noname/character/key/skill.js

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import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//加纳天善(改版)
tenzen_fenghuan: {
trigger: { global: "useCardAfter" },
filter(event, player) {
if (player == event.player || event.targets.length != 1 || event.targets[0] != player || !event.player.isIn() || (event.card.name != "sha" && (get.type(event.card, null, false) != "trick" || !get.tag(event.card, "damage")))) return false;
if (
!player.canUse(
{
name: event.card.name,
nature: event.card.nature,
isCard: true,
},
event.player,
false
)
)
return false;
var num = get.number(event.card);
if (typeof num != "number") return false;
num *= 2;
var hs = player.getCards("he");
for (var i of hs) {
num -= get.number(i);
if (num <= 0) return true;
}
return false;
},
async cost(event, trigger, player) {
const num = get.number(trigger.card) * 2,
card = {
name: trigger.card.name,
nature: trigger.card.nature,
isCard: true,
};
event.result = await player
.chooseToDiscard("he", get.prompt("tenzen_fenghuan", trigger.player), "弃置任意张点数之和不小于" + num + "的牌,然后视为对其使用一张" + get.translation(card), "chooseonly")
.set("selectCard", function () {
var cards = ui.selected.cards,
num = _status.event.cardNumber;
for (var i of cards) {
num -= get.number(i);
if (num <= 0) return [cards.length, cards.length + 1];
}
return [cards.length + 1, cards.length + 1];
})
.set("cardNumber", num)
.set("effect", get.effect(trigger.player, card, player, player))
.set("ai", function (card) {
var eff = _status.event.effect;
if (eff <= 0) return 0;
for (var i of ui.selected.cards) eff -= get.value(i) / Math.sqrt(get.number(i) / 3);
return eff - get.value(card) / Math.sqrt(get.number(card) / 3);
})
.forResult();
},
async content(event, trigger, player) {
await player.discard(event.cards);
var card = {
name: trigger.card.name,
nature: trigger.card.nature,
isCard: true,
},
target = trigger.player;
if (target.isIn() && player.canUse(card, target, false)) await player.useCard(card, target, false);
},
},
tenzen_retianquan: {
trigger: { player: "useCardToPlayered" },
filter(event, player) {
return (
event.card.name == "sha" &&
(player.hp > 0 ||
player.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "tenzen_retianquan");
}, "he"))
);
},
logTarget: "target",
usable: 1,
check(event, player) {
if (get.attitude(player, event.target) >= 0) return false;
if (player.hp > player.maxHp / 2) return true;
if (
player.hasCard(function (card) {
return lib.filter.cardDiscardable(card, player, "tenzen_retianquan") && get.value(card) < 6;
}, "he")
)
return true;
return true;
},
prompt2: "你可失去1点体力或弃置一张牌亮出牌堆顶的三张牌若你的体力值小于体力上限的50%,则改为展示五张牌)。每有一张基本牌,其所需使用的【闪】的数量便+1。然后若此牌造成过伤害则你获得展示牌中的所有非基本牌。",
content() {
"step 0";
player
.chooseToDiscard("弃置一张牌或点「取消」失去1点体力", "he")
.set("goon", player.hp > player.maxHp / 2)
.set("ai", function (card) {
var val = get.value(card);
if (_status.event.goon) return 0.1 - val;
return 6 - val;
});
"step 1";
if (!result.bool) player.loseHp();
"step 2";
var cards = get.cards(player.hp <= player.maxHp / 2 ? 5 : 3);
player.showCards(cards, get.translation(player) + "发动了【天全】");
game.cardsGotoOrdering(cards).relatedEvent = trigger.getParent();
var num = cards.filter(function (card) {
return get.type(card, false) == "basic";
}).length;
if (num) {
if (trigger.card.name == "sha") {
var id = trigger.target.playerid;
var map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].shanRequired == "number") {
map[id].shanRequired += num;
} else {
map[id].shanRequired = 1 + num;
}
}
}
if (num < 5) {
var next = game.createEvent("tenzen_retianqua_gain");
next.cards = cards;
next.player = player;
event.next.remove(next);
trigger.getParent().after.push(next);
next.setContent(function () {
if (
player.getHistory("sourceDamage", function (evt) {
return evt.card == event.parent.card;
}).length > 0
)
player.gain(
cards.filter(function (card) {
return get.type(card, false) != "basic";
}),
"gain2"
);
});
}
},
},
//藤林杏
kyou_zhidian: {
locked: false,
mod: {
targetInRange(card) {
if (card.kyou_zhidian) return true;
},
aiOrder(player, card, numx) {
var num = _status.event._kyou_zhidian_baseValue;
if (num > 0 && get.type2(card) == "trick" && player.getUseValue(card) < num) return numx / 10;
},
},
enable: "chooseToUse",
filter(event, player) {
return player.countCards("hs", card => get.type2(card) == "trick") > 0;
},
filterCard(card) {
return get.type2(card) == "trick";
},
onChooseToUse(event) {
event._kyou_zhidian_baseValue = event.player.getUseValue({
name: "sha",
});
},
check(card) {
var num = _status.event._kyou_zhidian_baseValue,
player = _status.event.player;
return num - player.getUseValue(card);
},
prompt: "将一张锦囊牌当做【杀】使用",
viewAs: {
name: "sha",
kyou_zhidian: true,
},
group: "kyou_zhidian_aim",
ai: {
respondSha: true,
skillTagFilter: player => player.countCards("hs", card => get.type2(card) == "trick") > 0,
},
subSkill: {
aim: {
trigger: {
player: "useCardToPlayered",
},
forced: true,
locked: false,
filter(event, player) {
return event.isFirstTarget && event.card.name == "sha";
},
logTarget: "target",
content() {
"step 0";
var list = ["不可被响应", "无视防具", "伤害+1", "不计入次数"];
list.remove(player.storage.kyou_zhidian);
player
.chooseControl(list)
.set("prompt", "掷典:请为" + get.translation(trigger.card) + "选择一种效果")
.set(
"choice",
(function () {
if (list.includes("不计入次数") && player.hasSha()) return "不计入次数";
if (
list.includes("不可被响应") &&
trigger.target.mayHaveShan(
player,
"use",
trigger.target.getCards("h", i => {
return i.hasGaintag("sha_notshan");
})
)
)
return "不可被响应";
if (list.includes("伤害+1")) return "伤害+1";
return list.randomGet();
})()
)
.set("ai", () => _status.event.choice);
"step 1";
var target = trigger.target;
player.storage.kyou_zhidian = result.control;
game.log(player, "对", target, "的", trigger.card, "#g" + result.control);
switch (result.control) {
case "不可被响应":
trigger.directHit.add(target);
break;
case "无视防具":
target.addTempSkill("qinggang2");
target.storage.qinggang2.add(trigger.card);
break;
case "伤害+1":
var map = trigger.customArgs;
var id = target.playerid;
if (!map[id]) map[id] = {};
if (!map[id].extraDamage) map[id].extraDamage = 0;
map[id].extraDamage++;
break;
case "不计入次数":
var evt = trigger.getParent();
if (evt.addCount !== false) {
evt.addCount = false;
player.getStat().card.sha--;
}
break;
}
},
},
},
},
kyou_duanfa: {
trigger: { player: "damageBegin2" },
limited: true,
skillAnimation: true,
animationColor: "thunder",
filter(event, player) {
return player.hp <= event.num;
},
content() {
player.awakenSkill("kyou_duanfa");
if (player.countCards("h") > 0) player.chooseToDiscard("h", true, player.countCards("h"));
player.recover();
trigger.cancel();
player.addTempSkill("kyou_duanfa_draw", {
player: "phaseBeginStart",
});
},
subSkill: {
draw: {
trigger: { target: "useCardToTargeted" },
forced: true,
charlotte: true,
filter(event, player) {
if (event.card.name == "sha") return true;
return get.type(event.card, false) == "trick" && get.tag(event.card, "damage") > 0;
},
content() {
player.draw();
},
},
},
},
//天王寺瑚太朗
kotarou_aurora: {
trigger: {
player: ["damageEnd", "loseHpEnd", "gainMaxHpEnd"],
},
forced: true,
charlotte: true,
filter(event, player) {
return player.hasEnabledSlot(1);
},
content() {
if (player.hasEmptySlot(1)) {
var card = get.cardPile2(function (card) {
return get.subtype(card) == "equip1" && !get.cardtag(card, "gifts") && player.canUse(card, player);
});
if (card) player.chooseUseTarget(card, true);
} else player.chooseUseTarget("sha", true, false);
},
},
kotarou_rewrite: {
enable: "phaseUse",
charlotte: true,
filter(event, player) {
return !player.hasSkill("kotarou_rewrite_block");
},
content() {
"step 0";
player.getHistory("custom").push({ kotarou_rewrite: true });
player
.chooseControl()
.set("choiceList", ["视为使用一张本局游戏没有以此法使用过的基本牌或普通锦囊牌", "移动场上的一张牌", "增加1点体力上限并失去1点体力", "本回合内下一次造成的伤害+1", "本回合内下一次回复体力时额外回复1点体力", "本回合内手牌上限和【杀】的使用次数+1                         "])
.set("ai", function () {
var player = _status.event.player;
if (player.hp > 2 && player.getUseValue({ name: "sha" }) > 0) return 2;
return 0;
});
"step 1";
lib.skill.kotarou_rewrite.rewrites[result.index](player, event);
if (result.index != 0) event.goto(3);
"step 2";
if (result.bool) {
player.storage.kotarou_rewrite.push(result.links[0][2]);
player.chooseUseTarget(true, {
name: result.links[0][2],
nature: result.links[0][3],
isCard: true,
});
}
"step 3";
if (
player.getHistory("custom", function (evt) {
return evt && evt.kotarou_rewrite == true;
}).length >= 3
)
player.addTempSkill("kotarou_rewrite_block");
},
onremove: true,
rewrites: [
function (player, event) {
var list = [];
if (!player.storage.kotarou_rewrite) player.storage.kotarou_rewrite = [];
for (var i of lib.inpile) {
if (player.storage.kotarou_rewrite.includes(i)) continue;
var type = get.type(i);
if (type == "basic" || type == "trick") list.push([type, "", i]);
if (i == "sha") {
for (var j of lib.inpile_nature) list.push([type, "", i, j]);
}
}
if (list.length) {
player
.chooseButton(["改写:视为使用一张基本牌或普通锦囊牌", [list, "vcard"]], true)
.set("filterButton", function (button) {
return player.hasUseTarget(
{
name: button.link[2],
nature: button.link[3],
isCard: true,
},
null,
true
);
})
.set("ai", function (button) {
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
isCard: true,
});
});
} else event._result = { bool: false };
},
function (player, event) {
player.moveCard(true);
},
function (player, event) {
if (player.maxHp < 5) player.gainMaxHp();
player.loseHp();
},
function (player, event) {
player.addSkill("kotarou_rewrite_damage");
player.addMark("kotarou_rewrite_damage", 1, false);
game.log(player, "本回合下次造成的伤害", "#y+1");
},
function (player, event) {
player.addSkill("kotarou_rewrite_recover");
player.addMark("kotarou_rewrite_recover", 1, false);
game.log(player, "本回合下次回复的体力", "#y+1");
},
function (player, event) {
player.addSkill("kotarou_rewrite_sha");
player.addMark("kotarou_rewrite_sha", 1, false);
game.log(player, "本回合的手牌上限和使用【杀】的次数上限", "#y+1");
},
],
ai: {
order: 4,
result: {
player(player) {
if (
player.getHistory("custom", function (evt) {
return evt && evt.kotarou_rewrite == true;
}).length >= 2
)
return 0;
return 1;
},
},
},
},
kotarou_rewrite_damage: {
onremove: true,
trigger: { source: "damageBegin1" },
forced: true,
content() {
trigger.num += player.countMark("kotarou_rewrite_damage");
player.removeSkill("kotarou_rewrite_damage");
},
charlotte: true,
intro: { content: "下一次造成的伤害+#" },
},
kotarou_rewrite_recover: {
onremove: true,
trigger: { player: "recoverBegin" },
forced: true,
content() {
trigger.num += player.countMark("kotarou_rewrite_recover");
player.removeSkill("kotarou_rewrite_recover");
},
charlotte: true,
intro: { content: "下一次回复的体力+#" },
},
kotarou_rewrite_sha: {
onremove: true,
mod: {
maxHandcard(player, num) {
return num + player.countMark("kotarou_rewrite_sha");
},
cardUsable(card, player, num) {
if (card.name == "sha") return num + player.countMark("kotarou_rewrite_sha");
},
},
charlotte: true,
intro: { content: "手牌上限和出杀次数+#" },
},
kotarou_rewrite_block: {
trigger: { player: "phaseEnd" },
forced: true,
charlotte: true,
content() {
player.removeSkill("kotarou_rewrite");
player.removeSkill("kotarou_aurora");
if (player.maxHp > 3) player.loseMaxHp(player.maxHp - 3);
},
},
//加纳天善(旧)
tenzen_yixing: {
unique: true,
forceunique: true,
trigger: {
global: "damageEnd",
},
filter(event, player) {
if (!event.card || (event.card.name != "sha" && event.card.name != "juedou")) return false;
var hairi = event.source;
if (hairi && (hairi == player || player.inRangeOf(hairi)) && hairi.isIn() && hairi.name1 != "key_shizuku" && hairi.name2 != "key_shizuku") return true;
hairi = event.player;
return hairi && (hairi == player || player.inRange(hairi)) && hairi.isIn() && hairi.name1 != "key_shizuku" && hairi.name2 != "key_shizuku";
},
frequent: true,
content() {
"step 0";
player.draw();
"step 1";
if (player.countCards("he") > 0) {
player.chooseCard("he", true, "将一张牌作为“兴”置于武将牌上");
} else event.finish();
"step 2";
if (result.bool) {
var cards = result.cards;
player.addToExpansion(cards, player, "give").gaintag.add("tenzen_yixing");
}
},
intro: {
content: "expansion",
onunmark: "expansion",
},
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
group: "tenzen_yixing_counter",
subSkill: {
counter: {
trigger: { target: "useCardToTargeted" },
filter(event, player) {
if (player == event.player || !player.getExpansions("tenzen_yixing").length) return false;
return event.targets.length == 1 && (event.card.name == "sha" || get.type(event.card) == "trick");
},
prompt2(event) {
return "获得一张“兴”,且" + get.translation(event.card) + "结算完成后可以弃置两张牌,视为对" + get.translation(event.player) + "使用一张同名牌";
},
check(event, player) {
if (!player.storage.tenzen_lingyu && player.getExpansions("tenzen_yixing").length < 3) return false;
var card = {
name: event.card.name,
nature: event.card.nature,
isCard: true,
};
return player.canUse(card, event.player, false) && get.effect(event.player, card, player, player) > 0;
},
content() {
"step 0";
player.chooseButton(["选择获得一张“兴”", player.getExpansions("tenzen_yixing")], true);
"step 1";
if (result.bool) {
player.gain(result.links, "gain2");
}
var next = game.createEvent("tenzen_yixing_insert");
event.next.remove(next);
trigger.getParent().after.push(next);
next.player = player;
next.target = trigger.player;
next.setContent(lib.skill.tenzen_yixing.content_extra);
},
},
},
content_extra() {
"step 0";
var card = event.getParent().card;
event.card = {
name: card.name,
nature: card.nature,
isCard: true,
};
if (player.countCards("he") > 1 && target && target.isIn() && player.canUse(event.card, target, false)) {
player.chooseToDiscard("he", 2, "是否弃置两张牌,视为对" + get.translation(target) + "使用" + get.translation(event.card) + "").set("ai", function (card) {
return 5 - get.value(card);
});
} else event.finish();
"step 1";
if (result.bool) player.useCard(card, target, false, "tenzen_yixing");
},
},
tenzen_lingyu: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "water",
filter(event, player) {
return player.getExpansions("tenzen_yixing").length >= player.hp;
},
content() {
player.awakenSkill("tenzen_lingyu");
player.storage.tenzen_lingyu = true;
player.loseMaxHp();
if (player.isHealthy()) player.draw(2);
player.addSkills("tenzen_tianquan");
},
ai: {
combo: "tenzen_yixing",
},
},
tenzen_tianquan: {
trigger: { player: "useCardToPlayered" },
filter(event, player) {
return (event.card.name == "sha" || event.card.name == "juedou") && event.targets.length == 1 && player.getExpansions("tenzen_yixing").length > 1;
},
logTarget: "target",
usable: 1,
check(event, player) {
return get.attitude(player, event.target) < 0;
},
content() {
"step 0";
//player.viewHandcards(trigger.target);
player.chooseButton(["选择移去两张“兴”", player.getExpansions("tenzen_yixing")], true, 2);
"step 1";
if (result.bool) {
player.loseToDiscardpile(result.links);
var cards = get.cards(5);
player.showCards(cards, get.translation(player) + "发动了【天全】");
game.cardsGotoOrdering(cards).relatedEvent = trigger.getParent();
var num = cards.filter(function (card) {
return get.type(card, false) == "basic";
}).length;
if (num) {
if (trigger.card.name == "sha") {
var id = trigger.target.playerid;
var map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].shanRequired == "number") {
map[id].shanRequired += num;
} else {
map[id].shanRequired = 1 + num;
}
} else {
var idt = trigger.target.playerid;
var map = trigger.getParent().customArgs;
if (!map[idt]) map[idt] = {};
if (!map[idt].shaReq) map[idt].shaReq = {};
if (!map[idt].shaReq[idt]) map[idt].shaReq[idt] = 1;
map[idt].shaReq[idt]++;
}
}
if (num < 5) {
var next = game.createEvent("tenzen_lingyu_gain");
next.cards = cards;
next.player = player;
event.next.remove(next);
trigger.getParent().after.push(next);
next.setContent(function () {
if (
player.getHistory("sourceDamage", function (evt) {
return evt.card == event.parent.card;
}).length > 0
)
player.gain(
cards.filter(function (card) {
return get.type(card, false) != "basic";
}),
"gain2"
);
});
}
}
},
},
//伊座并杏子
kyouko_rongzhu: {
trigger: { global: "gainEnd" },
filter(event, player) {
if (player == event.player || event.getParent().name == "kyouko_rongzhu") return false;
var evt = event.getl(player);
return evt && evt.cards2 && evt.cards2.length > 0;
},
logTarget: "player",
check(event, player) {
return get.attitude(player, event.player) > 0;
},
content() {
"step 0";
player.draw();
"step 1";
var target = trigger.player;
if (player.countCards("he") > 0 && target.isIn()) {
