lib.skill.xunshi.isXunshi(card)) return false;
|
||
},
|
||
suit(card) {
|
||
if (lib.skill.xunshi.isXunshi(card)) return "none";
|
||
},
|
||
targetInRange(card) {
|
||
const suit = get.color(card);
|
||
if (suit == "none" || suit == "unsure") return true;
|
||
},
|
||
cardUsable(card) {
|
||
const suit = get.color(card);
|
||
if (suit == "none" || suit == "unsure") return Infinity;
|
||
},
|
||
},
|
||
isXunshi(card) {
|
||
var info = lib.card[card.name];
|
||
if (!info || (info.type != "trick" && info.type != "delay")) return false;
|
||
if (info.notarget) return false;
|
||
if (info.selectTarget != undefined) {
|
||
if (Array.isArray(info.selectTarget)) {
|
||
if (info.selectTarget[0] < 0) return !info.toself;
|
||
return info.selectTarget[0] != 1 || info.selectTarget[1] != 1;
|
||
} else {
|
||
if (info.selectTarget < 0) return !info.toself;
|
||
return info.selectTarget != 1;
|
||
}
|
||
}
|
||
return false;
|
||
},
|
||
trigger: { player: "useCard2" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return get.color(event.card) == "none";
|
||
},
|
||
content() {
|
||
"step 0";
|
||
if (player.countMark("shencai") < 4 && player.hasSkill("shencai", null, null, false))
|
||
player.addMark("shencai", 1, false);
|
||
if (trigger.addCount !== false) {
|
||
trigger.addCount = false;
|
||
var stat = player.getStat().card,
|
||
name = trigger.card.name;
|
||
if (typeof stat[name] == "number") stat[name]--;
|
||
}
|
||
var info = get.info(trigger.card);
|
||
if (info.allowMultiple == false) event.finish();
|
||
else if (trigger.targets && !info.multitarget) {
|
||
if (
|
||
!game.hasPlayer(function (current) {
|
||
return (
|
||
!trigger.targets.includes(current) &&
|
||
lib.filter.targetEnabled2(trigger.card, player, current)
|
||
);
|
||
})
|
||
)
|
||
event.finish();
|
||
} else event.finish();
|
||
"step 1";
|
||
var prompt2 = "为" + get.translation(trigger.card) + "增加任意个目标";
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("xunshi"),
|
||
function (card, player, target) {
|
||
var player = _status.event.player;
|
||
return (
|
||
!_status.event.targets.includes(target) &&
|
||
lib.filter.targetEnabled2(_status.event.card, player, target)
|
||
);
|
||
},
|
||
[1, Infinity]
|
||
)
|
||
.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 2";
|
||
if (result.bool) {
|
||
if (!event.isMine() && !event.isOnline()) game.delayx();
|
||
event.targets = result.targets;
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 3";
|
||
if (event.targets) {
|
||
player.line(event.targets, "fire");
|
||
trigger.targets.addArray(event.targets);
|
||
}
|
||
},
|
||
},
|
||
twwushen: {
|
||
mod: {
|
||
cardname(card, player, name) {
|
||
if (get.suit(card) == "heart") return "sha";
|
||
},
|
||
cardnature(card, player) {
|
||
if (get.suit(card) == "heart") return false;
|
||
},
|
||
targetInRange(card) {
|
||
if (card.name === "sha") {
|
||
const suit = get.suit(card);
|
||
if (suit === "heart" || suit === "unsure") return true;
|
||
}
|
||
},
|
||
cardUsable(card) {
|
||
if (card.name === "sha") {
|
||
const suit = get.suit(card);
|
||
if (suit === "heart" || suit === "unsure") return Infinity;
|
||
}
|
||
},
|
||
},
|
||
audio: "wushen",
|
||
trigger: { player: "useCard2" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return (
|
||
event.card.name == "sha" &&
|
||
(get.suit(event.card) == "heart" ||
|
||
!player.hasSkill("twwushen_phase", null, null, false))
|
||
);
|
||
},
|
||
logTarget(event, player) {
|
||
if (get.suit(event.card) == "heart") {
|
||
var targets = game.filterPlayer(function (current) {
|
||
return (
|
||
!event.targets.includes(current) &&
|
||
current.hasMark("twwuhun") &&
|
||
lib.filter.targetEnabled(event.card, player, current)
|
||
);
|
||
});
|
||
if (targets.length) {
|
||
return targets.sortBySeat();
|
||
}
|
||
}
|
||
return null;
|
||
},
|
||
content() {
|
||
if (!player.hasSkill("twwushen_phase", null, null, false)) {
|
||
trigger.directHit.addArray(game.players);
|
||
player.addTempSkill("twwushen_phase", [
|
||
"phaseZhunbeiAfter",
|
||
"phaseJudgeAfter",
|
||
"phaseDrawAfter",
|
||
"phaseUseAfter",
|
||
"phaseDiscardAfter",
|
||
"phaseJieshuAfter",
|
||
]);
|
||
}
|
||
if (get.suit(trigger.card) == "heart") {
|
||
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--;
|
||
}
|
||
}
|
||
var targets = game.filterPlayer(function (current) {
|
||
return (
|
||
!trigger.targets.includes(current) &&
|
||
current.hasMark("twwuhun") &&
|
||
lib.filter.targetEnabled(trigger.card, player, current)
|
||
);
|
||
});
|
||
if (targets.length) {
|
||
trigger.targets.addArray(targets.sortBySeat());
|
||
game.log(targets, "也成为了", trigger.card, "的目标");
|
||
}
|
||
}
|
||
},
|
||
ai: {
|
||
directHit_ai: true,
|
||
skillTagFilter(player, tag, arg) {
|
||
return (
|
||
arg.card.name == "sha" && !player.hasSkill("twwushen_phase", null, null, false)
|
||
);
|
||
},
|
||
},
|
||
subSkill: { phase: { charlotte: true } },
|
||
shaRelated: true,
|
||
},
|
||
twwuhun: {
|
||
audio: 2,
|
||
trigger: { player: "die" },
|
||
forceDie: true,
|
||
skillAnimation: true,
|
||
animationColor: "soil",
|
||
locked: true,
|
||
check(event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return (
|
||
current != player &&
|
||
current.hasMark("twwuhun") &&
|
||
get.attitude(player, current) < 0
|
||
);
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player
|
||
.judge(function (card) {
|
||
var name = get.name(card, false);
|
||
if (name == "tao" || name == "taoyuan") return -25;
|
||
return 15;
|
||
})
|
||
.set("forceDie", true).judge2 = function (result) {
|
||
return result.bool;
|
||
};
|
||
"step 1";
|
||
var num = game.countPlayer(function (current) {
|
||
return current != player && current.hasMark("twwuhun");
|
||
});
|
||
if (result.bool && num > 0) {
|
||
player
|
||
.chooseTarget(
|
||
"请选择【武魂】的目标",
|
||
"选择至少一名拥有“梦魇”标记的角色。令这些角色各自失去X点体力(X为其“梦魇”标记数)",
|
||
true,
|
||
[1, num],
|
||
function (card, player, target) {
|
||
return target != player && target.hasMark("twwuhun");
|
||
}
|
||
)
|
||
.set("forceDie", true)
|
||
.set("ai", function (target) {
|
||
return -get.attitude(_status.event.player, target);
|
||
});
|
||
} else event.finish();
|
||
"step 2";
|
||
var targets = result.targets.sortBySeat();
|
||
player.line(targets, "fire");
|
||
event.targets = targets;
|
||
"step 3";
|
||
var target = targets.shift();
|
||
var num = target.countMark("twwuhun");
|
||
if (num > 0) target.loseHp(num);
|
||
if (targets.length > 0) event.redo();
|
||
},
|
||
marktext: "魇",
|
||
intro: {
|
||
name: "梦魇",
|
||
content: "mark",
|
||
onunmark: true,
|
||
},
|
||
group: "twwuhun_gain",
|
||
subSkill: {
|
||
gain: {
|
||
audio: "twwuhun",
|
||
trigger: {
|
||
player: "damageEnd",
|
||
source: "damageSource",
|
||
},
|
||
forced: true,
|
||
filter(event, player, name) {
|
||
if (event.player == event.source) return false;
|
||
var target = lib.skill.twwuhun_gain.logTarget(event, player);
|
||
if (!target || !target.isIn()) return false;
|
||
return name == "damageEnd" || target.hasMark("twwuhun");
|
||
},
|
||
logTarget(event, player) {
|
||
if (player == event.player) return event.source;
|
||
return event.player;
|
||
},
|
||
content() {
|
||
var target = lib.skill.twwuhun_gain.logTarget(trigger, player);
|
||
target.addMark("twwuhun", player == trigger.source ? 1 : trigger.num);
|
||
game.delayx();
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
notemp: true,
|
||
maixie_defend: true,
|
||
effect: {
|
||
target: (card, player, target) => {
|
||
if (!get.tag(card, "damage") || !target.hasFriend()) return;
|
||
let die = [],
|
||
extra = [null, 0],
|
||
temp;
|
||
game.filterPlayer((i) => {
|
||
if (!i.hasMark("twwuhun")) return false;
|
||
temp = get.attitude(target, i);
|
||
if (temp < 0) die.push(i);
|
||
else {
|
||
temp = Math.sqrt(temp) * i.countMark("twwuhun");
|
||
if (!extra[0] || temp < extra[1]) extra = [i, temp];
|
||
}
|
||
});
|
||
if (extra[0] && !die.length) die.push(extra[0]);
|
||
if (
|
||
target.hp + target.hujia > 1 &&
|
||
(!die.length || get.attitude(player, target) <= 0)
|
||
)
|
||
die.add(player);
|
||
if (die.length)
|
||
return [
|
||
1,
|
||
0,
|
||
1,
|
||
die.reduce((num, i) => {
|
||
return (num -= 2 * get.sgnAttitude(player, i));
|
||
}, 0),
|
||
];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
shouli: {
|
||
audio: 2,
|
||
mod: {
|
||
cardUsable(card) {
|
||
if (card.storage && card.storage.shouli) return Infinity;
|
||
},
|
||
},
|
||
enable: ["chooseToUse", "chooseToRespond"],
|
||
hiddenCard(player, name) {
|
||
if (player != _status.currentPhase && (name == "sha" || name == "shan")) return true;
|
||
},
|
||
filter(event, player) {
|
||
if (event.responded || event.shouli || event.type == "wuxie") return false;
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return current.getCards("e", (card) => get.is.attackingMount(card)).length > 0;
|
||
}) &&
|
||
event.filterCard(
|
||
get.autoViewAs(
|
||
{
|
||
name: "sha",
|
||
storage: { shouli: true },
|
||
},
|
||
"unsure"
|
||
),
|
||
player,
|
||
event
|
||
)
|
||
)
|
||
return true;
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return current.getCards("e", (card) => get.is.defendingMount(card)).length > 0;
|
||
}) &&
|
||
event.filterCard(
|
||
get.autoViewAs(
|
||
{
|
||
name: "shan",
|
||
storage: { shouli: true },
|
||
},
|
||
"unsure"
|
||
),
|
||
player,
|
||
event
|
||
)
|
||
)
|
||
return true;
|
||
return false;
|
||
},
|
||
delay: false,
|
||
locked: false,
|
||
filterTarget(card, player, target) {
|
||
var event = _status.event,
|
||
evt = event;
|
||
if (event._backup) evt = event._backup;
|
||
var equip3 = target.getCards("e", (card) => get.is.defendingMount(card, false));
|
||
var equip4 = target.getCards("e", (card) => get.is.attackingMount(card, false));
|
||
if (
|
||
equip3.length &&
|
||
equip3.some((card) =>
|
||
evt.filterCard(
|
||
get.autoViewAs(
|
||
{
|
||
name: "shan",
|
||
storage: { shouli: true },
|
||
},
|
||
[card]
|
||
),
|
||
player,
|
||
event
|
||
)
|
||
)
|
||
)
|
||
return true;
|
||
return equip4.some((card) => {
|
||
var sha = get.autoViewAs(
|
||
{
|
||
name: "sha",
|
||
storage: { shouli: true },
|
||
},
|
||
[card]
|
||
);
|
||
if (evt.filterCard(sha, player, event)) {
|
||
if (!evt.filterTarget) return true;
|
||
return game.hasPlayer(function (current) {
|
||
return evt.filterTarget(sha, player, current);
|
||
});
|
||
}
|
||
});
|
||
},
|
||
prompt: "将场上的一张坐骑牌当做【杀】或【闪】使用或打出",
|
||
content() {
|
||
"step 0";
|
||
var evt = event.getParent(2);
|
||
evt.set("shouli", true);
|
||
var list = [];
|
||
var equip3 = target.getCards("e", (card) => get.is.defendingMount(card, false));
|
||
var equip4 = target.getCards("e", (card) => get.is.attackingMount(card, false));
|
||
var backupx = _status.event;
|
||
_status.event = evt;
|
||
try {
|
||
if (
|
||
equip3.length &&
|
||
equip3.some((card) => {
|
||
var shan = get.autoViewAs(
|
||
{
|
||
name: "shan",
|
||
storage: { shouli: true },
|
||
},
|
||
[card]
|
||
);
|
||
if (evt.filterCard(shan, player, event)) return true;
|
||
return false;
|
||
})
|
||
) {
|
||
list.push("shan");
|
||
}
|
||
if (
|
||
equip4.length &&
|
||
equip4.some((card) => {
|
||
var sha = get.autoViewAs(
|
||
{
|
||
name: "sha",
|
||
storage: { shouli: true },
|
||
},
|
||
[card]
|
||
);
|
||
if (
|
||
evt.filterCard(sha, player, evt) &&
|
||
(!evt.filterTarget ||
|
||
game.hasPlayer(function (current) {
|
||
return evt.filterTarget(sha, player, current);
|
||
}))
|
||
)
|
||
return true;
|
||
return false;
|
||
})
|
||
) {
|
||
list.push("sha");
|
||
}
|
||
} catch (e) {
|
||
game.print(e);
|
||
}
|
||
_status.event = backupx;
|
||
if (list.length == 1) {
|
||
event.cardName = list[0];
|
||
var cards = list[0] == "shan" ? equip3 : equip4;
|
||
if (cards.length == 1)
|
||
event._result = {
|
||
bool: true,
|
||
links: [cards[0]],
|
||
};
|
||
else
|
||
player
|
||
.choosePlayerCard(true, target, "e")
|
||
.set("filterButton", function (button) {
|
||
return _status.event.cards.includes(button.link);
|
||
})
|
||
.set("cards", cards);
|
||
} else
|
||
player.choosePlayerCard(true, target, "e").set("filterButton", function (button) {
|
||
var card = button.link;
|
||
return get.is.attackingMount(card) || get.is.defendingMount(card);
|
||
});
|
||
"step 1";
|
||
var evt = event.getParent(2);
|
||
if (result.bool && result.links && result.links.length) {
|
||
var name =
|
||
event.cardName || (get.is.attackingMount(result.links[0]) ? "sha" : "shan");
|
||
if (evt.name == "chooseToUse") {
|
||
game.broadcastAll(
|
||
function (result, name) {
|
||
lib.skill.shouli_backup.viewAs = {
|
||
name: name,
|
||
cards: [result],
|
||
storage: { shouli: true },
|
||
};
|
||
lib.skill.shouli_backup.prompt =
|
||
"选择" +
|
||
get.translation(name) +
|
||
"(" +
|
||
get.translation(result) +
|
||
")的目标";
|
||
},
|
||
result.links[0],
|
||
name
|
||
);
|
||
evt.set("_backupevent", "shouli_backup");
|
||
evt.backup("shouli_backup");
|
||
evt.set(
|
||
"openskilldialog",
|
||
"选择" +
|
||
get.translation(name) +
|
||
"(" +
|
||
get.translation(result.links[0]) +
|
||
")的目标"
|
||
);
|
||
evt.set("norestore", true);
|
||
evt.set("custom", {
|
||
add: {},
|
||
replace: { window() {} },
|
||
});
|
||
} else {
|
||
delete evt.result.skill;
|
||
delete evt.result.used;
|
||
evt.result.card = get.autoViewAs(
|
||
{
|
||
name: name,
|
||
cards: [result.links[0]],
|
||
storage: { shouli: true },
|
||
},
|
||
result.links
|
||
);
|
||
evt.result.cards = [result.links[0]];
|
||
target.$give(result.links[0], player, false);
|
||
if (player != target) target.addTempSkill("fengyin");
|
||
target.addTempSkill("shouli_thunder");
|
||
player.addTempSkill("shouli_thunder");
|
||
evt.redo();
|
||
return;
|
||
}
|
||
}
|
||
evt.goto(0);
|
||
},
|
||
ai: {
|
||
respondSha: true,
|
||
respondShan: true,
|
||
skillTagFilter(player, tag) {
|
||
var func = get.is[tag == "respondSha" ? "attackingMount" : "defendingMount"];
|
||
return game.hasPlayer(function (current) {
|
||
return current.hasCard((card) => func(card, false), "e");
|
||
});
|
||
},
|
||
order: 2,
|
||
result: {
|
||
player(player, target) {
|
||
var att = Math.max(8, get.attitude(player, target));
|
||
if (_status.event.type != "phase") return 9 - att;
|
||
if (!player.hasValueTarget({ name: "sha" })) return 0;
|
||
return 9 - att;
|
||
},
|
||
},
|
||
},
|
||
group: "shouli_init",
|
||
subSkill: {
|
||
thunder: {
|
||
charlotte: true,
|
||
trigger: { player: "damageBegin1" },
|
||
forced: true,
|
||
mark: true,
|
||
content() {
|
||
trigger.num++;
|
||
game.setNature(trigger, "thunder");
|
||
},
|
||
marktext: "⚡",
|
||
intro: {
|
||
content: "受到的伤害+1且改为雷属性",
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target: (card, player, target) => {
|
||
if (!get.tag(card, "damage")) return;
|
||
if (target.hasSkillTag("nodamage") || target.hasSkillTag("nothunder"))
|
||
return "zeroplayertarget";
|
||
if (
|
||
target.hasSkillTag("filterDamage", null, {
|
||
player: player,
|
||
card: new lib.element.VCard(
|
||
{
|
||
name: card.name,
|
||
nature: "thunder",
|
||
},
|
||
[card]
|
||
),
|
||
})
|
||
)
|
||
return;
|
||
return 2;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
init: {
|
||
audio: "shouli",
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
filter(event, player) {
|
||
return event.name != "phase" || game.phaseNumber == 0;
|
||
},
|
||
logTarget: () => game.filterPlayer(),
|
||
content() {
|
||
"step 0";
|
||
var targets = game.filterPlayer().sortBySeat(player.getNext());
|
||
event.targets = targets;
|
||
event.num = 0;
|
||
"step 1";
|
||
var target = event.targets[num];
|
||
if (target.isIn()) {
|
||
var card = get.cardPile2(function (card) {
|
||
if (get.cardtag(card, "gifts")) return false;
|
||
var type = get.subtype(card);
|
||
if (type != "equip3" && type != "equip4" && type != "equip6")
|
||
return false;
|
||
return target.canUse(card, target);
|
||
});
|
||
if (card) target.chooseUseTarget(card, "nopopup", "noanimate", true);
|
||
}
|
||
event.num++;
|
||
if (event.num < targets.length) event.redo();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
shouli_backup: {
|
||
sourceSkill: "shouli",
|
||
precontent() {
|
||
"step 0";
|
||
delete event.result.skill;
|
||
var cards = event.result.card.cards;
|
||
event.result.cards = cards;
|
||
var owner = get.owner(cards[0]);
|
||
event.target = owner;
|
||
owner.$give(cards[0], player, false);
|
||
player.popup(event.result.card.name, "metal");
|
||
game.delayx();
|
||
event.getParent().addCount = false;
|
||
"step 1";
|
||
if (player != target) target.addTempSkill("fengyin");
|
||
target.addTempSkill("shouli_thunder");
|
||
player.addTempSkill("shouli_thunder");
|
||
},
|
||
filterCard() {
|
||
return false;
|
||
},
|
||
prompt: "请选择【杀】的目标",
|
||
selectCard: -1,
|
||
},
|
||
hengwu: {
|
||
audio: 2,
|
||
trigger: { player: ["useCard", "respond"] },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
var suit = get.suit(event.card);
|
||
if (
|
||
!lib.suit.includes(suit) ||
|
||
player.hasCard(function (card) {
|
||
return get.suit(card, player) == suit;
|
||
}, "h")
|
||
)
|
||
return false;
|
||
return game.hasPlayer(function (current) {
|
||
return current.hasCard(function (card) {
|
||
return get.suit(card, current) == suit;
|
||
}, "e");
|
||
});
|
||
},
|
||
content() {
|
||
var suit = get.suit(trigger.card);
|
||
player.draw(
|
||
game.countPlayer(function (current) {
|
||
return current.countCards("e", function (card) {
|
||
return get.suit(card, current) == suit;
|
||
});
|
||
})
|
||
);
|
||
},
|
||
ai: {
|
||
effect: {
|
||
player: (card, player, target) => {
|
||
if (typeof card !== "object") return;
|
||
let suit = get.suit(card);
|
||
if (
|
||
!lib.suit.includes(suit) ||
|
||
player.hasCard(function (i) {
|
||
return get.suit(i, player) == suit;
|
||
}, "h")
|
||
)
|
||
return;
|
||
return [
|
||
1,
|
||
0.8 *
|
||
game.countPlayer((current) => {
|
||
return current.countCards("e", (card) => {
|
||
return get.suit(card, current) == suit;
|
||
});
|
||
}),
|
||
];
|
||
},
|
||
target: (card, player, target) => {
|
||
if (
|
||
card.name === "sha" &&
|
||
!player.hasSkillTag(
|
||
"directHit_ai",
|
||
true,
|
||
{
|
||
target: target,
|
||
card: card,
|
||
},
|
||
true
|
||
) &&
|
||
game.hasPlayer((current) => {
|
||
return current.hasCard((cardx) => {
|
||
return get.subtype(cardx) === "equip3";
|
||
}, "e");
|
||
})
|
||
)
|
||
return [0, -0.5];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
changandajian_equip5: {
|
||
equipSkill: true,
|
||
mod: { maxHandcard: (player, num) => num + 2 },
|
||
},
|
||
changandajian_destroy: {
|
||
trigger: {
|
||
player: "loseAfter",
|
||
global: [
|
||
"equipAfter",
|
||
"addJudgeAfter",
|
||
"gainAfter",
|
||
"loseAsyncAfter",
|
||
"addToExpansionAfter",
|
||
],
|
||
},
|
||
forced: true,
|
||
charlotte: true,
|
||
equipSkill: true,
|
||
filter(event, player) {
|
||
var evt = event.getl(player);
|
||
if (!evt || !evt.es || !evt.es.length) return false;
|
||
for (var i of evt.es) {
|
||
if (i.name.indexOf("changandajian_equip") == 0) return true;
|
||
}
|
||
return false;
|
||
},
|
||
getEffect(player, target) {
|
||
if (player == target) return 0;
|
||
var getRaw = function () {
|
||
var att = get.attitude(player, target);
|
||
if (att > 0) {
|
||
if (
|
||
target.countCards("j", function (card) {
|
||
var cardj = card.viewAs ? { name: card.viewAs } : card;
|
||
return get.effect(target, cardj, target, player) < 0;
|
||
}) > 0
|
||
)
|
||
return 3;
|
||
if (
|
||
target.getEquip("baiyin") &&
|
||
target.isDamaged() &&
|
||
get.recoverEffect(target, player, player) > 0
|
||
) {
|
||
if (target.hp == 1 && !target.hujia) return 1.6;
|
||
}
|
||
if (
|
||
target.countCards("e", function (card) {
|
||
if (get.position(card) == "e") return get.value(card, target) < 0;
|
||
}) > 0
|
||
)
|
||
return 1;
|
||
}
|
||
var es = target.getCards("e");
|
||
var noe = es.length == 0 || target.hasSkillTag("noe");
|
||
var noe2 =
|
||
es.filter(function (esx) {
|
||
return get.value(esx, target) > 0;
|
||
}).length == 0;
|
||
if (noe || noe2) return 0;
|
||
if (att <= 0 && !target.countCards("e")) return 1.5;
|
||
return -1.5;
|
||
};
|
||
return getRaw() * get.attitude(player, target);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var num = 0,
|
||
recover = 0;
|
||
var evt = trigger.getl(player);
|
||
for (var i of evt.es) {
|
||
if (i.name.indexOf("changandajian_equip") == 0) num++;
|
||
if (i.name == "changandajian_equip2") recover++;
|
||
}
|
||
if (recover > 0) player.recover(recover);
|
||
event.count = num;
|
||
if (
|
||
!game.hasPlayer(function (current) {
|
||
return current.countCards("ej") > 0;
|
||
})
|
||
)
|
||
event.finish();
|
||
"step 1";
|
||
event.count--;
|
||
player
|
||
.chooseTarget(
|
||
true,
|
||
"选择一名装备区或判定区有牌的角色",
|
||
function (card, player, target) {
|
||
return target.countCards("ej") > 0;
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
return lib.skill.changandajian_destroy.getEffect(_status.event.player, target);
|
||
});
|
||
"step 2";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
event.target = target;
|
||
player.line(target, "green");
|
||
player.choosePlayerCard(target, true, "ej");
|
||
} else event.finish();
|
||
"step 3";
|
||
if (result.bool) {
|
||
var card = result.cards[0];
|
||
var num = get.number(card);
|
||
if ([1, 11, 12, 13].includes(num)) {
|
||
if (lib.filter.canBeGained(card, player, target))
|
||
player.gain(card, target, "give", "bySelf");
|
||
} else if (lib.filter.canBeDiscarded(card, player, target)) target.discard(card);
|
||
} else event.finish();
|
||
"step 4";
|
||
if (
|
||
event.count > 0 &&
|
||
game.hasPlayer(function (current) {
|
||
return current.countCards("ej") > 0;
|
||
})
|
||
)
|
||
event.goto(1);
|
||
},
|
||
},
|
||
dili: {
|
||
audio: 2,
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (player.storage.dili) return false;
|
||
if (event.name != "phase") return true;
|
||
if (game.phaseNumber == 0) return true;
|
||
//让神山识能够获得东吴命运线
|
||
return player.name == "key_shiki";
|
||
},
|
||
content() {
|
||
player.storage.dili = true;
|
||
var skill = [
|
||
"dili_shengzhi",
|
||
"dili_chigang",
|
||
"dili_qionglan",
|
||
"dili_quandao",
|
||
"dili_jiaohui",
|
||
"dili_yuanlv",
|
||
].randomGet();
|
||
player.addSkill(skill);
|
||
game.log(
|
||
player,
|
||
'解锁了<span style="font-family: yuanli">东吴命运线</span>:',
|
||
"#g【" + get.translation(skill) + "】"
|
||
);
|
||
},
|
||
derivation: [
|
||
"dili_shengzhi",
|
||
"dili_chigang",
|
||
"dili_qionglan",
|
||
"dili_quandao",
|
||
"dili_jiaohui",
|
||
"dili_yuanlv",
|
||
"gzyinghun",
|
||
"hongde",
|
||
"rebingyi",
|
||
"xinfu_guanwei",
|
||
"bizheng",
|
||
"xinanguo",
|
||
"shelie",
|
||
"wengua",
|
||
"rebotu",
|
||
"rezhiheng",
|
||
"jiexun",
|
||
"reanxu",
|
||
"xiashu",
|
||
"rejieyin",
|
||
"oldimeng",
|
||
"xinfu_guanchao",
|
||
"drlt_jueyan",
|
||
"lanjiang",
|
||
],
|
||
subSkill: {
|
||
shengzhi: {
|
||
audio: 2,
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
var num = get.number(event.card);
|
||
if (typeof num != "number") return false;
|
||
if (num <= 1) return false;
|
||
for (var i = 2; i <= Math.sqrt(num); i++) {
|
||
if (num % i == 0) return false;
|
||
}
|
||
if (!player.storage.yuheng) return false;
|
||
var list = ["gzyinghun", "hongde", "rebingyi"];
|
||
for (var i of list) {
|
||
if (!player.storage.yuheng.includes(i)) return false;
|
||
}
|
||
return true;
|
||
},
|
||
content() {
|
||
trigger.directHit.addArray(
|
||
game.filterPlayer(function (current) {
|
||
return current != player;
|
||
})
|
||
);
|
||
},
|
||
init(player, skill) {
|
||
player.markAuto("yuheng_current", ["gzyinghun", "hongde", "rebingyi"]);
|
||
},
|
||
mark: true,
|
||
ai: {
|
||
directHit_ai: true,
|
||
skillTagFilter(player, tag, arg) {
|
||
if (arg && arg.card) {
|
||
var num = get.number(arg.card);
|
||
if (typeof num != "number") return false;
|
||
if (num <= 1) return false;
|
||
for (var i = 2; i <= Math.sqrt(num); i++) {
|
||
if (num % i == 0) return false;
|
||
}
|
||
return true;
|
||
}
|
||
return false;
|
||
},
|
||
},
|
||
intro: {
|
||
name: "命运线:圣质",
|
||
content(storage, player) {
|
||
var finished = [],
|
||
unfinished = ["gzyinghun", "hongde", "rebingyi"];
|
||
if (player.storage.yuheng) {
|
||
for (var i = 0; i < unfinished.length; i++) {
|
||
if (player.storage.yuheng.includes(unfinished[i])) {
|
||
finished.push(unfinished[i]);
|
||
unfinished.splice(i--, 1);
|
||
}
|
||
}
|
||
}
|
||
var str = "";
|
||
if (unfinished.length)
|
||
str += "<li>未获得:" + get.translation(unfinished) + "<br>";
|
||
if (finished.length)
|
||
str += "<li>已获得过:" + get.translation(finished) + "<br>";
|
||
str +=
|
||
"<li>锁定技。若你因〖驭衡〗获得过〖英魂〗〖弘德〗〖秉壹〗,则当你使用点数为质数的牌时,此牌不可被响应。";
|
||
return str;
|
||
},
|
||
},
|
||
},
|
||
chigang: {
|
||
audio: 2,
|
||
trigger: { player: "phaseJudgeBefore" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (!player.storage.yuheng) return false;
|
||
var list = ["xinfu_guanwei", "bizheng", "xinanguo"];
|
||
for (var i of list) {
|
||
if (!player.storage.yuheng.includes(i)) return false;
|
||
}
|
||
return true;
|
||
},
|
||
content() {
|
||
trigger.cancel();
|
||
var next = player.phaseDraw();
|
||
event.next.remove(next);
|
||
trigger.getParent().next.push(next);
|
||
},
|
||
init(player, skill) {
|
||
player.markAuto("yuheng_current", ["xinfu_guanwei", "bizheng", "xinanguo"]);
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card) {
|
||
if (get.type(card) == "delay") return "zerotarget";
|
||
},
|
||
},
|
||
},
|
||
mark: true,
|
||
intro: {
|
||
name: "命运线:持纲",
|
||
content(storage, player) {
|
||
var finished = [],
|
||
unfinished = ["xinfu_guanwei", "bizheng", "xinanguo"];
|
||
if (player.storage.yuheng) {
|
||
for (var i = 0; i < unfinished.length; i++) {
|
||
if (player.storage.yuheng.includes(unfinished[i])) {
|
||
finished.push(unfinished[i]);
|
||
unfinished.splice(i--, 1);
|
||
}
|
||
}
|
||
}
|
||
var str = "";
|
||
if (unfinished.length)
|
||
str += "<li>未获得:" + get.translation(unfinished) + "<br>";
|
||
if (finished.length)
|
||
str += "<li>已获得过:" + get.translation(finished) + "<br>";
|
||
str +=
|
||
"<li>锁定技。若你因〖驭衡〗获得过〖观微〗〖弼政〗〖安国〗,则当你的判定阶段开始前,你跳过此阶段并获得一个额外的摸牌阶段。";
|
||
return str;
|
||
},
|
||
},
|
||
},
|
||
qionglan: {
|
||
audio: 2,
|
||
init(player, skill) {
|
||
player.markAuto("yuheng_current", ["shelie", "wengua", "rebotu"]);
|
||
},
|
||
trigger: { player: "useSkillAfter" },
|
||
forced: true,
|
||
limited: true,
|
||
filter(event, player) {
|
||
if (!player.storage.yuheng || event.skill != "yuheng") return false;
|
||
var list = ["shelie", "wengua", "rebotu"];
|
||
for (var i of list) {
|
||
if (!player.storage.yuheng.includes(i)) return false;
|
||
}
|
||
return true;
|
||
},
|
||
content() {
|
||
player.awakenSkill("dili_qionglan");
|
||
var list = [
|
||
"dili_shengzhi",
|
||
"dili_chigang",
|
||
"dili_quandao",
|
||
"dili_jiaohui",
|
||
"dili_yuanlv",
|
||
];
|
||
var list2 = list.randomRemove(2);
|
||
if (list2.includes("dili_quandao") && list2.includes("dili_jiaohui")) {
|
||
list2.randomRemove(1);
|
||
list2.push(list.randomGet());
|
||
}
|
||
for (var skill of list2) {
|
||
player.addSkill(skill);
|
||
game.log(
|
||
player,
|
||
'解锁了<span style="font-family: yuanli">东吴命运线</span>:',
|
||
"#g【" + get.translation(skill) + "】"
|
||
);
|
||
}
|
||
},
|
||
mark: true,
|
||
intro: {
|
||
name: "命运线:穹览",
|
||
content(storage, player) {
|
||
var finished = [],
|
||
unfinished = ["shelie", "wengua", "rebotu"];
|
||
if (player.storage.yuheng) {
|
||
for (var i = 0; i < unfinished.length; i++) {
|
||
if (player.storage.yuheng.includes(unfinished[i])) {
|
||
finished.push(unfinished[i]);
|
||
unfinished.splice(i--, 1);
|
||
}
|
||
}
|
||
}
|
||
var str = "";
|
||
if (unfinished.length)
|
||
str += "<li>未获得:" + get.translation(unfinished) + "<br>";
|
||
if (finished.length)
|
||
str += "<li>已获得过:" + get.translation(finished) + "<br>";
|
||
str +=
|
||
'<li>锁定技,限定技。若你因〖驭衡〗获得过〖涉猎〗〖问卦〗〖博图〗,则当你发动的〖驭衡〗结算结束后,你随机获得两条其他<span style="font-family: yuanli">东吴命运线</span>。';
|
||
return str;
|
||
},
|
||
},
|
||
},
|
||
quandao: {
|
||
audio: 2,
|
||
mod: {
|
||
cardname(card, player) {
|
||
if (player.storage.yuheng && [1, 11, 12, 13].includes(card.number)) {
|
||
var list = ["rezhiheng", "jiexun", "reanxu"];
|
||
for (var i of list) {
|
||
if (!player.storage.yuheng.includes(i)) return;
|
||
}
|
||
return "tiaojiyanmei";
|
||
}
|
||
},
|
||
},
|
||
init(player, skill) {
|
||
player.markAuto("yuheng_current", ["rezhiheng", "jiexun", "reanxu"]);
|
||
},
|
||
mark: true,
|
||
intro: {
|
||
name: "命运线:权道",
|
||
content(storage, player) {
|
||
var finished = [],
|
||
unfinished = ["rezhiheng", "jiexun", "reanxu"];