player.chooseCard("he", true, "将一张牌交给" + get.translation(target));
} else event.finish();
"step 2";
if (result.bool) {
player.give(result.cards, trigger.player);
var target = _status.currentPhase;
var name;
if (target == player) {
name = "kyouko_rongzhu_me";
player.addTempSkill(name);
player.addMark(name, 1, false);
} else if (target == trigger.player) {
name = "kyouko_rongzhu_notme";
target.addTempSkill(name);
target.addMark(name, 1, false);
}
}
},
subSkill: {
me: {
mod: {
maxHandcard(player, num) {
return num + player.countMark("kyouko_rongzhu_me");
},
},
intro: { content: "手牌上限+#" },
onremove: true,
},
notme: {
mod: {
cardUsable(card, player, num) {
if (card.name == "sha") return num + player.countMark("kyouko_rongzhu_notme");
},
},
intro: { content: "使用杀的次数上限+#" },
onremove: true,
},
},
},
kyouko_gongmian: {
enable: "phaseUse",
prompt: "出牌阶段,你可以选择一名未以此法选择过的角色,若其手牌:大于你,你获得其一张牌,然后交给其一张牌;小于你,其交给你一张牌,然后你交给其一张牌;等于你,你与其各摸一张牌。",
filter(event, player) {
return game.hasPlayer(function (current) {
return current != player && lib.skill.kyouko_gongmian.filterTarget(null, player, current);
});
},
filterTarget(card, kyouko, hina) {
if (kyouko == hina || kyouko.getStorage("kyouko_gongmian").includes(hina)) return false;
var hs = hina.countCards("he");
if (hs == 0) return kyouko.countCards("h") == 0;
return true;
},
content() {
"step 0";
player.markAuto("kyouko_gongmian", targets);
var hs = player.countCards("h"),
ts = target.countCards("h");
player.getHistory("custom").push({ kyouko_gongmian: true });
if (hs > ts) {
event.utype = 1;
target.chooseCard("he", true, "交给" + get.translation(player) + "一张牌");
} else if (hs == ts) {
game.asyncDraw([player, target]);
event.utype = 2;
} else {
event.utype = 3;
player.gainPlayerCard(target, true, "he");
}
"step 1";
if (event.utype == 2) {
game.delayx();
event.finish();
} else if (!result.bool) event.finish();
else if (event.utype == 1) target.give(result.cards, player);
"step 2";
if (player.countCards("he") > 0) {
player.chooseCard("he", true, "交给" + get.translation(target) + "一张牌");
} else event.finish();
"step 3";
if (result.bool) player.give(result.cards, target);
},
intro: {
content: "已与$共勉",
},
group: ["kyouko_gongmian_use", "kyouko_gongmian_discard"],
ai: {
order: 6,
result: {
target(player, target) {
if (
player.getHistory("custom", function (evt) {
return evt.kyouko_gongmian == true;
}).length
)
return 0;
return 1;
},
},
},
},
kyouko_gongmian_use: {
trigger: { player: "phaseUseEnd" },
filter(event, player) {
return (
player.getHistory("custom", function (evt) {
return evt.kyouko_gongmian == true;
}).length > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countGainableCards(player, "hej") > 0;
})
);
},
async cost(event, trigger, player) {
const num = player.getHistory("custom", function (evt) {
return evt.kyouko_gongmian == true;
}).length;
event.result = await player
.chooseTarget(get.prompt("kyouko_gongmian"), "获得一名其他角色的至多" + get.cnNumber(num) + "张牌,然后交给其等量的牌", function (card, player, target) {
return target != player && target.countGainableCards(player, "hej") > 0;
})
.set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (att > 0) return att;
var he = player.getCards("he");
if (
target.countCards("he", function (card) {
return get.value(card, target) > 7;
}) &&
he.length > 0
)
return (
-att +
5 -
Math.min.apply(
Math,
he.map(function (card) {
return get.value(card, player);
})
)
);
return 0;
})
.forResult();
},
async content(event, trigger, player) {
const num = player.getHistory("custom", function (evt) {
return evt.kyouko_gongmian == true;
}).length,
target = event.targets[0];
let result = await player.gainPlayerCard(target, "hej", true, [1, num]).forResult();
if (target.isIn() && result.bool && result.cards && result.cards.length && player.countCards("he") > 0) {
const num = result.cards.length,
hs = player.getCards("he");
if (hs.length <= num) result = { bool: true, cards: hs };
else {
result = await player.chooseCard("he", true, num, "交给" + get.translation(target) + get.cnNumber(num) + "张牌").forResult();
}
if (result.bool && result.cards && result.cards.length) {
player.give(result.cards, target);
}
}
},
},
kyouko_gongmian_discard: {
trigger: { player: "phaseDiscardBegin" },
filter(event, player) {
var hs = player.countCards("h");
return (
hs > 0 &&
player.getHistory("custom", function (evt) {
return evt.kyouko_gongmian == true;
}).length >= player.hp &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") < hs;
})
);
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("kyouko_gongmian"), "获得一名其他角色的所有手牌,然后将一半的牌交给该角色(向上取整)", function (card, player, target) {
return target != player && target.countCards("h") < player.countCards("h");
})
.forResult();
},
content() {
"step 0";
var target = event.targets[0];
event.target = target;
var hs = target.getCards("h");
if (hs.length > 0) player.gain(hs, target, "giveAuto", "bySelf");
"step 1";
if (target.isIn() && player.countCards("h") > 0) {
var hs = player.getCards("h"),
num = Math.ceil(hs.length / 2);
if (hs.length <= num) event._result = { bool: true, cards: hs };
else player.chooseCard("he", true, num, "交给" + get.translation(target) + get.cnNumber(num) + "张牌");
} else event.finish();
"step 2";
if (result.bool && result.cards && result.cards.length) {
player.give(result.cards, target);
}
},
},
//冰室忧希
yuuki_yicha: {
trigger: { player: "phaseUseBegin" },
frequent: true,
createDialog(id) {
var dialog = ui.create.dialog("hidden");
(dialog.textPrompt = dialog.add("异插")).style.textAlign = "center";
dialog.cards = [];
dialog.rawButtons = [];
dialog.videoId = id;
var cards = [];
for (var i = 0; i < 3; i++) {
var card = ui.create.card(null, null, true);
card.pos = i;
card.pos_x = i;
card.pos_y = 0;
cards.push(card);
dialog.rawButtons.push(card);
}
dialog.add(cards);
cards = [];
for (var i = 0; i < 3; i++) {
var card = ui.create.card(null, null, true);
card.pos = i + 3;
card.pos_x = i;
card.pos_y = 1;
cards.push(card);
dialog.rawButtons.push(card);
}
dialog.add(cards);
for (var i of dialog.buttons) {
i.pos_x = i.link.pos_x;
i.pos_y = i.link.pos_y;
i.link = i.link.pos;
}
dialog.open();
},
addCard(card, id, pos) {
var dialog = get.idDialog(id);
if (!dialog) return;
for (var i = 0; i < dialog.buttons.length; i++) {
var button = dialog.buttons[i];
if (button.link == pos) {
var card2 = ui.create.button(card, "card");
card2.pos = button.link;
card2.pos_x = button.pos_x;
card2.pos_y = button.pos_y;
card2.classList.add("noclick");
button.parentNode.insertBefore(card2, button);
dialog.cards.push(card2);
button.remove();
dialog.buttons.splice(i, 1);
break;
}
}
},
changePrompt(str, id) {
var dialog = get.idDialog(id);
if (!dialog) return;
dialog.textPrompt.innerHTML = str;
},
content() {
"step 0";
var next = game.createEvent("cardsGotoOrdering");
next.cards = [];
next.setContent("cardsGotoOrdering");
event.videoId = lib.status.videoId++;
event.forceDie = true;
event.cards = [];
event.positions = [0, 1, 2, 3, 4, 5];
game.broadcastAll(function (id) {
lib.skill.yuuki_yicha.createDialog(id);
}, event.videoId);
player.judge().set("callback", function () {
event.getParent().orderingCards.remove(event.judgeResult.card);
event.getParent(2).orderingCards.add(event.judgeResult.card);
});
"step 1";
if (get.position(result.card, true) == "o") {
var pos = event.positions.randomRemove();
event._first_pos = pos;
game.broadcastAll(
function (card, id, player, pos) {
lib.skill.yuuki_yicha.addCard(card, id, pos);
lib.skill.yuuki_yicha.changePrompt(get.translation(player) + "放置了" + get.translation(card), id);
},
result.card,
event.videoId,
player,
pos
);
cards.push(result.card);
game.delay(2);
}
player.judge().set("callback", function () {
event.getParent().orderingCards.remove(event.judgeResult.card);
event.getParent(2).orderingCards.add(event.judgeResult.card);
});
"step 2";
if (get.position(result.card, true) == "o") {
var list = event.positions;
if (get.isLuckyStar(player)) {
var index = get.color(cards[0], false) == get.color(result.card, false) ? 0 : 1;
list = list.filter(function (i) {
return Math.abs((i % 2) - (event._first_pos % 2)) == index;
});
}
var pos = list.randomRemove();
game.broadcastAll(
function (card, id, player, pos) {
lib.skill.yuuki_yicha.addCard(card, id, pos);
lib.skill.yuuki_yicha.changePrompt(get.translation(player) + "放置了" + get.translation(card), id);
},
result.card,
event.videoId,
player,
pos
);
cards.push(result.card);
game.delay(2);
}
if (cards.length) event.count = 4;
else {
game.broadcastAll("closeDialog", event.videoId);
event.finish();
}
"step 3";
event.count--;
player.judge().set("callback", function () {
event.getParent().orderingCards.remove(event.judgeResult.card);
event.getParent(2).orderingCards.add(event.judgeResult.card);
});
"step 4";
var card = result.card;
event.card = card;
var str = "请选择一个位置放置" + get.translation(card);
if (player == game.me || player.isUnderControl()) {
lib.skill.yuuki_yicha.changePrompt(str, event.videoId);
} else if (player.isOnline()) {
player.send(
function (str, id) {
lib.skill.yuuki_yicha.changePrompt(str, event.videoId);
},
str,
id
);
}
player
.chooseButton()
.set("dialog", event.videoId)
.set("filterButton", function (button) {
var posx = button.pos_x,
posy = button.pos_y;
var list = [],
cards = ui.dialog.cards;
for (var i of cards) {
if (i.pos_x == posx && Math.abs(i.pos_y - posy) == 1) list.push(i.link);
if (i.pos_y == posy && Math.abs(i.pos_x - posx) == 1) list.push(i.link);
}
if (list.length > 0) {
var color = get.color(list[0], false);
if (list.length > 1) {
for (var i = 1; i < list.length; i++) {
if (get.color(list[i]) != color) return false;
}
}
return get.color(_status.event.card, false) != color;
}
return false;
})
.set("card", card);
"step 5";
if (result.bool) {
cards.push(card);
event.positions.remove(result.links[0]);
game.broadcastAll(
function (card, id, pos, player) {
lib.skill.yuuki_yicha.addCard(card, id, pos);
lib.skill.yuuki_yicha.changePrompt(get.translation(player) + "放置了" + get.translation(card), id);
},
card,
event.videoId,
result.links[0],
player
);
game.delay(2);
}
if (event.count > 0) event.goto(3);
"step 6";
game.broadcastAll("closeDialog", event.videoId);
player.chooseTarget("令一名角色获得" + get.translation(cards), true).set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 7";
if (result.bool && result.targets && result.targets.length) {
var target = result.targets[0];
player.line(target, "green");
target.gain(cards, "gain2");
}
},
},
//库特莉亚芙卡
kud_qiaoshou: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return !player.getExpansions("kud_qiaoshou_equip").length && player.countCards("h") > 0;
},
chooseButton: {
dialog() {
var list = [];
var list2 = ["pyzhuren_heart", "pyzhuren_diamond", "pyzhuren_club", "pyzhuren_spade", "pyzhuren_shandian", "rewrite_zhuge"];
list2.addArray(lib.inpile);
for (var i of list2) {
var sub = get.subtype(i);
if (["equip1", "equip4"].includes(sub)) list.push([sub, "", i]);
}
return ui.create.dialog("巧手:选择一种装备牌", [list, "vcard"], "hidden");
},
check(button) {
var player = _status.event.player;
var name = button.link[2];
if (get.subtype(name) == "equip4" || player.getEquip(name)) return 0;
var sha = player.countCards("h", "sha");
switch (name) {
case "rewrite_zhuge":
return sha - player.getCardUsable("sha");
case "guding":
if (
sha > 0 &&
game.hasPlayer(function (current) {
return get.attitude(player, current) < 0 && !current.countCards("h") && player.canUse("sha", current) && get.effect(current, { name: "sha" }, player) > 0;
})
)
return 1.4 + Math.random();
return 0;
case "guanshi":
if (sha > 0) return 0.7 + Math.random();
return 0;
case "qinggang":
if (sha > 0) return 0.4 + Math.random();
return 0;
case "zhuque":
if (
game.hasPlayer(function (current) {
return get.attitude(player, current) < 0 && current.getEquip("tengjia") && get.effect(current, { name: "sha", nature: "fire" }, player) > 0;
})
)
return 1.2 + Math.random();
return 0;
default:
return 0;
}
},
backup(links) {
var next = get.copy(lib.skill.kud_qiaoshou_backupx);
next.cardname = links[0][2];
return next;
},
prompt(links) {
return "将一张手牌置于武将牌上,然后视为装备" + get.translation(links[0][2]);
},
},
group: "kud_qiaoshou_end",
ai: {
notemp: true,
order: 5,
result: {
player: 1,
},
},
},
kud_qiaoshou_backupx: {
filterCard: true,
discard: false,
lose: false,
delay: false,
check(event, player) {
return 6 - get.value(card);
},
content() {
"step 0";
player.addToExpansion(cards, player, "give").gaintag.add("kud_qiaoshou_equip");
"step 1";
if (!player.getExpansions("kud_qiaoshou_equip").length) return;
player.addTempSkill("kud_qiaoshou_equip", {
player: ["phaseUseEnd", "phaseZhunbeiBegin"],
});
var name = lib.skill.kud_qiaoshou_backup.cardname;
player.storage.kud_qiaoshou_equip2 = name;
var info = lib.card[name].skills;
if (info && info.length) player.addAdditionalSkill("kud_qiaoshou_equip", info);
player.draw();
game.log(player, "声明了", "#y" + get.translation(name));
},
ai: {
result: {
player: 1,
},
},
},
kud_qiaoshou_equip: {
charlotte: true,
mod: {
globalFrom(from, to, distance) {
var info = lib.card[from.storage.kud_qiaoshou_equip2];
if (info && info.distance && info.distance.globalFrom) return distance + info.distance.globalFrom;
},
globalTo(from, to, distance) {
var info = lib.card[to.storage.kud_qiaoshou_equip2];
if (info && info.distance && info.distance.globalTo) return distance + info.distance.globalTo;
},
attackRange(from, distance) {
var info = lib.card[from.storage.kud_qiaoshou_equip2];
if (info && info.distance && info.distance.attackFrom) return distance - info.distance.attackFrom;
},
attackTo(from, to, distance) {
var info = lib.card[to.storage.kud_qiaoshou_equip2];
if (info && info.distance && info.distance.attackTo) return distance + info.distance.attackTo;
},
},
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
intro: {
markcount: "expansion",
mark(dialog, storage, player) {
dialog.add(player.getExpansions("kud_qiaoshou_equip"));
dialog.addText("当前装备:" + get.translation(player.storage.kud_qiaoshou_equip2));
var str2 = lib.translate[player.storage.kud_qiaoshou_equip2 + "_info"];
if (str2) {
if (str2.length >= 12) dialog.addText(str2, false);
else dialog.addText(str2);
}
},
onunmark(storage, player) {
player.removeAdditionalSkill("kud_qiaoshou_equip");
delete player.storage.kud_qiaoshou_equip2;
player.addEquipTrigger();
},
},
},
kud_qiaoshou_end: {
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return player.countCards("h") > 0 && !player.getExpansions("kud_qiaoshou_equip").length;
},
cost() {
"step 0";
var list = [];
var list2 = ["rewrite_bagua", "rewrite_renwang", "rewrite_tengjia", "rewrite_baiyin"];
list2.addArray(lib.inpile);
for (var i of list2) {
var sub = get.subtype(i);
if (["equip2", "equip3"].includes(sub)) list.push([sub, "", i]);
}
player.chooseButton([get.prompt("kud_qiaoshou"), [list, "vcard"]]).set("ai", function (button) {
var player = _status.event.player;
var name = button.link[2];
if (get.subtype(name) == "equip3" || player.getEquip(name)) return false;
switch (name) {
case "yexingyi":
if (player.hp > 2 || player.getEquip("bagua") || player.getEquip("tengjia")) return 1.5 + Math.random();
return 0.5 + Math.random();
case "rewrite_bagua":
case "rewrite_renwang":
if (player.getEquip("bagua") || player.getEquip("tengjia") || player.getEquip("renwang")) return Math.random();
return 1.2 + Math.random();
case "rewrite_tengjia":
if (player.getEquip("baiyin")) return 1.3 + Math.random();
return Math.random();
case "rewrite_baiyin":
return 0.4 + Math.random();
default:
return 0;
}
});
"step 1";
if (result.bool) {
event.cardname = result.links[0][2];
player.chooseCard("h", true, "将一张手牌置于武将牌上,然后视为装备" + get.translation(event.cardname));
} else event.finish();
"step 2";
if (result.bool) {
event.result = {
bool: true,
cards: result.cards,
cost_data: {
cardname: event.cardname,
},
};
}
},
async content(event, trigger, player) {
const next = player.addToExpansion(event.cards, player, "give");
next.gaintag.add("kud_qiaoshou_equip");
await next;
if (!player.getExpansions("kud_qiaoshou_equip").length) return;
player.addTempSkill("kud_qiaoshou_equip", {
player: ["phaseUseEnd", "phaseZhunbeiBegin"],
});
const name = event.cost_data.cardname;
player.storage.kud_qiaoshou_equip2 = name;
player.markAuto("kud_qiaoshou_equip", event.cards);
const info = lib.card[name].skills;
if (info && info.length) player.addAdditionalSkill("kud_qiaoshou_equip", info);
game.log(player, "声明了", "#y" + get.translation(name));
await player.draw();
},
},
kud_buhui: {
enable: "chooseToUse",
filter(event, player) {
return event.type == "dying" && player == event.dying && player.getExpansions("kud_qiaoshou_equip").length + player.countCards("e") > 0;
},
skillAnimation: true,
limited: true,
animationColor: "gray",
content() {
"step 0";
player.awakenSkill("kud_buhui");
var cards = player.getCards("e").concat(player.getExpansions("kud_qiaoshou_equip"));
if (cards.length) player.discard(cards);
player.removeSkill("kud_qiaoshou_equip");
player.draw(cards.length);
player.addSkills("kud_chongzhen");
"step 1";
var num = 2 - player.hp;
if (num) player.recover(num);
},
derivation: "riki_chongzhen",
ai: {
order: 0.5,
result: {
player: 1,
},
save: true,
skillTagFilter(player, tag, target) {
return player == target;
},
},
},
kud_chongzhen: {
inherit: "riki_chongzhen",
},
//神尾观铃
misuzu_hengzhou: {
trigger: {
player: ["phaseJieshuBegin", "recoverEnd", "damageEnd", "phaseDrawBegin2", "phaseZhunbeiBegin"],
},
forced: true,
character: true,
filter(event, player) {
if (event.name == "phaseZhunbei") return true;
if (["damage", "recover"].includes(event.name)) return event.num > 0;
var num = player.countMark("misuzu_hengzhou");
if (event.name == "phaseDraw") return num > 0 && !event.numFixed;
return num > 3;
},
content() {
var num = player.countMark("misuzu_hengzhou");
if (trigger.name == "phaseDraw") trigger.num += num;
else if (trigger.name == "phaseJieshu") {
player.removeMark("misuzu_hengzhou", num);
player.loseHp();
} else player.addMark("misuzu_hengzhou", trigger.num || 1);
},
intro: {
name: "诅咒",
name2: "诅咒",
content: "mark",
},
marktext: "诅",
mod: {
maxHandcard(player, num) {
return num + player.countMark("misuzu_hengzhou");
},
},
ai: {
notemp: true,
},
},
misuzu_nongyin: {
enable: "chooseToUse",
viewAs: {
name: "tao",
isCard: true,
},
viewAsFilter(player) {
return (
!player.hasJudge("lebu") &&
player.countCards("hes", function (card) {
return get.color(card) == "red" && get.type(card, "trick") != "trick";
})
);
},
filterCard(card) {
return get.color(card) == "red" && get.type(card, "trick") != "trick";
},
check(card) {
return 7 + (_status.event.dying || _status.event.player).getDamagedHp() - get.value(card);
},
ignoreMod: true,
position: "hes",
precontent() {
player.logSkill("misuzu_nongyin");
player.$throw(event.result.cards);
player.addJudge({ name: "lebu" }, event.result.cards);
event.result.card.cards = [];
event.result.cards = [];
delete event.result.skill;
delete event.result.card.suit;
delete event.result.card.number;
},
ai: {
result: 0.5,
},
},
misuzu_zhongxing: {
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filter(event, player) {
var evt = event.getl(player);
return evt && evt.js && evt.js.length > 0 && !player.hasSkill("misuzu_zhongxing_haruko");
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("misuzu_zhongxing"), "令一名角色选择摸两张牌或回复1点体力")
.set("ai", function (card) {
return get.attitude(_status.event.player, card);
})
.forResult();
},
async content(event, trigger, player) {
var target = event.targets[0];
player.logSkill("misuzu_zhongxing", target);
player.addTempSkill("misuzu_zhongxing_haruko");
target.chooseDrawRecover(2, true);
},
},
misuzu_zhongxing_haruko: { charlotte: true },
//久岛鸥
kamome_suitcase: {
trigger: {
player: ["phaseJudgeBefore", "phaseDiscardBefore", "turnOverBefore"],
},
forced: true,
popup: false,
equipSkill: true,
content() {
trigger.cancel();
},
},
kamome_yangfan: {
trigger: {
player: ["loseAfter", "enterGame"],
global: ["equipAfter", "addJudgeAfter", "phaseBefore", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
filter(event, player) {
if (typeof event.getl != "function") return event.name != "phase" || game.phaseNumber == 0;
var evt = event.getl(player);
return evt && evt.player == player && evt.es && evt.es.length;
},
content() {
if (trigger.getl) player.draw(2 * trigger.getl(player).es.length);
else player.equip(game.createCard2("kamome_suitcase", "spade", 1));
},
ai: {
noe: true,
reverseEquip: true,
effect: {
target(card, player, target, current) {
if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3];
},
},
},
},
kamome_huanmeng: {
trigger: { player: "phaseZhunbeiBegin" },
frequent: true,
content() {
"step 0";
var num = 1 + player.countCards("e");
var cards = get.cards(num);
game.cardsGotoOrdering(cards);
var next = player.chooseToMove();
next.set("list", [["牌堆顶", cards], ["牌堆底"]]);
next.set("prompt", "幻梦:点击将牌移动到牌堆顶或牌堆底");
next.processAI = function (list) {
var cards = list[0][1],
player = _status.event.player;
var top = [];
var judges = player.getCards("j");
var stopped = false;
if (!player.hasWuxie()) {
for (var i = 0; i < judges.length; i++) {
var judge = get.judge(judges[i]);
cards.sort(function (a, b) {
return judge(b) - judge(a);
});
if (judge(cards[0]) < 0) {
stopped = true;
break;
} else {
top.unshift(cards.shift());
}
}
}
var bottom;
if (!stopped) {
cards.sort(function (a, b) {
return get.value(b, player) - get.value(a, player);
});
while (cards.length) {
if (get.value(cards[0], player) <= 5) break;
top.unshift(cards.shift());
}
}
bottom = cards;
return [top, bottom];
};
"step 1";
var top = result.moved[0];
var bottom = result.moved[1];
top.reverse();
for (var i = 0; i < top.length; i++) {
ui.cardPile.insertBefore(top[i], ui.cardPile.firstChild);
}
for (i = 0; i < bottom.length; i++) {
ui.cardPile.appendChild(bottom[i]);
}
player.popup(get.cnNumber(top.length) + "上" + get.cnNumber(bottom.length) + "下");
game.log(player, "将" + get.cnNumber(top.length) + "张牌置于牌堆顶");
game.updateRoundNumber();
game.delayx();
},
ai: {
threaten: 1.2,
},
},
kamome_jieban: {
trigger: {
player: "damageEnd",
source: "damageSource",
},
zhuanhuanji: true,
marktext: "☯",
mark: true,
intro: {
content(storage, player) {
return "转换技。每回合限一次,当你受到或造成伤害后," + (!storage ? "你可将两张牌交给一名其他角色,然后其交给你一张牌。" : "你可将一张牌交给一名其他角色,然后其交给你两张牌。");
},
},
filter(event, player) {
var num = player.storage.kamome_jieban ? 1 : 2;
return player.countCards("he") >= num && !player.hasSkill("kamome_jieban_phase");
},
async cost(event, trigger, player) {
event.num = player.storage.kamome_jieban ? 1 : 2;
event.result = await player
.chooseCardTarget({
position: "he",
filterCard: true,
filterTarget: lib.filter.notMe,
selectCard: event.num,
prompt: get.prompt("kamome_jieban"),
prompt2: event.num == 2 ? "将两张牌交给一名其他角色,然后其交给你一张牌。" : "将一张牌交给一名其他角色,然后其交给你两张牌。",
ai1(card) {
if (card.name == "du") return 20;
var val = get.value(card);
var player = _status.event.player;
if (get.position(card) == "e") {
if (val <= 0) return 10;
return 10 / val;
}
return 6 - val;
},
ai2(target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (ui.selected.cards[0].name == "du") return -2 * att;
if (att > 0) return 1.5 * att;
var num = get.select(_status.event.selectCard)[1];
if (att < 0 && num == 1) return -0.7 * att;
return att;
},
})
.forResult();
},
content() {
"step 0";
event.num = player.storage.kamome_jieban ? 1 : 2;
var target = targets[0];
event.target = target;
player.addTempSkill("kamome_jieban_phase");
player.give(cards, target);
player.changeZhuanhuanji("kamome_jieban");
"step 1";
var num = 3 - event.num;
var hs = target.getCards("he");
if (hs.length) {
if (hs.length <= num) event._result = { bool: true, cards: hs };
else {
target.chooseCard("he", true, "交给" + get.translation(player) + get.cnNumber(num) + "张牌", num).set("ai", function (card) {
var player = _status.event.player;
var target = _status.event.getParent().player;
if (get.attitude(player, target) > 0) {
if (!target.hasShan() && card.name == "shan") return 10;
if (get.type(card) == "equip" && !get.cardtag(card, "gifts") && target.hasUseTarget(card)) return 10 - get.value(card);
return 6 - get.value(card);
}
return -get.value(card);
});
}
} else event.finish();
"step 2";
target.give(result.cards, player);
},
},
kamome_jieban_phase: { charlotte: true },
//友利奈绪
nao_duyin: {
trigger: { global: "phaseBegin" },
filter(event, player) {
return event.player != player && (!player.storage.nao_duyin || !player.storage.nao_duyin.includes(event.player));
},
logTarget: "player",
charlotte: true,
check() {
return false;
},
content() {
"step 0";
player.chooseToDiscard("he", "弃置一张牌,或将武将牌翻面").set("ai", function (card) {
if (_status.event.player.isTurnedOver()) return 0;
return 6 - get.value(card);
});
"step 1";
if (!result.bool) player.turnOver();
player.addTempSkill("nao_duyin2", { player: "phaseAfter" });
if (!player.storage.nao_duyin) player.storage.nao_duyin = [];
player.storage.nao_duyin.push(trigger.player);
if (!player.storage.nao_duyin2) player.storage.nao_duyin2 = [];
player.storage.nao_duyin2.push(trigger.player);
player.markSkill("nao_duyin2");
},
},
nao_duyin2: {
intro: {
content: "$不能使用牌指定你为目标,对$使用牌没有距离和次数限制",
},
mod: {
targetEnabled(card, player, target) {
if (target.storage.nao_duyin2 && target.storage.nao_duyin2.includes(player)) return false;
},
targetInRange(card, player, target) {
if (player.storage.nao_duyin2 && player.storage.nao_duyin2.includes(target)) return true;
},
},
trigger: { player: "useCardEnd" },
firstDo: true,
silent: true,
onremove: true,
filter(event, player) {
if (player.storage.nao_duyin2) {
for (var i of player.storage.nao_duyin2) {
if (event.targets.includes(i)) return true;
}
}
return false;
},
content() {
if (trigger.addCount !== false) {
trigger.addCount = false;
var stat = player.getStat();
if (stat && stat.card && stat.card[trigger.card.name]) stat.card[trigger.card.name]--;
}
},
},
nao_wanxin: {
trigger: { global: "phaseEnd" },
hasHistory(player) {
return player.getHistory("damage").length > 0;
},
filter(event, player) {
return game.hasPlayer(function (current) {
return lib.skill.nao_wanxin.hasHistory(current);
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("nao_wanxin"), function (card, player, target) {
return _status.event.yuus.includes(target);
})
.set(
"yuus",
game.filterPlayer(function (current) {
return lib.skill.nao_wanxin.hasHistory(current);
})
)
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
await target.draw(2);
await player.turnOver(false);
await player.link(false);
if (target == player) return;
await target.turnOver(false);
await target.link(false);
},
},
nao_shouqing: {
global: "nao_shouqing2",
},
nao_shouqing2: {
enable: "phaseUse",
viewAs() {
return { name: "tao" };
},
filterCard: { name: "tao" },
ignoreMod: true,
filterTarget(card, player, target) {
return target != player && target.isDamaged() && target.hasSkill("nao_shouqing");
},
selectTarget() {
return game.countPlayer(function (current) {
return lib.skill.nao_shouqing2.filterTarget(null, _status.event.player, current);
}) > 1
? 1
: -1;
},
filter(event, player) {
return (
player.countCards("hs", "tao") &&
game.hasPlayer(function (current) {
return lib.skill.nao_shouqing2.filterTarget(null, player, current);
})
);
},
position: "hs",
onuse(links, player) {
player.addSkill("nao_shouqing3");
player.addMark("nao_shouqing3", 1, false);
},
prompt() {
var list = game.filterPlayer(function (current) {
return lib.skill.nao_shouqing2.filterTarget(null, _status.event.player, current);
});
var str = "对" + get.translation(list);
if (list.length > 1) str += "中的一名角色";
str += "使用一张【桃】";
return str;
},
},
nao_shouqing3: {
intro: {
content: "手牌上限+#",
},
mod: {
maxHandcard(player, num) {
return num + player.countMark("nao_shouqing3");
},
},
trigger: { player: "useCardAfter" },
forced: true,
popup: false,
filter(event, player) {
return event.skill == "nao_shouqing2";
},
content() {
player.draw();
},
},
//远野美凪&远野小满
minagi_peiquan: {
enable: "phaseUse",
filter(event, player) {
return player.hasCard(card => card.hasGaintag("minagi_tag"), "h");
},
filterCard(card) {
return card.hasGaintag("minagi_tag");
},
position: "h",
filterTarget: lib.filter.notMe,
discard: false,
lose: false,
delay: false,
promptfunc: () => "出牌阶段你可以赠予一张“米券”然后执行一项本回合内未被选择过的效果⒈对其造成1点伤害⒉摸两张牌⒊弃置其的两张牌⒋亮出牌堆顶的一张牌然后你可以使用之。",
check: card => {
const player = _status.event.player;
return get.type(card, false) == "equip" && game.hasPlayer(current => player.canGift(card, current, true) && !current.refuseGifts(card, player) && get.effect(current, card, player, player) > 0) ? 2 : 1 + Math.random();
},
content() {
"step 0";
player.gift(cards, target);
"step 1";
var list = player.getStorage("minagi_peiquan_yukito");
if (list.length >= 4) event.finish();
else {
var yukito = get.translation(target);
player
.chooseButton(
[
"配券:请选择一项执行",
[
[
["damage", "选项一:对" + yukito + "造成1点伤害"],
["draw", "选项二:摸两张牌"],
["discard", "选项三:弃置" + yukito + "的两张牌"],
["use", "选项四:亮出牌堆顶的一张牌,然后可以使用之"],
],
"textbutton",
],
],
true
)
.set("list", list)
.set("filterButton", function (button) {
return !_status.event.list.includes(button.link);
})
.set("ai", function (button) {
var player = _status.event.player,
target = _status.event.getParent().target;
switch (button.link) {
case "damage":
return get.damageEffect(target, player, player);
case "draw":
return 2 * get.effect(player, { name: "draw" }, player, player);
case "discard":
return get.effect(target, { name: "guohe_copy2" }, player, player) * Math.min(1.6, target.countCards("he"));
case "use":
return _status.event.getRand("minagi_peiquan") * 4;
}
});
}
"step 2";
player.markAuto("minagi_peiquan_yukito", result.links);
player.addTempSkill("minagi_peiquan_yukito");
switch (result.links[0]) {
case "damage":
target.damage("nocard");
break;
case "draw":
player.draw(2);
break;
case "discard":
player.discardPlayerCard(target, 2, "he", true);
break;
}
if (result.links[0] != "use") event.finish();
"step 3";
var card = get.cards()[0];
game.cardsGotoOrdering(card);
player.showCards(card);
player.chooseUseTarget(card, "是否使用" + get.translation(card) + "");
},
ai: {
order: 4,
result: {
player: (player, target) => {
const giftEffects = ui.selected.cards.map(value => player.getGiftEffect(value, target));
const baseEffect = Math.min(3, giftEffects.reduce((previousValue, currentValue) => previousValue + currentValue, 0) / giftEffects.length);
const choices = ["damage", "draw", "discard", "use"];
choices.removeArray(player.getStorage("minagi_peiquan_yukito"));
if (choices.length <= 0) return baseEffect;
return (
baseEffect +
Math.max(
...choices.map(choice => {
switch (choice) {
case "damage":
return get.damageEffect(target, player, player);
case "draw":
return 2 * get.effect(player, { name: "draw" }, player, player);
case "discard":
return get.effect(target, { name: "guohe_copy2" }, player, player) * Math.min(1.6, target.countCards("he"));
case "use":
return _status.event.getRand("minagi_peiquan") * 4;
}
})
)
);
},
},
},
group: "minagi_peiquan_umareta",
subSkill: {
yukito: { charlotte: true, onremove: true },
umareta: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter(event, player) {
return (event.name != "phase" || game.phaseNumber == 0) && player.countCards("h") > 0;
},
content() {
var hs = player.getCards("h");
player.addGaintag(hs, "minagi_tag");
},
},
},
},
minagi_huanliu: {
trigger: { player: "phaseZhunbeiBegin" },
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(lib.filter.notMe, get.prompt("minagi_huanliu"), "和一名其他角色进行“协力”,并获得“远野小满”的所有对应技能")
.set("ai", function (target) {
return get.threaten(target) * Math.sqrt(1 + target.countCards("h")) * (target.isTurnedOver() || target.hasJudge("lebu") ? 0.1 : 1);
})
.forResult();
},
content() {
"step 0";
var target = targets[0];
player.chooseCooperationFor(target, "minagi_huanliu").set("ai", function (button) {
var base = 0;
switch (button.link) {
case "cooperation_damage":
base = 0.1;
break;
case "cooperation_draw":
base = 0.6;
break;
case "cooperation_discard":
base = 0.1;
break;
case "cooperation_use":
base = 0.3;
break;
}
return base + Math.random();
});
player.addAdditionalSkill("cooperation", ["minagi_huanliu_effect", "michiru_sheyuan"]);
"step 1";
game.delayx();
},
subSkill: {
effect: {
charlotte: true,
trigger: { global: "phaseJieshuBegin" },
forced: true,
logTarget: "player",
filter(event, player) {
return player.checkCooperationStatus(event.player, "minagi_huanliu") && player.countCards("h") > 0;
},
content() {
game.log(player, "和", trigger.player, "的协力成功");
var hs = player.getCards("h");
player.addGaintag(hs, "minagi_tag");
game.delayx();
},
},
},
derivation: "michiru_sheyuan",
},
michiru_sheyuan: {
charlotte: true,
enable: "chooseToUse",
filter(event, player) {
if (player.hasSkill("michiru_sheyuan_round")) return false;
var hs = player.getCards("h");
if (!hs.length) return false;
for (var i of hs) {
if (i.hasGaintag("minagi_tag")) return false;
if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) return false;
}
for (var name of lib.inpile) {
var type = get.type(name);
if (type != "basic" && type != "trick") return false;
var card = get.autoViewAs({ name: name }, hs);
if (event.filterCard(card, player, event)) return true;