|
||
if (player.storage.yuheng) {
|
||
for (var i = 0; i < unfinished.length; i++) {
|
||
if (player.storage.yuheng.includes(unfinished[i])) {
|
||
finished.push(unfinished[i]);
|
||
unfinished.splice(i--, 1);
|
||
}
|
||
}
|
||
}
|
||
var str = "";
|
||
if (unfinished.length)
|
||
str += "<li>未获得:" + get.translation(unfinished) + "<br>";
|
||
if (finished.length)
|
||
str += "<li>已获得过:" + get.translation(finished) + "<br>";
|
||
str +=
|
||
"<li>锁定技。若你因〖驭衡〗获得过〖制衡〗〖诫训〗〖安恤〗,则你手牌区内点数为字母的牌的牌名视为【调剂盐梅】。";
|
||
return str;
|
||
},
|
||
},
|
||
},
|
||
jiaohui: {
|
||
audio: 2,
|
||
mod: {
|
||
cardname(card, player) {
|
||
if (player.countCards("h") == 1 && player.storage.yuheng) {
|
||
var list = ["xiashu", "rejieyin", "oldimeng"];
|
||
for (var i of list) {
|
||
if (!player.storage.yuheng.includes(i)) return;
|
||
}
|
||
return "yuanjiao";
|
||
}
|
||
},
|
||
},
|
||
init(player, skill) {
|
||
player.markAuto("yuheng_current", ["xiashu", "rejieyin", "oldimeng"]);
|
||
},
|
||
mark: true,
|
||
intro: {
|
||
name: "命运线:交辉",
|
||
content(storage, player) {
|
||
var finished = [],
|
||
unfinished = ["xiashu", "rejieyin", "oldimeng"];
|
||
if (player.storage.yuheng) {
|
||
for (var i = 0; i < unfinished.length; i++) {
|
||
if (player.storage.yuheng.includes(unfinished[i])) {
|
||
finished.push(unfinished[i]);
|
||
unfinished.splice(i--, 1);
|
||
}
|
||
}
|
||
}
|
||
var str = "";
|
||
if (unfinished.length)
|
||
str += "<li>未获得:" + get.translation(unfinished) + "<br>";
|
||
if (finished.length)
|
||
str += "<li>已获得过:" + get.translation(finished) + "<br>";
|
||
str +=
|
||
"<li>锁定技。若你因〖驭衡〗获得过〖下书〗〖结姻〗〖缔盟〗,且你的手牌数为1,则此牌的牌名视为【远交近攻】。";
|
||
return str;
|
||
},
|
||
},
|
||
},
|
||
yuanlv: {
|
||
audio: 2,
|
||
init(player, skill) {
|
||
player.markAuto("yuheng_current", ["xinfu_guanchao", "drlt_jueyan", "lanjiang"]);
|
||
},
|
||
trigger: { player: "useCardToTargeted" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (
|
||
get.type(event.card, false) != "equip" ||
|
||
player != event.target ||
|
||
event.card.name.indexOf("changandajian_equip") == 0
|
||
)
|
||
return false;
|
||
if (!player.storage.yuheng) return false;
|
||
var list = ["xinfu_guanchao", "drlt_jueyan", "lanjiang"];
|
||
for (var i of list) {
|
||
if (!player.storage.yuheng.includes(i)) return false;
|
||
}
|
||
var type = get.subtype(event.card);
|
||
if (lib.card["changandajian_" + type] && player.hasEquipableSlot(type))
|
||
return true;
|
||
return false;
|
||
},
|
||
content() {
|
||
var cards = trigger.cards.filterInD();
|
||
if (cards.length > 0) game.cardsDiscard(cards);
|
||
var type = get.subtype(trigger.card);
|
||
var card = game.createCard(
|
||
"changandajian_" + type,
|
||
Math.random() < 0.5 ? "spade" : "heart",
|
||
10
|
||
);
|
||
player.useCard(card, player);
|
||
},
|
||
mark: true,
|
||
intro: {
|
||
name: "命运线:渊虑",
|
||
content(storage, player) {
|
||
var finished = [],
|
||
unfinished = ["xinfu_guanchao", "drlt_jueyan", "lanjiang"];
|
||
if (player.storage.yuheng) {
|
||
for (var i = 0; i < unfinished.length; i++) {
|
||
if (player.storage.yuheng.includes(unfinished[i])) {
|
||
finished.push(unfinished[i]);
|
||
unfinished.splice(i--, 1);
|
||
}
|
||
}
|
||
}
|
||
var str = "";
|
||
if (unfinished.length)
|
||
str += "<li>未获得:" + get.translation(unfinished) + "<br>";
|
||
if (finished.length)
|
||
str += "<li>已获得过:" + get.translation(finished) + "<br>";
|
||
str +=
|
||
"<li>锁定技。若你因〖驭衡〗获得过〖观潮〗〖决堰〗〖澜江〗,则当你成为自己使用的装备牌的目标后,你将此牌置于弃牌堆,然后使用一张与此装备牌副类别相同的【长安大舰】。";
|
||
return str;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
yuheng: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
content() {
|
||
var skills = player.getSkills(null, false, false).filter(function (i) {
|
||
if (i == "yuheng") return false;
|
||
var info = get.info(i);
|
||
return info && !info.charlotte && !get.is.locked(i);
|
||
});
|
||
if (skills.length) {
|
||
player.removeSkills(skills);
|
||
}
|
||
//初始化技能库
|
||
var list1 = [
|
||
"dili_shengzhi",
|
||
"dili_chigang",
|
||
"dili_qionglan",
|
||
"dili_quandao",
|
||
"dili_jiaohui",
|
||
"dili_yuanlv",
|
||
];
|
||
var list2 = [
|
||
"gzyinghun",
|
||
"hongde",
|
||
"rebingyi",
|
||
"xinfu_guanwei",
|
||
"bizheng",
|
||
"xinanguo",
|
||
"shelie",
|
||
"wengua",
|
||
"rebotu",
|
||
"rezhiheng",
|
||
"jiexun",
|
||
"reanxu",
|
||
"xiashu",
|
||
"rejieyin",
|
||
"oldimeng",
|
||
"xinfu_guanchao",
|
||
"drlt_jueyan",
|
||
"lanjiang",
|
||
];
|
||
var list3 = [];
|
||
if (!player.storage.yuheng_full) player.storage.yuheng_full = list2.slice(0);
|
||
if (player.getStorage("yuheng_current").length == 0) {
|
||
for (var i = 0; i < list1.length; i++) {
|
||
if (player.hasSkill(list1[i])) {
|
||
for (var j = 0; j < 3; j++) {
|
||
list3.add(list2[i * 3 + j]);
|
||
}
|
||
}
|
||
}
|
||
if (!player.storage.yuheng_current) player.storage.yuheng_current = list3.slice(0);
|
||
}
|
||
var fullskills, currentskills;
|
||
//决定抽选技能范围
|
||
if (player.storage.yuheng_full && player.storage.yuheng_full.length)
|
||
fullskills = player.storage.yuheng_full;
|
||
else fullskills = list2.slice(0);
|
||
if (player.storage.yuheng_current && player.storage.yuheng_current.length)
|
||
currentskills = player.storage.yuheng_current;
|
||
else currentskills = list3.slice(0);
|
||
var skills = [];
|
||
//在没有发动过其他非锁定技时抽选技能
|
||
var evtx = event.getParent("phaseUse");
|
||
if (
|
||
currentskills.length > 0 &&
|
||
!player.hasHistory("useSkill", function (evt) {
|
||
if (evt.skill == "yuheng" || evt.type != "player" || !evt.sourceSkill)
|
||
return false;
|
||
var info1 = get.info(evt.skill);
|
||
if (info1.charlotte) return false;
|
||
var info = get.info(evt.sourceSkill);
|
||
if (info.charlotte || get.is.locked(evt.skill)) return false;
|
||
return evt.event.getParent("phaseUse") == evtx;
|
||
})
|
||
) {
|
||
fullskills.randomSort();
|
||
currentskills.randomSort();
|
||
for (var i = 0; i < fullskills.length; i++) {
|
||
for (var j = 0; j < currentskills.length; j++) {
|
||
if (
|
||
fullskills[i] != currentskills[j] ||
|
||
(i == fullskills.length - 1 && j == currentskills.length - 1)
|
||
) {
|
||
skills.add(fullskills.splice(i--, 1)[0]);
|
||
skills.add(currentskills.splice(j--, 1)[0]);
|
||
break;
|
||
}
|
||
}
|
||
if (skills.length > 0) break;
|
||
}
|
||
}
|
||
//在已经发动过其他非锁定技时抽选技能
|
||
else {
|
||
skills.add(fullskills.randomRemove(1)[0]);
|
||
}
|
||
for (var i of skills) {
|
||
player.addSkills(i);
|
||
}
|
||
player.markAuto("yuheng", skills);
|
||
},
|
||
ai: {
|
||
order(item, player) {
|
||
var evtx = _status.event.getParent("phaseUse");
|
||
if (
|
||
!player.hasHistory("useSkill", function (evt) {
|
||
if (evt.skill == "yuheng" || evt.type != "player" || !evt.sourceSkill)
|
||
return false;
|
||
var info1 = get.info(evt.skill);
|
||
if (info1.charlotte) return false;
|
||
var info = get.info(evt.sourceSkill);
|
||
if (info.charlotte || get.is.locked(evt.skill)) return false;
|
||
return evt.event.getParent("phaseUse") == evtx;
|
||
})
|
||
)
|
||
return 11;
|
||
return 0.8;
|
||
},
|
||
result: { player: 1 },
|
||
},
|
||
group: "yuheng_losehp",
|
||
subSkill: {
|
||
losehp: {
|
||
trigger: { player: "phaseUseEnd" },
|
||
forced: true,
|
||
locked: false,
|
||
filter(event, player) {
|
||
return !player.hasHistory("useSkill", function (evt) {
|
||
if (evt.skill != "yuheng") return false;
|
||
return evt.event.getParent("phaseUse") == event;
|
||
});
|
||
},
|
||
content() {
|
||
player.loseHp();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
jiufa: {
|
||
audio: 2,
|
||
trigger: { player: ["useCardAfter", "respondAfter"] },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
return event.jiufa_counted && player.getStorage("jiufa").length >= 9;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.unmarkSkill("jiufa");
|
||
event.cards = get.cards(9);
|
||
event.cards.sort(function (a, b) {
|
||
return get.number(b) - get.number(a);
|
||
});
|
||
game.cardsGotoOrdering(event.cards);
|
||
event.videoId = lib.status.videoId++;
|
||
game.broadcastAll(
|
||
function (player, id, cards) {
|
||
var str;
|
||
if (player == game.me && !_status.auto) {
|
||
str = "九伐:选择任意张点数满足条件的牌";
|
||
} else {
|
||
str = "九伐";
|
||
}
|
||
var dialog = ui.create.dialog(str, cards);
|
||
dialog.videoId = id;
|
||
},
|
||
player,
|
||
event.videoId,
|
||
event.cards
|
||
);
|
||
event.time = get.utc();
|
||
game.addVideo("showCards", player, ["九伐", get.cardsInfo(event.cards)]);
|
||
game.addVideo("delay", null, 2);
|
||
"step 1";
|
||
var next = player.chooseButton([0, 9], true);
|
||
next.set("dialog", event.videoId);
|
||
next.set("filterButton", function (button) {
|
||
var num = get.number(button.link),
|
||
cards = _status.event.getParent().cards;
|
||
for (var i of ui.selected.buttons) {
|
||
if (get.number(i.link) == num) return false;
|
||
}
|
||
for (var i of cards) {
|
||
if (i != button.link && get.number(i) == num) return true;
|
||
}
|
||
return false;
|
||
});
|
||
next.set("ai", function (button) {
|
||
return get.value(button.link, _status.event.player);
|
||
});
|
||
"step 2";
|
||
if (result.bool && result.links && result.links.length) {
|
||
event.cards2 = result.links;
|
||
}
|
||
var time = 1000 - (get.utc() - event.time);
|
||
if (time > 0) {
|
||
game.delay(0, time);
|
||
}
|
||
"step 3";
|
||
game.broadcastAll("closeDialog", event.videoId);
|
||
var cards2 = event.cards2;
|
||
if (cards2 && cards2.length) player.gain(cards2, "log", "gain2");
|
||
},
|
||
marktext: "⑨",
|
||
intro: {
|
||
content: "已记录牌名:$",
|
||
onunmark: true,
|
||
},
|
||
group: "jiufa_count",
|
||
subSkill: {
|
||
count: {
|
||
trigger: { player: ["useCard1", "respond"] },
|
||
forced: true,
|
||
charlotte: true,
|
||
popup: false,
|
||
firstDo: true,
|
||
filter(event, player) {
|
||
return !player.getStorage("jiufa").includes(event.card.name);
|
||
},
|
||
content() {
|
||
trigger.jiufa_counted = true;
|
||
player.markAuto("jiufa", [trigger.card.name]);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
tianren: {
|
||
audio: 2,
|
||
trigger: { global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter"] },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (event.name.indexOf("lose") == 0) {
|
||
if (event.getlx === false || event.position != ui.discardPile) return false;
|
||
} else {
|
||
var evt = event.getParent();
|
||
if (evt.relatedEvent && evt.relatedEvent.name == "useCard") return false;
|
||
}
|
||
for (var i of event.cards) {
|
||
var owner = false;
|
||
if (event.hs && event.hs.includes(i)) owner = event.player;
|
||
var type = get.type(i, null, owner);
|
||
if (type == "basic" || type == "trick") return true;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
var num = 0;
|
||
for (var i of trigger.cards) {
|
||
var owner = false;
|
||
if (trigger.hs && trigger.hs.includes(i)) owner = trigger.player;
|
||
var type = get.type(i, null, owner);
|
||
if (type == "basic" || type == "trick") num++;
|
||
}
|
||
player.addMark("tianren", num);
|
||
},
|
||
group: "tianren_maxHp",
|
||
intro: { content: "mark" },
|
||
subSkill: {
|
||
maxHp: {
|
||
trigger: { player: ["tianrenAfter", "gainMaxHpAfter", "loseMaxHpAfter"] },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return player.countMark("tianren") >= player.maxHp;
|
||
},
|
||
content() {
|
||
player.removeMark("tianren", player.maxHp);
|
||
player.gainMaxHp();
|
||
player.draw(2);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
pingxiang: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
limited: true,
|
||
skillAnimation: true,
|
||
animationColor: "ice",
|
||
filter(event, player) {
|
||
return player.maxHp > 9;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.awakenSkill("pingxiang");
|
||
player.loseMaxHp(9);
|
||
event.num = 0;
|
||
"step 1";
|
||
event.num++;
|
||
player.chooseUseTarget(
|
||
{
|
||
name: "sha",
|
||
nature: "fire",
|
||
isCard: true,
|
||
},
|
||
"请选择火【杀】的目标(" + (event.num == 9 ? "⑨" : event.num) + "/9)",
|
||
false
|
||
);
|
||
"step 2";
|
||
if (result.bool && event.num < 9) event.goto(1);
|
||
else player.removeSkills("jiufa");
|
||
"step 3";
|
||
player.addSkill("pingxiang_effect");
|
||
},
|
||
ai: {
|
||
order() {
|
||
return get.order({
|
||
name: "sha",
|
||
nature: "fire",
|
||
isCard: true,
|
||
});
|
||
},
|
||
result: {
|
||
player(player) {
|
||
if (
|
||
player.hasValueTarget({
|
||
name: "sha",
|
||
nature: "fire",
|
||
isCard: true,
|
||
})
|
||
)
|
||
return 1;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
subSkill: {
|
||
effect: {
|
||
marktext: "襄",
|
||
intro: { content: "手牌上限基数改为体力上限" },
|
||
mod: {
|
||
maxHandcardBase(player) {
|
||
return player.maxHp;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
hina_shenshi: {
|
||
groupSkill: true,
|
||
trigger: { player: ["phaseUseBegin", "phaseUseEnd"] },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
return player.group == "shen";
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.draw(2).gaintag = ["hina_shenshi"];
|
||
player.addSkill("hina_shenshi_yingbian");
|
||
"step 1";
|
||
var cards = player.getCards("h", function (card) {
|
||
return card.hasGaintag("hina_shenshi");
|
||
});
|
||
if (!cards.length) event.finish();
|
||
else if (cards.length == 1) event._result = { bool: true, cards: cards };
|
||
else
|
||
player.chooseCard("h", true, "将一张“神视”牌置于牌堆顶", function (card) {
|
||
return card.hasGaintag("hina_shenshi");
|
||
});
|
||
"step 2";
|
||
if (result.bool) {
|
||
game.log(player, "将一张牌置于了牌堆顶");
|
||
player.lose(result.cards, ui.cardPile, "insert");
|
||
player.$throw(1, 1000);
|
||
} else event.finish();
|
||
"step 3";
|
||
game.delayx();
|
||
},
|
||
onremove(player) {
|
||
player.removeGaintag("hina_shenshi");
|
||
},
|
||
group: "hina_shenshi_yingbian",
|
||
},
|
||
hina_shenshi_yingbian: {
|
||
trigger: { player: "yingbian" },
|
||
forced: true,
|
||
filter: (event, player) =>
|
||
event.card.isCard &&
|
||
player.hasHistory(
|
||
"lose",
|
||
(evt) =>
|
||
evt.getParent() == event &&
|
||
Object.values(evt.gaintag_map).some((value) => value.includes("hina_shenshi"))
|
||
),
|
||
content: () => {
|
||
if (!Array.isArray(trigger.temporaryYingbian)) trigger.temporaryYingbian = [];
|
||
trigger.temporaryYingbian.add("force");
|
||
trigger.temporaryYingbian.addArray(get.yingbianEffects());
|
||
},
|
||
},
|
||
hina_xingzhi: {
|
||
groupSkill: true,
|
||
trigger: { player: "yingbian" },
|
||
usable: 1,
|
||
filter: (event, player) =>
|
||
player.group == "key" &&
|
||
!event.card.yingbian &&
|
||
lib.yingbian.condition.complex.has("zhuzhan"),
|
||
content: () => {
|
||
"step 0";
|
||
trigger.yingbianZhuzhanAI = (player, card, source, targets) => (cardx) => {
|
||
if (get.attitude(player, source) <= 0) return 0;
|
||
var info = get.info(card),
|
||
num = 0;
|
||
if (info && info.ai && info.ai.yingbian) {
|
||
var ai = info.ai.yingbian(card, source, targets, player);
|
||
if (ai) num = ai;
|
||
}
|
||
return Math.max(num, 6) - get.value(cardx);
|
||
};
|
||
trigger.afterYingbianZhuzhan = (event) => event.zhuzhanresult.draw(2);
|
||
lib.yingbian.condition.complex.get("zhuzhan")(trigger);
|
||
"step 1";
|
||
if (!result.bool) return;
|
||
trigger.card.yingbian = true;
|
||
lib.yingbian.effect.forEach((value) => game.yingbianEffect(trigger, value));
|
||
player.addTempSkill("yingbian_changeTarget");
|
||
},
|
||
},
|
||
yingba: {
|
||
audio: 2,
|
||
mod: {
|
||
aiOrder(player, card, num) {
|
||
if (
|
||
num > 0 &&
|
||
_status.event &&
|
||
_status.event.type == "phase" &&
|
||
get.tag(card, "recover")
|
||
) {
|
||
if (player.needsToDiscard()) return num / 3;
|
||
return 0;
|
||
}
|
||
},
|
||
targetInRange(card, player, target) {
|
||
if (target.hasMark("yingba_mark")) return true;
|
||
},
|
||
},
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter: (event, player) =>
|
||
game.hasPlayer((current) => current != player && current.maxHp > 1),
|
||
filterTarget: (card, player, target) => target != player && target.maxHp > 1,
|
||
content() {
|
||
"step 0";
|
||
target.loseMaxHp();
|
||
"step 1";
|
||
if (target.isIn()) target.addMark("yingba_mark", 1);
|
||
player.loseMaxHp();
|
||
},
|
||
locked: false,
|
||
//global:'yingba_mark',
|
||
ai: {
|
||
combo: "scfuhai",
|
||
threaten: 3,
|
||
order: 11,
|
||
result: {
|
||
player(player, target) {
|
||
if (player.maxHp == 1) return -2.5;
|
||
return -0.25;
|
||
},
|
||
target(player, target) {
|
||
if (target.isHealthy()) return -2;
|
||
if (!target.hasMark("yingba_mark")) return -1;
|
||
return -0.2;
|
||
},
|
||
},
|
||
},
|
||
subSkill: {
|
||
mark: {
|
||
marktext: "定",
|
||
intro: {
|
||
name: "平定",
|
||
content: "mark",
|
||
onunmark: true,
|
||
},
|
||
mod: {
|
||
maxHandcard(player, numx) {
|
||
var num = player.countMark("yingba_mark");
|
||
if (num)
|
||
return (
|
||
numx +
|
||
num *
|
||
game.countPlayer(function (current) {
|
||
return current.hasSkill("yingba");
|
||
})
|
||
);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
scfuhai: {
|
||
audio: 2,
|
||
trigger: { player: "useCardToPlayered" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.target && event.target.hasMark("yingba_mark");
|
||
},
|
||
logTarget: "target",
|
||
content() {
|
||
trigger.directHit.add(trigger.target);
|
||
if (
|
||
player.getHistory("gain", function (evt) {
|
||
return evt.getParent(2).name == "scfuhai";
|
||
}).length < 2
|
||
)
|
||
player.draw();
|
||
},
|
||
group: ["scfuhai_die"],
|
||
ai: {
|
||
directHit_ai: true,
|
||
skillTagFilter(player, tag, arg) {
|
||
return arg && arg.target && arg.target.hasMark("yingba_mark");
|
||
},
|
||
combo: "yingba",
|
||
},
|
||
subSkill: {
|
||
usea: {
|
||
trigger: { player: "useCardAfter" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return lib.skill.scfuhai_usea.logTarget(event, player).length > 0;
|
||
},
|
||
logTarget(event, player) {
|
||
return event.targets.filter(function (i) {
|
||
return i.hasMark("yingba_mark");
|
||
});
|
||
},
|
||
content() {
|
||
var num = 0;
|
||
for (var i of trigger.targets) {
|
||
var numx = i.countMark("yingba_mark");
|
||
if (numx) {
|
||
num += numx;
|
||
i.removeMark("yingba_mark", numx);
|
||
}
|
||
}
|
||
if (num) player.gainMaxHp(num);
|
||
},
|
||
},
|
||
die: {
|
||
trigger: { global: "die" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.player.countMark("yingba_mark") > 0;
|
||
},
|
||
content() {
|
||
player.gainMaxHp(trigger.player.countMark("yingba_mark"));
|
||
player.draw(trigger.player.countMark("yingba_mark"));
|
||
},
|
||
},
|
||
},
|
||
},
|
||
pinghe: {
|
||
audio: 2,
|
||
mod: {
|
||
maxHandcardBase(player) {
|
||
return player.getDamagedHp();
|
||
},
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (
|
||
get.tag(card, "recover") &&
|
||
_status.event.type == "phase" &&
|
||
!player.needsToDiscard()
|
||
)
|
||
return 0.2;
|
||
},
|
||
},
|
||
},
|
||
trigger: { player: "damageBegin2" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return (
|
||
event.source &&
|
||
event.source != player &&
|
||
player.maxHp > 1 &&
|
||
player.countCards("h") > 0
|
||
);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseCardTarget({
|
||
prompt: "请选择【冯河】的牌和目标",
|
||
prompt2:
|
||
"将一张手牌交给一名其他角色并防止伤害" +
|
||
(player.hasSkill("yingba") ? ",然后令伤害来源获得一个“平定”标记" : ""),
|
||
filterCard: true,
|
||
forced: true,
|
||
filterTarget: lib.filter.notMe,
|
||
ai1(card) {
|
||
if (
|
||
get.tag(card, "recover") &&
|
||
!game.hasPlayer(function (current) {
|
||
return (
|
||
get.attitude(current, player) > 0 && !current.hasSkillTag("nogain")
|
||
);
|
||
})
|
||
)
|
||
return 0;
|
||
return 1 / Math.max(0.1, get.value(card));
|
||
},
|
||
ai2(target) {
|
||
var player = _status.event.player,
|
||
att = get.attitude(player, target);
|
||
if (target.hasSkillTag("nogain")) att /= 9;
|
||
return 4 + att;
|
||
},
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
//player.logSkill('pinghe',target);
|
||
player.line(target, "green");
|
||
player.give(result.cards, target);
|
||
trigger.cancel();
|
||
player.loseMaxHp();
|
||
if (player.hasSkill("yingba")) {
|
||
trigger.source.addMark("yingba_mark", 1);
|
||
}
|
||
}
|
||
},
|
||
},
|
||
tianzuo: {
|
||
audio: 2,
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
return (
|
||
(event.name != "phase" || game.phaseNumber == 0) &&
|
||
!lib.inpile.includes("qizhengxiangsheng")
|
||
);
|
||
},
|
||
content() {
|
||
game.addGlobalSkill("tianzuo_global");
|
||
var cards = [];
|
||
for (var i = 2; i < 10; i++) {
|
||
cards.push(game.createCard2("qizhengxiangsheng", i % 2 ? "club" : "spade", i));
|
||
}
|
||
game.broadcastAll(function () {
|
||
lib.inpile.add("qizhengxiangsheng");
|
||
});
|
||
game.cardsGotoPile(cards, () => {
|
||
return ui.cardPile.childNodes[get.rand(0, ui.cardPile.childNodes.length - 1)];
|
||
});
|
||
},
|
||
group: "tianzuo_remove",
|
||
subSkill: {
|
||
remove: {
|
||
audio: 2,
|
||
trigger: { target: "useCardToBefore" },
|
||
forced: true,
|
||
priority: 15,
|
||
filter(event, player) {
|
||
return event.card && event.card.name == "qizhengxiangsheng";
|
||
},
|
||
content() {
|
||
trigger.cancel();
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (card && card.name == "qizhengxiangsheng") return "zeroplayertarget";
|
||
},
|
||
},
|
||
},
|
||
},
|
||
global: {
|
||
trigger: { player: "useCardToPlayered" },
|
||
forced: true,
|
||
popup: false,
|
||
filter(event, player) {
|
||
return event.card.name == "qizhengxiangsheng";
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var target = trigger.target;
|
||
event.target = target;
|
||
player
|
||
.chooseControl("奇兵", "正兵")
|
||
.set("prompt", "请选择" + get.translation(target) + "的标记")
|
||
.set(
|
||
"choice",
|
||
(function () {
|
||
var e1 = 1.5 * get.sgn(get.damageEffect(target, player, target));
|
||
var e2 = 0;
|
||
if (
|
||
target.countGainableCards(player, "h") > 0 &&
|
||
!target.hasSkillTag("noh")
|
||
)
|
||
e2 = -1;
|
||
var es = target.getGainableCards(player, "e");
|
||
if (es.length)
|
||
e2 = Math.min(
|
||
e2,
|
||
(function () {
|
||
var max = 0;
|
||
for (var i of es)
|
||
max = Math.max(max, get.value(i, target));
|
||
return -max / 4;
|
||
})()
|
||
);
|
||
if (Math.abs(e1 - e2) <= 0.3)
|
||
return Math.random() < 0.5 ? "奇兵" : "正兵";
|
||
if (e1 < e2) return "奇兵";
|
||
return "正兵";
|
||
})()
|
||
)
|
||
.set("ai", function () {
|
||
return _status.event.choice;
|
||
});
|
||
"step 1";
|
||
var map = trigger.getParent().customArgs,
|
||
id = target.playerid;
|
||
if (!map[id]) map[id] = {};
|
||
map[id].qizheng_name = result.control;
|
||
},
|
||
},
|
||
rewrite: {
|
||
audio: "tianzuo",
|
||
trigger: { global: "useCardToTargeted" },
|
||
filter(event, player) {
|
||
return event.card.name == "qizhengxiangsheng";
|
||
},
|
||
logTarget: "target",
|
||
prompt2: "观看其手牌并修改“奇正相生”标记",
|
||
content() {
|
||
"step 0";
|
||
var target = trigger.target;
|
||
event.target = target;
|
||
if (player != target && target.countCards("h") > 0) player.viewHandcards(target);
|
||
player
|
||
.chooseControl("奇兵", "正兵")
|
||
.set("prompt", "请选择" + get.translation(target) + "的标记")
|
||
.set(
|
||
"choice",
|
||
(function () {
|
||
var shas = target.getCards("h", "sha"),
|
||
shans = target.getCards("h", "shan");
|
||
var e1 = 1.5 * get.sgn(get.damageEffect(target, player, target));
|
||
var e2 = 0;
|
||
if (
|
||
target.countGainableCards(player, "h") > 0 &&
|
||
!target.hasSkillTag("noh")
|
||
)
|
||
e2 = -1;
|
||
var es = target.getGainableCards(player, "e");
|
||
if (es.length)
|
||
e2 = Math.min(
|
||
e2,
|
||
(function () {
|
||
var max = 0;
|
||
for (var i of es)
|
||
max = Math.max(max, get.value(i, target));
|
||
return -max / 4;
|
||
})()
|
||
);
|
||
if (get.attitude(player, target) > 0) {
|
||
if (shas.length >= Math.max(1, shans.length)) return "奇兵";
|
||
if (shans.length > shas.length) return "正兵";
|
||
return e1 > e2 ? "奇兵" : "正兵";
|
||
}
|
||
if (shas.length) e1 = -0.5;
|
||
if (shans.length) e2 = -0.7;
|
||
if (Math.abs(e1 - e2) <= 0.3)
|
||
return Math.random() < 0.5 ? "奇兵" : "正兵";
|
||
var rand = Math.random();
|
||
if (e1 < e2) return rand < 0.1 ? "奇兵" : "正兵";
|
||
return rand < 0.1 ? "正兵" : "奇兵";
|
||
})()
|
||
)
|
||
.set("ai", () => _status.event.choice);
|
||
"step 1";
|
||
var map = trigger.getParent().customArgs,
|
||
id = target.playerid;
|
||
if (!map[id]) map[id] = {};
|
||
map[id].qizheng_name = result.control;
|
||
map[id].qizheng_aibuff = get.attitude(player, target) > 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
lingce: {
|
||
audio: 2,
|
||
init: (player) => {
|
||
game.addGlobalSkill("lingce_global");
|
||
},
|
||
trigger: { global: "useCard" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (!event.card.isCard || !event.cards || event.cards.length !== 1) return false;
|
||
return (
|
||
event.card.name == "qizhengxiangsheng" ||
|
||
get.zhinangs().includes(event.card.name) ||
|
||
player.getStorage("dinghan").includes(event.card.name)
|
||
);
|
||
},
|
||
content() {
|
||
player.draw();
|
||
},
|
||
subSkill: {
|
||
global: {
|
||
ai: {
|
||
effect: {
|
||
player: (card, player, target) => {
|
||
let num = 0,
|
||
nohave = true;
|
||
game.countPlayer((i) => {
|
||
if (i.hasSkill("lingce")) {
|
||
nohave = false;
|
||
if (i.isIn() && lib.skill.lingce.filter({ card: card }, i))
|
||
num += get.sgnAttitude(player, i);
|
||
}
|
||
}, true);
|
||
if (nohave) game.removeGlobalSkill("lingce_global");
|
||
else return [1, 0.8 * num];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
dinghan: {
|
||
audio: 2,
|
||
trigger: {
|
||
target: "useCardToTarget",
|
||
player: "addJudgeBefore",
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
filter(event, player) {
|
||
if (event.name == "useCardToTarget" && get.type(event.card, null, false) != "trick")
|
||
return false;
|
||
return !player.getStorage("dinghan").includes(event.card.name);
|
||
},
|
||
content() {
|
||
player.markAuto("dinghan", [trigger.card.name]);
|
||
if (trigger.name == "addJudge") {
|
||
trigger.cancel();
|
||
var owner = get.owner(trigger.card);
|
||
if (owner && owner.getCards("hej").includes(trigger.card))
|
||
owner.lose(trigger.card, ui.discardPile);
|
||
else game.cardsDiscard(trigger.card);
|
||
game.log(trigger.card, "进入了弃牌堆");
|
||
} else {
|
||
trigger.targets.remove(player);
|
||
trigger.getParent().triggeredTargets2.remove(player);
|
||
trigger.untrigger();
|
||
}
|
||
},
|
||
onremove: true,
|
||
intro: { content: "已记录牌名:$" },
|
||
group: "dinghan_add",
|
||
subSkill: {
|
||
add: {
|
||
trigger: { player: "phaseBegin" },
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
var dialog = [get.prompt("dinghan")];
|
||
(list1 = player.getStorage("dinghan")),
|
||
(list2 = lib.inpile.filter(function (i) {
|
||
return get.type2(i, false) == "trick" && !list1.includes(i);
|
||
}));
|
||
if (list1.length) {
|
||
dialog.push('<div class="text center">已记录</div>');
|
||
dialog.push([list1, "vcard"]);
|
||
}
|
||
if (list2.length) {
|
||
dialog.push('<div class="text center">未记录</div>');
|
||
dialog.push([list2, "vcard"]);
|
||
}
|
||
player.chooseButton(dialog).set("ai", function (button) {
|
||
var player = _status.event.player,
|
||
name = button.link[2];
|
||
if (player.getStorage("dinghan").includes(name)) {
|
||
return -get.effect(player, { name: name }, player, player);
|
||
} else {
|
||
return (
|
||
get.effect(player, { name: name }, player, player) *
|
||
(1 + player.countCards("hs", name))
|
||
);
|
||
}
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("dinghan");
|
||
var name = result.links[0][2];
|
||
if (player.getStorage("dinghan").includes(name)) {
|
||
player.unmarkAuto("dinghan", [name]);
|
||
game.log(player, "从定汉记录中移除了", "#y" + get.translation(name));
|
||
} else {
|
||
player.markAuto("dinghan", [name]);
|
||
game.log(player, "向定汉记录中添加了", "#y" + get.translation(name));
|
||
}
|
||
game.delayx();
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
dulie: {
|
||
audio: 2,
|
||
trigger: { target: "useCardToTarget" },
|
||
forced: true,
|
||
logTarget: "player",
|
||
filter(event, player) {
|
||
return event.card.name == "sha" && event.player.hp > player.hp;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.judge(function (result) {
|
||
if (get.suit(result) == "heart") return 2;
|
||
return -1;
|
||
}).judge2 = function (result) {
|
||
return result.bool;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
trigger.targets.remove(player);
|
||
trigger.getParent().triggeredTargets2.remove(player);
|
||
trigger.untrigger();
|
||
}
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target, current, isLink) {
|
||
if (card.name == "sha" && !isLink && player.hp > target.hp) return 0.5;
|
||
},
|
||
},
|
||
},
|
||
marktext: "围",
|
||
intro: {
|
||
name: "破围(围)",
|
||
name2: "围",
|
||
content: "mark",
|
||