if (name == "sha") {
for (var nature of lib.inpile_nature) {
card.nature = nature;
if (event.filterCard(card, player, event)) return true;
}
}
}
return false;
},
hiddenCard(player, name) {
var type = get.type(name);
if (type != "basic" && type != "trick") return false;
if (player.hasSkill("michiru_sheyuan_round")) return false;
var hs = player.getCards("h");
if (!hs.length) return false;
if (_status.connectMode) return true;
for (var i of hs) {
if (i.hasGaintag("minagi_tag")) return false;
if (!game.checkMod(i, player, "unchanged", "cardEnabled2", player)) return false;
}
return true;
},
chooseButton: {
dialog(event, player) {
var list = [],
hs = player.getCards("h");
for (var name of lib.inpile) {
var type = get.type(name);
if (type != "basic" && type != "trick") continue;
var card = get.autoViewAs({ name: name }, hs);
if (event.filterCard(card, player, event)) list.push([type, "", name]);
if (name == "sha") {
for (var nature of lib.inpile_nature) {
card.nature = nature;
if (event.filterCard(card, player, event)) list.push([type, "", name, nature]);
}
}
}
return ui.create.dialog("舍愿", [list, "vcard"], "hidden");
},
check(button) {
var player = _status.event.player;
var card = {
name: button.link[2],
nature: button.link[3],
};
if (_status.event.getParent().type == "phase") return player.getUseValue(card, null, true);
return 1;
},
backup(links, player) {
return {
viewAs: {
name: links[0][2],
nature: links[0][3],
},
filterCard: true,
position: "h",
selectCard: -1,
onuse(result, player) {
player.addTempSkill("michiru_sheyuan_round", "roundStart");
},
};
},
prompt(links, player) {
return "将所有手牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用,然后摸等量的牌";
},
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter(player, tag, arg) {
return lib.skill.michiru_sheyuan.hiddenCard(player, "s" + tag.slice(8));
},
order: 1,
result: {
player(player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
subSkill: {
round: {
charlotte: true,
trigger: { player: "useCardAfter" },
forced: true,
popup: false,
filter(event, player) {
return event.skill == "michiru_sheyuan_backup";
},
content() {
player.draw(trigger.cards.length);
},
},
backup: {},
},
},
//坂上智代
tomoyo_wuwei: {
enable: ["chooseToUse", "chooseToRespond"],
viewAs: { name: "sha" },
viewAsFilter(player) {
var storage = player.getStorage("tomoyo_wuwei_mark");
return player.hasCard(function (card) {
return !storage.includes(get.suit(card));
}, "hs");
},
position: "hs",
filterCard(card, player) {
var storage = player.getStorage("tomoyo_wuwei_mark");
return !storage.includes(get.suit(card));
},
check(card) {
return 5 - get.value(card);
},
onuse(result, player) {
player.markAuto("tomoyo_wuwei_mark", [get.suit(result.card, false)]);
player.addTempSkill("tomoyo_wuwei_mark");
},
onrespond(event, player) {
player.markAuto("tomoyo_wuwei_mark", [get.suit(event.card, false)]);
player.addTempSkill("tomoyo_wuwei_mark");
},
group: "tomoyo_wuwei_combo",
subSkill: {
mark: {
charlotte: true,
onremove: true,
},
combo: {
trigger: { global: "useCardAfter" },
direct: true,
//chooseToUse类技能暂时没办法改
filter(event, player) {
return event.card.name == "shan" && player.inRangeOf(event.player) && player.canUse("sha", event.player, false);
},
content() {
player
.chooseToUse(
"武威:是否对" + get.translation(trigger.player) + "使用一张【杀】?",
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
trigger.player,
-1
)
.set("addCount", false).logSkill = "tomoyo_wuwei_combo";
},
},
},
},
tomoyo_zhengfeng: {
dutySkill: true,
trigger: { player: "phaseZhunbeiBegin" },
filter(event, player) {
return game.hasPlayer(current => player.inRange(current));
},
derivation: "tomoyo_changshi",
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("tomoyo_zhengfeng"), "令一名攻击范围内的角色进行判定。其于你的下回合开始前使用与判定结果颜色相同的牌时,你摸一张牌。", function (card, player, target) {
return player.inRange(target);
})
.set("ai", function (target) {
var player = _status.event.player;
if (player.hp <= 1 && !player.countCards("h")) return 0;
var hs = target.countCards("h"),
thr = get.threaten(target);
if (target.hasJudge("lebu")) return 0;
return Math.sqrt(1 + hs) * Math.sqrt(Math.max(1, 1 + thr));
})
.forResult();
},
content() {
"step 0";
var target = targets[0];
event.target = target;
target.judge();
"step 1";
player.addTempSkill("tomoyo_zhengfeng_tomoyo", {
player: "phaseBeginStart",
});
player.markAuto("tomoyo_zhengfeng_tomoyo", [
{
target: target,
color: result.color,
},
]);
},
group: "tomoyo_zhengfeng_after",
subSkill: {
tomoyo: {
charlotte: true,
onremove: true,
mod: {
inRangeOf(source, player) {
var list = player.getStorage("tomoyo_zhengfeng_tomoyo");
for (var obj of list) {
if (obj.target == source) return true;
}
},
},
trigger: { global: "useCard" },
forced: true,
filter(event, player) {
var color = get.color(event.card);
if (color == "none") return false;
var list = player.getStorage("tomoyo_zhengfeng_tomoyo");
for (var obj of list) {
if (obj.target == event.player && color == obj.color) return true;
}
return false;
},
content() {
player.draw();
},
intro: {
mark(dialog, students, player) {
if (!students || !students.length) return "全校风纪良好!";
var str = "";
for (var i of students) {
if (str.length > 0) str += "<br>";
str += get.translation(i.target);
str += "";
str += get.translation(i.color);
}
dialog.addText(str);
},
},
},
after: {
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return !player.hasHistory("useSkill", function (evt) {
return evt.skill == "tomoyo_zhengfeng";
});
},
prompt: "整风:是否放弃使命?",
prompt2: "你可以减1点体力上限并失去〖武威〗摸两张牌并回复1点体力然后获得技能〖长誓〗。",
skillAnimation: true,
animationColor: "gray",
check(event, player) {
return player.hp * 1.1 + player.countCards("h") < 3;
},
content() {
"step 0";
game.log(player, "放弃了身为学生会长的使命");
player.awakenSkill("tomoyo_zhengfeng");
player.loseMaxHp();
"step 1";
player.removeSkills("tomoyo_wuwei");
"step 2";
player.draw(2);
player.recover();
"step 3";
player.addSkills("tomoyo_changshi");
},
},
},
},
tomoyo_changshi: {
trigger: {
global: ["gainAfter", "loseAsyncAfter"],
},
forced: true,
filter(event, player) {
return game.hasPlayer(function (current) {
return current != player && event.getg(current).length > 1 && player.inRangeOf(current);
});
},
content() {
player.draw();
},
group: "tomoyo_changshi_recover",
subSkill: {
recover: {
trigger: { global: "recoverAfter" },
forced: true,
filter(event, player) {
return event.player.isAlive() && player.inRangeOf(event.player);
},
content() {
player.changeHujia(1);
},
},
},
},
//天宫希优
kiyu_yuling: {
mod: {
targetEnabled(card) {
var info = get.info(card);
if (!info || (info.type != "trick" && info.type != "delay")) return;
if (info.range) return false;
},
},
trigger: { target: "useCardToTargeted" },
forced: true,
charlotte: true,
filter(event, player) {
return event.card.name == "sha" && event.player.countCards("he") > 0;
},
logTarget: "player",
content() {
trigger.player.chooseToDiscard("he", true, get.distance(trigger.player, player));
},
ai: {
threaten: 0.7,
effect: {
target(card, player, target, current) {
if (card.name == "sha") return 0.7;
},
},
},
},
kiyu_rexianyu: {
trigger: { player: "phaseUseEnd" },
charlotte: true,
unique: true,
filter(event, player) {
return (
!player.hasSkill("kiyu_rexianyu_round", null, null, false) &&
player.hasHistory("useCard", function (evt) {
var type = get.type(evt.card);
if (type != "basic" && type != "trick") return false;
return evt.getParent("phaseUse") == event;
})
);
},
async cost(event, trigger, player) {
const history = player.getHistory("useCard", function (evt) {
var type = get.type(evt.card);
if (type != "basic" && type != "trick") return false;
return evt.getParent("phaseUse") == trigger;
});
const list = [];
for (var i = 0; i < Math.min(history.length, 3); i++) {
var card = history[i].card;
list.push({ name: card.name, isCard: true });
if (card.nature) list[i].nature = card.nature;
}
const { result } = await player
.chooseTarget(get.prompt("kiyu_rexianyu"), "将以下使用结果告知于一名其他角色:" + get.translation(list), function (card, player, target) {
return target != player && !target.hasSkill("kiyu_rexianyu_lastrun", null, null, false);
})
.set("ai", function (target) {
return get.attitude(_status.event.player, target) * get.threaten(target) * Math.sqrt(1 + target.countCards("h")) * (target.isTurnedOver() || target.hasJudge("lebu") ? 0.1 : 1);
});
if (result.bool) {
event.result = {
bool: result.bool,
targets: result.targets,
cost_data: { list },
};
}
},
async content(event, trigger, player) {
player.addTempSkill("kiyu_rexianyu_round", "roundStart");
const tabito = targets[0];
tabito.storage.kiyu_rexianyu_lastrun = event.cost_data.list;
tabito.storage.amamiya_kiyu = player;
tabito.addTempSkill("kiyu_rexianyu_lastrun", {
player: ["phaseUseAfter"],
global: ["roundStart"],
});
await game.asyncDelayx();
},
subSkill: {
round: { charlotte: true },
lastrun: {
enable: "chooseToUse",
onChooseToUse(event) {
if (!game.online && event.type == "phase") {
var evtx = event.getParent();
var num = event.player.getHistory("useCard", function (evt) {
return evt.getParent("phaseUse") == evtx;
}).length;
event.set("rexianyu_num", num);
}
},
filter(event, player) {
if (!player.countCards("hs")) return false;
var num = event.rexianyu_num,
list = player.storage.kiyu_rexianyu_lastrun;
if (!Array.isArray(list) || typeof num != "number" || list.length <= num) return false;
var card = get.copy(list[num]);
delete card.isCard;
card = get.autoViewAs(card, "unsure");
if (event.filterCard(card, player, event)) return true;
return false;
},
onremove: true,
viewAs(cards, player) {
var num = _status.event.rexianyu_num,
list = player.storage.kiyu_rexianyu_lastrun;
if (!Array.isArray(list) || typeof num != "number" || list.length <= num) return { name: "sha" };
var card = get.copy(list[num]);
delete card.isCard;
return card;
},
prompt() {
var player = _status.event.player;
var num = _status.event.rexianyu_num,
list = player.storage.kiyu_rexianyu_lastrun;
if (!Array.isArray(list) || typeof num != "number" || list.length <= num) return "无可用牌";
var card = list[num];
var str = "将一张牌当做" + get.translation(card);
var kiyu = player.storage.amamiya_kiyu;
if (kiyu && kiyu.isAlive()) str += ";然后" + get.translation(kiyu) + "摸一张牌,且你本回合的手牌上限+1";
return str;
},
filterCard: true,
position: "h",
popname: true,
check(card) {
var player = _status.event.player;
var num = _status.event.rexianyu_num,
list = player.storage.kiyu_rexianyu_lastrun;
return player.getUseValue(list[num], null, true) - player.getUseValue(card, null, true);
},
group: "kiyu_rexianyu_earthbound",
mark: true,
intro: { content: "已记录:$" },
ai: {
order: 12,
result: {
player(player) {
var lunarq = player.storage.amamiya_kiyu;
if (lunarq && get.attitude(player, lunarq) <= 0) return -1;
return 1;
},
},
},
},
earthbound: {
trigger: { player: "useCardAfter" },
forced: true,
charlotte: true,
filter(event, player) {
if (event.skill != "kiyu_rexianyu_lastrun") return false;
var lunarq = player.storage.amamiya_kiyu;
return get.itemtype(lunarq) == "player" && lunarq.isAlive();
},
content() {
var lunarq = player.storage.amamiya_kiyu;
lunarq.draw();
player.addTempSkill("kiyu_rexianyu_wolf");
player.addMark("kiyu_rexianyu_wolf", 1, false);
},
},
wolf: {
charlotte: true,
onremove: true,
mod: {
maxHandcard(player, num) {
return num + player.countMark("kiyu_rexianyu_wolf");
},
},
markimage: "image/card/handcard.png",
intro: { content: "手牌上限+#" },
},
},
},
kiyu_xianyu: {
trigger: { global: "phaseUseBegin" },
charlotte: true,
round: 1,
filter(event, player) {
return event.player.countCards("h") > 0;
},
logTarget: "player",
check(event, player) {
var target = event.player;
var next = target.next;
if (target.getSeatNum() > next.getSeatNum()) return true;
if (
target.countCards("h") < 4 &&
target.countCards("h", function (card) {
return target.hasUseTarget(card, null, true);
}) < 2
)
return false;
return true;
},
content() {
"step 0";
var target = trigger.player,
cards = target.getCards("h");
var next = player.chooseToMove("先预:预测" + get.translation(target) + "使用牌的顺序", true);
next.set("list", [[get.translation(target) + "的手牌", cards]]);
next.set("processAI", function (list) {
var cards = list[0][1].slice(0);
var target = _status.event.getTrigger().player;
cards.sort(function (a, b) {
return get.order(b, target) - get.order(a, target);
});
return [cards];
});
"step 1";
if (result.bool) {
var list = result.moved[0];
player.storage.kiyu_xianyu_lastrun = list;
player.addTempSkill("kiyu_xianyu_lastrun", list);
}
},
subSkill: {
lastrun: {
trigger: { global: "phaseUseAfter" },
forced: true,
charlotte: true,
onremove: true,
content() {
var num = 0,
index = -1,
target = trigger.player;
var cards = player.getStorage("kiyu_xianyu_lastrun");
var history = target.getHistory("useCard", function (event) {
return event.getParent("phaseUse") == trigger;
});
for (var evt of history) {
var goon = false;
for (var card of evt.cards) {
var index2 = cards.indexOf(card);
if (index2 > index) {
goon = true;
index = index2;
}
}
if (goon) num++;
}
if (num > 0) {
num = Math.min(3, num);
player.draw(num);
if (target.isIn()) {
target.addTempSkill("kiyu_xianyu_effect");
target.addMark("kiyu_xianyu_effect", num, false);
}
}
},
},
effect: {
charlotte: true,
onremove: true,
mod: {
maxHandcard(player, num) {
return num + player.countMark("kiyu_xianyu_effect");
},
},
},
},
},
//樱庭星罗
seira_xinghui: {
trigger: { player: "phaseZhunbeiBegin" },
check(event, player) {
return !player.getExpansions("seira_xinghui").length;
},
content() {
"step 0";
game.delayx();
"step 1";
if (get.isLuckyStar(player)) {
event.num = 6;
player.throwDice(6);
} else player.throwDice();
"step 2";
var cards = get.cards(num);
event.cards = cards;
game.cardsGotoOrdering(cards);
var next = player.chooseToMove();
next.set("prompt", "星辉:选择要作为“星屑”的牌(先选择的在上)");
next.set("list", [["置于武将牌上", cards], ["置入弃牌堆"]]);
next.processAI = function (list) {
var cards = list[0][1],
player = _status.event.player;
var top = [];
var judges = player.getCards("j");
var stopped = false;
if (!player.hasWuxie()) {
for (var i = 0; i < judges.length; i++) {
var judge = get.judge(judges[i]);
cards.sort(function (a, b) {
return judge(b) - judge(a);
});
if (judge(cards[0]) < 0) {
stopped = true;
break;
} else {
top.unshift(cards.shift());
}
}
}
var bottom;
if (!stopped) {
cards.sort(function (a, b) {
return get.value(b, player) - get.value(a, player);
});
while (cards.length) {
if (get.value(cards[0], player) <= 5) break;
top.unshift(cards.shift());
}
}
bottom = cards;
return [top, bottom];
};
"step 3";
if (result.bool && result.moved && result.moved[0].length) {
event.cards = result.moved[0];
player
.chooseTarget(true, "将以下牌置于一名角色的武将牌上", get.translation(event.cards), function (card, player, target) {
return !target.getExpansions("seira_xinghui").length;
})
.set("ai", function (target) {
return target == _status.event.player ? 1 : 0;
});
event.cards.reverse();
} else event.finish();
"step 4";
var target = result.targets[0];
player.line(target, { color: [253, 153, 182] });
target.addToExpansion(cards).gaintag.add("seira_xinghui");
game.log(player, "将" + get.cnNumber(cards.length) + "张牌置于", target, "的武将牌上");
target.addSkill("seira_xinghui_hoshikuzu");
},
intro: {
markcount: "expansion",
content(storage, player) {
return "共有" + get.cnNumber(player.getExpansions("seira_xinghui").length) + "张牌";
},
onunmark(storage, player) {
player.removeSkill("seira_xinghui_hoshikuzu");
},
},
subSkill: {
hoshikuzu: {
trigger: { source: "damageBegin1" },
forced: true,
charlotte: true,
filter(event, player) {
return player.getExpansions("seira_xinghui").length > 0;
},
content() {
trigger.num++;
game.log(player, "造成了", "#y暴击伤害");
},
group: ["seira_xinghui_draw", "seira_xinghui_judge"],
},
draw: {
trigger: { player: "drawBefore" },
forced: true,
filter(event, player) {
return player.getExpansions("seira_xinghui").length > 0;
},
content() {
var cards = player.getExpansions("seira_xinghui");
var num = Math.min(cards.length, trigger.num);
trigger.num -= num;
player.gain(cards.slice(0, num), "draw");
if (trigger.num == 0) trigger.cancel();
},
},
judge: {
trigger: { player: "judgeBegin" },
forced: true,
filter(event, player) {
return player.getExpansions("seira_xinghui").length > 0;
},
content() {
trigger.directresult = player.getExpansions("seira_xinghui")[0];
},
},
},
},
seira_yuanying: {
enable: "phaseUse",
usable: 1,
filterTarget: true,
selectTarget: 2,
multitarget: true,
multiline: true,
line: { color: [253, 153, 182] },
content() {
game.filterPlayer()
.sortBySeat()
.forEach(function (current) {
if (!targets.includes(current)) {