},
|
||
},
|
||
tspowei: {
|
||
audio: 3,
|
||
dutySkill: true,
|
||
derivation: "shenzhu",
|
||
group: [
|
||
"tspowei_init",
|
||
"tspowei_move",
|
||
"tspowei_achieve",
|
||
"tspowei_fail",
|
||
"tspowei_use",
|
||
"tspowei_remove",
|
||
],
|
||
subSkill: {
|
||
remove: {
|
||
audio: "tspowei3",
|
||
trigger: { global: "damageEnd" },
|
||
filter(event, player) {
|
||
return event.player && event.player.isIn() && event.player.hasMark("dulie");
|
||
},
|
||
forced: true,
|
||
logTarget: "player",
|
||
content() {
|
||
trigger.player.removeMark("dulie", trigger.player.countMark("dulie"));
|
||
},
|
||
},
|
||
use: {
|
||
audio: "tspowei3",
|
||
trigger: { global: "phaseBegin" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return (
|
||
event.player != player &&
|
||
event.player.hasMark("dulie") &&
|
||
(player.countCards("h") > 0 ||
|
||
(player.hp >= event.player.hp && event.player.countCards("h") > 0))
|
||
);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var list = [],
|
||
target = trigger.player,
|
||
choiceList = ["弃置一张牌并对其造成1点伤害", "获得其一张手牌"];
|
||
event.target = target;
|
||
if (
|
||
player.hasCard(function (card) {
|
||
return lib.filter.cardDiscardable(card, player, "tspowei_use");
|
||
}, "h")
|
||
)
|
||
list.push("选项一");
|
||
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
|
||
if (player.hp >= target.hp && target.countCards("h") > 0) list.push("选项二");
|
||
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
|
||
player
|
||
.chooseControl(list, "cancel2")
|
||
.set("prompt", get.prompt("tspowei", target))
|
||
.set("choiceList", choiceList)
|
||
.set("ai", function () {
|
||
var evt = _status.event.getParent();
|
||
if (
|
||
evt.player.hasCard(function (card) {
|
||
return (
|
||
lib.filter.cardDiscardable(card, evt.player, "tspowei_use") &&
|
||
get.value(card, evt.player) < 7
|
||
);
|
||
}, "h") &&
|
||
get.damageEffect(evt.target, evt.player, evt.player) > 0
|
||
)
|
||
return "选项一";
|
||
if (
|
||
evt.player.hp >= evt.target.hp &&
|
||
evt.target.countCards("h") > 0 &&
|
||
get.attitude(evt.player, evt.target) <= 0 &&
|
||
!evt.target.hasSkillTag("noh")
|
||
)
|
||
return "选项二";
|
||
return "cancel2";
|
||
});
|
||
"step 1";
|
||
if (result.control != "cancel2") {
|
||
if (result.control == "选项二") {
|
||
player.logSkill("tspowei_use", target);
|
||
player.gainPlayerCard(target, "h", true);
|
||
event.goto(3);
|
||
}
|
||
} else event.finish();
|
||
"step 2";
|
||
player.chooseToDiscard("h", true).logSkill = ["tspowei_use", target];
|
||
if (get.mode() != "identity" || player.identity != "nei") player.addExpose(0.2);
|
||
target.damage();
|
||
"step 3";
|
||
player.addTempSkill("tspowei_inRange");
|
||
},
|
||
ai: { expose: 0.2 },
|
||
},
|
||
inRange: {
|
||
charlotte: true,
|
||
mod: {
|
||
inRangeOf(from, to) {
|
||
if (from == _status.currentPhase) return true;
|
||
},
|
||
},
|
||
},
|
||
init: {
|
||
audio: "tspowei3",
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.name != "phase" || game.phaseNumber == 0;
|
||
},
|
||
logTarget(event, player) {
|
||
return game.filterPlayer(
|
||
(current) => current != player && !current.hasMark("dulie")
|
||
);
|
||
},
|
||
content() {
|
||
var list = game
|
||
.filterPlayer((current) => current != player && !current.hasMark("dulie"))
|
||
.sortBySeat();
|
||
for (var i of list) i.addMark("dulie", 1, false);
|
||
},
|
||
},
|
||
move: {
|
||
audio: "tspowei3",
|
||
trigger: { player: "phaseBegin" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return game.hasPlayer((current) => current != player && current.hasMark("dulie"));
|
||
},
|
||
content() {
|
||
var list = game
|
||
.filterPlayer((current) => current != player && current.hasMark("dulie"))
|
||
.sortBySeat();
|
||
var map = {};
|
||
for (var i of list) {
|
||
var num = i.countMark("dulie");
|
||
i.removeMark("dulie", num);
|
||
map[i.playerid] = num;
|
||
}
|
||
for (var i of list) {
|
||
var next = i.next;
|
||
if (next == player) next = next.next;
|
||
next.addMark("dulie", map[i.playerid]);
|
||
}
|
||
},
|
||
},
|
||
achieve: {
|
||
audio: "tspowei1",
|
||
trigger: { player: "phaseBegin" },
|
||
forced: true,
|
||
skillAnimation: true,
|
||
animationColor: "metal",
|
||
filter(event, player) {
|
||
return !game.hasPlayer(function (current) {
|
||
return current.hasMark("dulie");
|
||
});
|
||
},
|
||
content() {
|
||
game.log(player, "成功完成使命");
|
||
player.awakenSkill("tspowei");
|
||
player.addSkills("shenzhu");
|
||
},
|
||
},
|
||
fail: {
|
||
audio: "tspowei2",
|
||
trigger: { player: "dying" },
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
game.log(player, "使命失败");
|
||
player.awakenSkill("tspowei");
|
||
if (player.hp < 1) player.recover(1 - player.hp);
|
||
"step 1";
|
||
var num = player.countCards("e");
|
||
if (num > 0) player.chooseToDiscard("e", true, num);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
tspowei1: { audio: true },
|
||
tspowei2: { audio: true },
|
||
tspowei3: { audio: true },
|
||
shenzhu: {
|
||
audio: 2,
|
||
trigger: { player: "useCardAfter" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.card.name == "sha" && event.card.isCard && event.cards.length == 1;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player
|
||
.chooseControl()
|
||
.set("choiceList", [
|
||
"摸一张牌,且本回合使用【杀】的次数上限+1",
|
||
"摸三张牌,且本回合不能再使用【杀】",
|
||
])
|
||
.set("ai", () => (_status.event.player.hasSha() ? 0 : 1));
|
||
"step 1";
|
||
if (result.index == 0) {
|
||
player.draw();
|
||
player.addTempSkill("shenzhu_more");
|
||
player.addMark("shenzhu_more", 1, false);
|
||
} else {
|
||
player.draw(3);
|
||
player.addTempSkill("shenzhu_less");
|
||
}
|
||
},
|
||
subSkill: {
|
||
more: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
mod: {
|
||
cardUsable(card, player, num) {
|
||
if (card.name == "sha") return num + player.countMark("shenzhu_more");
|
||
},
|
||
},
|
||
},
|
||
less: {
|
||
charlotte: true,
|
||
mod: {
|
||
cardEnabled(card) {
|
||
if (card.name == "sha") return false;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
dangmo: {
|
||
audio: 2,
|
||
trigger: { player: "useCard2" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
if (event.card.name != "sha" || player.hp <= 1) return false;
|
||
var evt = event.getParent("phaseUse");
|
||
return (
|
||
evt &&
|
||
evt.player == player &&
|
||
player.getHistory("useCard", function (evtx) {
|
||
return evtx.card.name == "sha" && evtx.getParent("phaseUse") == evt;
|
||
})[0] == event &&
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
!event.targets.includes(current) &&
|
||
lib.filter.filterTarget(event.card, player, current)
|
||
);
|
||
})
|
||
);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var num = Math.min(
|
||
player.hp - 1,
|
||
game.countPlayer(function (current) {
|
||
return (
|
||
!trigger.targets.includes(current) &&
|
||
lib.filter.filterTarget(trigger.card, player, current)
|
||
);
|
||
})
|
||
);
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("dangmo"),
|
||
"为" +
|
||
get.translation(trigger.card) +
|
||
"增加至多" +
|
||
get.translation(num) +
|
||
"个目标",
|
||
[1, num],
|
||
function (card, player, target) {
|
||
var evt = _status.event.getTrigger();
|
||
return (
|
||
!evt.targets.includes(target) &&
|
||
lib.filter.filterTarget(evt.card, player, target)
|
||
);
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
var evt = _status.event.getTrigger(),
|
||
eff = get.effect(target, evt.card, evt.player, evt.player);
|
||
if (player.hasSkill("tspowei") && target.hasMark("dulie")) return 4 * eff;
|
||
return eff;
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
if (player != game.me && !player.isOnline()) game.delayx();
|
||
event.targets = result.targets;
|
||
} else event.finish();
|
||
"step 2";
|
||
player.logSkill("dangmo", targets);
|
||
trigger.targets.addArray(targets);
|
||
},
|
||
},
|
||
reshuishi: {
|
||
audio: "shuishi",
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
frequent: true,
|
||
filter(event, player) {
|
||
return player.maxHp < 10;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.cards = [];
|
||
event.suits = [];
|
||
"step 1";
|
||
player
|
||
.judge(function (result) {
|
||
var evt = _status.event.getParent("reshuishi");
|
||
if (evt && evt.suits && evt.suits.includes(get.suit(result))) return 0;
|
||
return 1;
|
||
})
|
||
.set("callback", lib.skill.reshuishi.callback).judge2 = function (result) {
|
||
return result.bool ? true : false;
|
||
};
|
||
"step 2";
|
||
var cards = cards.filterInD();
|
||
if (cards.length)
|
||
player
|
||
.chooseTarget("将" + get.translation(cards) + "交给一名角色", true)
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player,
|
||
att = get.attitude(player, target);
|
||
if (att <= 0) return att;
|
||
if (target.countCards("h") + _status.event.num >= _status.event.max) att /= 3;
|
||
if (target.hasSkillTag("nogain")) att /= 10;
|
||
return att;
|
||
})
|
||
.set("num", cards.length)
|
||
.set(
|
||
"max",
|
||
game.filterPlayer().reduce((num, i) => {
|
||
return Math.max(num, i.countCards("h"));
|
||
}, 0)
|
||
);
|
||
else event.finish();
|
||
"step 3";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
event.target = target;
|
||
player.line(target, "green");
|
||
target.gain(cards, "gain2").giver = player;
|
||
} else event.finish();
|
||
"step 4";
|
||
if (target.isMaxHandcard()) player.loseMaxHp();
|
||
},
|
||
callback() {
|
||
"step 0";
|
||
var evt = event.getParent(2);
|
||
event.getParent().orderingCards.remove(event.judgeResult.card);
|
||
evt.cards.push(event.judgeResult.card);
|
||
if (event.getParent().result.bool && player.maxHp < 10) {
|
||
evt.suits.push(event.getParent().result.suit);
|
||
player.gainMaxHp();
|
||
player.chooseBool("是否继续发动【慧识】?").set("frequentSkill", "reshuishi");
|
||
} else event._result = { bool: false };
|
||
"step 1";
|
||
if (result.bool) event.getParent(2).redo();
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
player: 1,
|
||
},
|
||
},
|
||
},
|
||
shuishi: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.maxHp < 10;
|
||
},
|
||
filterTarget: true,
|
||
content() {
|
||
"step 0";
|
||
target.draw();
|
||
"step 1";
|
||
if (
|
||
!result ||
|
||
!Array.isArray(result) ||
|
||
result.length != 1 ||
|
||
get.itemtype(result[0]) != "card"
|
||
) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
var suit = get.suit(result[0]),
|
||
hs = target.getCards("h");
|
||
for (var i of hs) {
|
||
if (i != result[0] && get.suit(i, target) == suit) {
|
||
player.loseMaxHp();
|
||
target.showHandcards();
|
||
event.finish();
|
||
return;
|
||
}
|
||
}
|
||
player.gainMaxHp();
|
||
"step 2";
|
||
if (player.maxHp < 10) {
|
||
player.chooseBool("是否继续发动【慧识】?");
|
||
} else event.finish();
|
||
"step 3";
|
||
if (result.bool) event.goto(0);
|
||
},
|
||
ai: {
|
||
order: 0.5,
|
||
result: {
|
||
target: 0.2,
|
||
player(player, target) {
|
||
var list = [],
|
||
hs = target.getCards("h");
|
||
for (var i of hs) list.add(get.suit(i, target));
|
||
if (list.length == 0) return 0;
|
||
if (list.length == 1) return player.maxHp > 2 ? 0 : -2;
|
||
if (list.length == 2) return player.maxHp > 3 ? 0 : -2;
|
||
return -2;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
stianyi: {
|
||
audio: 2,
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
juexingji: true,
|
||
skillAnimation: true,
|
||
animationColor: "gray",
|
||
filter(event, player) {
|
||
return !game.hasPlayer(function (current) {
|
||
return current.getAllHistory("damage").length == 0;
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.awakenSkill("stianyi");
|
||
player.gainMaxHp(2);
|
||
player.recover();
|
||
"step 1";
|
||
player.chooseTarget(true, "令一名角色获得技能〖佐幸〗").set("ai", function (target) {
|
||
return get.attitude(_status.event.player, target);
|
||
});
|
||
"step 2";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.line(target, "green");
|
||
target.storage.zuoxing = player;
|
||
target.addSkills("zuoxing");
|
||
}
|
||
},
|
||
derivation: "zuoxing",
|
||
},
|
||
zuoxing: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
var target = player.storage.zuoxing;
|
||
if (!target || !target.isIn() || target.maxHp < 2) return false;
|
||
for (var i of lib.inpile) {
|
||
if (
|
||
get.type(i) == "trick" &&
|
||
event.filterCard({ name: i, isCard: true }, player, event)
|
||
)
|
||
return true;
|
||
}
|
||
return false;
|
||
},
|
||
chooseButton: {
|
||
dialog(event, player) {
|
||
var list = [];
|
||
for (var i of lib.inpile) {
|
||
if (
|
||
get.type(i) == "trick" &&
|
||
event.filterCard({ name: i, isCard: true }, player, event)
|
||
)
|
||
list.push(["锦囊", "", i]);
|
||
}
|
||
return ui.create.dialog("佐幸", [list, "vcard"]);
|
||
},
|
||
check(button) {
|
||
return _status.event.player.getUseValue({ name: button.link[2], isCard: true });
|
||
},
|
||
backup(links, player) {
|
||
return {
|
||
viewAs: {
|
||
name: links[0][2],
|
||
isCard: true,
|
||
},
|
||
filterCard: () => false,
|
||
selectCard: -1,
|
||
popname: true,
|
||
precontent() {
|
||
player.logSkill("zuoxing");
|
||
var target = player.storage.zuoxing;
|
||
target.loseMaxHp();
|
||
//delete event.result.skill;
|
||
},
|
||
};
|
||
},
|
||
prompt(links, player) {
|
||
return "请选择" + get.translation(links[0][2]) + "的目标";
|
||
},
|
||
},
|
||
ai: { order: 1, result: { player: 1 } },
|
||
},
|
||
resghuishi: {
|
||
audio: "sghuishi",
|
||
inherit: "sghuishi",
|
||
filterTarget: true,
|
||
prompt() {
|
||
var player = _status.event.player;
|
||
if (player.maxHp >= game.players.length)
|
||
return "选择一名角色。若其拥有未发动过的觉醒技,则你解除其中一个觉醒技的发动限制;否则其摸四张牌。然后你减2点体力上限。";
|
||
return "令一名角色摸四张牌,然后你减2点体力上限。";
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.awakenSkill("resghuishi");
|
||
var list = target.getSkills(null, false, false).filter(function (skill) {
|
||
var info = lib.skill[skill];
|
||
return info && info.juexingji && !target.awakenedSkills.includes(skill);
|
||
});
|
||
if (player.maxHp >= game.players.length && list.length > 0) {
|
||
if (list.length == 1) event._result = { control: list[0] };
|
||
else
|
||
player
|
||
.chooseControl(list)
|
||
.set(
|
||
"prompt",
|
||
"选择一个觉醒技,令" + get.translation(target) + "可无视条件发动该技能"
|
||
);
|
||
} else {
|
||
target.draw(4);
|
||
event.goto(2);
|
||
}
|
||
"step 1";
|
||
target.storage.resghuishi_mark = result.control;
|
||
target.markSkill("resghuishi_mark");
|
||
var info = lib.skill[result.control];
|
||
if (info.filter && !info.charlotte && !info.resghuishi_filter) {
|
||
info.resghuishi_filter = info.filter;
|
||
info.filter = function (event, player) {
|
||
if (player.storage.resghuishi_mark) return true;
|
||
return this.resghuishi_filter.apply(this, arguments);
|
||
};
|
||
}
|
||
"step 2";
|
||
player.loseMaxHp(2);
|
||
},
|
||
intro: { content: "未发动" },
|
||
ai: {
|
||
order: 0.1,
|
||
expose: 0.2,
|
||
result: {
|
||
target(player, target) {
|
||
if (
|
||
(target != player && player.hasUnknown()) ||
|
||
player.maxHp < (player.getDamagedHp() > 1 ? 5 : 6)
|
||
)
|
||
return 0;
|
||
if (
|
||
target == player &&
|
||
player.hasSkill("resghuishi") &&
|
||
game.hasPlayer(function (current) {
|
||
return current.getAllHistory("damage").length == 0;
|
||
})
|
||
)
|
||
return 4;
|
||
var list = target.getSkills(null, false, false).filter(function (skill) {
|
||
var info = lib.skill[skill];
|
||
return info && info.juexingji && !target.awakenedSkills.includes(skill);
|
||
});
|
||
if (list.length || target.hasJudge("lebu") || target.hasSkillTag("nogain"))
|
||
return 0;
|
||
return 4;
|
||
},
|
||
},
|
||
},
|
||
subSkill: { mark: { intro: { content: "发动【$】时无视条件" } } },
|
||
},
|
||
sghuishi: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
limited: true,
|
||
skillAnimation: true,
|
||
animationColor: "water",
|
||
filterTarget: lib.filter.notMe,
|
||
content() {
|
||
"step 0";
|
||
player.awakenSkill("sghuishi");
|
||
var list = target.getSkills(null, false, false).filter(function (skill) {
|
||
var info = lib.skill[skill];
|
||
return info && info.juexingji;
|
||
});
|
||
if (list.length) {
|
||
target.addMark("sghuishi", 1, false);
|
||
for (var i of list) {
|
||
var info = lib.skill[i];
|
||
if (info.filter && !info.charlotte && !info.sghuishi_filter) {
|
||
info.sghuishi_filter = info.filter;
|
||
info.filter = function (event, player) {
|
||
if (player.hasMark("sghuishi")) return true;
|
||
return this.sghuishi_filter.apply(this, arguments);
|
||
};
|
||
}
|
||
}
|
||
} else target.draw(4);
|
||
player.loseMaxHp(2);
|
||
},
|
||
intro: { content: "发动非Charlotte觉醒技时无视条件" },
|
||
ai: {
|
||
order: 0.1,
|
||
expose: 0.2,
|
||
result: {
|
||
target(player, target) {
|
||
if (player.hasUnknown() || player.maxHp < 5) return 0;
|
||
var list = target.getSkills(null, false, false).filter(function (skill) {
|
||
var info = lib.skill[skill];
|
||
return info && info.juexingji;
|
||
});
|
||
if (list.length || target.hasJudge("lebu") || target.hasSkillTag("nogain"))
|
||
return 0;
|
||
return 4;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
zhanjiang: {
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
filter(event, player) {
|
||
var players = game.filterPlayer();
|
||
for (var i = 0; i < players.length; i++) {
|
||
if (players[i] != player && players[i].getEquips("qinggang").length > 0) {
|
||
return true;
|
||
}
|
||
}
|
||
},
|
||
content() {
|
||
var players = game.filterPlayer();
|
||
for (var i = 0; i < players.length; i++) {
|
||
if (players[i] != player) {
|
||
var e = players[i].getEquips("qinggang");
|
||
if (e.length > 0) {
|
||
player.line(players[i], "green");
|
||
player.gain(e, players[i], "give", "bySelf");
|
||
}
|
||
}
|
||
}
|
||
},
|
||
},
|
||
boss_juejing: {
|
||
audio: "juejing",
|
||
audioname2: {
|
||
dc_zhaoyun: "dcjuejing",
|
||
},
|
||
trigger: { player: "phaseDrawBefore" },
|
||
forced: true,
|
||
content() {
|
||
trigger.cancel();
|
||
},
|
||
ai: {
|
||
noh: true,
|
||
nogain: true,
|
||
},
|
||
group: "boss_juejing2",
|
||
},
|
||
boss_juejing2: {
|
||
audio: "juejing",
|
||
audioname2: {
|
||
dc_zhaoyun: "dcjuejing",
|
||
},
|
||
trigger: {
|
||
player: "loseAfter",
|
||
global: [
|
||
"equipAfter",
|
||
"addJudgeAfter",
|
||
"gainAfter",
|
||
"loseAsyncAfter",
|
||
"addToExpansionAfter",
|
||
],
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (event.name == "gain" && event.player == player) return player.countCards("h") > 4;
|
||
var evt = event.getl(player);
|
||
if (!evt || !evt.hs || evt.hs.length == 0 || player.countCards("h") >= 4) return false;
|
||
var evt = event;
|
||
for (var i = 0; i < 4; i++) {
|
||
evt = evt.getParent("boss_juejing2");
|
||
if (evt.name != "boss_juejing2") return true;
|
||
}
|
||
return false;
|
||
},
|
||
content() {
|
||
var num = 4 - player.countCards("h");
|
||
if (num > 0) player.draw(num);
|
||
else player.chooseToDiscard("h", true, -num);
|
||
},
|
||
},
|
||
dcjuejing: { audio: 2 },
|
||
meihun: {
|
||
audio: 2,
|
||
trigger: {
|
||
player: "phaseJieshuBegin",
|
||
target: "useCardToTargeted",
|
||
},
|
||
direct: true,
|
||
filter(event, player) {
|
||
if (event.name != "phaseJieshu" && event.card.name != "sha") return false;
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && current.countCards("h");
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player
|
||
.chooseTarget(get.prompt2("meihun"), function (card, player, target) {
|
||
return target != player && target.countCards("h") > 0;
|
||
})
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player;
|
||
var att = get.attitude(player, target);
|
||
if (att > 0) return 0;
|
||
return 0.1 - att / target.countCards("h");
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("meihun", target);
|
||
event.target = target;
|
||
player
|
||
.chooseControl(lib.suit)
|
||
.set("prompt", "请选择一种花色")
|
||
.set("ai", function () {
|
||
return lib.suit.randomGet();
|
||
});
|
||
} else event.finish();
|
||
"step 2";
|
||
var suit = result.control;
|
||
player.chat(get.translation(suit + 2));
|
||
game.log(player, "选择了", "#y" + get.translation(suit + 2));
|
||
if (target.countCards("h", { suit: suit })) {
|
||
target
|
||
.chooseCard(
|
||
"h",
|
||
"交给" +
|
||
get.translation(player) +
|
||
"一张" +
|
||
get.translation(suit) +
|
||
"花色的手牌",
|
||
true,
|
||
function (card, player) {
|
||
return get.suit(card, player) == _status.event.suit;
|
||
}
|
||
)
|
||
.set("suit", suit);
|
||
} else {
|
||
player.discardPlayerCard(target, true, "h", "visible");
|
||
event.finish();
|
||
}
|
||
"step 3";
|
||
if (result.bool && result.cards && result.cards.length)
|
||
target.give(result.cards, player, "give");
|
||
},
|
||
},
|
||
//Connect Mode support after Angel Beats! -2nd beat-
|
||
huoxin: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
if (game.countPlayer() < 3) return false;
|
||
for (var i of lib.suit) {
|
||
if (player.countCards("h", { suit: i }) > 1) return true;
|
||
}
|
||
return false;
|
||
},
|
||
complexCard: true,
|
||
position: "h",
|
||
filterCard(card, player) {
|
||
if (!ui.selected.cards.length) {
|
||
var suit = get.suit(card);
|
||
return (
|
||
player.countCards("h", function (card2) {
|
||
return card != card2 && get.suit(card2, player) == suit;
|
||
}) > 0
|
||
);
|
||
}
|
||
return get.suit(card, player) == get.suit(ui.selected.cards[0], player);
|
||
},
|
||
selectCard: 2,
|
||
selectTarget: 2,
|
||
filterTarget: lib.filter.notMe,
|
||
multitarget: true,
|
||
multiline: true,
|
||
delay: false,
|
||
discard: false,
|
||
lose: false,
|
||
check(card) {
|
||
return 6 - get.value(card);
|
||
},
|
||
targetprompt: ["拼点发起人", "拼点目标"],
|
||
content() {
|
||
"step 0";
|
||
var list = [];
|
||
for (var i = 0; i < targets.length; i++) {
|
||
list.push([targets[i], cards[i]]);
|
||
}
|
||
game.loseAsync({
|
||
gain_list: list,
|
||
player: player,
|
||
cards: cards,
|
||
giver: player,
|
||
animate: "giveAuto",
|
||
}).setContent("gaincardMultiple");
|
||
"step 1";
|
||
game.delayx();
|
||
if (targets[0].canCompare(targets[1])) {
|
||
targets[0].chooseToCompare(targets[1]);
|
||
} else event.finish();
|
||
"step 2";
|
||
if (result.winner !== targets[0]) targets[0].addMark("huoxin", 1);
|
||
if (result.winner !== targets[1]) targets[1].addMark("huoxin", 1);
|
||
},
|
||
marktext: "魅",
|
||
intro: {
|
||
name: "魅惑",
|
||
name2: "魅惑",
|
||
content: "mark",
|
||
},
|
||
group: "huoxin_control",
|
||
ai: {
|
||
order: 1,
|
||
result: {
|
||
target(player, target) {
|
||
if (target.hasMark("huoxin")) return -2;
|
||
return -1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
huoxin_control: {
|
||
audio: "huoxin",
|
||
forced: true,
|
||
trigger: { global: "phaseBeginStart" },
|
||
filter(event, player) {
|
||
return (
|
||
player != event.player &&
|
||
!event.player._trueMe &&
|
||
event.player.countMark("huoxin") > 1
|
||
);
|
||
},
|
||
logTarget: "player",
|
||
skillAnimation: true,
|
||
animationColor: "key",
|
||
content() {
|
||
trigger.player.removeMark("huoxin", trigger.player.countMark("huoxin"));
|
||
trigger.player._trueMe = player;
|
||
game.addGlobalSkill("autoswap");
|
||
if (trigger.player == game.me) {
|
||
game.notMe = true;
|
||
if (!_status.auto) ui.click.auto();
|
||
}
|
||
trigger.player.addSkill("huoxin2");
|
||
},
|
||
},
|
||
huoxin2: {
|
||
trigger: {
|
||
player: ["phaseAfter", "dieAfter"],
|
||
global: "phaseBeforeStart",
|
||
},
|
||
lastDo: true,
|
||
charlotte: true,
|
||
forceDie: true,
|
||
forced: true,
|
||
silent: true,
|
||
content() {
|
||
player.removeSkill("huoxin2");
|
||
},
|
||
onremove(player) {
|
||
if (player == game.me) {
|
||
if (!game.notMe) game.swapPlayerAuto(player._trueMe);
|
||
else delete game.notMe;
|
||
if (_status.auto) ui.click.auto();
|
||
}
|
||
delete player._trueMe;
|
||
},
|
||
},
|
||
shiki_omusubi: {
|
||
audio: 2,
|
||
trigger: { global: "roundStart" },
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
player
|
||
.chooseTarget(get.prompt2("shiki_omusubi"), lib.filter.notMe)
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player;
|
||
if (player.isHealthy()) return 0;
|
||
if (player.hp < 3 && player.getDamagedHp() < 2) return 0;
|
||
var list = [];
|
||
if (lib.character[target.name]) list.addArray(lib.character[target.name][3]);
|
||
if (lib.character[target.name1]) list.addArray(lib.character[target.name1][3]);
|
||
if (lib.character[target.name2]) list.addArray(lib.character[target.name2][3]);
|
||
list = list.filter(function (i) {
|
||
return !player.hasSkill(i);
|
||
});
|
||
if (!list.length) return 0;
|
||
return 1 + Math.random();
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("shiki_omusubi", target);
|
||
player.loseMaxHp();
|
||
var list = [];
|
||
if (lib.character[target.name]) list.addArray(lib.character[target.name][3]);
|
||
if (lib.character[target.name1]) list.addArray(lib.character[target.name1][3]);
|
||
if (lib.character[target.name2]) list.addArray(lib.character[target.name2][3]);
|
||
player.addSkills(list);
|
||
game.broadcastAll(function (list) {
|
||
lib.character.key_shiki[3].addArray(list);
|
||
game.expandSkills(list);
|
||
for (var i of list) {
|
||
var info = lib.skill[i];
|
||
if (!info) continue;
|
||
if (!info.audioname2) info.audioname2 = {};
|
||
info.audioname2.key_shiki = "shiki_omusubi";
|
||
}
|
||
}, list);
|
||
}
|
||
},
|
||
},
|
||
kagari_zongsi: {
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
content() {
|
||
"step 0";
|
||
var controls = [];
|
||
if (ui.cardPile.hasChildNodes()) controls.push("选择牌堆中的一张牌");
|
||
if (ui.discardPile.hasChildNodes()) controls.push("选择弃牌堆中的一张牌");
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return current.countCards("hej") > 0;
|
||
})
|
||
)
|
||
controls.push("选择一名角色区域内的一张牌");
|
||
if (!controls.length) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
event.controls = controls;
|
||
var next = player.chooseControl();
|
||
next.set("choiceList", controls);
|
||
next.set("prompt", "请选择要移动的卡牌的来源");
|
||
next.ai = function () {
|
||
return 0;
|
||
};
|
||
"step 1";
|
||
result.control = event.controls[result.index];
|
||
var list = ["弃牌堆", "牌堆", "角色"];
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (result.control.indexOf(list[i]) != -1) {
|
||
event.index = i;
|
||
break;
|
||
}
|
||
}
|
||
if (event.index == 2) {
|
||
player.chooseTarget(
|
||
"请选择要移动的卡牌的来源",
|
||
true,
|
||
function (card, kagari, target) {
|
||
return target.countCards("hej") > 0;
|
||
}
|
||
);
|
||
} else {
|
||
var source = ui[event.index == 0 ? "discardPile" : "cardPile"].childNodes;
|
||
var list = [];
|
||
for (var i = 0; i < source.length; i++) list.push(source[i]);
|
||
player.chooseButton(["请选择要移动的卡牌", list], true).ai = get.buttonValue;
|
||
}
|
||
"step 2";
|
||
if (event.index == 2) {
|
||
player.line(result.targets[0]);
|
||
event.target1 = result.targets[0];
|
||
player.choosePlayerCard(result.targets[0], true, "hej").set("visible", true);
|
||
} else {
|
||
event.card = result.links[0];
|
||
}
|
||
"step 3";
|
||
if (event.index == 2) event.card = result.cards[0];
|
||
var controls = [
|
||
"将这张牌移动到牌堆的顶部或者底部",
|
||
"将这张牌移动到弃牌堆的顶部或者底部",
|
||
"将这张牌移动到一名角色对应的区域里",
|
||
];
|
||
event.controls = controls;
|
||
var next = player.chooseControl();
|
||
next.set("prompt", "要对" + get.translation(event.card) + "做什么呢?");
|
||
next.set("choiceList", controls);
|
||
next.ai = function () {
|
||
return 2;
|
||
};
|
||
"step 4";
|
||
result.control = event.controls[result.index];
|
||
var list = ["弃牌堆", "牌堆", "角色"];
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (result.control.indexOf(list[i]) != -1) {
|
||
event.index2 = i;
|
||
break;
|
||
}
|
||
}
|
||
if (event.index2 == 2) {
|
||
player.chooseTarget(
|
||
"要将" + get.translation(card) + "移动到哪一名角色的对应区域呢",
|
||
true
|
||
).ai = function (target) {
|
||
return target == _status.event.player ? 1 : 0;
|
||
};
|
||
} else {
|
||
player
|
||
.chooseControl("顶部", "底部")
|
||
.set(
|
||
"prompt",
|
||
"把" +
|
||
get.translation(card) +
|
||
"移动到" +
|
||
(event.index2 == 0 ? "弃" : "") +
|
||
"牌堆的..."
|
||
);
|
||
}
|
||
"step 5";
|
||
if (event.index2 != 2) {
|
||
//if(event.target1) event.target1.lose(card,ui.special);
|
||
//else card.goto(ui.special);
|
||
event.way = result.control;
|
||
} else {
|
||
event.target2 = result.targets[0];
|
||
var list = ["手牌区"];
|
||
if (lib.card[card.name].type == "equip" && event.target2.canEquip(card))
|
||
list.push("装备区");
|
||
if (
|
||
lib.card[card.name].type == "delay" &&
|
||
!event.target2.isDisabledJudge() &&
|
||
!event.target2.hasJudge(card.name)
|
||
)
|
||
list.push("判定区");
|
||
if (list.length == 1) event._result = { control: list[0] };
|
||
else {
|
||
player
|
||
.chooseControl(list)
|
||
.set(
|
||
"prompt",
|
||
"把" +
|
||
get.translation(card) +
|
||
"移动到" +
|
||
get.translation(event.target2) +
|
||
"的..."