current.removeSkills("seira_yinyuan");
} else {
current.addSkills("seira_yinyuan");
}
});
game.delayx();
},
ai: {
order: 1,
result: { target: 1 },
expose: 0.1,
},
derivation: "seira_yinyuan",
},
seira_yinyuan: {
enable: "phaseUse",
usable: 1,
filterTarget(card, player, target) {
return target != player && target.hasSkill("seira_yinyuan", null, null, false) && target.countCards("hej") > 0;
},
content() {
player.gainPlayerCard(target, true, "hej");
target.recover();
},
mark: true,
intro: {
content: "你的手牌对其他“姻缘者”可见。出牌阶段限一次你可以获得一名其他“姻缘者”区域内的一张牌然后其回复1点体力。",
},
ai: {
order: 9,
viewHandcard: true,
skillTagFilter(player, tag, arg) {
if (player == arg) return false;
return player.hasSkill("seira_yinyuan") && arg.hasSkill("seira_yinyuan");
},
result: {
player(player, target) {
var effect = get.effect(target, { name: "shunshou_copy" }, player, player);
if (target.isDamaged()) {
if (effect < 0) effect /= 2;
effect += get.recoverEffect(target, player, player);
}
return effect;
},
},
},
},
//佐藤雏
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");
},
},
//神山识
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);
}
},
},
//篝
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 },
},
},
//伊吹风子
fuuko_xingdiao: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter: event => {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
"step 0";
player.drawTo(8);
"step 1";
var hs = player.getCards("h");
if (hs.length > 0) player.addShownCards(hs, "visible_fuuko_xingdiao");
},
mod: {
ignoredHandcard(card) {
if (card.hasGaintag("visible_fuuko_xingdiao")) {
return true;
}
},
cardDiscardable(card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("visible_fuuko_xingdiao")) {
return false;
}
},
},
onremove: true,
global: "fuuko_xingdiao_gain",
subSkill: {
gain: {
enable: "phaseUse",
filter: (event, player) => {
return game.hasPlayer(current => lib.skill.fuuko_xingdiao_gain.filterTarget(null, player, current));
},
filterTarget: (card, player, target) => {
return target != player && target.hasCard(card => card.hasGaintag("visible_fuuko_xingdiao"), "h") && !target.getStorage("fuuko_xingdiao").includes(player) && target.hasSkill("fuuko_xingdiao");
},
selectTarget: () => {
const num = game.countPlayer(current => lib.skill.fuuko_xingdiao_gain.filterTarget(null, _status.event.player, current));
return num > 1 ? 1 : -1;
},
content() {
"step 0";
target.markAuto("fuuko_xingdiao", [player]);
var cards = target.getCards("h", card => card.hasGaintag("visible_fuuko_xingdiao"));
if (!cards.length) event.finish();
else if (cards.length == 1) event._result = { bool: true, links: cards };
else player.chooseButton(true, ["选择获得" + get.translation(target) + "的一张“星”", cards]);
"step 1";
if (result.bool) {
player.gain(result.links, target, "give");
target.draw();
}
},
ai: {
order: 6,
result: {
target: 1,
},
},
},
},
},
fuuko_chuanyuan: {
trigger: {
player: "loseAfter",
global: ["gainAfter", "equipAfter", "addJudgeAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
filter(event, player) {
const evt = event.getl(player);
if (!evt.hs.length) return false;
for (let i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("visible_fuuko_xingdiao")) return true;
}
return false;
},
content() {
var evt = trigger.getl(player),
gains = [],
draws = 0;
var map = evt.gaintag_map;
var cards = evt.hs.filter(card => {
return map[card.cardid] && map[card.cardid].includes("visible_fuuko_xingdiao");
});
cards.forEach(card => {
var suit = get.suit(card, player),
num = get.number(card, player);
var card2 = get.cardPile2(function (card) {
if (gains.includes(card)) return false;
return get.suit(card, player) == suit && get.number(card, player) == num;
});
if (card2) gains.push(card2);
else draws++;
});
if (gains.length) player.gain(gains, "gain2").gaintag.add("fuuko_chuanyuan");
if (draws) player.draw(draws).gaintag = ["fuuko_chuanyuan"];
player.addSkill("fuuko_chuanyuan_effect");
},
ai: {
combo: "fuuko_xingdiao",
},
subSkill: {
effect: {
mod: {
targetInRange(card) {
if (!card.cards || !card.cards.length) return;
for (var i of card.cards) {
if (!i.hasGaintag("fuuko_chuanyuan")) return;
}
return true;
},
cardUsable(card) {
if (!card.cards || !card.cards.length) return;
for (var i of card.cards) {
if (!i.hasGaintag("fuuko_chuanyuan")) return;
}
return Infinity;
},
},
charlotte: true,
trigger: { player: "useCard1" },
forced: true,
popup: false,
firstDo: true,
filter(event, player) {
if (event.addCount === false) return false;
return player.hasHistory("lose", evt => {
if (evt.getParent() != event) return false;
for (let i in evt.gaintag_map) {
if (evt.gaintag_map[i].includes("fuuko_chuanyuan")) return true;
}
});
//return false;
},
content() {
trigger.addCount = false;
player.getStat("card")[trigger.card.name]--;
},
},
},
},
//伊莉雅
iriya_yinji: {
trigger: { player: "phaseUseBegin" },
forced: true,
filter(event, player) {
return player.countCards("h") < 17;
},
content() {
player.drawTo(17).gaintag = ["iriya_yinji_tag"];
player.addSkill("iriya_yinji_tag");
},
subSkill: {
tag: {
charlotte: true,
mod: {
cardEnabled(card) {
if (get.itemtype(card) == "card") {
if (card.hasGaintag("iriya_yinji_tag")) return false;
} else if (card.isCard && card.cards) {
if (card.cards.some(card => card.hasGaintag("iriya_yinji_tag"))) return false;
}
},
aiValue(player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("iriya_yinji_tag")) return num / 10000;
},
aiUseful(player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("iriya_yinji_tag")) return num / 10000;
},
},
},
},
},
iriya_haozhi: {
enable: "phaseUse",
filterCard: true,
selectCard: [2, Infinity],
promptfunc: () => "出牌阶段,你可以按照斗地主牌型弃置至少两张牌,且其他角色可以依次对其进行一轮响应。最后一名进行响应的角色可以根据对应牌型执行对应效果。",
position: "he",
getType(cards, player) {
var nums = cards
.map(card => {
var num = get.number(card, player);
if (num <= 2) return num + 13;
return num;
})
.sort((a, b) => a - b),
len = nums.length;
if (len == 1) return ["单张", nums[0], 1];
if (len == 2) return nums[1] == nums[0] ? ["对子", nums[0], 1] : null;
var map = {};
for (var i = 0; i < len; i++) {
var count = get.numOf(nums, nums[i]);
if (!map[count]) map[count] = [];
map[count].push(nums[i]);
i += count - 1;
}
if (len == 3) {
if (map[3]) return ["三张", nums[0], 1];
return null;
}
if (map[len]) {
return ["炸弹", nums[0], length];
}
if (map[1]) {
if (map[1].length == len && len > 4) {
for (var i = 0; i < map[1].length - 1; i++) {
if (map[1][i + 1] - map[1][i] != 1) return null;
if (map[1][i + 1] == 15) return null;
}
return ["单顺", nums[0], len];
} else if (map[1].length == 2 && map[4] && len == 6) {
return ["四带二", map[4][0], 1];
} else if (map[3] && map[1].length == map[3].length && len == map[1].length * 4) {
if (map[3].length == 1) return ["三带一", map[3][0], 1];
for (var i = 0; i < map[3].length - 1; i++) {
if (map[3][i + 1] - map[3][i] != 1) return null;
}
return ["单带飞机", map[3][0], map[3].length];
}
return null;
}
if (map[2]) {
if (map[2].length * 2 == len && len > 5) {
for (var i = 0; i < map[2].length - 1; i++) {
if (map[2][i + 1] - map[2][i] != 1) return null;
if (map[2][i + 1] == 15) return null;
}
return ["双顺", nums[0], len];
} else if (map[4] && len == 6) {
return ["四带二", map[4][0], 1];
} else if (map[3] && map[2].length == map[3].length && len == map[2].length * 5) {
if (map[3].length == 1) return ["三带二", map[3][0], 1];
for (var i = 0; i < map[3].length - 1; i++) {
if (map[3][i + 1] - map[3][i] != 1) return null;
if (map[3][i + 1] == 15) return null;
}
return ["双带飞机", map[3][0], map[3].length];
}
return null;
}
if (map[3]) {
if (map[3].length * 3 == len && len > 5) {
for (var i = 0; i < map[3].length - 1; i++) {
if (map[3][i + 1] - map[3][i] != 1) return null;
if (map[3][i + 1] == 15) return null;
}
return ["三顺", nums[0], len];
}
return null;
}
return null;
},
filterOk() {
return Array.isArray(lib.skill.iriya_haozhi.getType(ui.selected.cards, _status.event.player));
},
check(card) {
var player = _status.event.player;
//收益都一样 多一牌不如少一牌
var types = ["炸弹", "三顺", "单顺", "双顺", "三张", "对子"];
var getNum = function (card, player) {
var num = get.number(card, player);
if (num <= 2) return num + 13;
return num;
},
hasEnemy = game.hasPlayer(current => get.attitude(player, current) < 0);
//所有手牌
var nums = player
.getCards("he", function (card) {
return lib.filter.cardDiscardable(card, player);
})
.map(card => getNum(card, player));
var numu = ui.selected.cards.map(card => getNum(card, player));
var num = getNum(card, player);
if (!_status.event._iriya_haozhi_type) {
for (var type of types) {
switch (type) {
case "炸弹":
if (!hasEnemy) break;
for (var i of nums) {
if (get.numOf(nums, i) >= 4) {
_status.event._iriya_haozhi_type = "炸弹";
break;
}
}
break;
case "三顺":
if (!hasEnemy) break;
for (var i of nums) {
if (i < 14 && get.numOf(nums, i) >= 3 && get.numOf(nums, i + 1) >= 3) {
_status.event._iriya_haozhi_type = "三顺";
break;
}
}
break;
case "双顺":
if (!hasEnemy) break;
for (var i of nums) {
if (i < 13 && get.numOf(nums, i) >= 2) {
for (var j = 1; j < 3; j++) {
if (get.numOf(nums, i + j) < 2) break;
if (j == 2) _status.event._iriya_haozhi_type = "双顺";
}
}
}
break;
case "单顺":
if (!hasEnemy) break;
for (var i of nums) {
if (i < 11) {
for (var j = 1; j < 5; j++) {
if (!nums.includes(i + j)) break;
if (j == 4) _status.event._iriya_haozhi_type = "单顺";
}
}
}
break;
case "三张":
if (!hasEnemy) break;
for (var i of nums) {
if (get.numOf(nums, i) >= 3) {
_status.event._iriya_haozhi_type = "三张";
break;
}
}
break;
case "对子":
for (var i of nums) {
if (get.numOf(nums, i) >= 2) {
_status.event._iriya_haozhi_type = "对子";
break;
}
}
break;
}
if (_status.event._iriya_haozhi_type) break;
}
if (!_status.event._iriya_haozhi_type) _status.event._iriya_haozhi_type = "要不起";
}
if (_status.event._iriya_haozhi_type == "要不起") return 0;
//复用响应AI
if (!ui.selected.cards.length) {
var count = get.numOf(nums, num);
switch (_status.event._iriya_haozhi_type) {
case "炸弹":
if (count >= 4) return 15;
break;
case "对子":
if (
count > 1 &&
player.hasCard(function (cardx) {
return cardx != card && getNum(cardx, player) == num && cardx.hasGaintag("iriya_yinji_tag");
}, "he")
)
return 4 - get.value(card);
break;
case "三张":
if (count > 2) return 8 - get.value(card);
break;
case "单顺":
if (num > 10) return 0;
for (var i = 1; i < 5; i++) {
if (get.numOf(nums, num + i) < 1) return 0;
}
return 9 - get.value(card);
case "双顺":
if (count < 2 || num > 12) return 0;
for (var i = 1; i < 3; i++) {
if (get.numOf(nums, num + i) < 2) return 0;
}
return 9 - get.value(card);
case "三顺":
if (count < 3 || num > 13) return 0;
for (var i = 1; i < 2; i++) {
if (get.numOf(nums, num + i) < 2) return 0;
}
return 12 - get.value(card);
}
return 0;
} else {
switch (_status.event._iriya_haozhi_type) {
case "炸弹":
if (numu.length >= 4) return 0;
if (num == numu[0]) return 15;
return 0;
case "对子":
if (numu.length >= 2) return 0;
if (num == numu[0]) return 3 - get.value(card);
return 0;
case "三张":
if (numu.length >= 3) return 0;
if (num == numu[0]) return 9 - get.value(card);
return 0;
case "单顺":
case "双顺":
case "三顺":
var map = {
单顺: [5, 0],
双顺: [3, 1],
三顺: [2, 2],
},
len = map[_status.event._iriya_haozhi_type][0],
addNum = map[_status.event._iriya_haozhi_type][1];
if (numu.length >= len) return 0;
var numt = numu[numu.length - 1] + (numu.length % (1 + addNum) == 0 ? 1 : 0);
if (num == numt) return 10 + addNum - get.value(card);
return 0;
}
}
},
//响应AI
respondAI(card) {
if (!_status.event.goon) return 0;
var type = _status.event.type,
player = _status.event.player;
var getNum = function (card, player) {
var num = get.number(card, player);
if (num <= 2) return num + 13;
return num;
},
nums = player
.getCards("he", function (card) {
return lib.filter.cardDiscardable(card, player, "iriya_haozhi");
})
.map(card => getNum(card, player));
var num = getNum(card, player);
if (!ui.selected.cards.length) {
var count = get.numOf(nums, num);
if (count >= 4 && (type[0] != "炸弹" || num > type[1] || count > type[2])) return 15;
switch (type[0]) {
case "对子":
if (count > 1 && num > type[1]) return 8 - get.value(card);
break;
case "三张":
case "三带一":
case "三带二":
if (count > 2 && num > type[1]) return 9 - get.value(card);
break;
case "单顺":
if (num <= type[1] || num > 15 - type[2]) return 0;
for (var i = 1; i < type[2]; i++) {
if (get.numOf(nums, num + i) < 1) return 0;
}
return 10 - get.value(card);
case "双顺":
if (num <= type[1] || count < 2 || num > 15 - type[2] / 2) return 0;
for (var i = 1; i < type[2] / 2; i++) {
if (get.numOf(nums, num + i) < 2) return 0;
}
return 11 - get.value(card);
case "三顺":
case "单带飞机":
case "双带飞机":
var size = 3 + ["三顺", "单带飞机", "双带飞机"].indexOf(type[0]);
if (num <= type[1] || count < 3 || num > 15 - type[2] / size) return 0;
for (var i = 1; i < type[2] / size; i++) {
if (get.numOf(nums, num + i) < 2) return 0;
}
return 12 - get.value(card);
}
return 0;
} else {
var numu = ui.selected.cards.map(card => getNum(card, player));
var numx = numu[0];
if (num == numx) {
var count = get.numOf(nums, numx);
if (count >= 4 && (type[0] != "炸弹" || num > type[1] || count > type[2]) && numu.length < (type[0] == "炸弹" ? type2 : 4)) return 15;
}
switch (type[0]) {
case "对子":
if (numu.length >= 2) return 0;
if (num == numu[0]) return 8 - get.value(card);
return 0;
case "三张":
if (numu.length >= 3) return 0;
if (num == numu[0]) return 9 - get.value(card);
return 0;
case "三带一":
if (numu.length == 3 || num == numu[0]) return 9 - get.value(card);
return 0;
case "三带二":
if (numu.length >= 5) return false;
if (numu.length == 3) {
if (num == numu[0] || get.numOf(nums, num) < 2) return 0;
} else if (numu.length == 4) {
return num == numu[3] ? 9 - get.value(card) : 0;
}
if (num == numu[0]) return 9 - get.value(card);
return 0;
case "单顺":
case "双顺":
case "三顺":
if (numu.length >= type[2]) return 0;
var addNum = ["单顺", "双顺", "三顺"].indexOf(type[0]);
var numt = numu[numu.length - 1] + (numu.length % (1 + addNum) == 0 ? 1 : 0);
if (num == numt) return 10 + addNum - get.value(card);
return 0;
case "单带飞机":
if (numu.length >= type[2]) return 0;
var len = (type[2] / 4) * 3;
if (numu.length < len) {
var numt = numu[numu.length - 1] + (numu.length % 3 == 0 ? 1 : 0);
if (num == numt) return 12 - get.value(card);
} else {
if (num >= numu[0] || num <= numu[len - 1]) return 0;
return 12 - get.value(card);
}
return 0;
case "双带飞机":
if (numu.length >= type[2]) return 0;
var len = (type[2] / 5) * 3;
if (numu.length < len) {
var numt = numu[numu.length - 1] + (numu.length % 3 == 0 ? 1 : 0);
if (num == numt) return 12 - get.value(card);
} else {
if ((numu.length - len) % 2 == 0) {
if (numu.includes(num) || get.numOf(nums, num) < 2) return 0;
return 12 - get.value(card);
} else {
return num == numu[numu.length - 1] ? 12 - get.value(card) : 0;
}
}
return 0;
}
}
},
content() {
"step 0";
var players = game.filterPlayer().sortBySeat(player.getNext());
event.players = players;
event.current = player;
event.current_type = lib.skill.iriya_haozhi.getType(cards, player);
event.current_cards = cards.slice(0);
if (!event.current_type) event.finish();
"step 1";
var target = event.players.shift();
if ((target != player || event.current != player) && target.isIn() && target.countCards("h") >= Math.min(cards.length, 4)) {
event.target = target;
target.addTempSkill("iriya_haozhi_temp", {
global: ["discardBefore", "chooseToDiscardEnd", "phaseAfter"],
});
var trans = get.translation(event.current);
var cardsn = (function (cards, player) {
var getn = (card, player) => {
var num = get.number(card, player);
if (num <= 2) return num + 13;
return num;
};
cards.sort(function (a, b) {
var numa = getn(a, player),
numb = getn(b, player);
if (numa != numb) return numa - numb;
return lib.suit.indexOf(get.suit(a, player) - get.suit(b, player));
});
var str = "";
for (var i of cards) {
str += ",";
str += get.strNumber(get.number(i, player));
str += get.translation(get.suit(i, player));
}
return str.slice(1);
})(event.current_cards, event.current);
var next = target.chooseToDiscard("是否响应" + trans + "的" + get.translation(event.current_type[0]) + "", trans + "的牌组为" + cardsn + "。您此时可以点击“整理手牌”,将手牌按点数排序。", [2, Infinity], "he");
next.set("type", event.current_type);
next.set("filterOk", function () {
var type = lib.skill.iriya_haozhi.getType(ui.selected.cards, _status.event.player);
if (!type) return false;
var ptype = _status.event.type;
if (type[0] == "炸弹") {
if (ptype[0] == "炸弹") {
if (type[2] > ptype[2]) return true;
return type[1] > ptype[1] && type[2] == ptype[2];
}
return true;
}
return type[0] == ptype[0] && type[2] == ptype[2] && type[1] > ptype[1];
});
next.set("goon", get.attitude(target, event.current) < 0);