|
||
).ai = function () {
|
||
return 0;
|
||
};
|
||
}
|
||
}
|
||
"step 6";
|
||
if (event.index2 != 2) {
|
||
var node = ui[event.index == 0 ? "discardPile" : "cardPile"];
|
||
if (event.target1) {
|
||
var next = event.target1.lose(card, event.position);
|
||
if (event.way == "顶部") next.insert_card = true;
|
||
} else {
|
||
if (event.way == "底部") node.appendChild(card);
|
||
else node.insertBefore(card, node.firstChild);
|
||
}
|
||
game.updateRoundNumber();
|
||
event.finish();
|
||
} else {
|
||
if (result.control == "手牌区") {
|
||
var next = event.target2.gain(card);
|
||
if (event.target1) {
|
||
next.source = event.target1;
|
||
next.animate = "giveAuto";
|
||
} else next.animate = "draw";
|
||
} else if (result.control == "装备区") {
|
||
if (event.target1) event.target1.$give(card, event.target2);
|
||
event.target2.equip(card);
|
||
} else {
|
||
if (event.target1) event.target1.$give(card, event.target2);
|
||
event.target2.addJudge(card);
|
||
}
|
||
}
|
||
"step 7";
|
||
game.updateRoundNumber();
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
result: { player: 1 },
|
||
},
|
||
},
|
||
caopi_xingdong: {
|
||
audio: "olfangquan",
|
||
audioname: ["shen_caopi"],
|
||
subSkill: {
|
||
mark: {
|
||
mark: true,
|
||
marktext: "令",
|
||
intro: {
|
||
content: "跳过下个回合的判定阶段和摸牌阶段",
|
||
},
|
||
},
|
||
},
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.countCards("h", lib.skill.caopi_xingdong.filterCard) > 0;
|
||
},
|
||
filterCard(card) {
|
||
return card.name == "sha" || get.type(card) == "trick";
|
||
},
|
||
check(card) {
|
||
return 1;
|
||
},
|
||
filterTarget: lib.filter.notMe,
|
||
discard: false,
|
||
lose: false,
|
||
delay: 0,
|
||
content() {
|
||
"step 0";
|
||
player.give(cards, target);
|
||
"step 1";
|
||
if (!target.getCards("h").includes(cards[0])) event._result = { bool: false };
|
||
else
|
||
target.chooseUseTarget(
|
||
cards[0],
|
||
game.filterPlayer(function (current) {
|
||
return current != player;
|
||
}),
|
||
"请使用得到的牌,或者跳过下回合的判定阶段和摸牌阶段"
|
||
);
|
||
"step 2";
|
||
if (result.bool) game.asyncDraw([player, target]);
|
||
else {
|
||
target.addTempSkill("caopi_xingdong_mark", "phaseJudgeSkipped");
|
||
target.skip("phaseJudge");
|
||
target.skip("phaseDraw");
|
||
event.finish();
|
||
}
|
||
"step 3";
|
||
game.delay();
|
||
},
|
||
ai: {
|
||
order: 12,
|
||
result: {
|
||
target(player, target) {
|
||
var card = ui.selected.cards[0];
|
||
if (target.hasSkill("pingkou")) return 1;
|
||
if (!card) return 0;
|
||
var info = get.info(card);
|
||
if (info.selectTarget == -1) {
|
||
var eff = 0;
|
||
game.countPlayer(function (current) {
|
||
if (current != player && target.canUse(card, current))
|
||
eff += get.effect(current, card, target, target) > 0;
|
||
});
|
||
if (eff > 0 || get.value(card) < 3) return eff;
|
||
return 0;
|
||
} else if (
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current != player &&
|
||
target.canUse(card, current) &&
|
||
get.effect(current, card, target, target) > 0
|
||
);
|
||
})
|
||
)
|
||
return 1.5;
|
||
else if (get.value(card) < 3) return -1;
|
||
return 0;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
shenfu: {
|
||
audio: 2,
|
||
trigger: { player: "phaseEnd" },
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
event.logged = false;
|
||
event.targets = [];
|
||
event.goto(player.countCards("h") % 2 == 1 ? 1 : 4);
|
||
"step 1";
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("shenfu"),
|
||
"对一名其他角色造成1点雷属性伤害",
|
||
function (card, player, target) {
|
||
return (
|
||
target != player && !_status.event.getParent().targets.includes(target)
|
||
);
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
var player = _status.event.player;
|
||
return (
|
||
get.damageEffect(target, player, player, "thunder") * (target.hp == 1 ? 2 : 1)
|
||
);
|
||
});
|
||
"step 2";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
event.target = target;
|
||
if (!event.logged) {
|
||
event.logged = true;
|
||
player.logSkill("shenfu", target, "thunder");
|
||
} else player.line(target, "thunder");
|
||
event.targets.push(target);
|
||
target.damage("thunder");
|
||
} else event.finish();
|
||
"step 3";
|
||
if (
|
||
target.getHistory("damage", function (evt) {
|
||
return evt.getParent("shenfu") == event && evt._dyinged;
|
||
}).length
|
||
)
|
||
event.goto(1);
|
||
else event.finish();
|
||
"step 4";
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("shenfu"),
|
||
"令一名角色摸一张牌或弃置其一张手牌",
|
||
function (card, player, target) {
|
||
return !_status.event.getParent().targets.includes(target);
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
var att = get.attitude(_status.event.player, target);
|
||
var delta = target.hp - target.countCards("h");
|
||
if (Math.abs(delta) == 1 && get.sgn(delta) == get.sgn(att))
|
||
return 3 * Math.abs(att);
|
||
if (att > 0 || target.countCards("h") > 0) return Math.abs(att);
|
||
return 0;
|
||
});
|
||
"step 5";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
event.target = target;
|
||
if (!event.logged) {
|
||
event.logged = true;
|
||
player.logSkill("shenfu", target);
|
||
} else player.line(target, "green");
|
||
event.targets.push(target);
|
||
if (target.countCards("h") == 0) event._result = { index: 0 };
|
||
else
|
||
player
|
||
.chooseControl("摸一张牌", "弃置一张手牌")
|
||
.set("prompt", "选择一项令" + get.translation(target) + "执行…")
|
||
.set("goon", get.attitude(player, target) > 0 ? 0 : 1)
|
||
.set("ai", () => _status.event.goon);
|
||
//else player.discardPlayerCard(target,'h','弃置'+get.translation(target)+'一张手牌,或点【取消】令其摸一张牌。');
|
||
} else event.finish();
|
||
"step 6";
|
||
if (result.index == 0) target.draw();
|
||
else target.chooseToDiscard("h", true);
|
||
"step 7";
|
||
if (target.hp == target.countCards("h")) event.goto(4);
|
||
},
|
||
ai: { expose: 0.25 },
|
||
},
|
||
qixian: {
|
||
mod: {
|
||
maxHandcardBase(player, num) {
|
||
return 7;
|
||
},
|
||
},
|
||
},
|
||
chuyuan: {
|
||
audio: 2,
|
||
trigger: { global: "damageEnd" },
|
||
filter(event, player) {
|
||
return event.player.isIn() && player.getExpansions("chuyuan").length < player.maxHp;
|
||
},
|
||
logTarget: "player",
|
||
locked: false,
|
||
content() {
|
||
"step 0";
|
||
trigger.player.draw();
|
||
"step 1";
|
||
if (!trigger.player.countCards("h")) event.finish();
|
||
else
|
||
trigger.player.chooseCard(
|
||
"h",
|
||
true,
|
||
"选择一张牌置于" + get.translation(player) + "的武将牌上作为「储」"
|
||
);
|
||
"step 2";
|
||
player.addToExpansion(result.cards, trigger.player, "give").gaintag.add("chuyuan");
|
||
},
|
||
intro: {
|
||
content: "expansion",
|
||
markcount: "expansion",
|
||
},
|
||
onremove(player, skill) {
|
||
var cards = player.getExpansions(skill);
|
||
if (cards.length) player.loseToDiscardpile(cards);
|
||
},
|
||
ai: { combo: "dengji" },
|
||
},
|
||
dengji: {
|
||
audio: 2,
|
||
derivation: [
|
||
"tianxing",
|
||
"new_rejianxiong",
|
||
"rerende",
|
||
"rezhiheng",
|
||
"olluanji",
|
||
"caopi_xingdong",
|
||
],
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
unique: true,
|
||
juexingji: true,
|
||
skillAnimation: true,
|
||
animationColor: "water",
|
||
filter(event, player) {
|
||
return player.getExpansions("chuyuan").length >= 3;
|
||
},
|
||
content() {
|
||
player.awakenSkill(event.name);
|
||
player.addSkills(["tianxing", "new_rejianxiong"]);
|
||
player.loseMaxHp();
|
||
player.gain(player.getExpansions("chuyuan"), "gain2", "fromStorage");
|
||
},
|
||
ai: {
|
||
combo: "chuyuan",
|
||
},
|
||
},
|
||
tianxing: {
|
||
audio: 2,
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
unique: true,
|
||
juexingji: true,
|
||
skillAnimation: true,
|
||
animationColor: "thunder",
|
||
filter(event, player) {
|
||
return player.getExpansions("chuyuan").length >= 3;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.awakenSkill(event.name);
|
||
player.loseMaxHp();
|
||
player.gain(player.getExpansions("chuyuan"), "gain2", "fromStorage");
|
||
"step 1";
|
||
player.removeSkills("chuyuan");
|
||
player
|
||
.chooseControl("rerende", "rezhiheng", "olluanji", "caopi_xingdong")
|
||
.set("prompt", "选择获得一个技能")
|
||
.set("ai", function () {
|
||
var player = _status.event.player;
|
||
if (
|
||
!player.hasSkill("luanji") &&
|
||
!player.hasSkill("olluanji") &&
|
||
player.getUseValue({ name: "wanjian" }) > 4
|
||
)
|
||
return "olluanji";
|
||
if (!player.hasSkill("rezhiheng")) return "rezhiheng";
|
||
if (!player.hasSkill("caopi_xingdong")) return "caopi_xingdong";
|
||
return "rerende";
|
||
});
|
||
"step 2";
|
||
player.addSkills(result.control);
|
||
},
|
||
ai: {
|
||
combo: "chuyuan",
|
||
},
|
||
},
|
||
olzhiti: {
|
||
audio: "drlt_zhiti",
|
||
global: "olzhiti2",
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return current.isDamaged();
|
||
})
|
||
)
|
||
return num + 1;
|
||
},
|
||
},
|
||
trigger: { player: ["phaseDrawBegin2", "phaseEnd"] },
|
||
forced: true,
|
||
filter(event, player) {
|
||
var num = event.name == "phase" ? 5 : 3;
|
||
if (
|
||
num == 3
|
||
? event.numFixed
|
||
: !game.hasPlayer(function (current) {
|
||
return current.hasEnabledSlot();
|
||
})
|
||
)
|
||
return false;
|
||
return (
|
||
game.countPlayer(function (current) {
|
||
return current.isDamaged();
|
||
}) >= num
|
||
);
|
||
},
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
if (trigger.name == "phaseDraw") {
|
||
player.logSkill("olzhiti");
|
||
trigger.num++;
|
||
event.finish();
|
||
} else {
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("olzhiti"),
|
||
"废除一名角色的一个随机装备栏",
|
||
function (card, player, target) {
|
||
return target.hasEnabledSlot();
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
return (
|
||
-get.attitude(_status.event.player, target) * (target.countCards("e") + 1)
|
||
);
|
||
});
|
||
}
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.logSkill("olzhiti", target);
|
||
var list = [];
|
||
for (var i = 1; i < 6; i++) {
|
||
if (target.hasEnabledSlot(i)) list.add(i == 3 || i == 4 ? 6 : i);
|
||
}
|
||
var num = list.randomGet();
|
||
if (num != 6) target.disableEquip(num);
|
||
else {
|
||
target.disableEquip(3, 4);
|
||
}
|
||
}
|
||
},
|
||
},
|
||
olzhiti2: {
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
if (player.isDamaged())
|
||
return (
|
||
num -
|
||
game.countPlayer(function (current) {
|
||
return current.hasSkill("olzhiti") && current.inRange(player);
|
||
})
|
||
);
|
||
},
|
||
},
|
||
},
|
||
olduorui: {
|
||
audio: "drlt_duorui",
|
||
trigger: {
|
||
source: "damageSource",
|
||
},
|
||
filter(event, player) {
|
||
if (!player.isPhaseUsing() || event.player.isDead()) return false;
|
||
for (var i in event.player.disabledSkills) {
|
||
if (event.player.disabledSkills[i].includes("olduorui2")) return false;
|
||
}
|
||
var list = [];
|
||
var listm = [];
|
||
var listv = [];
|
||
if (event.player.name1 != undefined) listm = lib.character[event.player.name1][3];
|
||
else listm = lib.character[event.player.name][3];
|
||
if (event.player.name2 != undefined) listv = lib.character[event.player.name2][3];
|
||
listm = listm.concat(listv);
|
||
var func = function (skill) {
|
||
var info = get.info(skill);
|
||
if (!info || info.charlotte) return false;
|
||
return true;
|
||
};
|
||
for (var i = 0; i < listm.length; i++) {
|
||
if (func(listm[i])) list.add(listm[i]);
|
||
}
|
||
return list.length > 0;
|
||
},
|
||
check(event, player) {
|
||
if (get.attitude(_status.event.player, event.player) >= 0) return false;
|
||
if (event.getParent("phaseUse").skipped) return true;
|
||
var nd = player.needsToDiscard();
|
||
return (
|
||
player.countCards("h", function (card) {
|
||
return (
|
||
player.getUseValue(card, null, true) > 0 &&
|
||
(nd ? true : get.tag(card, "damage") > 0)
|
||
);
|
||
}) == 0
|
||
);
|
||
},
|
||
logTarget: "player",
|
||
content() {
|
||
"step 0";
|
||
var list = [];
|
||
var listm = [];
|
||
var listv = [];
|
||
if (trigger.player.name1 != undefined) listm = lib.character[trigger.player.name1][3];
|
||
else listm = lib.character[trigger.player.name][3];
|
||
if (trigger.player.name2 != undefined) listv = lib.character[trigger.player.name2][3];
|
||
listm = listm.concat(listv);
|
||
var func = function (skill) {
|
||
var info = get.info(skill);
|
||
if (!info || info.charlotte) return false;
|
||
return true;
|
||
};
|
||
for (var i = 0; i < listm.length; i++) {
|
||
if (func(listm[i])) list.add(listm[i]);
|
||
}
|
||
event.skills = list;
|
||
player
|
||
.chooseControl(list)
|
||
.set(
|
||
"prompt",
|
||
"选择" + get.translation(trigger.player) + "武将牌上的一个技能并令其失效"
|
||
);
|
||
"step 1";
|
||
trigger.player.disableSkill("olduorui2", result.control);
|
||
trigger.player.addTempSkill("olduorui2", { player: "phaseAfter" });
|
||
game.log(
|
||
player,
|
||
"选择了",
|
||
trigger.player,
|
||
"的技能",
|
||
"#g【" + get.translation(result.control) + "】"
|
||
);
|
||
event.getParent("phaseUse").skipped = true;
|
||
},
|
||
},
|
||
olduorui2: {
|
||
onremove(player, skill) {
|
||
player.enableSkill(skill);
|
||
},
|
||
locked: true,
|
||
mark: true,
|
||
charlotte: true,
|
||
intro: {
|
||
content(storage, player, skill) {
|
||
var list = [];
|
||
for (var i in player.disabledSkills) {
|
||
if (player.disabledSkills[i].includes(skill)) list.push(i);
|
||
}
|
||
if (list.length) {
|
||
var str = "失效技能:";
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (lib.translate[list[i] + "_info"]) str += get.translation(list[i]) + "、";
|
||
}
|
||
return str.slice(0, str.length - 1);
|
||
}
|
||
},
|
||
},
|
||
},
|
||
wuhun2: { audio: 2 },
|
||
new_wuhun: {
|
||
audio: "wuhun2",
|
||
trigger: { player: "damageEnd" },
|
||
filter(event, player) {
|
||
return event.source && event.source.isIn();
|
||
},
|
||
forced: true,
|
||
logTarget: "source",
|
||
content() {
|
||
trigger.source.addMark("new_wuhun", trigger.num);
|
||
},
|
||
group: "new_wuhun_die",
|
||
ai: {
|
||
notemp: true,
|
||
effect: {
|
||
target: (card, player, target) => {
|
||
if (!get.tag(card, "damage") || !target.hasFriend()) return;
|
||
if (player.hasSkillTag("jueqing", null, target)) return 1.7;
|
||
let die = [null, 1],
|
||
temp;
|
||
game.filterPlayer((i) => {
|
||
temp = i.countMark("new_wuhun");
|
||
if (i === player && target.hp + target.hujia > 1) temp++;
|
||
if (temp >= die[1]) {
|
||
if (!die[0]) die = [i, temp];
|
||
else {
|
||
let att = get.attitude(player, i);
|
||
if (att < die[1]) die = [i, temp];
|
||
}
|
||
}
|
||
});
|
||
if (die[0])
|
||
return [
|
||
1,
|
||
0,
|
||
1,
|
||
(-6 * get.sgnAttitude(player, die[0])) / Math.max(1, target.hp),
|
||
];
|
||
},
|
||
},
|
||
},
|
||
marktext: "魇",
|
||
intro: {
|
||
name: "梦魇",
|
||
content: "mark",
|
||
onunmark: true,
|
||
},
|
||
subSkill: {
|
||
die: {
|
||
audio: "wuhun2",
|
||
trigger: { player: "die" },
|
||
filter(event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && current.hasMark("new_wuhun");
|
||
});
|
||
},
|
||
forced: true,
|
||
direct: true,
|
||
forceDie: true,
|
||
skillAnimation: true,
|
||
animationColor: "soil",
|
||
content() {
|
||
"step 0";
|
||
var num = 0;
|
||
for (var i = 0; i < game.players.length; i++) {
|
||
var current = game.players[i];
|
||
if (current != player && current.countMark("new_wuhun") > num) {
|
||
num = current.countMark("new_wuhun");
|
||
}
|
||
}
|
||
player
|
||
.chooseTarget(
|
||
true,
|
||
"请选择【武魂】的目标",
|
||
"令其进行判定,若判定结果不为【桃】或【桃园结义】,则其死亡",
|
||
function (card, player, target) {
|
||
return (
|
||
target != player &&
|
||
target.countMark("new_wuhun") == _status.event.num
|
||
);
|
||
}
|
||
)
|
||
.set("ai", function (target) {
|
||
return -get.attitude(_status.event.player, target);
|
||
})
|
||
.set("forceDie", true)
|
||
.set("num", num);
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
event.target = target;
|
||
player.logSkill("new_wuhun_die", target);
|
||
player.line(target, { color: [255, 255, 0] });
|
||
game.delay(2);
|
||
}
|
||
"step 2";
|
||
target.judge(function (card) {
|
||
if (["tao", "taoyuan"].includes(card.name)) return 10;
|
||
return -10;
|
||
}).judge2 = function (result) {
|
||
return result.bool == false ? true : false;
|
||
};
|
||
"step 3";
|
||
if (!result.bool) target.die();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
new_guixin: {
|
||
audio: "guixin",
|
||
trigger: {
|
||
player: "damageEnd",
|
||
},
|
||
check(event, player) {
|
||
if (player.isTurnedOver() || event.num > 1) return true;
|
||
var num = game.countPlayer(function (current) {
|
||
if (
|
||
current.countCards("he") &&
|
||
current != player &&
|
||
get.attitude(player, current) <= 0
|
||
) {
|
||
return true;
|
||
}
|
||
if (
|
||
current.countCards("j") &&
|
||
current != player &&
|
||
get.attitude(player, current) > 0
|
||
) {
|
||
return true;
|
||
}
|
||
});
|
||
return num >= 2;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var targets = game.filterPlayer();
|
||
targets.remove(player);
|
||
targets.sort(lib.sort.seat);
|
||
event.targets = targets;
|
||
event.count = trigger.num;
|
||
"step 1";
|
||
event.num = 0;
|
||
player.line(targets, "green");
|
||
player
|
||
.chooseControl("手牌区", "装备区", "判定区")
|
||
.set("ai", function () {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
current.countCards("j") &&
|
||
current != player &&
|
||
get.attitude(player, current) > 0
|
||
);
|
||
})
|
||
)
|
||
return 2;
|
||
return Math.floor(Math.random() * 3);
|
||
})
|
||
.set("prompt", "请选择优先获得的区域");
|
||
"step 2";
|
||
event.range = {
|
||
手牌区: ["h", "e", "j"],
|
||
装备区: ["e", "h", "j"],
|
||
判定区: ["j", "h", "e"],
|
||
}[result.control || "手牌区"];
|
||
"step 3";
|
||
if (num < event.targets.length) {
|
||
var target = event.targets[num];
|
||
var range = event.range;
|
||
for (var i = 0; i < range.length; i++) {
|
||
var cards = target.getCards(range[i]);
|
||
if (cards.length) {
|
||
var card = cards.randomGet();
|
||
player.gain(card, target, "giveAuto", "bySelf");
|
||
break;
|
||
}
|
||
}
|
||
event.num++;
|
||
}
|
||
"step 4";
|
||
if (num < event.targets.length) event.goto(3);
|
||
"step 5";
|
||
player.turnOver();
|
||
"step 6";
|
||
event.count--;
|
||
if (event.count && player.hasSkill("new_guixin")) {
|
||
player.chooseBool(get.prompt2("new_guixin")).ai = function () {
|
||
return lib.skill.new_guixin.check({ num: event.count }, player);
|
||
};
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 7";
|
||
if (event.count && result.bool) {
|
||
player.logSkill("new_guixin");
|
||
event.goto(1);
|
||
}
|
||
},
|
||
ai: {
|
||
maixie: true,
|
||
maixie_hp: true,
|
||
threaten(player, target) {
|
||
if (target.hp == 1) return 2.5;
|
||
return 1;
|
||
},
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (
|
||
!target._new_guixin_eff &&
|
||
get.tag(card, "damage") &&
|
||
target.hp >
|
||
(player.hasSkillTag("damageBonus", true, {
|
||
card: card,
|
||
target: target,
|
||
})
|
||
? 2
|
||
: 1)
|
||
) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
|
||
target._new_guixin_eff = true;
|
||
let gain = game.countPlayer(function (current) {
|
||
if (target == current) return 0;
|
||
if (get.attitude(target, current) > 0) {
|
||
if (
|
||
current.hasCard(
|
||
(cardx) =>
|
||
lib.filter.canBeGained(
|
||
cardx,
|
||
target,
|
||
current,
|
||
"new_guixin"
|
||
) && get.effect(current, cardx, current, current) < 0,
|
||
"j"
|
||
)
|
||
)
|
||
return 1.3;
|
||
return 0;
|
||
}
|
||
if (
|
||
current.hasCard(
|
||
(cardx) =>
|
||
lib.filter.canBeGained(
|
||
cardx,
|
||
target,
|
||
current,
|
||
"new_guixin"
|
||
) && get.effect(current, cardx, current, current) > 0,
|
||
"e"
|
||
)
|
||
)
|
||
return 1.1;
|
||
if (
|
||
current.hasCard(
|
||
(cardx) =>
|
||
lib.filter.canBeGained(cardx, target, current, "new_guixin"),
|
||
"h"
|
||
)
|
||
)
|
||
return 0.9;
|
||
return 0;
|
||
});
|
||
if (target.isTurnedOver()) gain += 2.3;
|
||
else gain -= 2.3;
|
||
delete target._new_guixin_eff;
|
||
return [1, Math.max(0, gain)];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
ol_shenfen: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
return player.countMark("baonu") >= 6;
|
||
},
|
||
usable: 1,
|
||
skillAnimation: true,
|
||
animationColor: "metal",
|
||
content() {
|
||
"step 0";
|
||
event.delay = false;
|
||
player.removeMark("baonu", 6);
|
||
event.targets = game.filterPlayer();
|
||
event.targets.remove(player);
|
||
event.targets.sort(lib.sort.seat);
|
||
player.line(event.targets, "green");
|
||
event.targets2 = event.targets.slice(0);
|
||
event.targets3 = event.targets.slice(0);
|
||
"step 1";
|
||
if (event.targets2.length) {
|
||
event.targets2.shift().damage("nocard");
|
||
event.redo();
|
||
}
|
||
"step 2";
|
||
if (event.targets.length) {
|
||
event.current = event.targets.shift();
|
||
if (event.current.countCards("e")) event.delay = true;
|
||
event.current.discard(event.current.getCards("e")).delay = false;
|
||
}
|
||
"step 3";
|
||
if (event.delay) game.delay(0.5);
|
||
event.delay = false;
|
||
if (event.targets.length) event.goto(2);
|
||
"step 4";
|
||
if (event.targets3.length) {
|
||
var target = event.targets3.shift();
|
||
target.chooseToDiscard(4, "h", true).delay = false;
|
||
if (target.countCards("h")) event.delay = true;
|
||
}
|
||
"step 5";
|
||
if (event.delay) game.delay(0.5);
|
||
event.delay = false;
|
||
if (event.targets3.length) event.goto(4);
|
||
"step 6";
|
||
player.turnOver();
|
||
},
|
||
ai: {
|
||
combo: "baonu",
|
||
order: 10,
|
||
result: {
|
||
player(player) {
|
||
return game.countPlayer(function (current) {
|
||
if (current != player) {
|
||
return get.sgn(get.damageEffect(current, player, player));
|
||
}
|
||
});
|
||
},
|
||
},
|
||
},
|
||
},
|
||
ol_wuqian: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
derivation: "wushuang",
|
||
filter(event, player) {
|
||
return (
|
||
player.countMark("baonu") >= 2 &&
|
||
game.hasPlayer((target) => lib.skill.ol_wuqian.filterTarget(null, player, target))
|
||
);
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return target != player && !target.hasSkill("ol_wuqian_targeted");
|
||
},
|
||
content() {
|
||
player.removeMark("baonu", 2);
|
||
player.addTempSkills("wushuang");
|
||
player.popup("无双");
|
||
// game.log(player,'获得了技能','#g【无双】');
|
||
target.addTempSkill("ol_wuqian_targeted");
|
||
},
|
||
ai: {
|
||
order: 9,
|
||
result: {
|
||
target(player, target) {
|
||
if (
|
||
player.countCards("hs", (card) => {
|
||
if (!player.getCardUsable({ name: card.name })) return false;
|
||
if (!player.canUse(card, target)) return false;
|
||
var eff1 = get.effect(target, card, player, player);
|
||
_status.baonuCheck = true;
|
||
var eff2 = get.effect(target, card, player, player);
|
||
delete _status.baonuCheck;
|
||
return eff2 > Math.max(0, eff1);
|
||
})
|
||
)
|
||
return -1;
|
||
return 0;
|
||
},
|
||
},
|
||
combo: "baonu",
|
||
},
|
||
global: "ol_wuqian_ai",
|
||
subSkill: {
|
||
targeted: {
|
||
charlotte: true,
|
||
ai: { unequip2: true },
|
||
},
|
||
ai: {
|
||
ai: {
|
||
unequip2: true,
|
||
skillTagFilter(player) {
|
||
if (!_status.baonuCheck) return false;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
wumou: {
|
||
audio: 2,
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
filter(event) {
|
||
return get.type(event.card) == "trick";
|
||
},
|
||
content() {
|
||
"step 0";
|
||
if (player.hasMark("baonu")) {
|
||
player
|
||
.chooseControlList(["移去一枚【暴怒】标记", "失去1点体力"], true)
|
||
.set("ai", function (event, player) {
|
||
if (get.effect(player, { name: "losehp" }, player, player) >= 0) return 1;
|
||
if (player.storage.baonu > 6) return 0;
|
||
if (player.hp + player.num("h", "tao") > 3) return 1;
|
||
return 0;
|
||
});
|
||
} else {
|
||
player.loseHp();
|
||
event.finish();
|
||
}
|
||
"step 1";
|
||
if (result.index == 0) {
|
||
player.removeMark("baonu", 1);
|
||
} else {
|
||
player.loseHp();
|
||
}
|
||
},
|
||
ai: {
|
||
effect: {
|
||
player_use(card, player) {
|
||
if (get.type(card) == "trick" && get.value(card) < 6) {
|
||
return [0, -2];
|
||
}
|
||
},
|
||
},
|
||
neg: true,
|
||
},
|
||
},
|
||
qinyin: {
|
||
audio: 2,
|
||
trigger: { player: "phaseDiscardEnd" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
var cards = [];
|
||
player.getHistory("lose", function (evt) {
|
||
if (evt.type == "discard" && evt.getParent("phaseDiscard") == event)
|
||
cards.addArray(evt.cards2);
|
||
});
|
||
return cards.length > 1;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.forceDie = true;
|
||
if (typeof event.count != "number") {
|
||
// event.count=trigger.cards.length-1;
|
||
event.count = 1;
|
||
}
|
||
var recover = 0,
|
||
lose = 0,
|
||
players = game.filterPlayer();
|
||
for (var i = 0; i < players.length; i++) {
|
||
if (players[i].hp < players[i].maxHp) {
|
||
if (get.attitude(player, players[i]) > 0) {
|
||
if (players[i].hp < 2) {
|
||
lose--;
|
||
recover += 0.5;
|
||
}
|
||
lose--;
|
||
recover++;
|
||
} else if (get.attitude(player, players[i]) < 0) {
|
||
if (players[i].hp < 2) {
|
||
lose++;
|
||
recover -= 0.5;
|
||
}
|
||
lose++;
|
||
recover--;
|
||
}
|
||
} else {
|
||
if (get.attitude(player, players[i]) > 0) {
|
||
lose--;
|
||
} else if (get.attitude(player, players[i]) < 0) {
|
||
lose++;
|
||
}
|
||
}
|
||
}
|
||
var prompt = get.prompt("qinyin") + "(剩余" + get.cnNumber(event.count) + "次)";
|
||
player.chooseControl(
|
||
"失去体力",
|
||
"回复体力",
|
||
"cancel2",
|
||
ui.create.dialog(get.prompt("qinyin"), "hidden")
|
||
).ai = function () {
|
||
if (lose > recover && lose > 0) return 0;
|
||
if (lose < recover && recover > 0) return 1;
|
||
return 2;
|
||
};
|
||
"step 1";
|
||
if (result.control == "cancel2") {
|
||
event.finish();
|
||
} else {
|
||
player.logSkill("qinyin");
|
||
event.bool = result.control == "回复体力";
|
||
event.num = 0;
|
||
event.players = game.filterPlayer();
|
||
}
|
||
"step 2";
|
||
if (event.num < event.players.length) {
|
||
var target = event.players[event.num];
|
||
if (event.bool) {
|
||
target.recover();
|
||
} else {
|
||
target.loseHp();
|
||
}
|
||
event.num++;
|
||
event.redo();
|
||
}
|
||
"step 3";
|
||
if (event.count > 1) {
|
||
event.count--;
|
||
event.goto(0);
|
||
}
|
||
},
|
||
ai: {
|
||
expose: 0.1,
|
||
threaten: 2,
|
||
},
|
||
},
|
||
lianpo: {
|
||
audio: 2,
|
||
trigger: { global: "phaseAfter" },
|
||
frequent: true,
|
||
filter(event, player) {
|
||
return player.getStat("kill") > 0;
|
||
},
|
||
content() {
|
||
player.insertPhase();
|
||
},
|
||
},
|
||
baonu: {
|
||
audio: 2,
|
||
marktext: "暴",
|
||
unique: true,
|
||
trigger: {
|
||
source: "damageSource",
|
||
player: ["damageEnd", "enterGame"],
|
||
global: "phaseBefore",
|
||
},
|
||
forced: true,
|
||
filter(event) {
|
||
return (
|
||
(event.name != "damage" && (event.name != "phase" || game.phaseNumber == 0)) ||
|
||
event.num > 0
|
||
);
|
||
},
|
||
content() {
|
||
player.addMark("baonu", trigger.name == "damage" ? trigger.num : 2);
|
||
},
|
||
intro: {
|
||
name: "暴怒",
|
||
content: "mark",
|
||
},
|
||
ai: {
|
||
combo: "ol_shenfen",
|
||
maixie: true,
|
||
maixie_hp: true,
|
||
},
|
||
},
|
||
shenfen: {
|
||
audio: 2,
|
||
unique: true,
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
return player.storage.baonu >= 6;
|
||
},
|
||
skillAnimation: true,
|
||
animationColor: "metal",
|
||
limited: true,
|
||
content() {
|
||
"step 0";
|
||
player.awakenSkill("shenfen");
|
||
player.storage.baonu -= 6;
|
||
player.markSkill("baonu");
|
||
player.syncStorage("baonu");
|
||
event.targets = game.filterPlayer();
|
||
event.targets.remove(player);
|
||
event.targets.sort(lib.sort.seat);
|
||
event.targets2 = event.targets.slice(0);
|
||
player.line(event.targets, "green");
|
||
"step 1";
|
||
if (event.targets.length) {
|
||
event.targets.shift().damage();
|
||
event.redo();
|
||
}
|
||
"step 2";
|
||
if (event.targets2.length) {
|
||
var cur = event.targets2.shift();
|
||
if (cur && cur.countCards("he")) {
|
||
cur.chooseToDiscard("he", true, 4);
|
||
}
|
||
event.redo();
|
||
}
|
||
},
|
||
ai: {
|
||
order: 10,
|
||
result: {
|
||
player(player) {
|
||
return game.countPlayer(function (current) {
|
||
if (current != player) {
|
||
return get.sgn(get.damageEffect(current, player, player));
|
||
}
|
||
});
|
||
},
|
||
},
|
||
combo: "baonu",
|
||
},
|
||
},
|
||
wuqian: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
derivation: "wushuang",
|
||
filter(event, player) {
|
||
return player.storage.baonu >= 2 && !player.hasSkill("wushuang");
|
||
},
|
||
content() {
|
||
player.storage.baonu -= 2;
|
||
player.addTempSkill("wushuang");
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
result: {
|
||
player(player) {
|
||
if (!player.storage.shenfen) return 0;
|
||
var cards = player.getCards("h", "sha");
|
||
if (cards.length) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return (
|
||
player.canUse("sha", current) &&
|
||
get.effect(current, cards[0], player, player) > 0 &&
|
||
current.hasShan()
|
||
);
|
||
})
|
||
) {
|
||
return 1;
|
||
}
|
||
}
|
||
return 0;
|
||
},
|
||
},
|
||
combo: "baonu",
|
||
},
|
||
},
|
||
renjie: {
|
||
audio: "renjie2",
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
group: "renjie2",
|
||
notemp: true,
|
||
//mark:true,
|
||
filter(event) {
|
||
return event.num > 0;
|
||
},
|
||
content() {
|
||
player.addMark("renjie", trigger.num);
|
||
},
|
||
intro: {
|
||
name2: "忍",
|
||
content: "mark",
|
||
},
|
||
ai: {
|
||
maixie: true,
|
||
maixie_hp: true,
|
||
combo: "sbaiyin",
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
|
||
if (get.tag(card, "damage")) {
|
||
if (target.hp == target.maxHp) {
|
||
if (!target.hasSkill("jilue")) {
|
||
return [0, 1];
|
||
}
|
||
return [0.7, 1];
|
||
}
|
||
return 0.7;
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
renjie2: {
|
||
audio: 2,
|
||
mod: {
|
||
aiOrder: (player, card, num) => {
|
||
if (num <= 0 || typeof card !== "object" || !player.isPhaseUsing()) return num;
|
||
if (player.hasSkill("sbaiyin")) {
|
||
if (
|
||
player.countMark("renjie") < 4 &&
|
||
player.getUseValue(card) < Math.min(4, (player.hp * player.hp) / 4)
|
||
)
|
||
return 0;
|
||
} else if (player.hasSkill("jilue")) {
|
||
if (
|
||
player.countMark("renjie") < 3 &&
|
||
player.getUseValue(card) < Math.min(1.8, 0.18 * player.hp * player.hp)
|
||
)
|
||
return 0;
|
||
}
|
||
},
|
||
},
|
||
trigger: {
|
||
player: "loseAfter",
|
||
global: "loseAsyncAfter",
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (event.type != "discard" || event.getlx === false) return false;
|
||
var evt = event.getParent("phaseDiscard"),
|
||
evt2 = event.getl(player);
|
||
return (
|
||
evt &&
|
||
evt2 &&
|
||
evt.name == "phaseDiscard" &&
|
||
evt.player == player &&
|
||
evt2.cards2 &&
|
||
evt2.cards2.length > 0
|
||
);
|
||
},
|
||
content() {
|
||
player.addMark("renjie", trigger.getl(player).cards2.length);
|
||
},
|
||
},
|
||
sbaiyin: {
|
||
skillAnimation: "epic",
|
||
animationColor: "thunder",
|
||
juexingji: true,
|
||
trigger: { player: "phaseZhunbeiBegin" },
|
||
forced: true,
|
||
unique: true,
|
||
audio: 2,
|
||
filter(event, player) {
|
||
return player.countMark("renjie") >= 4;
|
||
},
|
||
content() {
|
||
player.awakenSkill("sbaiyin");
|
||
player.loseMaxHp();
|
||
player.addSkills("jilue");
|
||
},
|
||
derivation: ["jilue", "reguicai", "fangzhu", "rejizhi", "rezhiheng", "rewansha"],
|
||
ai: {
|
||
combo: "renjie",
|
||
},
|
||
},
|
||
jilue: {
|
||
unique: true,
|
||
group: ["jilue_guicai", "jilue_fangzhu", "jilue_wansha", "jilue_zhiheng", "jilue_jizhi"],
|
||
ai: {
|
||
combo: "renjie",
|
||
},
|
||
},
|
||
jilue_guicai: {
|
||
audio: 1,
|
||
trigger: { global: "judge" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.countCards("hes") > 0 && player.hasMark("renjie");
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseCard("是否弃置一枚“忍”,并发动〖鬼才〗?", "hes", function (card) {
|
||
var player = _status.event.player;
|
||
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
|
||
if (mod2 != "unchanged") return mod2;
|
||
var mod = game.checkMod(card, player, "unchanged", "cardRespondable", player);
|
||
if (mod != "unchanged") return mod;
|
||
return true;
|
||
}).ai = function (card) {
|
||
var trigger = _status.event.parent._trigger;
|
||
var player = _status.event.player;
|
||
var result = trigger.judge(card) - trigger.judge(trigger.player.judging[0]);
|
||
var attitude = get.attitude(player, trigger.player);
|
||
if (attitude == 0 || result == 0) return 0;
|
||
if (attitude > 0) {
|
||
return result - get.value(card) / 2;
|
||
} else {
|
||
return -result - get.value(card) / 2;
|
||
}
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.respond(result.cards, "highlight", "jilue_guicai", "noOrdering");
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
if (result.bool) {
|
||
player.removeMark("renjie", 1);
|
||
if (trigger.player.judging[0].clone) {
|
||
trigger.player.judging[0].clone.delete();
|
||
game.addVideo(
|
||
"deletenode",
|
||
player,
|
||
get.cardsInfo([trigger.player.judging[0].clone])
|
||
);
|
||
}
|
||
game.cardsDiscard(trigger.player.judging[0]);
|
||
trigger.player.judging[0] = result.cards[0];
|
||
trigger.orderingCards.addArray(result.cards);
|
||
game.log(trigger.player, "的判定牌改为", result.cards[0]);
|
||
game.delay(2);
|
||
}
|
||
},
|
||
ai: {
|
||
rejudge: true,
|
||
tag: {
|
||
rejudge: 1,
|
||
},
|
||
},
|
||
},
|
||
jilue_fangzhu: {
|
||
audio: 1,
|
||
trigger: { player: "damageEnd" },
|
||
direct: true,
|
||
//priority:-1,
|
||
filter(event, player) {
|
||
return player.hasMark("renjie");
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player
|
||
.chooseTarget("是否弃置一枚“忍”,并发动【放逐】?", function (card, player, target) {
|
||
return player != target;
|
||
})
|
||
.set("ai", (target) => {
|
||
if (target.hasSkillTag("noturn")) return 0;
|
||
var player = _status.event.player;
|
||
var current = _status.currentPhase;
|
||
var dis = current ? get.distance(current, target, "absolute") : 1;
|
||
var draw = player.getDamagedHp();
|
||
var att = get.attitude(player, target);
|
||
if (att == 0)
|
||
return target.hasJudge("lebu")
|
||
? Math.random() / 3
|
||
: Math.sqrt(get.threaten(target)) / 5 + Math.random() / 2;
|
||
if (att > 0) {
|
||
if (target.isTurnedOver()) return att + draw;
|
||
if (draw < 4) return -1;
|
||
if (current && target.getSeatNum() > current.getSeatNum())
|
||
return att + draw / 3;
|
||
return (
|
||
(10 * Math.sqrt(Math.max(0.01, get.threaten(target)))) / (3.5 - draw) +
|
||
dis / (2 * game.countPlayer())
|
||
);
|
||
} else {
|
||
if (target.isTurnedOver()) return att - draw;
|
||
if (draw >= 5) return -1;
|
||
if (current && target.getSeatNum() <= current.getSeatNum())
|
||
return -att + draw / 3;
|
||
return (
|
||
(4.25 - draw) * 10 * Math.sqrt(Math.max(0.01, get.threaten(target))) +
|
||
(2 * game.countPlayer()) / dis
|
||
);
|
||
}
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.removeMark("renjie", 1);
|
||
player.logSkill("jilue_fangzhu", result.targets);
|
||
result.targets[0].draw(player.maxHp - player.hp);
|
||
result.targets[0].turnOver();
|
||
}
|
||
},
|
||
},
|
||
jilue_wansha: {
|
||
audio: "wansha",
|
||
audioname: ["shen_simayi"],
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.hasMark("renjie");
|
||
},
|
||
content() {
|
||
player.removeMark("renjie", 1);
|
||
player.addTempSkill("rewansha");
|
||
},
|
||
ai: {
|
||
order: () => {
|
||
let player = _status.event.player;
|
||
if (
|
||
game.hasPlayer((current) => {
|
||
if (
|
||
player === current ||
|
||
current.hp > 1 ||
|
||
get.attitude(player, current) >= 0
|
||
)
|
||
return false;
|
||
return (
|
||
(player.inRange(current) &&
|
||
player.countCards("hs", "sha") &&
|
||
player.getCardUsable("sha")) ||
|
||
player.countCards(
|
||
"hs",
|
||
(card) => get.name(card) !== "sha" && get.tag(card, "damage")
|
||
) > 1
|
||
);
|
||
})
|
||
)
|
||
return 9.2;
|
||
return 0;
|
||
},
|
||
result: {
|
||
player: 1,
|
||
},
|
||
effect: {
|
||
player(card, player, target) {
|
||
if (
|
||
target &&
|
||
player.hasSkill("rewansha") &&
|
||
target.hp <= 1 &&
|
||
get.tag(card, "damage")
|
||
)
|
||
return [1, 0, 1.5, -1.5];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
jilue_zhiheng: {
|
||
audio: 1,
|
||
mod: {
|
||
aiOrder(player, card, num) {
|
||
if (num <= 0 || get.itemtype(card) != "card" || get.type(card) != "equip") return num;
|
||
let eq = player.getEquip(get.subtype(card));
|
||
if (eq && get.equipValue(card) - get.equipValue(eq) < Math.max(1.2, 6 - player.hp))
|
||
return 0;
|
||
},
|
||
},
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filter(event, player) {
|
||
return player.hasMark("renjie");
|
||
},
|
||
position: "he",
|
||
filterCard: lib.filter.cardDiscardable,
|
||
discard: false,
|
||
lose: false,
|
||
delay: false,
|
||
selectCard: [1, Infinity],
|
||
prompt: "弃置一枚“忍”,然后弃置任意张牌并摸等量的牌。若弃置了所有的手牌,则可以多摸一张牌。",
|
||
check(card) {
|
||
var player = _status.event.player;
|
||
if (
|
||
get.position(card) == "h" &&
|
||
!player.countCards("h", function (card) {
|
||
return get.value(card) >= 8;
|
||
})
|
||
) {
|
||
return 8 - get.value(card);
|
||
}
|
||
return 6 - get.value(card);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.removeMark("renjie", 1);
|
||
player.discard(cards);
|
||
event.num = 1;
|
||
var hs = player.getCards("h");
|
||
if (!hs.length) event.num = 0;
|
||
for (var i = 0; i < hs.length; i++) {
|
||
if (!cards.includes(hs[i])) {
|
||
event.num = 0;
|
||
break;
|
||
}
|
||
}
|
||
"step 1";
|
||
player.draw(event.num + cards.length);
|
||
},
|
||
ai: {
|
||
order(item, player) {
|
||
if (player.hasCard((i) => get.value(i) > Math.max(6, 9 - player.hp), "he")) return 1;
|
||
return 10;
|
||
},
|
||
result: {
|
||
player(player) {
|
||
var num = 0;
|
||
var cards = player.getCards("he");
|
||
for (var i = 0; i < cards.length; i++) {
|
||
if (get.value(cards[i]) < 6) {
|
||
num++;
|
||
}
|
||
}
|
||
if (cards.length > 2) return 1;
|
||
if (cards.length == 2 && player.storage.jilue > 1);
|
||
return 0;
|
||
},
|
||
},
|
||
nokeep: true,
|
||
skillTagFilter(player, tag, arg) {
|
||
if (tag === "nokeep")
|
||
return (
|
||
player.isPhaseUsing() &&
|
||
!player.getStat().skill.jilue_zhiheng &&
|
||
player.hasCard((card) => get.name(card) !== "tao", "h")
|
||
);
|
||
},
|
||
},
|
||
},
|
||
jilue_jizhi: {
|
||
audio: 1,
|
||
trigger: { player: "useCard" },
|
||
filter(event, player) {
|
||
return (
|
||
get.type(event.card, "trick") == "trick" &&
|
||
event.card.isCard &&
|
||
player.hasMark("renjie")
|
||
);
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.removeMark("renjie", 1);
|
||
player.draw();
|
||
"step 1";
|
||
event.card = result[0];
|
||
if (get.type(event.card) == "basic") {
|
||
player
|
||
.chooseBool("是否弃置" + get.translation(event.card) + "并令本回合手牌上限+1?")
|
||
.set("ai", function (evt, player) {
|
||
return (
|
||
_status.currentPhase == player &&
|
||
player.needsToDiscard(-3) &&
|
||
_status.event.value < 6
|
||
);
|
||
})
|
||
.set("value", get.value(event.card, player));
|
||
}
|
||
"step 2";
|
||
if (result.bool) {
|
||
player.discard(event.card);
|
||
player.addTempSkill("jilue_jizhi_clear");
|
||
player.addMark("jilue_jizhi_clear", 1, false);
|
||
}
|
||
},
|
||
subSkill: {
|
||
clear: {
|
||
charlotte: true,
|
||
onremove: true,
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
return num + player.countMark("jilue_jizhi_clear");
|
||
},
|
||
},
|
||
intro: { content: "手牌上限+#" },
|
||
},
|
||
},
|
||
},
|
||
wushen: {
|
||
mod: {
|
||
cardname(card, player, name) {
|
||
if (get.suit(card) == "heart") return "sha";
|
||
},
|
||
cardnature(card, player) {
|
||
if (get.suit(card) == "heart") return false;
|
||
},
|
||
targetInRange(card) {
|
||
if (card.name === "sha") {
|
||
const suit = get.suit(card);
|
||
if (suit === "heart" || suit === "unsure") return true;
|
||
}
|
||
},
|
||
cardUsable(card) {
|
||
if (card.name === "sha") {
|
||
const suit = get.suit(card);
|
||
if (suit === "heart" || suit === "unsure") return Infinity;
|
||
}
|
||
},
|
||
},
|
||
audio: 2,
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
return event.card.name == "sha" && get.suit(event.card) == "heart";
|
||
},
|
||
content() {
|
||
trigger.directHit.addArray(game.players);
|
||
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--;
|
||
}
|
||
}
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target, current) {
|
||
if (get.tag(card, "respondSha") && current < 0) return 0.6;
|
||
},
|
||
},
|
||
directHit_ai: true,
|
||
skillTagFilter(player, tag, arg) {
|
||
return arg.card.name == "sha" && get.suit(arg.card) == "heart";
|
||
},
|
||
},
|
||
},
|
||
wuhun: {
|
||
audio: "wuhun2",
|
||
trigger: { player: "die" },
|
||
filter(event) {
|
||
return event.source && event.source.isIn();
|
||
},
|
||
forced: true,
|
||
forceDie: true,
|
||
skillAnimation: true,
|
||
animationColor: "soil",
|
||
logTarget: "source",
|
||
content() {
|
||
var num = trigger.source.getHp();
|
||
if (num > 0) trigger.source.loseHp(num);
|
||
},
|
||
ai: {
|
||
threaten(player, target) {
|
||
if (target.hp == 1) {
|
||
if (player.getHp() <= 0) return 100;
|
||
return 0.2;
|
||
}
|
||
return 0.8;
|
||
},
|
||
effect: {
|
||
target(card, player, target, current) {
|
||
if (player.getHp() <= 0) return;
|
||
if (!target.hasFriend()) return;
|
||
if (target.hp <= 1 && get.tag(card, "damage")) return [1, 0, 0, -2];
|
||
},
|
||
},
|
||
},
|
||
},
|
||
guixin: {
|
||
audio: 2,
|
||
trigger: { player: "damageEnd" },
|
||
check(event, player) {
|
||
if (player.isTurnedOver() || event.num > 1) return true;
|
||
var num = game.countPlayer(function (current) {
|
||
if (
|
||
current.countCards("he") &&
|
||
current != player &&
|
||
get.attitude(player, current) <= 0
|
||
) {
|
||
return true;
|
||
}
|
||
if (
|
||
current.countCards("j") &&
|
||
current != player &&
|
||
get.attitude(player, current) > 0
|
||
) {
|
||
return true;
|
||
}
|
||
});
|
||
return num >= 2;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.count = trigger.num;
|
||
"step 1";
|
||
var targets = game.filterPlayer((current) => current != player).sortBySeat();
|
||
player.line(targets);
|
||
player.gainMultiple(targets, "hej");
|
||
"step 2";
|
||
player.turnOver();
|
||
"step 3";
|
||
event.count--;
|
||
if (event.count && player.hasSkill("guixin")) {
|
||
player.chooseBool(get.prompt2("guixin"));
|
||
} else event.finish();
|
||
"step 4";
|
||
if (event.count && result.bool) event.goto(1);
|
||
},
|
||
ai: {
|
||
maixie: true,
|
||
maixie_hp: true,
|
||
threaten(player, target) {
|
||
if (target.hp == 1) return 2.5;
|
||
return 0.5;
|
||
},
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (
|
||
!target._guixin_eff &&
|
||
get.tag(card, "damage") &&
|
||
target.hp >
|
||
(player.hasSkillTag("damageBonus", true, {
|
||
card: card,
|
||
target: target,
|
||
})
|
||
? 2
|
||
: 1)
|
||
) {
|
||
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
|
||
target._guixin_eff = true;
|
||
let gain = game.countPlayer(function (current) {
|
||
if (target == current) return 0;
|
||
if (get.attitude(target, current) > 0) {
|
||
if (
|
||
current.hasCard(
|
||
(cardx) =>
|
||
lib.filter.canBeGained(
|
||
cardx,
|
||
target,
|
||
current,
|
||
"guixin"
|
||
) && get.effect(current, cardx, current, current) < 0,
|
||
"ej"
|
||
)
|
||
)
|
||
return 1.3;
|
||
return 0;
|
||
}
|
||
if (
|
||
current.hasCard(
|
||
(cardx) =>
|
||
lib.filter.canBeGained(cardx, target, current, "guixin") &&
|
||
get.effect(current, cardx, current, current) > 0,
|
||
"ej"
|
||
)
|
||
)
|
||
return 1.1;
|
||
if (
|
||
current.hasCard(
|
||
(cardx) =>
|
||
lib.filter.canBeGained(cardx, target, current, "guixin"),
|
||
"h"
|
||
)
|
||
)
|
||
return 0.9;
|
||
return 0;
|
||
});
|
||
if (target.isTurnedOver()) gain += 2.3;
|
||
else gain -= 2.3;
|
||
delete target._guixin_eff;
|
||
return [1, Math.max(0, gain)];
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
qixing: {
|
||
audio: 2,
|
||
unique: true,
|
||
trigger: {
|
||
global: "phaseBefore",
|
||
player: "enterGame",
|
||
},
|
||
forced: true,
|
||
locked: false,
|
||
filter(event, player) {
|
||
return event.name != "phase" || game.phaseNumber == 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.addToExpansion(get.cards(7), "draw").gaintag.add("qixing");
|
||
"step 1";
|
||
var cards = player.getExpansions("qixing");
|
||
if (!cards.length || !player.countCards("h")) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
var next = player.chooseToMove("七星:是否交换“星”和手牌?");
|
||
next.set("list", [
|
||
[get.translation(player) + "(你)的星", cards],
|
||
["手牌区", player.getCards("h")],
|
||
]);
|
||
next.set("filterMove", function (from, to) {
|
||
return typeof to != "number";
|
||
});
|
||
next.set("processAI", function (list) {
|
||
var player = _status.event.player,
|
||
cards = list[0][1].concat(list[1][1]).sort(function (a, b) {
|
||
return get.useful(a) - get.useful(b);
|
||
}),
|
||
cards2 = cards.splice(0, player.getExpansions("qixing").length);
|
||
return [cards2, cards];
|
||
});
|
||
"step 2";
|
||
if (result.bool) {
|
||
var pushs = result.moved[0],
|
||
gains = result.moved[1];
|
||
pushs.removeArray(player.getExpansions("qixing"));
|
||
gains.removeArray(player.getCards("h"));
|
||
if (!pushs.length || pushs.length != gains.length) return;
|
||
player.addToExpansion(pushs, player, "giveAuto").gaintag.add("qixing");
|
||
//game.log(player,'将',pushs,'作为“星”置于武将牌上');
|
||
player.gain(gains, "draw");
|
||
}
|
||
},
|
||
intro: {
|
||
markcount: "expansion",
|
||
mark(dialog, content, player) {
|
||
var content = player.getExpansions("qixing");
|
||
if (content && content.length) {
|
||
if (player == game.me || player.isUnderControl()) {
|
||
dialog.addAuto(content);
|
||
} else {
|
||
return "共有" + get.cnNumber(content.length) + "张星";
|
||
}
|
||
}
|
||
},
|
||
content(content, player) {
|
||
var content = player.getExpansions("qixing");
|
||
if (content && content.length) {
|
||
if (player == game.me || player.isUnderControl()) {
|
||
return get.translation(content);
|
||
}
|
||
return "共有" + get.cnNumber(content.length) + "张星";
|
||
}
|
||
},
|
||
},
|
||
group: ["qixing2"],
|
||
ai: { combo: "dawu" },
|
||
},
|
||
qixing2: {
|
||
trigger: { player: "phaseDrawAfter" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.getExpansions("qixing").length > 0 && player.countCards("h") > 0;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var cards = player.getExpansions("qixing");
|
||
if (!cards.length || !player.countCards("h")) {
|
||
event.finish();
|
||
return;
|
||
}
|
||
var next = player.chooseToMove("七星:是否交换“星”和手牌?");
|
||
next.set("list", [
|
||
[get.translation(player) + "(你)的星", cards],
|
||
["手牌区", player.getCards("h")],
|
||
]);
|
||
next.set("filterMove", function (from, to) {
|
||
return typeof to != "number";
|
||
});
|
||
next.set("processAI", function (list) {
|
||
var player = _status.event.player,
|
||
cards = list[0][1].concat(list[1][1]).sort(function (a, b) {
|
||
return get.value(a) - get.value(b);
|
||
}),
|
||
cards2 = cards.splice(0, player.getExpansions("qixing").length);
|
||
return [cards2, cards];
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var pushs = result.moved[0],
|
||
gains = result.moved[1];
|
||
pushs.removeArray(player.getExpansions("qixing"));
|
||
gains.removeArray(player.getCards("h"));
|
||
if (!pushs.length || pushs.length != gains.length) return;
|
||
player.logSkill("qixing2");
|
||
player.addToExpansion(pushs, player, "giveAuto").gaintag.add("qixing");
|
||
game.log(player, "将", pushs, "作为“星”置于武将牌上");
|
||
player.gain(gains, "draw");
|
||
}
|
||
},
|
||
},
|
||
dawu: {
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.getExpansions("qixing").length;
|
||
},
|
||
audio: 2,
|
||
content() {
|
||
"step 0";
|
||
var num = Math.min(game.countPlayer(), player.getExpansions("qixing").length);
|
||
player
|
||
.chooseTarget(
|
||
get.prompt("dawu"),
|
||
"令至多" + get.cnNumber(num) + "名角色获得“大雾”标记",
|
||
[1, num]
|
||
)
|
||
.set("ai", function (target) {
|
||
if (target.isMin()) return 0;
|
||
if (target.hasSkill("biantian2") || target.hasSkill("dawu2")) return 0;
|
||
var att = get.attitude(player, target);
|
||
if (att >= 4) {
|
||
if (target.hp > 2 && (target.isHealthy() || target.hasSkillTag("maixie")))
|
||
return 0;
|
||
if (_status.event.allUse) return att;
|
||
if (target.hp == 1) return att;
|
||
if (target.hp == 2 && target.countCards("he") <= 2) return att * 0.7;
|
||
return 0;
|
||
}
|
||
return -1;
|
||
})
|
||
.set(
|
||
"allUse",
|
||
player.getExpansions("qixing").length >=
|
||
game.countPlayer(function (current) {
|
||
return get.attitude(player, current) > 4;
|
||
}) *
|
||
2
|
||
);
|
||
"step 1";
|
||
if (result.bool) {
|
||
var targets = result.targets.sortBySeat();
|
||
player.logSkill("dawu", targets, "thunder");
|
||
var length = targets.length;
|
||
targets.forEach((target) => {
|
||
target.addAdditionalSkill(`dawu_${player.playerid}`, "dawu2");
|
||
target.markAuto("dawu2", [player]);
|
||
});
|
||
player.addTempSkill("dawu3", { player: "phaseBeginStart" });
|
||
player.chooseCardButton(
|
||
"选择弃置" + get.cnNumber(length) + "张“星”",
|
||
length,
|
||
player.getExpansions("qixing"),
|
||
true
|
||
);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
player.loseToDiscardpile(result.links);
|
||
},
|
||
ai: { combo: "qixing" },
|
||
},
|
||
dawu2: {
|
||
charlotte: true,
|
||
ai: {
|
||
nofire: true,
|
||
nodamage: true,
|
||
effect: {
|
||
target(card, player, target, current) {
|
||
if (get.tag(card, "damage") && !get.tag(card, "thunderDamage"))
|
||
return "zeroplayertarget";
|
||
},
|
||
},
|
||
},
|
||
intro: {
|
||
content(storage) {
|
||
return `共有${storage.length}枚标记`;
|
||
},
|
||
},
|
||
},
|
||
dawu3: {
|
||
trigger: { global: "damageBegin4" },
|
||
filter(event, player) {
|
||
return !event.hasNature("thunder") && event.player.getStorage("dawu2").includes(player);
|
||
},
|
||
forced: true,
|
||
charlotte: true,
|
||