next.set("ai", lib.skill.iriya_haozhi.respondAI);
} else if (event.players.length > 0) event.redo();
else event.goto(3);
"step 2";
if (result.bool) {
event.current = target;
event.current_type = lib.skill.iriya_haozhi.getType(result.cards.slice(0), target);
event.current_cards = result.cards.slice(0);
if (!event.current_type) event.finish();
event.current.addExpose(0.5);
}
if (event.players.length > 0) event.goto(1);
"step 3";
var current = event.current,
type = 0;
if (!current.isIn()) return;
switch (event.current_type[0]) {
case "对子":
type = 1;
break;
case "三张":
case "三带一":
case "三带二":
type = 2;
break;
case "单顺":
type = 3;
break;
case "双顺":
type = 4;
break;
case "三顺":
case "单带飞机":
case "双带飞机":
type = 5;
break;
case "炸弹":
case "四带二":
type = 6;
break;
}
/*if(type==2){
current.addSkill('iriya_haozhi_extra');
current.addMark('iriya_haozhi_extra',1,false);
}
else */
if (type > 0) {
var next = game.createEvent("iriya_haozhi_effect", false);
next.player = current;
next.setContent(lib.skill.iriya_haozhi["content" + type]);
}
},
content1() {
"step 0";
player.chooseTarget([1, 2], "是否令至多两名角色各摸一张牌?").set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (target.hasSkillTag("nogain")) att /= 10;
return att;
});
"step 1";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.line(targets);
game.asyncDraw(targets);
game.delayex();
}
},
content2() {
"step 0";
player
.chooseTarget([1, 3], "是否弃置至多三名角色的各一张牌?", function (card, player, target) {
return (
target != player &&
target.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, target);
}, "he")
);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "guohe_copy2" }, player, player);
});
"step 1";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.line(targets, "green");
for (var target of targets) {
player.discardPlayerCard(target, true, "he");
}
}
"step 2";
//player.recover();
player.draw();
},
content3() {
"step 0";
event.count = 0;
"step 1";
var next = player
.chooseTarget("是否弃置一名其他角色的一张牌?", function (card, player, target) {
return (
target != player &&
target.hasCard(function (card) {
return lib.filter.canBeDiscarded(card, player, target);
}, "he")
);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "guohe_copy2" }, player, player);
});
if (event.color) next.set("prompt2", "若你弃置的牌为" + get.translation(event.color) + ",则你可以重复此流程");
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
player.discardPlayerCard(target, true, "he");
} else event.goto(4);
"step 3";
if (result.bool) {
event.count++;
var card = result.cards[0],
color = get.color(card, false);
if (!event.color) {
event.color = color;
event.goto(1);
} else if (color == event.color) event.goto(1);
}
"step 4";
if (event.count > 0) player.draw(event.count);
},
content4() {
"step 0";
event.count = 0;
"step 1";
var next = player
.chooseTarget("是否获得一名其他角色的一张牌?", function (card, player, target) {
return (
target != player &&
target.hasCard(function (card) {
return lib.filter.canBeGained(card, player, target);
}, "he")
);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "shunshou_copy2" }, player, player);
});
if (event.color) next.set("prompt2", "若你得到的牌为" + get.translation(event.color) + ",则你可以重复此流程");
"step 2";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
player.gainPlayerCard(target, true, "he");
} else event.goto(4);
"step 3";
if (result.bool) {
event.count++;
var card = result.cards[0],
color = get.color(card, false);
if (!event.color) {
event.color = color;
event.goto(1);
} else if (color == event.color) event.goto(1);
//player.draw();
}
"step 4";
if (event.count > 0) player.recover(event.count);
},
content5() {
"step 0";
player.chooseTarget([1, 3], "是否令至多三名其他角色翻面?", lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (target.isTurnedOver()) return 10 * att;
return -6 * att;
});
"step 1";
if (result.bool) {
var targets = result.targets.sortBySeat();
player.line(targets, "thunder");
event.targets = targets;
for (var target of targets) target.turnOver();
}
"step 2";
player
.chooseTarget("是否对一名目标角色造成1点火属性伤害", function (card, player, target) {
return _status.event.getParent().targets.includes(target);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player, "fire");
});
"step 3";
if (result.bool) {
var target = result.targets[0];
player.line(target, "fire");
target.damage("fire");
}
},
content6() {
"step 0";
player.chooseTarget("是否对一名其他角色进行核打击?", "你对该角色造成2点雷属性伤害然后该角色翻面弃置装备区内的所有牌和四张手牌。", lib.filter.notMe).set("ai", function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (target.isTurnedOver()) return -6 * att * Math.sqrt(2 + target.countCards("he"));
return -att * Math.sqrt(2 + target.countCards("he"));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.line(target, "thunder");
target.damage("thunder", 2);
target.turnOver();
} else event.finish();
"step 2";
var num = target.countCards("e");
if (num > 0) target.chooseToDiscard("e", true, num);
"step 3";
var num = target.countCards("h");
if (num > 0) target.chooseToDiscard("h", true, Math.min(4, num));
},
ai: {
sortCardByNum: true,
order: 13,
result: {
player: 1,
},
},
subSkill: {
extra: {
charlotte: true,
mod: {
targetInRange: () => true,
cardUsable: () => Infinity,
},
trigger: { player: "useCard2" },
forced: true,
onremove: true,
content() {
"step 0";
var num = player.countMark("iriya_haozhi_extra");
player.removeSkill("iriya_haozhi_extra");
var card = trigger.card;
if (trigger.addCount !== false) {
trigger.addCount = false;
var stat = player.getStat().card;
if (stat[card.name] && stat[card.name] > 0) stat[card.name]--;
}
var info = get.info(card);
if (info.allowMultiple == false) event.finish();
if (trigger.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !trigger.targets.includes(current) && lib.filter.targetEnabled2(card, player, current);
})
) {
var prompt2 = "为" + get.translation(card) + "增加" + (num > 1 ? "至多" : "") + get.cnNumber(num) + "个目标";
player
.chooseTarget(get.prompt("iriya_haozhi_extra"), [1, num], function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets);
}
}
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
if (event.targets) {
player.logSkill("iriya_haozhi_extra", event.targets);
trigger.targets.addArray(event.targets);
}
},
intro: {
content: "使用下一张牌无距离和次数限制,且可以增加#个目标",
},
},
temp: {
ai: { sortCardByNum: true },
charlotte: true,
},
},
},
//藏里见
satomi_luodao: {
trigger: { player: "useCardToPlayered" },
logTarget: "target",
filter(event, player) {
return event.card.name == "sha" && event.target.countCards("h") > 0;
},
content() {
"step 0";
var target = trigger.target;
event.target = target;
target.showHandcards(get.translation(player) + "对" + get.translation(target) + "发动了【落刀】");
"step 1";
if (
target.hasCard(function (card) {
return get.name(card, target) == "shan";
}, "h")
) {
player.discardPlayerCard(target, true, "h", "visible").set("filterButton", function (button) {
return get.name(button.link) == "shan";
});
} else if (player.countCards("he") > 0) player.chooseToDiscard("he", true);
},
},
satomi_daohai: {
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return (
player.hasHistory("lose", function (evt) {
return evt.type == "discard" && evt.cards2.length > 0;
}) && player.hasUseTarget({ name: "wugu" })
);
},
check(event, player) {
return player.getUseValue({ name: "wugu" }) + player.getUseValue({ name: "lebu" }) > 0;
},
content() {
"step 0";
player.chooseUseTarget("wugu", true);
"step 1";
if (result.bool) {
var cards = [];
player.getHistory("gain", function (evt) {
if (evt.getParent().name == "wugu" && evt.getParent(4) == event) {
cards.addArray(evt.cards);
}
});
cards = cards.filter(function (card) {
return player.getCards("h").includes(card) && game.checkMod(card, player, "unchanged", "cardEnabled2", player);
});
if (cards.length) {
player.chooseCardTarget({
prompt: "是否将得到的牌当做【乐不思蜀】使用?",
filterCard(card) {
return _status.event.cards.includes(card);
},
cards: cards,
filterTarget(card, player, target) {
var card = get.autoViewAs({ name: "lebu" }, ui.selected.cards);
return player.canUse(card, target);
},
ai1: () => 1,
ai2(target) {
var player = _status.event.player,
card = get.autoViewAs({ name: "lebu" }, ui.selected.cards);
return get.effect(target, { name: "lebu" }, player, player);
},
});
} else event.finish();
} else event.finish();
"step 2";
if (result.bool) {
player.useCard({ name: "lebu" }, result.cards, result.targets[0]);
}
},
},
//苍井绘梨花
erika_shisong: {
trigger: { player: "useCard" },
forced: true,
charlotte: true,
filter(event, player) {
if (player != _status.currentPhase) return false;
var index = player.getHistory("useCard").indexOf(event),
history = player.actionHistory;
for (var i = history.length - 2; i >= 0; i--) {
if (history[i].isMe) {
var evt = history[i].useCard[index];
return evt && get.type2(evt.card) == get.type(event.card);
}
}
return false;
},
content() {
player.draw();
},
mod: {
maxHandcard(player, num) {
return num + player.hujia;
},
},
},
erika_yousheng: {
init: player => {
player.addSkill("erika_yousheng_mamori");
},
dutySkill: true,
group: ["erika_yousheng_achieve", "erika_yousheng_fail"],
trigger: { global: "useCardToTarget" },
filter(event, player) {
return player.getStorage("erika_yousheng").includes(event.target) && (event.card.name == "sha" || (get.type2(event.card, false) == "trick" && get.tag(event.card, "damage") > 0)) && player.countMark("erika_yousheng_ruka") + 1 <= player.countCards("he");
},
intro: {
content: "已保护$",
},
async cost(event, trigger, player) {
const num = player.countMark("erika_yousheng_ruka") + 1;
event.result = await player.chooseToDiscard("he", num, get.prompt("erika_yousheng", trigger.target), "弃置" + num + "张牌,并转移" + get.translation(trigger.card)).forResult();
},
async content(event, trigger, player) {
player.discard(event.cards);
var ruka = trigger.target,
evt = trigger.getParent();
evt.targets.remove(ruka);
evt.triggeredTargets2.remove(ruka);
evt.targets.push(player);
evt.triggeredTargets2.push(player);
player.addTempSkill("erika_yousheng_ruka");
var str = "erika_yousheng_" + player.playerid;
if (!evt[str]) evt[str] = [];
evt[str].add(ruka);
},
subSkill: {
achieve: {
trigger: { player: "changeHujiaAfter" },
forced: true,
skillAnimation: "legend",
animationColor: "water",
filter(event, player) {
return player.storage.erika_yousheng && event.num < 0 && !player.hujia;
},
content() {
"step 0";
player.awakenSkill("erika_yousheng");
game.log(player, "成功完成使命");
var list = [player];
list.addArray(player.storage.erika_yousheng);
list.sortBySeat();
list = list.filter(function (current) {
return current.isAlive();
});
player.line(list, "green");
game.asyncDraw(list, 3);
"step 1";
game.delayx();
},
},
fail: {
trigger: { global: "damageEnd" },
forced: true,
filter(event, player) {
return player.getStorage("erika_yousheng").includes(event.player) && event.card && (event.card.name == "sha" || (get.type2(event.card, false) == "trick" && get.tag(event.card, "damage") > 0));
},
content() {
player.awakenSkill("erika_yousheng");
game.log(player, "使命失败");
var num = player.hujia;
if (num > 0) {
player.changeHujia(-num);
player.chooseToDiscard(num, true, "he");
}
},
},
mamori: {
trigger: { global: "roundStart" },
skillAnimation: true,
animationColor: "wood",
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("erika_yousheng"), [1, 2], lib.filter.notMe, "选择至多两名其他角色。你减2点体力上限并获得3点护甲。")
.set("ai", function (ruka) {
return -1;
})
.forResult();
},
async content(event, trigger, player) {
player.awakenSkill("erika_yousheng_mamori");
player.markAuto("erika_yousheng", event.targets);
await player.loseMaxHp(2);
await player.changeHujia(3);
},
},
ruka: {
trigger: { global: "useCardAfter" },
charlotte: true,
filter(event, player) {
return event["erika_yousheng_" + player.playerid] && event.cards.filterInD().length > 0;
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget("是否令一名原目标角色获得" + get.translation(trigger.cards.filterInD()) + "", function (card, player, target) {
return _status.event.targets.includes(target);
})
.set("targets", trigger["erika_yousheng_" + player.playerid])
.forResult();
},
async content(event, trigger, player) {
const ruka = event.targets[0];
player.line(ruka, "green");
ruka.gain(trigger.cards.filterInD(), "gain2");
},
},
},
},
//李映夏
liyingxia_sanli: {
trigger: { target: "useCardToTargeted" },
forced: true,
filter(event, player) {
if (event.player == player || event.player != _status.currentPhase) return false;
var index = event.player
.getHistory("useCard", function (evt) {
return evt.targets.includes(player);
})
.indexOf(event.getParent());
if (index == 2) return event.player.isIn() && player.countCards("he") > 0;
return index < 2 && index > -1;
},
logTarget: "player",
content() {
"step 0";
var index = trigger.player
.getHistory("useCard", function (evt) {
return evt.targets.includes(player);
})
.indexOf(trigger.getParent());
if (index == 2) {
player.chooseCard("he", true, "三礼:交给" + get.translation(trigger.player) + "一张牌");
} else {
player.draw();
event.finish();
}
"step 1";
if (result.bool) {
player.give(result.cards, trigger.player);
}
},
},
liyingxia_zhenjun: {
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return player.group == "key";
},
async cost(event, trigger, player) {
const num =
player.getHistory("useCard", function (evt) {
return evt.card.name == "sha" || (get.type(evt.card) == "trick" && get.tag(evt.card, "damage") > 0);
}).length + 1;
event.result = await player
.chooseTarget(get.prompt("liyingxia_zhenjun"), [1, num], "令至多" + get.cnNumber(num) + "名角色各摸一张牌")
.set("ai", serafu => get.attitude(_status.event.player, serafu))
.forResult();
},
content() {
targets.sortBySeat();
game.asyncDraw(targets);
for (var i of targets)
i.addTempSkill("liyingxia_zhenjun_enhance", {
player: player == i ? "phaseJieshuBegin" : "phaseAfter",
});
game.delayx();
},
subSkill: {
enhance: {
trigger: { source: "damageBegin1" },
forced: true,
charlotte: true,
mark: true,
filter: (event, player) => player == _status.currentPhase,
intro: { content: "下回合首次造成的伤害+1" },
content() {
trigger.num++;
player.removeSkill(event.name);
},
},
},
},
liyingxia_wumai: {
trigger: { global: "roundStart" },
filter(event, player) {
return player.group == "shu" && (player.getStorage("liyingxia_wumai").length < 4 || game.hasPlayer(current => current.isDamaged()));
},
async cost(event, trigger, player) {
var list = lib.skill.liyingxia_wumai.derivation.slice(0);
list.removeArray(player.getStorage("liyingxia_wumai"));
if (list.length) {
const { result } = await player.chooseControl(list, "cancel2").set("prompt", get.prompt("liyingxia_wumai")).set("prompt2", "获得一个技能直到本轮结束");
if (result.control !== "cancel2") {
event.result = {
bool: true,
cost_data: {
type: "addSkill",
skill: result.control,
},
};
}
} else {
const num = Math.min(
3,
game.countPlayer(current => current.isDamaged())
);
const { result } = await player.chooseBool(get.prompt("liyingxia_wumai") + "(可摸" + get.cnNumber(num) + "张牌)");
if (result.bool) {
event.result = {
bool: true,
cost_data: {
type: "drawCards",
num,
},
};
}
}
},
async content(event, trigger, player) {
const result = event.cost_data;
if (result.type === "addSkill") {
player.markAuto("liyingxia_wumai", [result.skill]);
player.addTempSkills(result.skill, "roundStart");
} else if (result.type === "drawCards") {
player.draw(result.num);
}
},
derivation: ["bazhen", "rejizhi", "reguanxing", "youlong"],
},
//雾岛佳乃
kano_liezhen: {
trigger: { player: "phaseJieshuBegin" },
filter(event, player) {
return player.getHistory("useCard").length > 0;
},
frequent: true,
async cost(event, trigger, player) {
var history = player.getHistory("useCard");
if (history.length > 1) {
var type = get.type2(history[0].card, false);
for (var i = 1; i < history.length; i++) {
if (get.type2(history[i].card, false) != type) {
const result = await player
.chooseButton(["列阵:是否视为使用其中一种牌?", [["kano_paibingbuzhen"].concat(get.zhinangs()), "vcard"]])
.set("filterButton", function (button) {
return _status.event.player.hasUseTarget({
name: button.link[2],
isCard: true,
});
})
.set("ai", function (button) {
return _status.event.player.getUseValue({
name: button.link[2],
isCard: true,
});
})
.forResult();
if (result.bool)
event.result = {
bool: true,
cost_data: {
links: result.links,
},
};
return;
}
}
}
var str = _status.renku.length ? "获得仁库中的所有牌" : "摸两张牌";
event.result = await player.chooseBool(get.prompt("kano_liezhen"), str).set("frequentSkill", "kano_liezhen").forResult();
},
async content(event, trigger, player) {
const result = event.cost_data;
if (!result || !result.links.length) {
if (_status.renku.length) {
const cards = _status.renku.slice(0);
_status.renku.length = 0;