logTarget: "player",
|
||
content() {
|
||
trigger.cancel();
|
||
},
|
||
onremove(player) {
|
||
game.countPlayer2((current) => {
|
||
if (current.getStorage("dawu2").includes(player)) {
|
||
current.unmarkAuto("dawu2", [player]);
|
||
current.removeAdditionalSkill(`dawu_${player.playerid}`);
|
||
}
|
||
}, true);
|
||
},
|
||
},
|
||
kuangfeng: {
|
||
unique: true,
|
||
audio: 2,
|
||
trigger: { player: "phaseJieshuBegin" },
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.getExpansions("qixing").length;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(get.prompt("kuangfeng"), "令一名角色获得“狂风”标记").ai = function (
|
||
target
|
||
) {
|
||
return -1;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
var targets = result.targets.sortBySeat();
|
||
player.logSkill("kuangfeng", targets, "fire");
|
||
var length = targets.length;
|
||
targets.forEach((target) => {
|
||
target.addAdditionalSkill(`kuangfeng_${player.playerid}`, "kuangfeng2");
|
||
target.markAuto("kuangfeng2", [player]);
|
||
});
|
||
player.addTempSkill("kuangfeng3", { player: "phaseBeginStart" });
|
||
player.chooseCardButton(
|
||
"选择弃置" + get.cnNumber(length) + "张“星”",
|
||
length,
|
||
player.getExpansions("qixing"),
|
||
true
|
||
);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 2";
|
||
player.loseToDiscardpile(result.links);
|
||
},
|
||
ai: { combo: "qixing" },
|
||
},
|
||
kuangfeng2: {
|
||
charlotte: true,
|
||
intro: {
|
||
content(storage) {
|
||
return `共有${storage.length}枚标记`;
|
||
},
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target, current) {
|
||
if (get.tag(card, "fireDamage") && current < 0) return 1.5;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
kuangfeng3: {
|
||
trigger: { global: "damageBegin3" },
|
||
filter(event, player) {
|
||
return event.hasNature("fire") && event.player.getStorage("kuangfeng2").includes(player);
|
||
},
|
||
charlotte: true,
|
||
forced: true,
|
||
logTarget: "player",
|
||
content() {
|
||
trigger.num++;
|
||
},
|
||
onremove(player) {
|
||
game.countPlayer2((current) => {
|
||
if (current.getStorage("kuangfeng2").includes(player)) {
|
||
current.unmarkAuto("kuangfeng2", player);
|
||
current.removeAdditionalSkill(`kuangfeng_${player.playerid}`);
|
||
}
|
||
}, true);
|
||
},
|
||
},
|
||
yeyan: {
|
||
unique: true,
|
||
limited: true,
|
||
audio: 3,
|
||
enable: "phaseUse",
|
||
filterCard(card, player) {
|
||
return !ui.selected.cards.some(
|
||
(cardx) => get.suit(cardx, player) == get.suit(card, player)
|
||
);
|
||
},
|
||
selectCard: [0, 4],
|
||
filterTarget(card, player, target) {
|
||
var length = ui.selected.cards.length;
|
||
return length == 0 || length == 4;
|
||
},
|
||
selectTarget() {
|
||
if (ui.selected.cards.length == 4) return [1, 2];
|
||
if (ui.selected.cards.length == 0) return [1, 3];
|
||
game.uncheck("target");
|
||
return [1, 3];
|
||
},
|
||
complexCard: true,
|
||
complexSelect: true,
|
||
line: "fire",
|
||
forceDie: true,
|
||
animationColor: "metal",
|
||
skillAnimation: "legend",
|
||
check(card) {
|
||
if (!lib.skill.yeyan.getBigFire(get.event("player"))) return -1;
|
||
return 1 / (get.value(card) || 0.5);
|
||
},
|
||
multitarget: true,
|
||
multiline: true,
|
||
contentBefore() {
|
||
player.awakenSkill("yeyan");
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.num = 0;
|
||
targets.sortBySeat();
|
||
"step 1";
|
||
if (cards.length == 4) event.goto(2);
|
||
else {
|
||
if (event.num < targets.length) {
|
||
targets[event.num].damage("fire", 1, "nocard");
|
||
event.num++;
|
||
}
|
||
if (event.num == targets.length) event.finish();
|
||
else event.redo();
|
||
}
|
||
"step 2";
|
||
player.loseHp(3);
|
||
if (targets.length == 1) event.goto(4);
|
||
else {
|
||
player
|
||
.chooseTarget("请选择受到2点伤害的角色", true, function (card, player, target) {
|
||
return _status.event.targets.includes(target);
|
||
})
|
||
.set("ai", function (target) {
|
||
return 1;
|
||
})
|
||
.set("forceDie", true)
|
||
.set("targets", targets);
|
||
}
|
||
"step 3";
|
||
if (event.num < targets.length) {
|
||
var dnum = 1;
|
||
if (result.bool && result.targets && targets[event.num] == result.targets[0])
|
||
dnum = 2;
|
||
targets[event.num].damage("fire", dnum, "nocard");
|
||
event.num++;
|
||
}
|
||
if (event.num == targets.length) event.finish();
|
||
else event.redo();
|
||
"step 4";
|
||
player
|
||
.chooseControl("2点", "3点")
|
||
.set("prompt", "请选择伤害点数")
|
||
.set("ai", function () {
|
||
return "3点";
|
||
})
|
||
.set("forceDie", true);
|
||
"step 5";
|
||
targets[0].damage("fire", result.control == "2点" ? 2 : 3, "nocard");
|
||
},
|
||
ai: {
|
||
order(item, player) {
|
||
return lib.skill.yeyan.getBigFire(player) ? 10 : 1;
|
||
},
|
||
fireAttack: true,
|
||
result: {
|
||
target(player, target) {
|
||
if (player.hasUnknown()) return 0;
|
||
const att = get.sgn(get.attitude(player, target));
|
||
const targets = game.filterPlayer(
|
||
(target) =>
|
||
get.damageEffect(target, player, player, "fire") &&
|
||
(!lib.skill.yeyan.getBigFire(player) ||
|
||
(target.hp <= 3 &&
|
||
!target.hasSkillTag("filterDamage", null, { player: player })))
|
||
);
|
||
if (!targets.includes(target)) return 0;
|
||
if (lib.skill.yeyan.getBigFire(player)) {
|
||
if (ui.selected.targets.length) return 0;
|
||
if (
|
||
!(
|
||
targets.length == 1 ||
|
||
(att < 0 && target.identity && target.identity.indexOf("zhu") != -1)
|
||
)
|
||
)
|
||
return 0;
|
||
}
|
||
return att * get.damageEffect(target, player, player, "fire");
|
||
},
|
||
},
|
||
},
|
||
getBigFire(player) {
|
||
if (
|
||
player
|
||
.getDiscardableCards(player, "h")
|
||
.reduce((list, card) => list.add(get.suit(card, player)), []).length < 4
|
||
)
|
||
return false;
|
||
const targets = game.filterPlayer(
|
||
(target) =>
|
||
get.damageEffect(target, player, player, "fire") &&
|
||
target.hp <= 3 &&
|
||
!target.hasSkillTag("filterDamage", null, { player: player })
|
||
);
|
||
if (!targets.length) return false;
|
||
if (
|
||
targets.length == 1 ||
|
||
targets.some(
|
||
(target) =>
|
||
get.attitude(player, target) < 0 &&
|
||
target.identity &&
|
||
target.identity.indexOf("zhu") != -1
|
||
)
|
||
) {
|
||
let suits = player.getDiscardableCards(player, "h").reduce((map, card) => {
|
||
const suit = get.suit(card, player);
|
||
if (!map[suit]) map[suit] = [];
|
||
return map;
|
||
}, {}),
|
||
cards = [];
|
||
Object.keys(suits).forEach((i) => {
|
||
suits[i].addArray(
|
||
player.getDiscardableCards(player, "h").filter((card) => get.suit(card) == i)
|
||
);
|
||
cards.add(suits[i].sort((a, b) => get.value(a) - get.value(b))[0]);
|
||
});
|
||
return (
|
||
player.hp +
|
||
player.countCards(
|
||
"h",
|
||
(card) => !cards.includes(card) && player.canSaveCard(card, player)
|
||
) -
|
||
3 >
|
||
0
|
||
);
|
||
}
|
||
return false;
|
||
},
|
||
},
|
||
longhun: {
|
||
audio: 4,
|
||
group: ["longhun1", "longhun2", "longhun3", "longhun4"],
|
||
ai: {
|
||
fireAttack: true,
|
||
skillTagFilter(player, tag) {
|
||
switch (tag) {
|
||
case "respondSha": {
|
||
if (player.countCards("he", { suit: "diamond" }) < Math.max(1, player.hp))
|
||
return false;
|
||
break;
|
||
}
|
||
case "respondShan": {
|
||
if (player.countCards("he", { suit: "club" }) < Math.max(1, player.hp))
|
||
return false;
|
||
break;
|
||
}
|
||
case "save": {
|
||
if (player.countCards("he", { suit: "heart" }) < Math.max(1, player.hp))
|
||
return false;
|
||
break;
|
||
}
|
||
default:
|
||
return true;
|
||
}
|
||
},
|
||
maixie: true,
|
||
respondSha: true,
|
||
respondShan: true,
|
||
effect: {
|
||
target(card, player, target) {
|
||
if (get.tag(card, "recover") && target.hp >= 1) return [0, 0];
|
||
if (!target.hasFriend()) return;
|
||
if ((get.tag(card, "damage") == 1 || get.tag(card, "loseHp")) && target.hp > 1)
|
||
return [0, 1];
|
||
},
|
||
},
|
||
threaten(player, target) {
|
||
if (target.hp == 1) return 2;
|
||
return 0.5;
|
||
},
|
||
},
|
||
},
|
||
longhun1: {
|
||
audio: true,
|
||
enable: ["chooseToUse", "chooseToRespond"],
|
||
prompt() {
|
||
return "将" + get.cnNumber(Math.max(1, _status.event.player.hp)) + "张红桃牌当作桃使用";
|
||
},
|
||
position: "hes",
|
||
check(card, event) {
|
||
if (_status.event.player.hp > 1) return 0;
|
||
return 10 - get.value(card);
|
||
},
|
||
selectCard() {
|
||
return Math.max(1, _status.event.player.hp);
|
||
},
|
||
viewAs: { name: "tao" },
|
||
viewAsFilter(player) {
|
||
return player.countCards("hes", { suit: "heart" }) >= player.hp;
|
||
},
|
||
filterCard(card) {
|
||
return get.suit(card) == "heart";
|
||
},
|
||
},
|
||
longhun2: {
|
||
audio: true,
|
||
enable: ["chooseToUse", "chooseToRespond"],
|
||
prompt() {
|
||
return (
|
||
"将" + get.cnNumber(Math.max(1, _status.event.player.hp)) + "张方片当作火杀使用或打出"
|
||
);
|
||
},
|
||
position: "hes",
|
||
check(card, event) {
|
||
if (_status.event.player.hp > 1) return 0;
|
||
return 10 - get.value(card);
|
||
},
|
||
selectCard() {
|
||
return Math.max(1, _status.event.player.hp);
|
||
},
|
||
viewAs: { name: "sha", nature: "fire" },
|
||
viewAsFilter(player) {
|
||
return player.countCards("hes", { suit: "diamond" }) >= player.hp;
|
||
},
|
||
filterCard(card) {
|
||
return get.suit(card) == "diamond";
|
||
},
|
||
},
|
||
longhun3: {
|
||
audio: true,
|
||
enable: ["chooseToUse", "chooseToRespond"],
|
||
prompt() {
|
||
return (
|
||
"将" + get.cnNumber(Math.max(1, _status.event.player.hp)) + "张黑桃牌当作无懈可击使用"
|
||
);
|
||
},
|
||
position: "hes",
|
||
check(card, event) {
|
||
if (_status.event.player.hp > 1) return 0;
|
||
return 7 - get.value(card);
|
||
},
|
||
selectCard() {
|
||
return Math.max(1, _status.event.player.hp);
|
||
},
|
||
viewAs: { name: "wuxie" },
|
||
viewAsFilter(player) {
|
||
return player.countCards("hes", { suit: "spade" }) >= player.hp;
|
||
},
|
||
filterCard(card) {
|
||
return get.suit(card) == "spade";
|
||
},
|
||
},
|
||
longhun4: {
|
||
audio: true,
|
||
enable: ["chooseToUse", "chooseToRespond"],
|
||
prompt() {
|
||
return (
|
||
"将" + get.cnNumber(Math.max(1, _status.event.player.hp)) + "张梅花牌当作闪使用或打出"
|
||
);
|
||
},
|
||
position: "hes",
|
||
check(card, event) {
|
||
if (_status.event.player.hp > 1) return 0;
|
||
return 10 - get.value(card);
|
||
},
|
||
selectCard() {
|
||
return Math.max(1, _status.event.player.hp);
|
||
},
|
||
viewAsFilter(player) {
|
||
return player.countCards("hes", { suit: "club" }) >= player.hp;
|
||
},
|
||
viewAs: { name: "shan" },
|
||
filterCard(card) {
|
||
return get.suit(card) == "club";
|
||
},
|
||
},
|
||
juejing: {
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
return 2 + num;
|
||
},
|
||
},
|
||
audio: true,
|
||
trigger: { player: "phaseDrawBegin2" },
|
||
//priority:-5,
|
||
filter(event, player) {
|
||
return !event.numFixed && player.hp < player.maxHp;
|
||
},
|
||
forced: true,
|
||
content() {
|
||
trigger.num += player.getDamagedHp();
|
||
},
|
||
},
|
||
relonghun: {
|
||
audio: 2,
|
||
//技能发动时机
|
||
enable: ["chooseToUse", "chooseToRespond"],
|
||
//发动时提示的技能描述
|
||
prompt: "将♦牌当做杀,♥牌当做桃,♣牌当做闪,♠牌当做无懈可击使用或打出",
|
||
//动态的viewAs
|
||
viewAs(cards, player) {
|
||
if (cards.length) {
|
||
var name = false,
|
||
nature = null;
|
||
//根据选择的卡牌的花色 判断要转化出的卡牌是闪还是火杀还是无懈还是桃
|
||
switch (get.suit(cards[0], player)) {
|
||
case "club":
|
||
name = "shan";
|
||
break;
|
||
case "diamond":
|
||
name = "sha";
|
||
nature = "fire";
|
||
break;
|
||
case "spade":
|
||
name = "wuxie";
|
||
break;
|
||
case "heart":
|
||
name = "tao";
|
||
break;
|
||
}
|
||
//返回判断结果
|
||
if (name) return { name: name, nature: nature };
|
||
}
|
||
return null;
|
||
},
|
||
//AI选牌思路
|
||
check(card) {
|
||
if (ui.selected.cards.length) return 0;
|
||
var player = _status.event.player;
|
||
if (_status.event.type == "phase") {
|
||
var max = 0;
|
||
var name2;
|
||
var list = ["sha", "tao"];
|
||
var map = { sha: "diamond", tao: "heart" };
|
||
for (var i = 0; i < list.length; i++) {
|
||
var name = list[i];
|
||
if (
|
||
player.countCards("hes", function (card) {
|
||
return (
|
||
(name != "sha" || get.value(card) < 5) &&
|
||
get.suit(card, player) == map[name]
|
||
);
|
||
}) > 0 &&
|
||
player.getUseValue({ name: name, nature: name == "sha" ? "fire" : null }) > 0
|
||
) {
|
||
var temp = get.order({ name: name, nature: name == "sha" ? "fire" : null });
|
||
if (temp > max) {
|
||
max = temp;
|
||
name2 = map[name];
|
||
}
|
||
}
|
||
}
|
||
if (name2 == get.suit(card, player))
|
||
return name2 == "diamond" ? 5 - get.value(card) : 20 - get.value(card);
|
||
return 0;
|
||
}
|
||
return 1;
|
||
},
|
||
//选牌数量
|
||
selectCard: [1, 2],
|
||
//确保选择第一张牌后 重新检测第二张牌的合法性 避免选择两张花色不同的牌
|
||
complexCard: true,
|
||
//选牌范围:手牌区和装备区和木马
|
||
position: "hes",
|
||
//选牌合法性判断
|
||
filterCard(card, player, event) {
|
||
//如果已经选了一张牌 那么第二张牌和第一张花色相同即可
|
||
if (ui.selected.cards.length)
|
||
return get.suit(card, player) == get.suit(ui.selected.cards[0], player);
|
||
event = event || _status.event;
|
||
//获取当前时机的卡牌选择限制
|
||
var filter = event._backup.filterCard;
|
||
//获取卡牌花色
|
||
var name = get.suit(card, player);
|
||
//如果这张牌是梅花并且当前时机能够使用/打出闪 那么这张牌可以选择
|
||
if (name == "club" && filter(get.autoViewAs({ name: "shan" }, "unsure"), player, event))
|
||
return true;
|
||
//如果这张牌是方片并且当前时机能够使用/打出火杀 那么这张牌可以选择
|
||
if (
|
||
name == "diamond" &&
|
||
filter(get.autoViewAs({ name: "sha", nature: "fire" }, "unsure"), player, event)
|
||
)
|
||
return true;
|
||
//如果这张牌是黑桃并且当前时机能够使用/打出无懈 那么这张牌可以选择
|
||
if (name == "spade" && filter(get.autoViewAs({ name: "wuxie" }, "unsure"), player, event))
|
||
return true;
|
||
//如果这张牌是红桃并且当前时机能够使用/打出桃 那么这张牌可以选择
|
||
if (name == "heart" && filter(get.autoViewAs({ name: "tao" }, "unsure"), player, event))
|
||
return true;
|
||
//上述条件都不满足 那么就不能选择这张牌
|
||
return false;
|
||
},
|
||
//判断当前时机能否发动技能
|
||
filter(event, player) {
|
||
//获取当前时机的卡牌选择限制
|
||
var filter = event.filterCard;
|
||
//如果当前时机能够使用/打出火杀并且角色有方片 那么可以发动技能
|
||
if (
|
||
filter(get.autoViewAs({ name: "sha", nature: "fire" }, "unsure"), player, event) &&
|
||
player.countCards("hes", { suit: "diamond" })
|
||
)
|
||
return true;
|
||
//如果当前时机能够使用/打出闪并且角色有梅花 那么可以发动技能
|
||
if (
|
||
filter(get.autoViewAs({ name: "shan" }, "unsure"), player, event) &&
|
||
player.countCards("hes", { suit: "club" })
|
||
)
|
||
return true;
|
||
//如果当前时机能够使用/打出桃并且角色有红桃 那么可以发动技能
|
||
if (
|
||
filter(get.autoViewAs({ name: "tao" }, "unsure"), player, event) &&
|
||
player.countCards("hes", { suit: "heart" })
|
||
)
|
||
return true;
|
||
//如果当前时机能够使用/打出无懈可击并且角色有黑桃 那么可以发动技能
|
||
if (
|
||
filter(get.autoViewAs({ name: "wuxie" }, "unsure"), player, event) &&
|
||
player.countCards("hes", { suit: "spade" })
|
||
)
|
||
return true;
|
||
return false;
|
||
},
|
||
ai: {
|
||
respondSha: true,
|
||
respondShan: true,
|
||
//让系统知道角色“有杀”“有闪”
|
||
skillTagFilter(player, tag) {
|
||
var name;
|
||
switch (tag) {
|
||
case "respondSha":
|
||
name = "diamond";
|
||
break;
|
||
case "respondShan":
|
||
name = "club";
|
||
break;
|
||
case "save":
|
||
name = "heart";
|
||
break;
|
||
}
|
||
if (!player.countCards("hes", { suit: name })) return false;
|
||
},
|
||
//AI牌序
|
||
order(item, player) {
|
||
if (player && _status.event.type == "phase") {
|
||
var max = 0;
|
||
var list = ["sha", "tao"];
|
||
var map = { sha: "diamond", tao: "heart" };
|
||
for (var i = 0; i < list.length; i++) {
|
||
var name = list[i];
|
||
if (
|
||
player.countCards("hes", function (card) {
|
||
return (
|
||
(name != "sha" || get.value(card) < 5) &&
|
||
get.suit(card, player) == map[name]
|
||
);
|
||
}) > 0 &&
|
||
player.getUseValue({
|
||
name: name,
|
||
nature: name == "sha" ? "fire" : null,
|
||
}) > 0
|
||
) {
|
||
var temp = get.order({
|
||
name: name,
|
||
nature: name == "sha" ? "fire" : null,
|
||
});
|
||
if (temp > max) max = temp;
|
||
}
|
||
}
|
||
max /= 1.1;
|
||
return max;
|
||
}
|
||
return 2;
|
||
},
|
||
},
|
||
//让系统知道玩家“有无懈”“有桃”
|
||
hiddenCard(player, name) {
|
||
if (name == "wuxie" && _status.connectMode && player.countCards("hs") > 0) return true;
|
||
if (name == "wuxie") return player.countCards("hes", { suit: "spade" }) > 0;
|
||
if (name == "tao") return player.countCards("hes", { suit: "heart" }) > 0;
|
||
},
|
||
group: ["relonghun_num", "relonghun_discard"],
|
||
subSkill: {
|
||
num: {
|
||
trigger: { player: "useCard" },
|
||
forced: true,
|
||
popup: false,
|
||
filter(event) {
|
||
var evt = event;
|
||
return (
|
||
["sha", "tao"].includes(evt.card.name) &&
|
||
evt.skill == "relonghun" &&
|
||
evt.cards &&
|
||
evt.cards.length == 2
|
||
);
|
||
},
|
||
content() {
|
||
trigger.baseDamage++;
|
||
},
|
||
},
|
||
discard: {
|
||
trigger: { player: ["useCardAfter", "respondAfter"] },
|
||
forced: true,
|
||
popup: false,
|
||
logTarget() {
|
||
return _status.currentPhase;
|
||
},
|
||
autodelay(event) {
|
||
return event.name == "respond" ? 0.5 : false;
|
||
},
|
||
filter(evt, player) {
|
||
return (
|
||
["shan", "wuxie"].includes(evt.card.name) &&
|
||
evt.skill == "relonghun" &&
|
||
evt.cards &&
|
||
evt.cards.length == 2 &&
|
||
_status.currentPhase &&
|
||
_status.currentPhase != player &&
|
||
_status.currentPhase.countDiscardableCards(player, "he")
|
||
);
|
||
},
|
||
content() {
|
||
//game.log(trigger.card)
|
||
//game.log(trigger.cards)
|
||
player.line(_status.currentPhase, "green");
|
||
player.discardPlayerCard(_status.currentPhase, "he", true);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
xinlonghun: {
|
||
audio: "longhun",
|
||
enable: ["chooseToUse", "chooseToRespond"],
|
||
prompt: "将♦手牌当做火【杀】,♥手牌当做【桃】,♣手牌当做【闪】,♠手牌当做【无懈可击】使用或打出",
|
||
viewAs(cards, player) {
|
||
if (cards.length) {
|
||
var name = false,
|
||
nature = null;
|
||
switch (get.suit(cards[0], player)) {
|
||
case "club":
|
||
name = "shan";
|
||
break;
|
||
case "diamond":
|
||
name = "sha";
|
||
nature = "fire";
|
||
break;
|
||
case "spade":
|
||
name = "wuxie";
|
||
break;
|
||
case "heart":
|
||
name = "tao";
|
||
break;
|
||
}
|
||
if (name) return { name: name, nature: nature };
|
||
}
|
||
return null;
|
||
},
|
||
check(card) {
|
||
var player = _status.event.player;
|
||
if (_status.event.type == "phase") {
|
||
var max = 0;
|
||
var name2;
|
||
var list = ["sha", "tao"];
|
||
var map = { sha: "diamond", tao: "heart" };
|
||
for (var i = 0; i < list.length; i++) {
|
||
var name = list[i];
|
||
if (
|
||
player.countCards("hs", function (card) {
|
||
return (
|
||
(name != "sha" || get.value(card) < 5) &&
|
||
get.suit(card, player) == map[name]
|
||
);
|
||
}) > 0 &&
|
||
player.getUseValue({ name: name, nature: name == "sha" ? "fire" : null }) > 0
|
||
) {
|
||
var temp = get.order({ name: name, nature: name == "sha" ? "fire" : null });
|
||
if (temp > max) {
|
||
max = temp;
|
||
name2 = map[name];
|
||
}
|
||
}
|
||
}
|
||
if (name2 == get.suit(card, player))
|
||
return name2 == "diamond" ? 5 - get.value(card) : 20 - get.value(card);
|
||
return 0;
|
||
}
|
||
return 1;
|
||
},
|
||
position: "hs",
|
||
filterCard(card, player, event) {
|
||
event = event || _status.event;
|
||
var filter = event._backup.filterCard;
|
||
var name = get.suit(card, player);
|
||
if (name == "club" && filter({ name: "shan", cards: [card] }, player, event)) return true;
|
||
if (
|
||
name == "diamond" &&
|
||
filter({ name: "sha", cards: [card], nature: "fire" }, player, event)
|
||
)
|
||
return true;
|
||
if (name == "spade" && filter({ name: "wuxie", cards: [card] }, player, event))
|
||
return true;
|
||
if (name == "heart" && filter({ name: "tao", cards: [card] }, player, event)) return true;
|
||
return false;
|
||
},
|
||
filter(event, player) {
|
||
var filter = event.filterCard;
|
||
if (
|
||
filter(get.autoViewAs({ name: "sha", nature: "fire" }, "unsure"), player, event) &&
|
||
player.countCards("hs", { suit: "diamond" })
|
||
)
|
||
return true;
|
||
if (
|
||
filter(get.autoViewAs({ name: "shan" }, "unsure"), player, event) &&
|
||
player.countCards("hs", { suit: "club" })
|
||
)
|
||
return true;
|
||
if (
|
||
filter(get.autoViewAs({ name: "tao" }, "unsure"), player, event) &&
|
||
player.countCards("hs", { suit: "heart" })
|
||
)
|
||
return true;
|
||
if (
|
||
filter(get.autoViewAs({ name: "wuxie" }, "unsure"), player, event) &&
|
||
player.countCards("hs", { suit: "spade" })
|
||
)
|
||
return true;
|
||
return false;
|
||
},
|
||
precontent() {
|
||
delete event.result.skill;
|
||
player.logSkill(
|
||
"longhun" + (4 - lib.suit.indexOf(get.suit(event.result.cards[0], player)))
|
||
);
|
||
},
|
||
ai: {
|
||
respondSha: true,
|
||
respondShan: true,
|
||
skillTagFilter(player, tag) {
|
||
var name;
|
||
switch (tag) {
|
||
case "respondSha":
|
||
name = "diamond";
|
||
break;
|
||
case "respondShan":
|
||
name = "club";
|
||
break;
|
||
case "save":
|
||
name = "heart";
|
||
break;
|
||
}
|
||
if (!player.countCards("hs", { suit: name })) return false;
|
||
},
|
||
order(item, player) {
|
||
if (player && _status.event.type == "phase") {
|
||
var max = 0;
|
||
var list = ["sha", "tao"];
|
||
var map = { sha: "diamond", tao: "heart" };
|
||
for (var i = 0; i < list.length; i++) {
|
||
var name = list[i];
|
||
if (
|
||
player.countCards("hs", function (card) {
|
||
return (
|
||
(name != "sha" || get.value(card) < 5) &&
|
||
get.suit(card, player) == map[name]
|
||
);
|
||
}) > 0 &&
|
||
player.getUseValue({
|
||
name: name,
|
||
nature: name == "sha" ? "fire" : null,
|
||
}) > 0
|
||
) {
|
||
var temp = get.order({
|
||
name: name,
|
||
nature: name == "sha" ? "fire" : null,
|
||
});
|
||
if (temp > max) max = temp;
|
||
}
|
||
}
|
||
max /= 1.1;
|
||
return max;
|
||
}
|
||
return 2;
|
||
},
|
||
},
|
||
hiddenCard(player, name) {
|
||
if (name == "wuxie" && _status.connectMode && player.countCards("hs") > 0) return true;
|
||
if (name == "wuxie") return player.countCards("hs", { suit: "spade" }) > 0;
|
||
if (name == "tao") return player.countCards("hs", { suit: "heart" }) > 0;
|
||
},
|
||
},
|
||
xinjuejing: {
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
return 2 + num;
|
||
},
|
||
},
|
||
audio: 2,
|
||
trigger: { player: ["dying", "dyingAfter"] },
|
||
forced: true,
|
||
content() {
|
||
player.draw();
|
||
},
|
||
},
|
||
shelie: {
|
||
audio: 2,
|
||
trigger: { player: "phaseDrawBegin1" },
|
||
filter(event, player) {
|
||
return !event.numFixed;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
trigger.changeToZero();
|
||
event.cards = get.cards(5);
|
||
game.cardsGotoOrdering(event.cards);
|
||
event.videoId = lib.status.videoId++;
|
||
game.broadcastAll(
|
||
function (player, id, cards) {
|
||
var str;
|
||
if (player == game.me && !_status.auto) {
|
||
str = "涉猎:获取花色各不相同的牌";
|
||
} else {
|
||
str = "涉猎";
|
||
}
|
||
var dialog = ui.create.dialog(str, cards);
|
||
dialog.videoId = id;
|
||
},
|
||
player,
|
||
event.videoId,
|
||
event.cards
|
||
);
|
||
event.time = get.utc();
|
||
game.addVideo("showCards", player, ["涉猎", get.cardsInfo(event.cards)]);
|
||
game.addVideo("delay", null, 2);
|
||
"step 1";
|
||
var list = [];
|
||
for (var i of cards) list.add(get.suit(i, false));
|
||
var next = player.chooseButton(list.length, true);
|
||
next.set("dialog", event.videoId);
|
||
next.set("filterButton", function (button) {
|
||
for (var i = 0; i < ui.selected.buttons.length; i++) {
|
||
if (get.suit(ui.selected.buttons[i].link) == get.suit(button.link)) return false;
|
||
}
|
||
return true;
|
||
});
|
||
next.set("ai", function (button) {
|
||
return get.value(button.link, _status.event.player);
|
||
});
|
||
"step 2";
|
||
if (result.bool && result.links) {
|
||
event.cards2 = result.links;
|
||
} else {
|
||
event.finish();
|
||
}
|
||
var time = 1000 - (get.utc() - event.time);
|
||
if (time > 0) {
|
||
game.delay(0, time);
|
||
}
|
||
"step 3";
|
||
game.broadcastAll("closeDialog", event.videoId);
|
||
var cards2 = event.cards2;
|
||
player.gain(cards2, "log", "gain2");
|
||
},
|
||
ai: {
|
||
threaten: 1.2,
|
||
},
|
||
},
|
||
gongxin: {
|
||
audio: 2,
|
||
audioname: ["re_lvmeng", "gexuan"],
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterTarget(card, player, target) {
|
||
return target != player && target.countCards("h");
|
||
},
|
||
content() {
|
||
"step 0";
|
||
var cards = target.getCards("h");
|
||
player
|
||
.chooseButton(2, ["攻心", cards, [["弃置此牌", "置于牌堆顶"], "tdnodes"]])
|
||
.set("filterButton", function (button) {
|
||
var type = typeof button.link;
|
||
if (ui.selected.buttons.length && type == typeof ui.selected.buttons[0].link)
|
||
return false;
|
||
return type == "string" || get.suit(button.link) == "heart";
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
if (typeof result.links[0] != "string") result.links.reverse();
|
||
var card = result.links[1],
|
||
choice = result.links[0];
|
||
if (choice == "弃置此牌") target.discard(card);
|
||
else {
|
||
player.showCards(
|
||
card,
|
||
get.translation(player) + "对" + get.translation(target) + "发动了【攻心】"
|
||
);
|
||
target.lose(card, ui.cardPile, "visible", "insert");
|
||
}
|
||
}
|
||
},
|
||
ai: {
|
||
threaten: 1.5,
|
||
result: {
|
||
target(player, target) {
|
||
return -target.countCards("h");
|
||
},
|
||
},
|
||
order: 10,
|
||
expose: 0.4,
|
||
},
|
||
},
|
||
nzry_longnu: {
|
||
mark: true,
|
||
locked: true,
|
||
zhuanhuanji: true,
|
||
marktext: "☯",
|
||
intro: {
|
||
content(storage, player, skill) {
|
||
if (player.storage.nzry_longnu == true)
|
||
return "锁定技,出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷杀且无使用次数限制";
|
||
return "锁定技,出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火杀且无距离限制";
|
||
},
|
||
},
|
||
audio: 2,
|
||
trigger: {
|
||
player: "phaseUseBegin",
|
||
},
|
||
forced: true,
|
||
content() {
|
||
"step 0";
|
||
player.changeZhuanhuanji("nzry_longnu");
|
||
if (player.storage.nzry_longnu != true) {
|
||
player.loseMaxHp();
|
||
} else {
|
||
player.loseHp();
|
||
}
|
||
player.draw();
|
||
"step 1";
|
||
if (player.storage.nzry_longnu != true) {
|
||
player.addTempSkill("nzry_longnu_2", "phaseUseAfter");
|
||
} else {
|
||
player.addTempSkill("nzry_longnu_1", "phaseUseAfter");
|
||
}
|
||
},
|
||
subSkill: {
|
||
1: {
|
||
mod: {
|
||
cardname(card, player) {
|
||
if (get.color(card) == "red") return "sha";
|
||
},
|
||
cardnature(card, player) {
|
||
if (get.color(card) == "red") return "fire";
|
||
},
|
||
targetInRange(card) {
|
||
if (get.color(card) == "red") return true;
|
||
},
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target, current) {
|
||
if (get.tag(card, "respondSha") && current < 0) return 0.6;
|
||
},
|
||
},
|
||
respondSha: true,
|
||
},
|
||
},
|
||
2: {
|
||
mod: {
|
||
cardname(card, player) {
|
||
if (["trick", "delay"].includes(lib.card[card.name].type)) return "sha";
|
||
},
|
||
cardnature(card, player) {
|
||
if (["trick", "delay"].includes(lib.card[card.name].type)) return "thunder";
|
||
},
|
||
cardUsable(card, player) {
|
||
if (card.name == "sha" && game.hasNature(card, "thunder")) return Infinity;
|
||
},
|
||
},
|
||
ai: {
|
||
effect: {
|
||
target(card, player, target, current) {
|
||
if (get.tag(card, "respondSha") && current < 0) return 0.6;
|
||
},
|
||
},
|
||
respondSha: true,
|
||
},
|
||
},
|
||
},
|
||
ai: {
|
||
fireAttack: true,
|
||
halfneg: true,
|
||
threaten: 1.05,
|
||
},
|
||
},
|
||
nzry_jieying: {
|
||
audio: 2,
|
||
locked: true,
|
||
global: "g_nzry_jieying",
|
||
ai: {
|
||
effect: {
|
||
target(card) {
|
||
if (card.name == "tiesuo") return "zeroplayertarget";
|
||
},
|
||
},
|
||
},
|
||
group: ["nzry_jieying_1", "nzry_jieying_2"],
|
||
subSkill: {
|
||
1: {
|
||
audio: "nzry_jieying",
|
||
trigger: {
|
||
player: ["linkBefore", "enterGame"],
|
||
global: "phaseBefore",
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (event.name == "link") return player.isLinked();
|
||
return (event.name != "phase" || game.phaseNumber == 0) && !player.isLinked();
|
||
},
|
||
content() {
|
||
if (trigger.name != "link") player.link(true);
|
||
else trigger.cancel();
|
||
},
|
||
},
|
||
2: {
|
||
audio: "nzry_jieying",
|
||
trigger: {
|
||
player: "phaseJieshuBegin",
|
||
},
|
||
direct: true,
|
||
filter(event, player) {
|
||
return game.hasPlayer(function (current) {
|
||
return current != player && !current.isLinked();
|
||
});
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(
|
||
true,
|
||
"请选择【结营】的目标",
|
||
function (card, player, target) {
|
||
return target != player && !target.isLinked();
|
||
}
|
||
).ai = function (target) {
|
||
return 1 + Math.random();
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.line(result.targets);
|
||
player.logSkill("nzry_jieying");
|
||
result.targets[0].link(true);
|
||
} else {
|
||
event.finish();
|
||
}
|
||
},
|
||
},
|
||
},
|
||
},
|
||
g_nzry_jieying: {
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
if (
|
||
game.countPlayer(function (current) {
|
||
return current.hasSkill("nzry_jieying");
|
||
}) > 0 &&
|
||
player.isLinked()
|
||
)
|
||
return num + 2;
|
||
},
|
||
},
|
||
},
|
||
nzry_junlve: {
|
||
audio: 2,
|
||
//marktext:"军",
|
||
intro: {
|
||
content: "当前有#个标记",
|
||
},
|
||
//mark:true,
|
||
trigger: {
|
||
player: "damageAfter",
|
||
source: "damageSource",
|
||
},
|
||
forced: true,
|
||
content() {
|
||
player.addMark("nzry_junlve", trigger.num);
|
||
},
|
||
ai: {
|
||
combo: "nzry_cuike",
|
||
},
|
||
},
|
||
nzry_cuike: {
|
||
audio: 2,
|
||
trigger: {
|
||
player: "phaseUseBegin",
|
||
},
|
||
direct: true,
|
||
content() {
|
||
"step 0";
|
||
if (player.countMark("nzry_junlve") % 2 == 1) {
|
||
player.chooseTarget("是否发动【摧克】,对一名角色造成1点伤害?").ai = function (
|
||
target
|
||
) {
|
||
return -get.attitude(player, target);
|
||
};
|
||
} else {
|
||
player.chooseTarget("是否发动【摧克】,横置一名角色并弃置其区域内的一张牌?").ai =
|
||
function (target) {
|
||
return -get.attitude(player, target);
|
||
};
|
||
}
|
||
"step 1";
|
||
if (result.bool) {
|
||
player.logSkill("nzry_cuike", result.targets);
|
||
if (player.countMark("nzry_junlve") % 2 == 1) {
|
||
result.targets[0].damage();
|
||
} else {
|
||
result.targets[0].link(true);
|
||
player.discardPlayerCard(result.targets[0], 1, "hej", true);
|
||
}
|
||
}
|
||
"step 2";
|
||
if (player.countMark("nzry_junlve") > 7) {
|
||
player
|
||
.chooseBool()
|
||
.set("ai", function () {
|
||
return true;
|
||
})
|
||
.set("prompt", "是否弃置所有“军略”标记并对所有其他角色造成1点伤害?");
|
||
} else {
|
||
event.finish();
|
||
}
|
||
"step 3";
|
||
if (result.bool) {
|
||
var players = game.players.slice(0).sortBySeat();
|
||
player.line(players);
|
||
player.removeMark("nzry_junlve", player.countMark("nzry_junlve"));
|
||
for (var i = 0; i < players.length; i++) {
|
||
if (players[i] != player) players[i].damage();
|
||
}
|
||
}
|
||
},
|
||
},
|
||
nzry_dinghuo: {
|
||
audio: 2,
|
||
limited: true,
|
||
init(player) {
|
||
player.storage.nzry_dinghuo = false;
|
||
},
|
||
intro: {
|
||
content: "limited",
|
||
},
|
||
unique: true,
|
||
mark: true,
|
||
skillAnimation: true,
|
||
animationColor: "metal",
|
||
enable: "phaseUse",
|
||
filter(event, player) {
|
||
return !player.storage.nzry_dinghuo && player.countMark("nzry_junlve") > 0;
|
||
},
|
||
check(event, player) {
|
||
var num = game.countPlayer(function (current) {
|
||
return get.attitude(player, current) < 0 && current.isLinked();
|
||
});
|
||
return (
|
||
player.storage.nzry_junlve >= num &&
|
||
num ==
|
||
game.countPlayer(function (current) {
|
||
return get.attitude(player, current) < 0;
|
||
})
|
||
);
|
||
},
|
||
filterTarget(card, player, target) {
|
||
return target.isLinked();
|
||
},
|
||
selectTarget() {
|
||
return [1, _status.event.player.countMark("nzry_junlve")];
|
||
},
|
||
multiline: true,
|
||
multitarget: true,
|
||
content() {
|
||
"step 0";
|
||
player.awakenSkill("nzry_dinghuo");
|
||
player.storage.nzry_dinghuo = true;
|
||
"step 1";
|
||
player.removeMark("nzry_junlve", player.countMark("nzry_junlve"));
|
||
for (var i = 0; i < targets.length; i++) {
|
||
targets[i].discard(targets[i].getCards("e"));
|
||
}
|
||
player
|
||
.chooseTarget(true, "对一名目标角色造成1点火焰伤害", function (card, player, target) {
|
||
return _status.event.targets.includes(target);
|
||
})
|
||
.set("targets", targets).ai = function () {
|
||
return 1;
|
||
};
|
||
"step 2";
|
||
if (result.bool) {
|
||
result.targets[0].damage("fire", "nocard");
|
||
}
|
||
},
|
||
ai: {
|
||
order: 1,
|
||
fireAttack: true,
|
||
combo: "nzry_junlve",
|
||
result: {
|
||
target(player, target) {
|
||
if (target.hasSkillTag("nofire")) return 0;
|
||
if (lib.config.mode == "versus") return -1;
|
||
if (player.hasUnknown()) return 0;
|
||
return get.damageEffect(target, player) - target.countCards("e");
|
||
},
|
||
},
|
||
},
|
||
},
|
||
drlt_duorui: {
|
||
audio: 2,
|
||
init(player, skill) {
|
||
if (!player.storage.drlt_duorui) player.storage.drlt_duorui = [];
|
||
},
|
||
trigger: {
|
||
source: "damageSource",
|
||
},
|
||
filter(event, player) {
|
||
if (player.storage.drlt_duorui.length) return false;
|
||
return event.player.isIn() && _status.currentPhase == player;
|
||
},
|
||
check(event, player) {
|
||
if (get.attitude(_status.event.player, event.player) >= 0) return false;
|
||
if (player.hasEnabledSlot() && !player.hasEnabledSlot(5)) return false;
|
||
return true;
|
||
},
|
||
bannedList: [
|
||
"bifa",
|
||
"buqu",
|
||
"gzbuqu",
|
||
"songci",
|
||
"funan",
|
||
"xinfu_guhuo",
|
||
"reguhuo",
|
||
"huashen",
|
||
"rehuashen",
|
||
"old_guhuo",
|
||
"shouxi",
|
||
"xinpojun",
|
||
"taoluan",
|
||
"xintaoluan",
|
||
"yinbing",
|
||
"xinfu_yingshi",
|
||
"zhenwei",
|
||
"zhengnan",
|
||
"xinzhengnan",
|
||
"zhoufu",
|
||
],
|
||
logTarget: "player",
|
||
content() {
|
||
"step 0";
|
||
var list = [];
|
||
var listm = [];
|
||
var listv = [];
|
||
if (trigger.player.name1 != undefined) listm = lib.character[trigger.player.name1][3];
|
||
else listm = lib.character[trigger.player.name][3];
|
||
if (trigger.player.name2 != undefined) listv = lib.character[trigger.player.name2][3];
|
||
listm = listm.concat(listv);
|
||
var func = function (skill) {
|
||
var info = get.info(skill);
|
||
if (
|
||
!info ||
|
||
info.charlotte ||
|
||
info.hiddenSkill ||
|
||
info.zhuSkill ||
|
||
info.juexingji ||
|
||
info.limited ||
|
||
info.dutySkill ||
|
||
(info.unique && !info.gainable) ||
|
||
lib.skill.drlt_duorui.bannedList.includes(skill)
|
||
)
|
||
return false;
|
||
return true;
|
||
};
|
||
for (var i = 0; i < listm.length; i++) {
|
||
if (func(listm[i])) list.add(listm[i]);
|
||
}
|
||
event.skills = list;
|
||
if (player.hasEnabledSlot()) {
|
||
player.chooseToDisable().ai = function (event, player, list) {
|
||
if (list.includes("equip5")) return "equip5";
|
||
return list.randomGet();
|
||
};
|
||
}
|
||
"step 1";
|
||
if (event.skills.length > 0) {
|
||
player
|
||
.chooseControl(event.skills)
|
||
.set("prompt", "请选择要获得的技能")
|
||
.set("ai", function () {
|
||
return event.skills.randomGet();
|
||
});
|
||
} else event.finish();
|
||
"step 2";
|
||
player.addTempSkills(result.control, { player: "dieAfter" });
|
||
// player.popup(result.control,'thunder');
|
||
player.storage.drlt_duorui = [result.control];
|
||
player.storage.drlt_duorui_player = trigger.player;
|
||
trigger.player.storage.drlt_duorui = [result.control];
|
||
trigger.player.addTempSkill("drlt_duorui1", { player: "phaseAfter" });
|
||
// game.log(player,'获得了技能','#g【'+get.translation(result.control)+'】')
|
||
},
|
||
group: ["duorui_clear"],
|
||
},
|
||
duorui_clear: {
|
||
trigger: { global: ["phaseAfter", "dieAfter"] },
|
||
filter(event, player) {
|
||
if (!player.storage.drlt_duorui_player || !player.storage.drlt_duorui) return false;
|
||
return (
|
||
player.storage.drlt_duorui_player == event.player && player.storage.drlt_duorui.length
|
||
);
|
||
},
|
||
silent: true,
|
||
forced: true,
|
||
popup: false,
|
||
content() {
|
||
player.removeSkills(player.storage.drlt_duorui[0]);
|
||
delete player.storage.drlt_duorui_player;
|
||
player.storage.drlt_duorui = [];
|
||
},
|
||
},
|
||
drlt_duorui1: {
|
||
init(player, skill) {
|
||
player.disableSkill(skill, player.storage.drlt_duorui);
|
||
},
|
||
onremove(player, skill) {
|
||
player.enableSkill(skill);
|
||
},
|
||
locked: true,
|
||
mark: true,
|
||
charlotte: true,
|
||
intro: {
|
||
content(storage, player, skill) {
|
||
var list = [];
|
||
for (var i in player.disabledSkills) {
|
||
if (player.disabledSkills[i].includes(skill)) list.push(i);
|
||
}
|
||
if (list.length) {
|
||
var str = "失效技能:";
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (lib.translate[list[i] + "_info"]) str += get.translation(list[i]) + "、";
|
||
}
|
||
return str.slice(0, str.length - 1);
|
||
}
|
||
},
|
||
},
|
||
},
|
||
drlt_zhiti: {
|
||
audio: 2,
|
||
locked: true,
|
||
group: ["drlt_zhiti_damage", "drlt_zhiti_compare", "drlt_zhiti_juedou"],
|
||
global: "g_drlt_zhiti",
|
||
subSkill: {
|
||
juedou: {
|
||
audio: "drlt_zhiti",
|
||
trigger: {
|
||
player: "juedouAfter",
|
||
target: "juedouAfter",
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (event.turn === player || !player.hasDisabledSlot()) return false;
|
||
const opposite = event.player === player ? event.target : event.player;
|
||
return opposite && opposite.isIn() && opposite.inRangeOf(player);
|
||
},
|
||
content() {
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
compare: {
|
||
audio: "drlt_zhiti",
|
||
trigger: {
|
||
player: ["chooseToCompareAfter", "compareMultipleAfter"],
|
||
target: ["chooseToCompareAfter", "compareMultipleAfter"],
|
||
},
|
||
filter(event, player) {
|
||
if (event.preserve || !player.hasDisabledSlot()) return false;
|
||
let opposite;
|
||
if (player === event.player) {
|
||
if (event.num1 > event.num2) {
|
||
opposite = event.target;
|
||
} else {
|
||
return false;
|
||
}
|
||
} else {
|
||
if (event.num1 < event.num2) {
|
||
opposite = event.player;
|
||
} else {
|
||
return false;
|
||
}
|
||
}
|
||
return opposite && opposite.isIn() && opposite.inRangeOf(player);
|
||
},
|
||
forced: true,
|
||
content() {
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
damage: {
|
||
audio: "drlt_zhiti",
|
||
trigger: { player: "damageEnd" },
|
||
forced: true,
|
||
filter(event, player) {
|
||
if (!player.hasDisabledSlot()) return false;
|
||
const opposite = event.source;
|
||
return opposite && opposite.isIn() && opposite.inRangeOf(player);
|
||
},
|
||
content() {
|
||
player.chooseToEnable();
|
||
},
|
||
},
|
||
},
|
||
},
|
||
g_drlt_zhiti: {
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
if (player.isDamaged())
|
||
return (
|
||
num -
|
||
game.countPlayer(function (current) {
|
||
return (
|
||
current != player &&
|
||
current.hasSkill("drlt_zhiti") &&
|
||
current.inRange(player)
|
||
);
|
||
})
|
||
);
|
||
},
|
||
},
|
||
},
|
||
drlt_poxi: {
|
||
audio: 2,
|
||
enable: "phaseUse",
|
||
usable: 1,
|
||
filterTarget(card, player, target) {
|
||
return target != player && target.countCards("h") > 0;
|
||
//return target!=player;
|
||
},
|
||
content() {
|
||
"step 0";
|
||
event.list1 = [];
|
||
event.list2 = [];
|
||
if (player.countCards("h") > 0) {
|
||
var chooseButton = player.chooseButton(4, [
|
||
"你的手牌",
|
||
player.getCards("h"),
|
||
get.translation(target.name) + "的手牌",
|
||
target.getCards("h"),
|
||
]);
|
||
} else {
|
||
var chooseButton = player.chooseButton(4, [
|
||
get.translation(target.name) + "的手牌",
|
||
target.getCards("h"),
|
||
]);
|
||
}
|
||
chooseButton.set("target", target);
|
||
chooseButton.set("ai", function (button) {
|
||
var player = _status.event.player;
|
||
var target = _status.event.target;
|
||
var ps = [];
|
||
var ts = [];
|
||
for (var i = 0; i < ui.selected.buttons.length; i++) {
|
||
var card = ui.selected.buttons[i].link;
|
||
if (target.getCards("h").includes(card)) ts.push(card);
|
||
else ps.push(card);
|
||
}
|
||
var card = button.link;
|
||
var owner = get.owner(card);
|
||
var val = get.value(card) || 1;
|
||
if (owner == target) {
|
||
if (ts.length > 1) return 0;
|
||
if (ts.length == 0 || player.hp > 3) return val;
|
||
return 2 * val;
|
||
}
|
||
return 7 - val;
|
||
});
|
||
chooseButton.set("filterButton", function (button) {
|
||
for (var i = 0; i < ui.selected.buttons.length; i++) {
|
||
if (get.suit(button.link) == get.suit(ui.selected.buttons[i].link)) return false;
|
||
}
|
||
return true;
|
||
});
|
||
"step 1";
|
||
if (result.bool) {
|
||
var list = result.links;
|
||
for (var i = 0; i < list.length; i++) {
|
||
if (get.owner(list[i]) == player) {
|
||
event.list1.push(list[i]);
|
||
} else {
|
||
event.list2.push(list[i]);
|
||
}
|
||
}
|
||
if (event.list1.length && event.list2.length) {
|
||
game.loseAsync({
|
||
lose_list: [
|
||
[player, event.list1],
|
||
[target, event.list2],
|
||
],
|
||
discarder: player,
|
||
}).setContent("discardMultiple");
|
||
} else if (event.list2.length) {
|
||
target.discard(event.list2);
|
||
} else player.discard(event.list1);
|
||
}
|
||
"step 2";
|
||
if (event.list1.length + event.list2.length == 4) {
|
||
if (event.list1.length == 0) player.loseMaxHp();
|
||
if (event.list1.length == 1) {
|
||
var evt = _status.event;
|
||
for (var i = 0; i < 10; i++) {
|
||
if (evt && evt.getParent) evt = evt.getParent();
|
||
if (evt.name == "phaseUse") {
|
||
evt.skipped = true;
|
||
break;
|
||
}
|
||
}
|
||
player.addTempSkill("drlt_poxi1", { player: "phaseAfter" });
|
||
}
|
||
if (event.list1.length == 3) player.recover();
|
||
if (event.list1.length == 4) player.draw(4);
|
||
}
|
||
},
|
||
ai: {
|
||
order: 13,
|
||
result: {
|
||
target(target, player) {
|
||
return -1;
|
||
},
|
||
},
|
||
},
|
||
},
|
||
drlt_poxi1: {
|
||
mod: {
|
||
maxHandcard(player, num) {
|
||
return num - 1;
|
||
},
|
||
},
|
||
},
|
||
drlt_jieying_mark: {
|
||
marktext: "营",
|
||
intro: {
|
||
name: "营",
|
||
content: "mark",
|
||
},
|
||
mod: {
|
||
cardUsable(card, player, num) {
|
||
if (player.hasMark("drlt_jieying_mark") && card.name == "sha")
|
||
return (
|
||
num +
|
||
game.countPlayer(function (current) {
|
||
return current.hasSkill("drlt_jieying");
|
||
})
|
||
);
|
||
},
|
||
maxHandcard(player, num) {
|
||
if (player.hasMark("drlt_jieying_mark"))
|
||
return (
|
||
num +
|
||
game.countPlayer(function (current) {
|
||
return current.hasSkill("drlt_jieying");
|
||
})
|
||
);
|
||
},
|
||
aiOrder(player, card, num) {
|
||
if (
|
||
player.hasMark("drlt_jieying_mark") &&
|
||
game.hasPlayer((current) => {
|
||
return current.hasSkill("drlt_jieying") && get.attitude(player, current) <= 0;
|
||
})
|
||
)
|
||
return Math.max(num, 0) + 1;
|
||
},
|
||
},
|
||
audio: "drlt_jieying",
|
||
trigger: {
|
||
player: "phaseDrawBegin2",
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
return (
|
||
!event.numFixed &&
|
||
player.hasMark("drlt_jieying_mark") &&
|
||
game.hasPlayer(function (current) {
|
||
return current.hasSkill("drlt_jieying");
|
||
})
|
||
);
|
||
},
|
||
content() {
|
||
trigger.num += game.countPlayer(function (current) {
|
||
return current.hasSkill("drlt_jieying");
|
||
});
|
||
},
|
||
ai: {
|
||
nokeep: true,
|
||
skillTagFilter(player) {
|
||
return (
|
||
player.hasMark("drlt_jieying_mark") &&
|
||
game.hasPlayer((current) => {
|
||
return current.hasSkill("drlt_jieying") && get.attitude(player, current) <= 0;
|
||
})
|
||
);
|
||
},
|
||
},
|
||
},
|
||
drlt_jieying: {
|
||
audio: 2,
|
||
locked: false,
|
||
global: "drlt_jieying_mark",
|
||
group: ["drlt_jieying_1", "drlt_jieying_2", "drlt_jieying_3"],
|
||
subSkill: {
|
||
1: {
|
||
audio: "drlt_jieying",
|
||
trigger: {
|
||
player: "phaseBegin",
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
return !game.hasPlayer(function (current) {
|
||
return current.hasMark("drlt_jieying_mark");
|
||
});
|
||
},
|
||
content() {
|
||
player.addMark("drlt_jieying_mark", 1);
|
||
},
|
||
},
|
||
2: {
|
||
audio: "drlt_jieying",
|
||
trigger: {
|
||
player: "phaseJieshuBegin",
|
||
},
|
||
direct: true,
|
||
filter(event, player) {
|
||
return player.hasMark("drlt_jieying_mark");
|
||
},
|
||
content() {
|
||
"step 0";
|
||
player.chooseTarget(
|
||
get.prompt("drlt_jieying"),
|
||
"将“营”交给一名角色;其摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1且手牌上限+1。该角色回合结束后,其移去“营”标记,然后你获得其所有手牌。",
|
||
function (card, player, target) {
|
||
return target != player;
|
||
}
|
||
).ai = function (target) {
|
||
let th = target.countCards("h"),
|
||
att = get.attitude(_status.event.player, target);
|
||
for (let i in target.skills) {
|
||
let info = get.info(i);
|
||
if (info && info.shaRelated) return Math.abs(att);
|
||
}
|
||
if (att > 0) {
|
||
if (th > 3 && target.hp > 2) return 0.6 * th;
|
||
}
|
||
if (att < 1) {
|
||
if (target.countCards("j", { name: "lebu" }))
|
||
return (
|
||
1 + Math.min((1.5 + th) * 0.8, target.getHandcardLimit() * 0.7)
|
||
);
|
||
if (!th || target.getEquip("zhangba") || target.getEquip("guanshi"))
|
||
return 0;
|
||
if (
|
||
!target.inRange(player) ||
|
||
player.countCards("hs", { name: "shan" }) > 1
|
||
)
|
||
return Math.min((1 + th) * 0.3, target.getHandcardLimit() * 0.2);
|
||
}
|
||
return 0;
|
||
};
|
||
"step 1";
|
||
if (result.bool) {
|
||
var target = result.targets[0];
|
||
player.line(target);
|
||
player.logSkill("drlt_jieying", target);
|
||
var mark = player.countMark("drlt_jieying_mark");
|
||
player.removeMark("drlt_jieying_mark", mark);
|
||
target.addMark("drlt_jieying_mark", mark);
|
||
}
|
||
},
|
||
ai: {
|
||
effect: {
|
||
player(card, player, target) {
|
||
if (get.name(card) === "lebu" && get.attitude(player, target) < 0)
|
||
return (
|
||
1 +
|
||
Math.min(
|
||
(target.countCards("h") + 1.5) * 0.8,
|
||
target.getHandcardLimit() * 0.7
|
||
)
|
||
);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
3: {
|
||
audio: "drlt_jieying",
|
||
trigger: {
|
||
global: "phaseEnd",
|
||
},
|
||
forced: true,
|
||
filter(event, player) {
|
||
return (
|
||
player != event.player &&
|
||
event.player.hasMark("drlt_jieying_mark") &&
|
||
event.player.isIn()
|
||
);
|
||
},
|
||
logTarget: "player",
|
||
content() {
|
||
if (trigger.player.countCards("h") > 0) {
|
||
trigger.player.give(trigger.player.getCards("h"), player);
|
||
}
|
||
trigger.player.removeMark(
|
||
"drlt_jieying_mark",
|
||
trigger.player.countMark("drlt_jieying_mark")
|
||
);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
card: {
|
||
changandajian_equip1: {
|
||
fullskin: true,
|
||
derivation: "shen_sunquan",
|
||
type: "equip",
|
||
subtype: "equip1",
|
||
distance: { attackFrom: -5 },
|
||
onLose() {
|
||
card.fix();
|
||
card.remove();
|
||
card.destroyed = true;
|
||
game.log(card, "被销毁了");
|
||
player.addTempSkill("changandajian_destroy");
|
||
},
|
||
ai: {
|
||
value(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
equipValue(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
basic: {
|
||
equipValue: 2,
|
||
},
|
||
},
|
||
},
|
||
changandajian_equip2: {
|
||
fullskin: true,
|
||
cardimage: "changandajian_equip1",
|
||
derivation: "shen_sunquan",
|
||
type: "equip",
|
||
subtype: "equip2",
|
||
onLose() {
|
||
card.fix();
|
||
card.remove();
|
||
card.destroyed = true;
|
||
game.log(card, "被销毁了");
|
||
player.addTempSkill("changandajian_destroy");
|
||
},
|
||
ai: {
|
||
value(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
equipValue(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
basic: {
|
||
equipValue: 2,
|
||
},
|
||
},
|
||
},
|
||
changandajian_equip3: {
|
||
fullskin: true,
|
||
cardimage: "changandajian_equip1",
|
||
derivation: "shen_sunquan",
|
||
type: "equip",
|
||
subtype: "equip3",
|
||
distance: { globalTo: 2 },
|
||
onLose() {
|
||
card.fix();
|
||
card.remove();
|
||
card.destroyed = true;
|
||
game.log(card, "被销毁了");
|
||
player.addTempSkill("changandajian_destroy");
|
||
},
|
||
ai: {
|
||
value(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
equipValue(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
basic: {
|
||
equipValue: 2,
|
||
},
|
||
},
|
||
},
|
||
changandajian_equip4: {
|
||
fullskin: true,
|
||
cardimage: "changandajian_equip1",
|
||
derivation: "shen_sunquan",
|
||
type: "equip",
|
||
subtype: "equip4",
|
||
distance: { globalFrom: -2 },
|
||
onLose() {
|
||
card.fix();
|
||
card.remove();
|
||
card.destroyed = true;
|
||
game.log(card, "被销毁了");
|
||
player.addTempSkill("changandajian_destroy");
|
||
},
|
||
ai: {
|
||
value(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
equipValue(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
basic: {
|
||
equipValue: 2,
|
||
},
|
||
},
|
||
},
|
||
changandajian_equip5: {
|
||
fullskin: true,
|
||
cardimage: "changandajian_equip1",
|
||
derivation: "shen_sunquan",
|
||
type: "equip",
|
||
subtype: "equip5",
|
||
skills: ["changandajian_equip5"],
|
||
onLose() {
|
||
card.fix();
|
||
card.remove();
|
||
card.destroyed = true;
|
||
game.log(card, "被销毁了");
|
||
player.addTempSkill("changandajian_destroy");
|
||
},
|
||
ai: {
|
||
value(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
equipValue(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
basic: {
|
||
equipValue: 2,
|
||
},
|
||
},
|
||
},
|
||
changandajian_equip6: {
|
||
fullskin: true,
|
||
cardimage: "changandajian_equip1",
|
||
derivation: "shen_sunquan",
|
||
type: "equip",
|
||
subtype: "equip6",
|
||
distance: { globalTo: 2, globalFrom: -2 },
|
||
onLose() {
|
||
card.fix();
|
||
card.remove();
|
||
card.destroyed = true;
|
||
game.log(card, "被销毁了");
|
||
player.addTempSkill("changandajian_destroy");
|
||
},
|
||
ai: {
|
||
value(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
equipValue(card, player) {
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return lib.skill.changandajian_destroy.getEffect(player, current) > 0;
|
||
})
|
||
)
|
||
return 0;
|
||
return 8;
|
||
},
|
||
basic: {
|
||
equipValue: 2,
|
||
},
|
||
},
|
||
},
|
||
qizhengxiangsheng: {
|
||
enable: true,
|
||
type: "trick",
|
||
fullskin: true,
|
||
derivation: "shen_xunyu",
|
||
filterTarget: lib.filter.notMe,
|
||