game.updateRenku();
await player.gain(cards, "gain2", "fromRenku");
} else player.draw(2);
} else {
player.chooseUseTarget(result.links[0][2], true);
}
},
init(player) {
player.storage.renku = true;
},
},
kano_poyu: {
trigger: { target: "useCardToTargeted" },
charlotte: true,
filter(event, player) {
return _status.renku.length > 0 && (event.card.name == "sha" || (get.type(event.card) == "trick" && get.tag(event.card, "damage") > 0));
},
check(trigger, player) {
return get.effect(player, trigger.card, trigger.player, player) < 0;
},
content() {
"step 0";
player.judge();
"step 1";
var bool = false,
type = get.type2(result.card.name);
for (var i of _status.renku) {
if (get.suit(i) == result.suit || get.type2(i) == type) {
bool = true;
break;
}
}
if (bool) {
player
.chooseButton(["是否移去一张牌,令" + get.translation(trigger.card) + "对你无效?", _status.renku])
.set("types", [result.suit, type])
.set("filterButton", function (button) {
var types = _status.event.types;
return get.suit(button.link, false) == types[0] || get.type2(button.link, false) == types[1];
})
.set("ai", () => 1);
} else event.finish();
"step 2";
if (result.bool) {
var card = result.links[0];
player.$throw(card, 1000);
_status.renku.remove(card);
game.cardsDiscard(card).fromRenku = true;
game.log(player, "将", card, "置入了弃牌堆");
trigger.excluded.add(player);
game.updateRenku();
}
},
init(player) {
player.storage.renku = true;
},
},
//藤川米亚
mia_shihui: {
trigger: { player: "phaseDrawBegin1" },
forced: true,
filter(event, player) {
return !event.numFixed;
},
content() {
trigger.changeToZero();
var num = 0;
all = player.getAllHistory();
if (all.length > 1) {
for (var i = all.length - 2; i >= 0; i--) {
if (all[i].isMe) {
for (var evt of all[i].lose) {
if (evt.type == "discard") num += evt.cards2.length;
}
break;
}
}
}
player.draw(1 + num);
},
group: "mia_shihui_recover",
subSkill: {
recover: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
filter(event, player) {
return player.isDamaged() || player.countCards("he") > 0;
},
content() {
player.chooseToDiscard("he", true);
player.recover();
},
},
},
},
mia_qianmeng: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
dutySkill: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
"step 0";
player.draw();
"step 1";
if (player.countCards("he") > 0) {
player.chooseCard("he", true, "潜梦:选择一张牌置于牌堆中");
} else event.finish();
"step 2";
if (result.bool) {
var card = result.cards[0];
player.storage.mia_qianmeng = card;
player.$throw(card, 1000);
player.lose(card, ui.cardPile).insert_index = function () {
return ui.cardPile.childNodes[Math.ceil(ui.cardPile.childNodes.length / 2)];
};
} else event.finish();
"step 3";
game.delayx();
},
onremove: true,
group: ["mia_qianmeng_achieve", "mia_qianmeng_fail"],
subSkill: {
achieve: {
trigger: {
global: ["gainAfter", "loseAsyncAfter"],
},
forced: true,
filter(event, player) {
var card = player.storage.mia_qianmeng;
if (event.name == "gain") {
var source = event.player,
cards = event.getg(source);
return cards.includes(card) && source.getCards("hejsx").includes(card);
} else {
if (event.type != "gain") return false;
var owner = get.owner(card);
return owner && event.getg(owner).includes(card);
}
},
skillAnimation: true,
animationColor: "key",
content() {
"step 0";
game.log(player, "成功完成使命");
player.awakenSkill("mia_qianmeng");
var card = player.storage.mia_qianmeng,
owner = get.owner(card);
if (owner && owner != player) owner.give(card, player);
"step 1";
if (player.hp < player.maxHp) player.recover(player.maxHp - player.hp);
player.changeSkills(["mia_fengfa"], ["mia_shihui"]);
},
},
fail: {
trigger: { player: "die" },
forceDie: true,
filter(event, player) {
return get.itemtype(player.storage.mia_qianmeng) == "card";
},
async cost(event, trigger, player) {
event.result = await player.chooseTarget(get.prompt("mia_qianmeng"), "令一名角色获得牌堆中所有点数为" + player.storage.mia_qianmeng.number + "的牌", lib.filter.notMe).forResult();
},
async content(event, trigger, player) {
game.log(player, "使命失败");
var target = event.targets[0];
var num = player.storage.mia_qianmeng.number,
suit = player.storage.mia_qianmeng.suit,
cards = [];
for (var i = 0; i < ui.cardPile.childNodes.length; i++) {
var card = ui.cardPile.childNodes[i];
if (card.number == num && card.suit == suit) cards.push(card);
}
if (cards.length) await target.gain(cards, "gain2");
},
},
},
},
mia_fengfa: {
trigger: { player: "phaseDrawBegin2" },
forced: true,
filter(event, player) {
return !event.numFixed;
},
content() {
var num = 0;
all = player.getAllHistory();
if (all.length > 1) {
for (var i = all.length - 2; i >= 0; i--) {
if (all[i].isMe) {
num += all[i].useCard.length;
break;
}
}
}
trigger.num += num;
},
},
//一之濑琴美
kotomi_qinji: {
trigger: { player: "phaseUseBegin" },
filter(event, player) {
return player.hasUseTarget("wanjian");
},
//chooseUseTarget也不好改 先放着
direct: true,
content() {
player.addTempSkill("kotomi_qinji2");
player.chooseUseTarget({ name: "wanjian", isCard: true }, get.prompt("kotomi_qinji"), "视为使用一张【万箭齐发】").logSkill = "kotomi_qinji";
},
},
kotomi_qinji2: {
trigger: { source: "damageBefore" },
forced: true,
popup: false,
filter(event, player) {
return event.getParent().skill == "kotomi_qinji";
},
content() {
trigger.cancel();
trigger.player.loseHp(trigger.num);
},
},
kotomi_chuanxiang: {
global: "kotomi_chuanxiang2",
},
kotomi_chuanxiang2: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return !player.hasSkill("kotomi_chuanxiang") && player.countCards("e", lib.skill.kotomi_chuanxiang2.filterCard) > 0;
},
filterCard(card, player) {
if (!player) player = _status.event.player;
return game.hasPlayer(function (current) {
return current != player && current.canEquip(card);
});
},
position: "e",
filterTarget(card, player, target) {
return target != player && target.canEquip(ui.selected.cards[0]);
},
check(card) {
if (get.value(card) <= 0) return 10;
var player = _status.event.player;
if (
game.hasPlayer(function (current) {
return current.hasSkill("kotomi_chuanxiang") && get.attitude(player, current) > 0;
})
) {
var subtype = get.subtype(card, false);
if (
player.countCards("hs", function (cardx) {
return get.type(cardx) == "equip" && get.subtype(cardx, false) == subtype && player.canUse(cardx, player) && get.effect(player, cardx, player, player) > 0;
})
)
return 8;
return 7 / Math.max(1, get.value(card));
}
return 0;
},
promptfunc() {
var players = game.filterPlayer(function (current) {
return current.hasSkill("kotomi_chuanxiang");
});
return "将一张装备牌传给其他角色,然后令" + get.translation(players) + "摸一张牌。若传给该角色,则其改为摸两张牌。";
},
prepare: "give",
discard: false,
lose: false,
content() {
"step 0";
target.equip(cards[0]);
var list = game.filterPlayer(function (current) {
return current.hasSkill("kotomi_chuanxiang");
});
game.asyncDraw(list, function (targetx) {
return targetx == target ? 2 : 1;
});
"step 1";
game.delayx();
},
ai: {
order: 8,
result: {
target(player, target) {
var card = ui.selected.cards[0];
if (!card) return 0;
var eff = get.effect(target, card, player, target);
if (target.hasSkill("kotomi_chuanxiang")) eff++;
return eff;
},
},
},
},
//井上晶
asara_shelu: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return (
player.countCards("he") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
})
);
},
filterCard: true,
position: "he",
filterTarget(card, player, target) {
return target != player && target.countCards("h") > 0;
},
check(card) {
return 6 - get.value(card);
},
content() {
"step 0";
if (!target.countCards("h")) event.finish();
else player.choosePlayerCard(target, "h", true);
"step 1";
player.showCards(result.cards);
event.cards2 = result.cards;
"step 2";
target.$give(event.cards2, player, false);
target.loseToSpecial(event.cards2, "asara_yingwei", player).visible = true;
var card1 = cards[0],
card2 = event.cards2[0];
if (card1.suit == card2.suit) player.draw(2);
if (card1.number == card2.number) player.recover();
},
ai: {
order: 6,
result: {
target: -1,
},
},
},
asara_yingwei: {
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("asara_yingwei"))),
content: () => {
trigger.forceYingbian = true;
},
ai: {
combo: "asara_shelu",
},
},
//国崎往人
yukito_kongwu: {
enable: "phaseUse",
usable: 1,
content() {
"step 0";
if (_status.connectMode) event.time = lib.configOL.choose_timeout;
event.videoId = lib.status.videoId++;
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
game.pause();
game.countChoose();
setTimeout(function () {
_status.imchoosing = false;
event._result = {
bool: true,
score: get.rand(1, 5),
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
game.resume();
}, 5000);
};
var createDialog = function (player, id) {
if (_status.connectMode) lib.configOL.choose_timeout = "30";
if (player == game.me) return;
var str = get.translation(player) + "正在表演《小空飞天》...<br>";
ui.create.dialog(str).videoId = id;
};
var chooseButton = function () {
lib.skill.yufeng.$playFlappyBird(5, "小空飞天");
};
//event.switchToAuto=switchToAuto;
game.broadcastAll(createDialog, player, event.videoId);
if (event.isMine()) {
chooseButton();
} else if (event.isOnline()) {
event.player.send(chooseButton);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 1";
game.broadcastAll(
function (id, time) {
if (_status.connectMode) lib.configOL.choose_timeout = time;
var dialog = get.idDialog(id);
if (dialog) {
dialog.close();
}
},
event.videoId,
event.time
);
var result = event.result || result;
game.log(player, "获得了", "#g" + result.score + "分");
if (!result.score) {
player.chooseToDiscard(2, true, "he");
event.finish();
return;
}
var list = [];
var list2 = [];
for (var i = 0; i < 5; i++) {
if (lib.skill.yukito_kongwu.moves[i].filter(player, true)) list.push(i);
else list2.push(i);
}
if (list.length >= result.score) list = list.randomGets(result.score);
else list.addArray(list2.randomGets(result.score - list.length));
list.sort();
var next = player.chooseButton([
"控物:请选择一项",
[
list.map(i => {
return [i, lib.skill.yukito_kongwu.moves[i].prompt];
}),
"textbutton",
],
]);
next.set("forced", true);
next.set("filterButton", function (button) {
return lib.skill.yukito_kongwu.moves[button.link].filter(_status.event.player);
});
next.set("ai", function (button) {
if (lib.skill.yukito_kongwu.moves[button.link].filter(_status.event.player, true)) return 1 + Math.random();
return Math.random();
});
"step 2";
var num = result.links[0];
switch (num) {
case 0:
event.goto(3);
break;
case 1:
event.goto(5);
break;
case 2:
event.goto(7);
break;
case 3:
event.goto(9);
break;
case 4:
player.moveCard(true);
event.finish();
break;
}
"step 3";
player.chooseTarget(true, "令一名角色摸两张牌").set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target) / Math.sqrt(1 + target.countCards("h"));
if (target.hasSkillTag("nogain")) att /= 10;
return att;
});
"step 4";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.draw(2);
}
event.finish();
"step 5";
player.chooseTarget(true, "对一名角色造成1点伤害").set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player);
});
"step 6";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.damage();
}
event.finish();
"step 7";
player
.chooseTarget(true, "令一名已受伤的角色回复1点体力", function (card, player, target) {
return target.isDamaged();
})
.set("ai", function (target) {
var player = _status.event.player;
return get.recoverEffect(target, player, player);
});
"step 8";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
target.recover();
}
event.finish();
"step 9";
player
.chooseTarget(true, "弃置一名角色区域内的两张牌", function (card, player, target) {
return target.countDiscardableCards(player, "hej") > 0;
})
.set("ai", function (target) {
return -get.attitude(_status.event.player, target);
});
("step 10");
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
player.discardPlayerCard(target, "hej", true, 2);
}
event.finish();
},
moves: [
{
prompt: "令一名角色摸两张牌",
filter: () => true,
},
{
prompt: "对一名角色造成1点伤害",
filter(player, ai) {
if (!ai) return true;
return game.hasPlayer(function (current) {
return get.damageEffect(current, player, player) > 0;
});
},
},
{
prompt: "令一名已受伤的角色回复1点体力",
filter(player, ai) {
return game.hasPlayer(function (current) {
if (current.isDamaged()) return !ai || get.recoverEffect(current, player, player) > 0;
});
},
},
{
prompt: "弃置一名角色区域内的两张牌",
filter(player, ai) {
return game.hasPlayer(function (current) {
return (
current.countDiscardableCards(player, "hej", function (card) {
if (!ai) return true;
return (
get.buttonValue({
link: card,
}) *
get.attitude(player, current) >
0
);
}) >= (ai ? 1 : Math.min(2, current.countDiscardableCards(player, "hej")))
);
});
},
},
{
prompt: "移动场上的一张牌",
filter(player, ai) {
return player.canMoveCard(ai);
},
},
],
ai: {
order: 10,
result: { player: 1 },
threaten: 3.2,
},
},
yukito_yaxiang: {
unique: true,
forceunique: true,
enable: "chooseToUse",
limited: true,
filter(event, player) {
return event.type == "dying" && (player.name1 == "key_yukito" || player.name2 == "key_yukito");
},
filterTarget(card, player, target) {
return target == _status.event.dying;
},
selectTarget: -1,
skillAnimation: true,
animationColor: "key",
content() {
"step 0";
player.awakenSkill("yukito_yaxiang");
player.reinitCharacter("key_yukito", "key_crow", false);
"step 1";
if (target.hp < 3) target.recover(3 - target.hp);
"step 2";
var cards = target.getCards("j");
if (cards.length) target.discard(cards);
"step 3";
target.addSkills("misuzu_zhongyuan");
},
derivation: "misuzu_zhongyuan",
ai: {
save: true,
order: 4,
result: {
target(player, target) {
if (get.attitude(player, target) < 4) return false;
if (
player.countCards("h", function (card) {
var mod2 = game.checkMod(card, player, "unchanged", "cardEnabled2", player);
if (mod2 != "unchanged") return mod2;
var mod = game.checkMod(card, player, target, "unchanged", "cardSavable", player);
if (mod != "unchanged") return mod;
var savable = get.info(card).savable;
if (typeof savable == "function") savable = savable(card, player, target);
return savable;
}) >=
1 - target.hp
)
return false;
if (target == player || target == get.zhu(player)) return true;
return !player.hasUnknown();
},
},
},
},
misuzu_zhongyuan: {
trigger: { player: "judge" },
skillAnimation: true,
animationColor: "key",
logTarget: "player",
cost() {
"step 0";
var str = "你的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + ",是否发动【终愿】修改判定结果?";
if (player.isUnderControl()) {
game.swapPlayerAuto(player);
}
var switchToAuto = function () {
_status.imchoosing = false;
event._result = {
bool: false,
};
if (event.dialog) event.dialog.close();
if (event.control) event.control.close();
};
var chooseButton = function (player, str) {
var event = _status.event;
player = player || event.player;
if (!event._result) event._result = {};
var dialog = ui.create.dialog(str, "forcebutton", "hidden");
event.dialog = dialog;
dialog.addText("花色");
var table = document.createElement("div");
table.classList.add("add-setting");
table.style.margin = "0";
table.style.width = "100%";
table.style.position = "relative";
var listi = ["spade", "heart", "club", "diamond"];
for (var i = 0; i < listi.length; i++) {
var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode");
td.link = listi[i];
table.appendChild(td);
td.innerHTML = "<span>" + get.translation(listi[i]) + "</span>";
td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () {
if (_status.dragged) return;
if (_status.justdragged) return;
_status.tempNoButton = true;
setTimeout(function () {
_status.tempNoButton = false;
}, 500);
var link = this.link;
var current = this.parentNode.querySelector(".bluebg");
if (current) {
current.classList.remove("bluebg");
}
this.classList.add("bluebg");
event._result.suit = link;
});
}
dialog.content.appendChild(table);
dialog.addText("点数");
var table2 = document.createElement("div");
table2.classList.add("add-setting");
table2.style.margin = "0";
table2.style.width = "100%";
table2.style.position = "relative";
for (var i = 1; i < 14; i++) {
var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode");
td.link = i;
table2.appendChild(td);
var num = i;
td.innerHTML = "<span>" + get.strNumber(num) + "</span>";
td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () {
if (_status.dragged) return;
if (_status.justdragged) return;
_status.tempNoButton = true;
setTimeout(function () {
_status.tempNoButton = false;
}, 500);
var link = this.link;
var current = this.parentNode.querySelector(".bluebg");
if (current) {
current.classList.remove("bluebg");
}
this.classList.add("bluebg");
event._result.number = link;
});
}
dialog.content.appendChild(table2);
dialog.add("  ");
event.dialog.open();
event.switchToAuto = function () {