content() {
|
||
"step 0";
|
||
if (!event.qizheng_name) {
|
||
if (player.isIn())
|
||
player
|
||
.chooseControl("奇兵", "正兵")
|
||
.set("prompt", "请选择" + get.translation(target) + "的标记")
|
||
.set(
|
||
"choice",
|
||
(function () {
|
||
var e1 = 1.5 * get.sgn(get.damageEffect(target, player, target));
|
||
var e2 = 0;
|
||
if (
|
||
target.countGainableCards(player, "h") > 0 &&
|
||
!target.hasSkillTag("noh")
|
||
)
|
||
e2 = -1;
|
||
var es = target.getGainableCards(player, "e");
|
||
if (es.length)
|
||
e2 = Math.min(
|
||
e2,
|
||
(function () {
|
||
var max = 0;
|
||
for (var i of es)
|
||
max = Math.max(max, get.value(i, target));
|
||
return -max / 4;
|
||
})()
|
||
);
|
||
if (Math.abs(e1 - e2) <= 0.3)
|
||
return Math.random() < 0.5 ? "奇兵" : "正兵";
|
||
if (e1 < e2) return "奇兵";
|
||
return "正兵";
|
||
})()
|
||
)
|
||
.set("ai", function () {
|
||
return _status.event.choice;
|
||
});
|
||
else event.finish();
|
||
}
|
||
"step 1";
|
||
if (!event.qizheng_name && result && result.control) event.qizheng_name = result.control;
|
||
if (event.directHit) event._result = { bool: false };
|
||
else
|
||
target
|
||
.chooseToRespond("请打出一张杀或闪响应奇正相生", function (card, player) {
|
||
var name = get.name(card);
|
||
return name == "sha" || name == "shan";
|
||
})
|
||
.set("ai", function (card) {
|
||
if (_status.event.choice == "all") {
|
||
var rand = get.rand("qizhengxiangsheng");
|
||
if (rand > 0.5) return 0;
|
||
return 1 + Math.random();
|
||
}
|
||
if (get.name(card) == _status.event.choice) return get.order(card);
|
||
return 0;
|
||
})
|
||
.set(
|
||
"choice",
|
||
(function () {
|
||
if (target.hasSkillTag("useShan")) return "shan";
|
||
if (typeof event.qizheng_aibuff == "boolean") {
|
||
var shas = target.getCards("h", "sha"),
|
||
shans = target.getCards("h", "shan");
|
||
if (event.qizheng_aibuff) {
|
||
if (shas.length >= Math.max(1, shans.length)) return "shan";
|
||
if (shans.length > shas.length) return "sha";
|
||
return false;
|
||
}
|
||
if (!shas.length || !shans.length) return false;
|
||
}
|
||
var e1 = 1.5 * get.sgn(get.damageEffect(target, player, target));
|
||
var e2 = 0;
|
||
if (
|
||
target.countGainableCards(player, "h") > 0 &&
|
||
!target.hasSkillTag("noh")
|
||
)
|
||
e2 = -1;
|
||
var es = target.getGainableCards(player, "e");
|
||
if (es.length)
|
||
e2 = Math.min(
|
||
e2,
|
||
(function () {
|
||
var max = 0;
|
||
for (var i of es) max = Math.max(max, get.value(i, target));
|
||
return -max / 4;
|
||
})()
|
||
);
|
||
if (e1 - e2 >= 0.3) return "shan";
|
||
if (e2 - e1 >= 0.3) return "sha";
|
||
return "all";
|
||
})()
|
||
);
|
||
"step 2";
|
||
var name = result.bool ? result.card.name : null,
|
||
require = event.qizheng_name;
|
||
if (require == "奇兵" && name != "sha") target.damage();
|
||
else if (
|
||
require == "正兵" &&
|
||
name != "shan" &&
|
||
target.countGainableCards(player, "he") > 0
|
||
)
|
||
player.gainPlayerCard(target, true, "he");
|
||
},
|
||
ai: {
|
||
order: 5,
|
||
tag: {
|
||
damage: 0.5,
|
||
gain: 0.5,
|
||
loseCard: 1,
|
||
respondShan: 1,
|
||
respondSha: 1,
|
||
},
|
||
result: {
|
||
target(player, target) {
|
||
var e1 = 1.5 * get.sgn(get.damageEffect(target, player, target));
|
||
var e2 = 0;
|
||
if (target.countGainableCards(player, "h") > 0 && !target.hasSkillTag("noh"))
|
||
e2 = -1;
|
||
var es = target.getGainableCards(player, "e");
|
||
if (es.length)
|
||
e2 = Math.min(
|
||
e2,
|
||
(function () {
|
||
var max = 0;
|
||
for (var i of es) max = Math.max(max, get.value(i, target));
|
||
return -max / 4;
|
||
})()
|
||
);
|
||
if (
|
||
game.hasPlayer(function (current) {
|
||
return current.hasSkill("tianzuo") && get.attitude(current, player) <= 0;
|
||
})
|
||
)
|
||
return Math.max(e1, e2);
|
||
return Math.min(e1, e2);
|
||
},
|
||
},
|
||
},
|
||
},
|
||
},
|
||
dynamicTranslate: {
|
||
nzry_longnu(player) {
|
||
if (player.hasSkill("nzry_longnu_2"))
|
||
return '转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。<span class="legendtext">阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。</span>';
|
||
if (player.hasSkill("nzry_longnu_1"))
|
||
return '转换技,锁定技,<span class="legendtext">阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。</span>阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。';
|
||
if (player.storage.nzry_longnu == true)
|
||
return '转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。<span class="bluetext">阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。</span>';
|
||
return '转换技,锁定技,<span class="bluetext">阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。</span>阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。';
|
||
},
|
||
},
|
||
translate: {
|
||
shen_luxun: "神陆逊",
|
||
shen_luxun_prefix: "神",
|
||
nzry_junlve: "军略",
|
||
nzry_junlve_info: "锁定技,当你受到或造成伤害后,你获得X个“军略”标记(X为伤害点数)。",
|
||
nzry_cuike: "摧克",
|
||
nzry_cuike_info:
|
||
"出牌阶段开始时,若“军略”标记的数量为奇数,你可以对一名角色造成1点伤害;若“军略”标记的数量为偶数,你可以横置一名角色并弃置其区域内的一张牌。然后,若“军略”标记的数量超过7个,你可以移去全部“军略”标记并对所有其他角色造成1点伤害。",
|
||
nzry_dinghuo: "绽火",
|
||
nzry_dinghuo_info:
|
||
"限定技,出牌阶段,你可以移去全部“军略”标记,令至多等量的已横置角色弃置所有装备区内的牌。然后,你对其中一名角色造成1点火焰伤害。",
|
||
shen_liubei: "神刘备",
|
||
shen_liubei_prefix: "神",
|
||
nzry_longnu: "龙怒",
|
||
nzry_longnu_info:
|
||
"转换技,锁定技,阴:出牌阶段开始时,你失去1点体力并摸一张牌,然后本阶段内你的红色手牌均视为火【杀】且无距离限制。阳:出牌阶段开始时,你减1点体力上限并摸一张牌,然后本阶段内你的锦囊牌均视为雷【杀】且无使用次数限制。",
|
||
nzry_jieying: "结营",
|
||
nzry_jieying_info:
|
||
"锁定技,游戏开始时或当你的武将牌重置时,你横置;所有已横置的角色手牌上限+2;结束阶段,你横置一名其他角色。",
|
||
|
||
shen_ganning: "神甘宁",
|
||
shen_ganning_prefix: "神",
|
||
shen_zhangliao: "神张辽",
|
||
shen_zhangliao_prefix: "神",
|
||
|
||
drlt_poxi: "魄袭",
|
||
drlt_poxi_info:
|
||
"出牌阶段限一次,你可以观看一名其他角色的手牌,然后你可以弃置你与其手牌中的四张花色不同的牌。若如此做,根据此次弃置你的牌的数量执行以下效果:零张,扣减1点体力上限;一张,你结束出牌阶段且本回合手牌上限-1;三张,你回复1点体力;四张,你摸四张牌。",
|
||
drlt_jieying: "劫营",
|
||
drlt_jieying_info:
|
||
"回合开始时,若场上没有拥有“营”标记的角色,你获得1个“营”标记;结束阶段,你可以将你的一个“营”标记交给一名角色;有“营”标记的角色摸牌阶段多摸一张牌,出牌阶段使用【杀】的次数上限+1,手牌上限+1。有“营”的其他角色回合结束时,其移去“营”标记,然后你获得其所有手牌。",
|
||
drlt_jieying_mark: "劫营",
|
||
drlt_duorui1: "失效技能",
|
||
drlt_duorui1_bg: "锐",
|
||
drlt_duorui: "夺锐",
|
||
drlt_duorui_info:
|
||
"当你于出牌阶段内对一名其他角色造成伤害后,你可以废除你装备区内的一个装备栏(若已全部废除则可以跳过此步骤),然后获得该角色的一个技能直到其的下回合结束或其死亡(觉醒技,限定技,主公技,隐匿技,使命技等特殊技能除外)。若如此做,该角色该技能失效且你不能再发动〖夺锐〗直到你失去以此法获得的技能。",
|
||
drlt_zhiti: "止啼",
|
||
drlt_zhiti_info:
|
||
"锁定技。①你攻击范围内已受伤的其他角色手牌上限-1;②当你拼点或【决斗】胜利/或受到伤害后,若对方/伤害来源在你的攻击范围内,则你恢复一个装备栏。",
|
||
|
||
shen_zhaoyun: "神赵云",
|
||
shen_zhaoyun_prefix: "神",
|
||
shen_guanyu: "神关羽",
|
||
shen_guanyu_prefix: "神",
|
||
shen_lvmeng: "神吕蒙",
|
||
shen_lvmeng_prefix: "神",
|
||
shen_simayi: "神司马懿",
|
||
shen_simayi_prefix: "神",
|
||
shen_caocao: "神曹操",
|
||
shen_caocao_prefix: "神",
|
||
shen_zhugeliang: "神诸葛亮",
|
||
shen_zhugeliang_prefix: "神",
|
||
shen_zhouyu: "神周瑜",
|
||
shen_zhouyu_prefix: "神",
|
||
shen_lvbu: "神吕布",
|
||
shen_lvbu_prefix: "神",
|
||
xinjuejing: "绝境",
|
||
xinjuejing_info: "锁定技。①你的手牌上限+2。②当你进入或脱离濒死状态时,你摸一张牌。",
|
||
relonghun: "龙魂",
|
||
relonghun_info:
|
||
"你可以将同花色的一至两张牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当普【无懈可击】。若你以此法使用了两张红色牌,则此牌回复值或伤害值+1。若你以此法使用了两张黑色牌,则你弃置当前回合角色一张牌。",
|
||
xinlonghun: "龙魂",
|
||
xinlonghun_info:
|
||
"你可以将你的手牌按下列规则使用或打出:红桃当【桃】,方块当火【杀】,梅花当【闪】,黑桃当【无懈可击】。",
|
||
longhun: "龙魂",
|
||
longhun1: "龙魂♥︎",
|
||
longhun2: "龙魂♦︎",
|
||
longhun3: "龙魂♠︎",
|
||
longhun4: "龙魂♣︎",
|
||
juejing: "绝境",
|
||
longhun_info:
|
||
"你可以将同花色的X张牌按下列规则使用或打出:红桃当【桃】,方块当具火焰伤害的【杀】,梅花当【闪】,黑桃当【无懈可击】(X为你当前的体力值且至少为1)。",
|
||
juejing_info: "锁定技。①摸牌阶段,你令额定摸牌数+X(X为你已损失的体力值)。②你的手牌上限+2。",
|
||
wushen: "武神",
|
||
wushen_info: "锁定技。①你的红桃手牌均视为【杀】。②你使用红桃【杀】无距离和次数限制且不可被响应。",
|
||
wuhun: "武魂",
|
||
wuhun_info: "锁定技,杀死你的角色立即进入濒死状态。",
|
||
shelie: "涉猎",
|
||
gongxin: "攻心",
|
||
gongxin_discard: "弃置",
|
||
gongxin_top: "牌堆顶",
|
||
renjie: "忍戒",
|
||
renjie2: "忍戒",
|
||
renjie_info:
|
||
"锁定技,当你受到1点伤害后,你获得一枚“忍”标记;锁定技,当你于弃牌阶段内弃置牌后,你获得等同于失去的牌数量的“忍”标记。",
|
||
sbaiyin: "拜印",
|
||
sbaiyin_info:
|
||
"觉醒技,准备阶段开始时,若你的“忍”标记数不小于4,你减1点体力上限,然后获得〖极略〗。",
|
||
jilue: "极略",
|
||
jilue_info:
|
||
"当一名角色的判定牌生效前,你可以弃1枚“忍”标记并发动〖鬼才〗;每当你受到伤害后,你可以弃1枚“忍”标记并发动〖放逐〗;当你使用锦囊牌时,你可以弃1枚“忍”标记并发动〖集智〗;出牌阶段限一次,你可以弃1枚“忍”标记并发动〖制衡〗;出牌阶段,你可以弃1枚“忍”标记并获得〖完杀〗直到回合结束。",
|
||
jilue_guicai: "鬼才",
|
||
jilue_fangzhu: "放逐",
|
||
jilue_wansha: "完杀",
|
||
jilue_zhiheng: "制衡",
|
||
jilue_jizhi: "集智",
|
||
lianpo: "连破",
|
||
lianpo_info: "一名角色的回合结束时,若你本回合内杀死过角色,则你可以进行一个额外的回合。",
|
||
guixin: "归心",
|
||
qinyin: "琴音",
|
||
yeyan: "业炎",
|
||
shelie_info: "摸牌阶段,你可以改为从牌堆顶亮出五张牌,然后选择获得不同花色的牌各一张。",
|
||
gongxin_info:
|
||
"出牌阶段限一次,你可以观看一名其他角色的手牌,并可以展示其中一张红桃牌,然后将其弃置或置于牌堆顶。",
|
||
guixin_info: "当你受到1点伤害后,你可以获得每名其他角色区域里的一张牌,然后你翻面。",
|
||
guixin_info_alter: "当你受到1点伤害后,你可以随机获得每名其他角色区域里的一张牌,然后你翻面。",
|
||
qinyin_info:
|
||
"弃牌阶段结束时,若你于此阶段内弃置过两张或更多的牌,则你可以选择一项:1. 令所有角色各回复1点体力;2. 令所有角色各失去1点体力。",
|
||
// qinyin_info:'每当你于弃牌阶段内因你的弃置而失去第X张手牌时(X至少为2),你可以选择一项:1.令所有角色各回复1点体力;2.令所有角色各失去1点体力。每阶段限一次。',
|
||
yeyan_info:
|
||
"限定技,出牌阶段,你可以对一至三名角色造成至多共3点火焰伤害(你可以任意分配每名目标角色受到的伤害点数),若你将对一名角色分配2点或更多的火焰伤害,你须先弃置四张不同花色的手牌再失去3点体力。",
|
||
qixing: "七星",
|
||
qixing_bg: "星",
|
||
qixing2: "七星",
|
||
qixing3: "七星",
|
||
qixing_info:
|
||
"游戏开始时,你将牌堆顶的七张牌置于你的武将牌上,称之为“星”。然后/摸牌阶段结束后,你可用任意数量的手牌等量交换这些“星”。",
|
||
dawu: "大雾",
|
||
dawu2_bg: "雾",
|
||
dawu2: "大雾",
|
||
dawu3: "大雾",
|
||
// dawu2_info:'已获得大雾标记',
|
||
dawu_info:
|
||
"结束阶段,你可以弃置X张“星”并指定等量的角色:直到你的下回合开始,当这些角色受到非雷电伤害时,防止此伤害。",
|
||
kuangfeng: "狂风",
|
||
kuangfeng2: "狂风",
|
||
kuangfeng2_bg: "风",
|
||
// kuangfeng2_info:'已获得狂风标记',
|
||
kuangfeng3: "狂风",
|
||
kuangfeng_info:
|
||
"结束阶段,你可以弃置1张“星”并指定一名角色:直到你的下回合开始,该角色受到火焰伤害时,此伤害+1。",
|
||
baonu: "狂暴",
|
||
baonu_bg: "暴",
|
||
baonu_info:
|
||
"锁定技,游戏开始时,你获得两枚“暴怒”标记;锁定技,当你造成/受到1点伤害后,你获得1枚“暴怒”标记。",
|
||
shenfen: "神愤",
|
||
shenfen_info:
|
||
"限定技,出牌阶段,你可以弃置6枚暴怒标记,对场上所有其他角色造成1点伤害,然后令其弃置四张牌。",
|
||
wuqian: "无前",
|
||
wuqian_info: "出牌阶段,你可以弃置两枚暴怒标记并获得技能〖无双〗直到回合结束。",
|
||
wumou: "无谋",
|
||
wumou_info: "锁定技,当你使用普通锦囊牌时,你选择一项:1.弃置1枚“暴怒”标记;2.失去1点体力。",
|
||
ol_wuqian: "无前",
|
||
ol_wuqian_info:
|
||
"出牌阶段,你可以弃置2枚“暴怒”标记并选择一名本回合内未选择过的其他角色,你获得技能〖无双〗并令其防具无效直到回合结束。",
|
||
ol_shenfen: "神愤",
|
||
ol_shenfen_info:
|
||
"出牌阶段限一次,你可以弃置6枚“暴怒”标记并选择所有其他角色,对这些角色各造成1点伤害。然后这些角色先各弃置其装备区里的牌,再各弃置四张手牌。最后你将你的武将牌翻面。",
|
||
new_wuhun: "武魂",
|
||
new_wuhun_info:
|
||
"锁定技,当你受到伤害后,伤害来源获得X个“梦魇”标记(X为伤害点数)。锁定技,当你死亡时,你选择一名“梦魇”标记数量最多的其他角色。该角色进行判定:若判定结果不为【桃】或【桃园结义】,则该角色死亡。",
|
||
new_guixin: "归心",
|
||
new_guixin_info:
|
||
"当你受到1点伤害后,你可以按照你选择的区域优先度随机获得每名其他角色区域里的一张牌,然后你翻面。",
|
||
ol_zhangliao: "OL神张辽",
|
||
ol_zhangliao_prefix: "OL神",
|
||
olduorui: "夺锐",
|
||
olduorui2: "夺锐",
|
||
olduorui_info:
|
||
"当你于出牌阶段内对一名角色造成伤害后,你可以选择该角色武将牌上的一个技能。若如此做,你结束出牌阶段,且你令此技能于其下个回合结束之前无效。",
|
||
olzhiti: "止啼",
|
||
olzhiti_info:
|
||
"锁定技,你攻击范围内已受伤角色的手牌上限-1。若场上已受伤的角色数:不小于1,你的手牌上限+1;不小于3,你于摸牌阶段开始时令额定摸牌数+1;不小于5,回合结束时,你废除一名角色的一个随机装备栏。",
|
||
shen_caopi: "神曹丕",
|
||
shen_caopi_prefix: "神",
|
||
chuyuan: "储元",
|
||
chuyuan_info:
|
||
"一名角色受到伤害后,若你武将牌上「储」的数量小于体力上限,你可以令其摸一张牌。然后其将一张手牌置于你的武将牌上,称为「储」。",
|
||
//chuyuan_info:'一名角色受到伤害后,你可以令其摸一张牌。然后其将一张手牌置于你的武将牌上,称为「储」。你的手牌上限+X(X为你武将牌上的「储」数)。',
|
||
dengji: "登极",
|
||
dengji_info:
|
||
"觉醒技,准备阶段,若你武将牌上的「储」数不小于3,则你减1点体力上限并获得所有「储」,然后获得技能〖天行〗和〖奸雄〗。",
|
||
tianxing: "天行",
|
||
tianxing_info:
|
||
"觉醒技,准备阶段,若你武将牌上的「储」数不小于3,则你减1点体力上限并获得所有「储」,然后失去技能〖储元〗,选择获得以下技能中的一个:〖仁德〗/〖制衡〗/〖乱击〗/〖行动〗。",
|
||
shen_zhenji: "神甄宓",
|
||
shen_zhenji_prefix: "神",
|
||
shenfu: "神赋",
|
||
shenfu_info:
|
||
"回合结束时,若你的手牌数为:奇数,你可对一名其他角色造成1点雷属性伤害。若其因此进入过濒死状态,你可重复此流程(不能选择本次已选择过的角色)。偶数,你可选择一名角色,你令其摸一张牌或弃置一张手牌。若其手牌数等于体力值,你可重复此流程(不能选择本次已选择过的角色)。",
|
||
qixian: "七弦",
|
||
qixian_info: "锁定技,你的手牌上限视为7。",
|
||
caopi_xingdong: "行动",
|
||
caopi_xingdong_info:
|
||
"出牌阶段限一次,你可以将一张【杀】或普通锦囊牌交给一名其他角色,然后该角色选择一项:对除你以外的角色使用此牌并在此牌结算完成后和你各摸一张牌;或跳过下回合的判定阶段和摸牌阶段。",
|
||
shen_diaochan: "神貂蝉",
|
||
shen_diaochan_prefix: "神",
|
||
meihun: "魅魂",
|
||
meihun_info:
|
||
"结束阶段或当你成为【杀】的目标后,你可以令一名其他角色交给你一张你声明的花色的手牌,若其没有则你观看其手牌然后弃置其中一张。",
|
||
huoxin_control: "惑心",
|
||
huoxin: "惑心",
|
||
huoxin_info:
|
||
"出牌阶段限一次,你可以展示两张花色相同的手牌并分别交给两名其他角色,然后令这两名角色拼点,没赢的角色获得1个“魅惑”标记。拥有2个或更多“魅惑”的角色回合即将开始时,该角色移去其所有“魅惑”,此回合改为由你操控。",
|
||
boss_zhaoyun: "高达一号",
|
||
boss_zhaoyun_ab: "神赵云",
|
||
boss_zhaoyun_prefix: "神",
|
||
boss_juejing: "绝境",
|
||
boss_juejing2: "绝境",
|
||
boss_juejing_info:
|
||
"锁定技,摸牌阶段开始前,你跳过此阶段。当你得到牌/失去手牌后,若你的手牌数大于4/小于4,则你将手牌摸至4张/弃置至4张。",
|
||
zhanjiang: "斩将",
|
||
zhanjiang_info: "准备阶段开始时,如果其他角色的装备区内有【青釭剑】,你可以获得之。",
|
||
shen_guojia: "神郭嘉",
|
||
shen_guojia_prefix: "神",
|
||
shuishi: "慧识",
|
||
shuishi_info:
|
||
"出牌阶段限一次,若你的体力上限小于10,则你可选择一名角色。你令其摸一张牌,若其以此法得到的牌:与该角色的其他手牌花色均不相同,则你加1点体力上限,若你的体力上限小于10,则你可以重复此流程;否则你减1点体力上限,且其展示所有手牌。",
|
||
stianyi: "天翊",
|
||
stianyi_info:
|
||
"觉醒技,准备阶段,若场上的所有存活角色均于本局游戏内受到过伤害,则你加2点体力上限并回复1点体力,然后令一名角色获得技能〖佐幸〗。",
|
||
zuoxing: "佐幸",
|
||
zuoxing2: "佐幸",
|
||
zuoxing_info:
|
||
"出牌阶段限一次,若令你获得〖佐幸〗的角色存活且体力上限大于1,则你可以令其减1点体力上限,并视为使用一张普通锦囊牌。",
|
||
sghuishi: "辉逝",
|
||
sghuishi_info:
|
||
"限定技,出牌阶段,你可以选择一名其他角色:若其有未发动过的觉醒技,则你令其发动这些觉醒技时无视原有条件;否则其摸四张牌。然后你减2点体力上限。",
|
||
shen_taishici: "神太史慈",
|
||
shen_taishici_prefix: "神",
|
||
dulie: "笃烈",
|
||
dulie_info:
|
||
"锁定技。当你成为【杀】的目标时,若使用者的体力值大于你,则你进行判定。若结果为红桃,则取消此目标。",
|
||
tspowei: "破围",
|
||
tspowei_info:
|
||
"使命技。①游戏开始时,你令所有其他角色获得一个“围”。②一名角色受到伤害后,若其有“围”,则其移去“围”。③回合开始时,你选择所有有“围”的角色。这些角色失去“围”,然后这些角色的第一个不为你的下家获得等量的“围”。④一名其他角色的回合开始时,若其有“围”,则你可以选择一项:⒈弃置一张手牌并对其造成1点伤害。⒉若其体力值不大于你,则你获得其一张手牌。选择完成后,你视为在其攻击范围内直到回合结束。⑤使命:回合开始时,若场上没有“围”,则你获得技能〖神著〗。⑥失败:当你进入濒死状态时,你将体力值回复至1点,然后弃置装备区的所有牌。",
|
||
shenzhu: "神著",
|
||
shenzhu_info:
|
||
"锁定技,当你使用有对应实体牌的非转化【杀】结算结束后,你选择一项:①摸一张牌,且本回合使用【杀】的次数上限+1。②摸三张牌,且本回合不能再使用【杀】。",
|
||
dangmo: "荡魔",
|
||
dangmo_info:
|
||
"当你于出牌阶段内使用第一张【杀】选择目标后,你可以为此牌增加至多Y-1个目标(Y为你的体力值)。",
|
||
reshuishi: "慧识",
|
||
reshuishi_info:
|
||
"出牌阶段限一次。若你的体力上限小于10,你可进行判定牌不置入弃牌堆的判定。若判定结果与本次发动技能时的其他判定结果的花色均不相同且你的体力上限小于10,则你加1点体力上限,且可以重复此流程。然后你将所有位于处理区的判定牌交给一名角色。若其手牌数为全场最多,则你减1点体力上限。",
|
||
resghuishi: "辉逝",
|
||
resghuishi_info:
|
||
"限定技,出牌阶段,你可选择一名角色。若你的体力上限不小于存活人数且其有未发动的觉醒技,则你令其中一个技能无视发动条件;否则其摸四张牌。然后你减2点体力上限。",
|
||
qizhengxiangsheng: "奇正相生",
|
||
qizhengxiangsheng_info:
|
||
"出牌阶段,对一名其他角色使用。你将目标角色标记为“奇兵”或“正兵”(对其他角色不可见)。然后目标角色可以打出一张【杀】或【闪】。若其是“奇兵”且未打出【杀】,则你对其造成1点伤害;若其是“正兵”且未打出【闪】,则你获得其一张牌。",
|
||
shen_xunyu: "神荀彧",
|
||
shen_xunyu_prefix: "神",
|
||
tianzuo: "天佐",
|
||
tianzuo_info: "锁定技。①游戏开始时,你将8张【奇正相生】加入牌堆。②【奇正相生】对你无效。",
|
||
lingce: "灵策",
|
||
lingce_info:
|
||
"锁定技。当有【奇正相生】或智囊或〖定汉①〗记录过的锦囊牌被使用时,若此牌不为转化牌且对应实体牌数量为1,则你摸一张牌。",
|
||
dinghan: "定汉",
|
||
dinghan_info:
|
||
"①当你成为未记录过的普通锦囊牌的目标时,或有未记录过的延时锦囊牌进入你的判定区时,你记录此牌名并取消之。②准备阶段,你可在〖定汉①〗的记录中添加或减少一种锦囊牌的牌名。",
|
||
shen_sunce: "神孙策",
|
||
shen_sunce_prefix: "神",
|
||
yingba: "英霸",
|
||
yingba_info:
|
||
"①出牌阶段限一次,你可令一名体力上限大于1的其他角色减少1点体力上限并获得“平定”标记,然后你减少1点体力上限。②你对拥有“平定”标记的角色使用牌没有距离限制。",
|
||
scfuhai: "覆海",
|
||
scfuhai_info:
|
||
"锁定技。①当你使用牌指定目标后,若目标角色有“平定”标记,则其不可响应此牌。若你本回合内以此法得到的牌数小于2,则你摸一张牌。②拥有“平定”标记的角色死亡时,你增加X点体力上限并摸X张牌。(X为其拥有的“平定”标记数)。",
|
||
pinghe: "冯河",
|
||
pinghe_info:
|
||
"锁定技。①你的手牌上限基数等于你已损失的体力值。②当你受到其他角色造成的伤害时,若你有牌且你的体力上限大于1,则你防止此伤害,减1点体力上限并将一张手牌交给一名其他角色。然后若你拥有〖英霸〗,则伤害来源获得一个“平定”标记。",
|
||
shen_jiangwei: "神姜维",
|
||
shen_jiangwei_prefix: "神",
|
||
jiufa: "九伐",
|
||
jiufa_info:
|
||
"①当你声明使用牌后或打出牌时,你记录此牌的牌名。②当你使用或打出的牌结算结束后,若你的〖九伐〗记录中包含至少⑨种不同的牌名,则你可以亮出牌堆顶的⑨张牌,选择并获得其中任意张点数各不相同且{这九张牌中存在未被选择且和已选择的牌点数相同}的牌,清除所有的记录,将其余牌置入弃牌堆。",
|
||
tianren: "天任",
|
||
tianren_info:
|
||
"锁定技。①当有一张基本牌或普通锦囊牌不因使用而进入弃牌堆后,你获得一枚“天任”标记。②当你获得“天任”标记或体力上限变化后,若你的“天任”数不小于X,则你移去X枚“天任”,加1点体力上限并摸两张牌(X为你的体力上限)。",
|
||
pingxiang: "平襄",
|
||
pingxiang_info:
|
||
"限定技。出牌阶段,若你的体力上限大于⑨,则你可减⑨点体力上限,视为使用至多⑨张火【杀】,然后失去〖九伐〗,并将手牌上限基数改为体力上限直到游戏结束。",
|
||
shen_sunquan: "神孙权",
|
||
shen_sunquan_prefix: "神",
|
||
dili: "帝力",
|
||
dili_info:
|
||
'锁定技。游戏开始时,你随机获得一条<span style="font-family: yuanli">东吴命运线</span>。',
|
||
yuheng: "驭衡",
|
||
yuheng_info:
|
||
'①出牌阶段限一次。你可以失去所有不为〖驭衡〗的非锁定技,然后随机获得全部<span style="font-family: yuanli">东吴命运线</span>涉及的一个技能。若你本阶段内没有发动过其他非锁定技,则你随机获得当前<span style="font-family: yuanli">东吴命运线</span>涉及的一个内容。②出牌阶段结束时,若你未于本阶段内发动过〖驭衡①〗,则你失去1点体力。',
|
||
yuheng_append: '<span style="font-family: yuanli">天下英雄谁敌手?曹刘。生子当如孙仲谋!</span>',
|
||
dili_shengzhi: "圣质",
|
||
dili_shengzhi_info:
|
||
"锁定技。若你因〖驭衡〗获得过〖英魂〗〖弘德〗〖秉壹〗,则当你使用点数为质数的牌时,此牌不可被响应。",
|
||
dili_chigang: "持纲",
|
||
dili_chigang_info:
|
||
"锁定技。若你因〖驭衡〗获得过〖观微〗〖弼政〗〖安国〗,则当你的判定阶段开始前,你跳过此阶段并获得一个额外的摸牌阶段。",
|
||
dili_qionglan: "穹览",
|
||
dili_qionglan_info:
|
||
'锁定技,限定技。若你因〖驭衡〗获得过〖涉猎〗〖问卦〗〖博图〗,则当你发动的〖驭衡〗结算结束后,你随机获得两条其他<span style="font-family: yuanli">东吴命运线</span>。',
|
||
dili_quandao: "权道",
|
||
dili_quandao_info:
|
||
"锁定技。若你因〖驭衡〗获得过〖制衡〗〖诫训〗〖安恤〗,则你手牌区内点数为字母的牌的牌名视为【调剂盐梅】。",
|
||
dili_jiaohui: "交辉",
|
||
dili_jiaohui_info:
|
||
"锁定技。若你因〖驭衡〗获得过〖下书〗〖结姻〗〖缔盟〗,且你的手牌数为1,则此牌的牌名视为【远交近攻】。",
|
||
dili_yuanlv: "渊虑",
|
||
dili_yuanlv_info:
|
||
"锁定技。若你因〖驭衡〗获得过〖观潮〗〖决堰〗〖澜江〗,则当你成为自己使用的不为【长安大舰】的装备牌的目标后,你将此牌置于弃牌堆,然后使用一张与此装备牌副类别相同的【长安大舰】。",
|
||
changandajian_equip1: "长安大舰",
|
||
changandajian_equip2: "长安大舰",
|
||
changandajian_equip3: "长安大舰",
|
||
changandajian_equip4: "长安大舰",
|
||
changandajian_equip5: "长安大舰",
|
||
changandajian_equip6: "长安大舰",
|
||
changandajian_destroy: "长安大舰",
|
||
changandajian_equip1_info:
|
||
"锁定技。当你失去装备区内的【长安大舰】后,你销毁之。然后你选择场上的一张牌。若此牌点数为字母,则你获得之,否则弃置之。",
|
||
changandajian_equip2_info:
|
||
"锁定技。当你失去装备区内的【长安大舰】后,你销毁之并回复1点体力。然后你选择场上的一张牌。若此牌点数为字母,则你获得之,否则弃置之。",
|
||
changandajian_equip3_info:
|
||
"锁定技。其他角色至你的距离+2。当你失去装备区内的【长安大舰】后,你销毁之。然后你选择场上的一张牌。若此牌点数为字母,则你获得之,否则弃置之。",
|
||
changandajian_equip4_info:
|
||
"锁定技。你至其他角色的距离-2。当你失去装备区内的【长安大舰】后,你销毁之。然后你选择场上的一张牌。若此牌点数为字母,则你获得之,否则弃置之。",
|
||
changandajian_equip5_info:
|
||
"锁定技。你的手牌上限+2。当你失去装备区内的【长安大舰】后,你销毁之。然后你选择场上的一张牌。若此牌点数为字母,则你获得之,否则弃置之。",
|
||
changandajian_equip6_info:
|
||
"锁定技。你至其他角色的距离-2,其他角色至你的距离+2。当你失去装备区内的【长安大舰】后,你销毁之。然后你选择场上的一张牌。若此牌点数为字母,则你获得之,否则弃置之。",
|
||
shen_machao: "神马超",
|
||
shen_machao_prefix: "神",
|
||
shouli: "狩骊",
|
||
shouli_backup: "狩骊",
|
||
shouli_info:
|
||
"①锁定技,游戏开始时,你令场上所有角色从你的下家起,依次使用牌堆中的一张不为赠物的坐骑牌。②你可以将场上的一张进攻坐骑牌当做【杀】(无任何次数限制),防御坐骑牌当做【闪】使用或打出。若此坐骑牌的拥有者不为你,则其非锁定技于本回合内失效。且当你或其于本回合内受到伤害时,此伤害+1且改为雷属性。",
|
||
hengwu: "横骛",
|
||
hengwu_info:
|
||
"当你使用或打出有花色的牌时,若你的手牌区内没有与此牌花色相同的牌,则你可以摸X张牌(X为场上装备区内花色与此牌相同的牌数)。",
|
||
hengwu_append: '<span style="font-family: yuanli">棘手,怀念,摧毁!</span>',
|
||
|
||
key_kagari: "篝",
|
||
kagari_zongsi: "纵丝",
|
||
kagari_zongsi_info:
|
||
"出牌阶段限一次,你可以选择一张不在游戏外的牌,然后将其置于牌堆/弃牌堆的顶部/底部或一名角色的对应区域内。",
|
||
key_shiki: "神山识",
|
||
key_shiki_ab: "神山识",
|
||
shiki_omusubi: "御结",
|
||
shiki_omusubi_info:
|
||
"一轮游戏开始时,你可以减1点体力上限,然后将一名其他角色武将牌上的技能加入到你的武将牌上。",
|
||
shiki_omusubi_append:
|
||
'<span style="font-family: yuanli">来吧,羽依里。用你的手,让我变成那只真正的鬼吧!</span>',
|
||
db_key_hina: "佐藤雏",
|
||
hina_shenshi: "神视",
|
||
hina_shenshi_yingbian: "神视",
|
||
hina_shenshi_info:
|
||
"神势力技。出牌阶段开始时/结束时,你可摸两张牌,然后将其中一张牌置于牌堆顶。你以此法得到的牌视为拥有全部应变效果,且可以无条件发动。",
|
||
hina_xingzhi: "幸凪",
|
||
hina_xingzhi_info:
|
||
"键势力技。每回合限一次,你可以通过“助战”触发一张牌的全部应变效果,且响应助战的角色摸两张牌。",
|
||
tw_shen_guanyu: "TW神关羽",
|
||
tw_shen_guanyu_prefix: "TW神",
|
||
twwushen: "武神",
|
||
twwushen_info:
|
||
"锁定技。①你的♥手牌均视为普【杀】。②你于每阶段使用的第一张【杀】不可被响应。③你使用♥【杀】无距离和次数限制。④当你使用♥【杀】选择目标后,你令所有拥有“梦魇”标记的角色均成为此【杀】的目标。",
|
||
twwuhun: "武魂",
|
||
twwuhun_info:
|
||
"锁定技。①当你受到其他角色造成的1点伤害后,你令伤害来源获得1枚“梦魇”标记。②当你对有“梦魇”标记的其他角色造成伤害后,你令其获得一枚“梦魇”标记。③当你死亡时,你可进行判定。若结果不为【桃】或【桃园结义】,则你选择至少一名拥有“梦魇”标记的角色。令这些角色各自失去X点体力(X为其“梦魇”标记数)。",
|
||
shen_zhangfei: "神张飞",
|
||
shen_zhangfei_prefix: "神",
|
||
shencai: "神裁",
|
||
shencai_info:
|
||
"出牌阶段限一次,你可以令一名其他角色进行判定。你获得此判定牌,然后若此判定牌:包含以下要素中的任意一个,则其失去已有的下列效果,并获得对应的效果:{⒈体力:当其受到伤害后,其失去等量的体力、⒉武器:其不能使用牌响应【杀】、⒊打出:当其失去手牌后,其再随机弃置一张手牌(不嵌套触发)、⒋距离:其的结束阶段开始时,其翻面};若均不包含,你获得其区域里的一张牌,其获得一枚“死”并获得如下效果:其的角色手牌上限-X、其的回合结束时,若X大于场上存活人数,则其死亡(X为其“死”标记数)。",
|
||
xunshi: "巡使",
|
||
xunshi_info:
|
||
"锁定技。①你手牌区内所有的多目标锦囊牌均视为花色为none的普【杀】。②你使用颜色为none的牌无距离和次数限制。③当你使用无颜色的牌选择目标后,你令你的〖神裁〗的发动次数上限+1(至多为5),然后可以为此牌增加任意个目标。",
|
||
shen_zhangjiao: "神张角",
|
||
shen_zhangjiao_prefix: "神",
|
||
yizhao: "异兆",
|
||
yizhao_info:
|
||
"锁定技。当你使用或打出牌时,你获得等同于此牌点数枚“黄”标记。然后若“黄”的十位数发生变化,你获得牌堆中一张点数为你“黄”的十位数的牌。",
|
||
sijun: "肆军",
|
||
sijun_info:
|
||
"准备阶段,若“黄”数大于牌堆的牌数,你可以移去所有“黄”并洗牌,然后随机获得任意张点数之和为36的牌。",
|
||
sanshou: "三首",
|
||
sanshou_info:
|
||
"当你受到伤害时,你可以亮出牌堆顶三张牌。若其中有本回合未被使用过的牌的类型,防止此伤害。",
|
||
tianjie: "天劫",
|
||
tianjie_info:
|
||
"一名角色的回合结束时,若本回合牌堆洗过牌,你可以选择至多三名其他角色。你依次对每名目标角色造成X点雷电伤害(X为其手牌中【闪】的数量,至少为1)。",
|
||
tw_shen_lvmeng: "TW神吕蒙",
|
||
tw_shen_lvmeng_prefix: "TW神",
|
||
twshelie: "涉猎",
|
||
twshelie_info:
|
||
"①摸牌阶段,你可放弃摸牌并亮出牌堆顶的五张牌,然后选择获得其中每种花色的牌各一张。②每轮限一次。结束阶段,若你本回合使用的花色数不小于你的体力值,你执行一个额外的摸牌阶段或出牌阶段。",
|
||
twgongxin: "攻心",
|
||
twgongxin2: "攻心",
|
||
twgongxin_info:
|
||
"出牌阶段限一次。你可以观看一名其他角色的手牌,然后你可以展示其中一张牌并选择一项:1.弃置此牌;2.将此牌置于牌堆顶。若该角色手牌中的花色数因此减少,你选择一种颜色,其于本回合不能使用或打出该颜色的牌。",
|
||
shen_dengai: "神邓艾",
|
||
shen_dengai_prefix: "神",
|
||
dctuoyu: "拓域",
|
||
dctuoyu_fengtian: "丰田",
|
||
dctuoyu_qingqu: "清渠",
|
||
dctuoyu_junshan: "峻山",
|
||
dctuoyu_fengtian_tag: '<span data-nature="woodmm">丰田</span>',
|
||
dctuoyu_qingqu_tag: '<span data-nature="watermm">清渠</span>',
|
||
dctuoyu_junshan_tag: '<span data-nature="thundermm">峻山</span>',
|
||
dctuoyu_info:
|
||
"①锁定技。当你使用拥有对应副区域标签的牌时,你令此牌获得对应效果。<br>丰田:伤害值或回复值+1;清渠:无次数和距离限制;峻山:不可被响应。②出牌阶段开始时和结束时,你给你的手牌分配对应的已激活副区域标签(每个区域至多五张)。",
|
||
dcxianjin: "险进",
|
||
dcxianjin_info:
|
||
"锁定技。当你每造成或受到两次伤害后,你激活一个副区域标签并摸X张牌(X为你已激活的副区域数,若你的手牌数为全场最多则改为摸一张牌)。",
|
||
dcqijing: "奇径",
|
||
dcqijing_info:
|
||
"觉醒技。一名角色的回合结束后,若你的三个副区域标签均被激活,则你减1点体力上限,获得〖摧心〗,将座位移动至两名相邻的其他角色之间并执行一个额外回合。",
|
||
dccuixin: "摧心",
|
||
dccuixin_info:
|
||
"当你不因此技能使用的基本牌或普通锦囊牌结算结束后,若此牌的目标于你使用此牌指定第一个目标时包含你的上家或下家,则你可以视为对下家或上家再使用一张牌名和元素相同的牌。",
|
||
shen_dianwei: "神典韦",
|
||
shen_dianwei_prefix: "神",
|
||
juanjia: "捐甲",
|
||
juanjia_info: "锁定技。游戏开始时,你废除一个防具栏,然后获得一个额外的武器栏。",
|
||
qiexie: "挈挟",
|
||
qiexie_info:
|
||
"锁定技。准备阶段,你在剩余武将牌堆中随机观看五张牌,选择其中的任意张,将其按照如下规则转化为武器牌置入你的武器栏:{⒈此牌不具有花色,且其攻击范围和点数等于此武将牌的体力上限。⒉此武器牌的技能为该武将牌上所有描述中包含“【杀】”且不具有锁定技以外的标签的技能。⒊此武器牌离开你的装备区时,改为放回武将牌堆。}",
|
||
cuijue: "摧决",
|
||
cuijue_info:
|
||
"每回合每名角色限一次。出牌阶段,你可以弃置一张牌,然后对攻击范围内距离最远的一名其他角色造成1点伤害(没有则不选)。",
|
||
le_shen_jiaxu: "神贾诩",
|
||
le_shen_jiaxu_prefix: "神",
|
||
jxlianpo: "炼魄",
|
||
jxlianpo_info:
|
||
"锁定技。①若场上最大阵营为:反贼,其他角色的手牌上限-1,所有角色使用【杀】的次数上限和攻击范围+1;主忠,其他角色不能对其以外的角色使用【桃】。其他角色死亡后,若有多个最大阵营,来源摸两张牌并回复1点体力。②一轮游戏开始时,你展示一张未加入游戏或已死亡角色的身份牌,本轮视为该身份对应阵营的角色数+1。",
|
||
jxzhaoluan: "兆乱",
|
||
jxzhaoluan_info:
|
||
"限定技。一名角色死亡前,若其此次进入过濒死状态,你可以取消之,令其加3点体力上限并失去所有非锁定技,回复体力至3点,摸四张牌。然后你获得如下效果:出牌阶段,你可以令一名成为过你〖兆乱〗目标的角色减1点体力上限,然后对一名此阶段未以此法选择过的角色造成1点伤害。",
|
||
shen_huatuo: "手杀神华佗",
|
||
shen_huatuo_prefix: "手杀神",
|
||
wuling: "五灵",
|
||
wuling_info:
|
||
"①出牌阶段限两次。你可以选择一名没有“五禽戏”的角色,按照你选择的顺序向其传授“五禽戏”,且其获得如下效果:其获得你选择的第一种“五禽戏”的效果,并在其每个准备阶段移除当前“五禽戏”的效果并切换为下一种。②当你死亡时,你令场上的角色失去你传授的“五禽戏”。",
|
||
wuling_wuqinxi: "五禽戏",
|
||
wuling_wuqinxi_info:
|
||
"<br><li>“五禽戏”分为“虎、鹿、熊、猿、鹤”五个不同的效果:" +
|
||
"<br><li>虎:当你使用指定唯一目标的牌对目标角色造成伤害时,此伤害+1。" +
|
||
"<br><li>鹿:①当你获得此效果时,你回复1点体力并弃置判定区的所有牌。②你不能成为延时锦囊牌的目标。" +
|
||
"<br><li>熊:每回合限一次,当你受到伤害时,此伤害-1。" +
|
||
"<br><li>猿:当你获得此效果时,你选择一名其他角色,获得其装备区里的一张牌。" +
|
||
"<br><li>鹤:当你获得此效果时,你摸三张牌。",
|
||
youyi: "游医",
|
||
youyi_info:
|
||
"①弃牌阶段结束时,你可以将所有于此阶段弃置的牌置入仁区。②出牌阶段限一次。你可以将仁区的所有牌置入弃牌堆,令所有角色各回复1点体力。",
|
||
shen_lusu: "神鲁肃",
|
||
shen_lusu_prefix: "神",
|
||
dingzhou: "定州",
|
||
dingzhou_info:
|
||
"出牌阶段限一次。你可以将X张牌交给一名场上有牌的角色,然后你获得其场上的所有牌(X为其场上的牌数+1)。",
|
||
tamo: "榻谟",
|
||
tamo_info:
|
||
"游戏开始时,你可以重新分配除主公外所有角色的座次。",
|
||
tamo_faq: "FAQ",
|
||
tamo_faq_info:
|
||
"<br><li>Q:在一号位不为主公的情况下,〖榻谟〗如何结算?</li><li>A:该角色可以正常进行座次交换。若受此技能影响导致一号位角色发生了变化,则以排列后的一号位角色为起始角色开始本局游戏。</li>",
|
||
zhimeng: "智盟",
|
||
zhimeng_info_identity:'回合结束后,你可以选择一名其他角色。若如此做,你与其将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。',
|
||
zhimeng_info:'回合结束后,你可以选择一名手牌数不大于Y的其他角色(Y为你的手牌数+1)。若如此做,你与其将各自所有手牌置于处理区,然后你随机获得这些牌中的一半(向上取整),其获得剩余的牌。',
|
||
shen_xuzhu: "神许褚",
|
||
shen_xuzhu_prefix: "神",
|
||
zhengqing: "争擎",
|
||
zhengqing_info:
|
||
"锁定技。一轮游戏开始时,你移去所有角色的“擎”标记,令上一轮于一回合内造成伤害值最多的角色各获得X枚“擎”,且你与这些角色各摸一张牌(X为这些角色该回合内造成的伤害值)。若该角色为你且本次获得的“擎”数为本局游戏最多的一次,你改为摸X张牌(至多摸五张)。",
|
||
zhuangpo: "壮魄",
|
||
zhuangpo_info:
|
||
"你可以将牌名为【杀】或牌面信息中包含“【杀】”的牌当【决斗】使用,然后你获得如下效果:1.当此【决斗】指定目标后,若你有“擎”,你可以移去任意枚“擎”,令目标角色弃置等量的牌;2.当你造成渠道为此牌的伤害时,若此牌的所有目标角色中存在有“擎”的角色,此伤害+1。",
|
||
dc_shen_huatuo: "神华佗",
|
||
dc_shen_huatuo_prefix: "神",
|
||
jingyu: "静域",
|
||
jingyu_info: "锁定技。每个技能每轮限一次,当一名角色发动不为〖静域〗的技能时,你摸一张牌。",
|
||
lvxin: "滤心",
|
||
lvxin_info:
|
||
"出牌阶段限一次。你可以交给一名其他角色一张手牌并选择一项:⒈令其摸X张牌;⒉令其随机弃置X张手牌(X为游戏轮数,至多为5)。然后若其以此法得到/弃置了与你交给其的牌牌名相同的牌,其于其下次发动技能时回复/失去1点体力。",
|
||
huandao: "寰道",
|
||
huandao_info:
|
||
"限定技。出牌阶段,你可以选择一名其他角色。你令其复原武将牌,系统随机生成一个与其同名的武将的武将牌上的一个与其拥有的技能均不同名的技能。其可以选择获得此技能,然后选择失去一个其他技能。",
|
||
|
||
extra_feng: "神话再临·风",
|
||
extra_huo: "神话再临·火",
|
||
extra_lin: "神话再临·林",
|
||
extra_shan: "神话再临·山",
|
||
extra_yin: "神话再临·阴",
|
||
extra_lei: "神话再临·雷",
|
||
extra_key: "论外",
|
||
extra_ol: "神话再临OL",
|
||
extra_mobilezhi: "始计篇·智",
|
||
extra_mobilexin: "始计篇·信",
|
||
extra_mobileren: "始计篇·仁",
|
||
extra_offline: "神话再临·线下",
|
||
extra_decade: "神·武",
|
||
extra_tw: "海外服神将",
|
||
},
|
||
};
|
||
});
|