event._result = {
bool: false,
};
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
};
event.control = ui.create.control("ok", "cancel2", function (link) {
var result = event._result;
if (link == "cancel2") result.bool = false;
else {
if (!result.number || !result.suit) return;
result.bool = true;
}
event.dialog.close();
event.control.close();
game.resume();
_status.imchoosing = false;
});
for (var i = 0; i < event.dialog.buttons.length; i++) {
event.dialog.buttons[i].classList.add("selectable");
}
game.pause();
game.countChoose();
};
if (event.isMine()) {
chooseButton(player, str);
} else if (event.isOnline()) {
event.player.send(chooseButton, event.player, str);
event.player.wait();
game.pause();
} else {
switchToAuto();
}
"step 1";
var map = event.result || result;
if (map.bool) {
event.result = {
bool: true,
cost_data: map,
};
}
},
async content(event, trigger, player) {
var map = event.cost_data;
player.awakenSkill("misuzu_zhongyuan");
game.log(player, "将判定结果修改为了", "#g" + get.translation(map.suit + 2) + get.strNumber(map.number));
trigger.fixedResult = {
suit: map.suit,
color: get.color({ suit: map.suit }),
number: map.number,
};
player.popup(get.translation(map.suit + 2) + get.strNumber(map.number), "thunder");
event.getParent("arrangeTrigger").finish();
},
},
//凤千早
chihaya_liewu: {
derivation: "chihaya_huairou",
mod: {
cardUsable(card) {
if (card.name == "sha") return Infinity;
},
targetInRange(card) {
if (card.name == "sha") return true;
},
},
trigger: { player: "useCard2" },
filter(event, player) {
var card = event.card;
var info = get.info(card);
if (info.type != "trick" || info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current);
})
) {
return true;
}
}
return false;
},
async cost(event, trigger, player) {
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
event.result = await player
.chooseTarget(get.prompt("chihaya_liewu"), function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets)
.forResult();
},
autodelay: true,
async content(event, trigger, player) {
trigger.targets.addArray(event.targets);
game.log(event.targets, "也成为了", trigger.card, "的目标");
},
group: "chihaya_liewu2",
},
chihaya_liewu2: {
trigger: { player: "disableEquipAfter" },
forced: true,
filter(event, player) {
return !player.hasEnabledSlot() && !player._chihaya_liewu;
},
skillAnimation: true,
animationColor: "orange",
content() {
player._chihaya_liewu = true;
player.loseMaxHp(4);
player.addSkills("chihaya_huairou");
},
},
chihaya_huairou: {
audio: 2,
enable: "phaseUse",
position: "he",
filter: (event, player) => player.hasCard(card => lib.skill.chihaya_huairou.filterCard(card, player), lib.skill.chihaya_huairou.position),
filterCard: (card, player) => get.type(card) == "equip" && player.canRecast(card),
check(card) {
if (!_status.event.player.hasEquipableSlot(get.subtype(card))) return 5;
return 3 - get.value(card);
},
content() {
player.recast(cards);
},
discard: false,
lose: false,
delay: false,
prompt: "将一张装备牌置入弃牌堆并摸一张牌",
ai: {
order: 10,
result: {
player: 1,
},
},
},
chihaya_youfeng: {
enable: "chooseToUse",
zhuanhuanji: true,
mark: true,
intro: {
content(storage, player) {
return storage ? "每轮限一次,你可以废除你的一个装备栏,视为使用一张基本牌。" : "每轮限一次你可以加1点体力上限视为使用一张普通锦囊牌。";
},
},
marktext: "☯",
init(player) {
player.storage.chihaya_youfeng = false;
},
hiddenCard(player, name) {
if (player.storage.chihaya_youfeng && !player.hasEnabledSlot()) return false;
if (player.hasSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false))) return false;
var type = get.type(name);
if (player.storage.chihaya_youfeng) return type == "basic";
return type == "trick";
},
filter(event, player) {
if (player.storage.chihaya_youfeng && !player.hasEnabledSlot()) return false;
if (player.hasSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false))) return false;
var type = player.storage.chihaya_youfeng ? "basic" : "trick";
for (var name of lib.inpile) {
if (get.type(name) != type) continue;
if (event.filterCard({ name: name, isCard: true }, player, event)) return true;
}
return false;
},
chooseButton: {
dialog(event, player) {
const dialog = ui.create.dialog("游凤", "hidden");
const equips = [];
if (player.storage.chihaya_youfeng) {
for (let i = 1; i < 6; i++) {
if (!player.hasEnabledSlot(i)) continue;
equips.push([i, get.translation("equip" + i)]);
}
if (equips.length > 0) dialog.add([equips, "tdnodes"]);
}
const type = player.storage.chihaya_youfeng ? "basic" : "trick";
const list = [];
for (const name of lib.inpile) {
if (get.type(name) != type) continue;
if (event.filterCard({ name: name, isCard: true }, player, event)) {
list.push([type, "", name]);
if (name == "sha") {
for (let j of lib.inpile_nature) list.push([type, "", name, j]);
}
}
}
dialog.add([list, "vcard"]);
return dialog;
},
filter(button) {
if (ui.selected.buttons.length && typeof button.link == typeof ui.selected.buttons[0].link) return false;
return true;
},
select() {
if (_status.event.player.storage.chihaya_youfeng) return 2;
return 1;
},
check(button) {
var player = _status.event.player;
if (typeof button.link == "number") {
if (!player.hasEmptySlot(button.link)) {
var card = player.getEquip(button.link);
if (card) {
var val = get.value(card);
if (val > 0) return 0;
return 5 - val;
}
}
switch (button.link) {
case 3:
return 4.5;
case 4:
return 4.4;
case 5:
return 4.3;
case 2:
return (3 - player.hp) * 1.5;
case 1: {
if (
game.hasPlayer(function (current) {
return (get.realAttitude || get.attitude)(player, current) < 0 && get.distance(player, current) > 1;
})
)
return 0;
return 3.2;
}
}
}
var name = button.link[2];
var evt = _status.event.getParent();
if (get.type(name) == "basic") {
if (name == "shan") return 2;
if (evt.type == "dying") {
if (get.attitude(player, evt.dying) < 2) return false;
if (name == "jiu") return 2.1;
return 1.9;
}
if (evt.type == "phase")
return player.getUseValue({
name: name,
nature: button.link[3],
isCard: true,
});
return 1;
}
if (!["chuqibuyi", "shuiyanqijunx", "juedou", "nanman", "wanjian", "shunshou", "zhujinqiyuan"].includes(name)) return 0;
var card = { name: name, isCard: true };
if (["shunshou", "zhujinqiyuan"].includes(card.name)) {
if (
!game.hasPlayer(function (current) {
return get.attitude(player, current) != 0 && get.distance(player, current) <= 1 && player.canUse(card, current) && get.effect(current, card, player, player) > 0;
})
)
return 0;
return player.getUseValue(card) - 7;
}
return player.getUseValue(card) - 4;
},
backup(links, player) {
if (links.length == 1)
return {
filterCard() {
return false;
},
selectCard: -1,
viewAs: {
name: links[0][2],
nature: links[0][3],
isCard: true,
},
popname: true,
precontent() {
player.logSkill("chihaya_youfeng");
player.gainMaxHp();
delete event.result.skill;
player.addTempSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false), "roundStart");
player.changeZhuanhuanji("chihaya_youfeng");
},
};
if (typeof links[1] == "number") links.reverse();
var equip = links[0];
var name = links[1][2];
var nature = links[1][3];
return {
filterCard() {
return false;
},
selectCard: -1,
equip: equip,
viewAs: {
name: name,
nature: nature,
isCard: true,
},
popname: true,
precontent() {
player.logSkill("chihaya_youfeng");
player.disableEquip(lib.skill.chihaya_youfeng_backup.equip);
delete event.result.skill;
player.addTempSkill("chihaya_youfeng_" + (player.storage.chihaya_youfeng || false), "roundStart");
player.changeZhuanhuanji("chihaya_youfeng");
},
};
},
prompt(links, player) {
if (links.length == 1) return "增加1点体力上限视为使用" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]);
if (typeof links[1] == "number") links.reverse();
var equip = "equip" + links[0];
var name = links[1][2];
var nature = links[1][3];
return "废除自己的" + get.translation(equip) + "栏,视为使用" + (get.translation(nature) || "") + get.translation(name);
},
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter(player, tag, arg) {
if (arg == "respond") return false;
if (!player.storage.chihaya_youfeng || player.hasSkill("chihaya_youfeng_true")) return false;
},
order: 1,
result: {
player: 1,
},
},
},
chihaya_youfeng_true: { charlotte: true },
chihaya_youfeng_false: { charlotte: true },
//七濑留美
rumi_shuwu: {
mod: {
cardUsable(card) {
if (card.name == "sha") return Infinity;
},
targetInRange(card) {
if (card.name == "sha") return true;
},
},
trigger: { player: "useCard2" },
filter(event, player) {
var card = event.card;
var info = get.info(card);
if (info.type != "trick" || info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current);
})
) {
return true;
}
}
return false;
},
autodelay: true,
async cost(event, trigger, player) {
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
const { result } = await player
.chooseTarget(get.prompt("rumi_shuwu"), function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets);
event.result = result;
},
content() {
trigger.targets.addArray(event.targets);
game.log(event.targets, "也成为了", trigger.card, "的目标");
},
group: "rumi_shuwu2",
},
rumi_shuwu2: {
trigger: { player: "phaseUseEnd" },
forced: true,
filter(event, player) {
if (player.hp <= 3) return true;
if (
player.getHistory("useCard", function (evt) {
return evt.card.name == "sha" && evt.addCount !== false && evt.getParent("phaseUse") == event;
}).length <= 1
)
return true;
if (
player.getHistory("sourceDamage", function (evt) {
return get.type(evt.card, false) == "trick" && evt.getParent("phaseUse") == event;
}).length == 0
)
return true;
return false;
},
content() {
var num = 0;
if (player.hp <= 3) num++;
if (
player.getHistory("useCard", function (evt) {
return evt.card.name == "sha" && evt.addCount !== false && evt.getParent("phaseUse") == trigger;
}).length <= 1
)
num++;
if (
player.getHistory("sourceDamage", function (evt) {
return get.type(evt.card, false) == "trick" && evt.getParent("phaseUse") == trigger;
}).length == 0
)
num++;
player.draw(num);
player.addTempSkill("rumi_shuwu3");
player.addMark("rumi_shuwu3", num, false);
},
},
rumi_shuwu3: {
mod: {
maxHandcard(player, num) {
return num + player.countMark("rumi_shuwu3");
},
},
onremove: true,
},
//凤咲夜
sakuya_junbu: {
mod: {
targetInRange(card, player) {
if (player.countDisabledSlot() >= 1) return true;
},
cardUsable(card, player) {
if (player.countDisabledSlot() >= 2) return Infinity;
},
},
trigger: { player: "useCard2" },
filter(event, player) {
if (player.countDisabledSlot() >= 4) return true;
return lib.skill.sakuya_junbu.filter2.apply(this, arguments);
},
filter2(event, player) {
if (player.countDisabledSlot() < 3) return false;
var card = event.card;
var info = get.info(card);
if (info.allowMultiple == false) return false;
if (event.targets && !info.multitarget) {
if (
game.hasPlayer(function (current) {
return !event.targets.includes(current) && lib.filter.targetEnabled2(card, player, current);
})
) {
return true;
}
}
return false;
},
async cost(event, trigger, player) {
const result = { bool: false };
event.result = result;
if (player.countDisabledSlot() >= 4) {
result.bool = true;
if (!lib.skill.sakuya_junbu.filter2(trigger, player)) {
return;
}
}
var prompt2 = "为" + get.translation(trigger.card) + "增加一个目标";
const { result: result2 } = await player
.chooseTarget(get.prompt("sakuya_junbu"), function (card, player, target) {
var player = _status.event.player;
return !_status.event.targets.includes(target) && lib.filter.targetEnabled2(_status.event.card, player, target);
})
.set("prompt2", prompt2)
.set("ai", function (target) {
var trigger = _status.event.getTrigger();
var player = _status.event.player;
return get.effect(target, trigger.card, player, player);
})
.set("card", trigger.card)
.set("targets", trigger.targets);
if (result2.bool) {
result.bool = true;
result.targets = result2.targets;
}
},
async content(event, trigger, player) {
if (player.countDisabledSlot() >= 4) {
trigger.directHit.addArray(game.players);
game.log(trigger.card, "不可被响应");
}
if (event.targets && event.targets.length > 0) {
trigger.targets.addArray(event.targets);
game.log(event.targets, "也成为了", trigger.card, "的目标");
}
},
group: "sakuya_junbu_damage",
subSkill: {
damage: {
trigger: { source: "damageBegin1" },
forced: true,
sub: true,
filter(event, player) {
return !player.hasEnabledSlot() && event.getParent().type == "card";
},
logTarget: "player",
content() {
player.loseHp();
trigger.num++;
},
},
},
},
//铃木央人
hiroto_huyu: {
trigger: { global: "phaseUseEnd" },
noHidden: true,
filter(event, player) {
return player != event.player && player.hasSkill("hiroto_huyu") && !player.hasSkill("hiroto_zonglve") && event.player.countCards("h") > 0;
},
async cost(event, trigger, player) {
event.result = await trigger.player
.chooseCard(2, "h", "是否对" + get.translation(player) + "发动【虎驭】?", "将两张手牌交给该角色,然后令其获得〖纵略〗并于下回合获得该角色得到的所有牌")
.set(
"goon",
(function () {
var source = trigger.player;
if (get.attitude(source, player) > 0) return 7;
if (source.hp > 2) return 4;
return 0;
})()
)
.set("ai", function (card) {
return _status.event.goon - get.value(card);
})
.forResult();
},
content() {
var target = trigger.player;
target.give(cards, player);
player.storage.hiroto_huyu2 = target;
player.addSkills("hiroto_zonglve");
player.addSkill("hiroto_huyu2");
},
derivation: "hiroto_zonglve",
},
hiroto_huyu2: {
trigger: { player: "phaseEnd" },
forced: true,
popup: false,
charlotte: true,
async content(event, trigger, player) {
player.removeSkill("hiroto_huyu2");
await player.removeSkills("hiroto_zonglve");
player.removeGaintag("hiroto_huyu2");
var target = player.storage.hiroto_huyu2;
if (target && target.isIn()) {
var cards = [];
player.getHistory("gain", function (evt) {
cards.addArray(evt.cards);
});
var he = player.getCards("he");
cards = cards.filter(function (card) {
return he.includes(card);
});
if (cards.length) target.gain(cards, player, "giveAuto", "bySelf");
}
},
mark: "character",
intro: { content: "已成为$的工具人" },
group: "hiroto_huyu_gain",
},
hiroto_huyu_gain: {
trigger: { player: "gainBegin" },
silent: true,
filter(event, player) {
if (player == _status.currentPhase) event.gaintag.add("hiroto_huyu2");
return false;
},
},
hiroto_zonglve: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return (
player.countCards("h") > 0 &&
game.hasPlayer(function (current) {
return current != player && current.countCards("h") > 0;
})
);
},
filterTarget(card, player, target) {
return target != player && target.countCards("h") > 0;
},
filterCard: true,
delay: false,
charlotte: true,
position: "h",
discard: false,
lose: false,
content() {
"step 0";
player.choosePlayerCard(true, target, "h");
"step 1";
event.card = result.cards[0];
player.$compare(cards[0], target, event.card);
game.log(player, "展示了", cards[0]);
game.log(target, "展示了", event.card);
game.delay(3.5);
"step 2";
game.broadcastAll(ui.clear);
if (get.color(cards[0], player) == get.color(card, target)) {
target.damage("nocard");
target.discard(card).animate = false;
} else player.gainPlayerCard(target, true, 2, "hej");
},
mod: {
maxHandcard(player, num) {
return num + 3;
},
},
ai: {
order: 7,
result: {
target: -1,
},
},
},
hiroto_tuolao: {
trigger: { player: "phaseAfter" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "water",
filter(event, player) {
return (
player.phaseNumber > 1 &&
!player.getHistory("lose", function (evt) {
return evt.getParent(2).name == "hiroto_huyu2";
}).length
);
},
content() {
player.awakenSkill("hiroto_tuolao");
player.draw(3);
player.changeSkills(["hiroto_zonglve"], ["hiroto_huyu"]);
},
},
//水织静久
shizuku_sizhi: {
audio: 2,
enable: "phaseUse",
getResult(cards) {
var l = cards.length;
var all = Math.pow(l, 2);
var list = [];
for (var i = 1; i < all; i++) {
var array = [];
for (var j = 0; j < l; j++) {
if (Math.floor((i % Math.pow(2, j + 1)) / Math.pow(2, j)) > 0) array.push(cards[j]);
}
var num = 0;
for (var k of array) {
num += get.number(k);
}
if (num == 13) list.push(array);
}
if (list.length) {
list.sort(function (a, b) {
if (a.length != b.length) return b.length - a.length;
return get.value(a) - get.value(b);
});
return list[0];
}
return list;
},
usable: 1,
filterCard(card) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return get.number(card) + num <= 13;
},
complexCard: true,
selectCard() {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num == 13) return ui.selected.cards.length;
return ui.selected.cards.length + 2;
},
check(card) {
var evt = _status.event;
if (!evt.shizuku_sizhi_choice) evt.shizuku_sizhi_choice = lib.skill.shizuku_sizhi.getResult(evt.player.getCards("he"));
if (!evt.shizuku_sizhi_choice.includes(card)) return 0;
return 1;
},
position: "he",
content() {
player.draw(cards.length * 2).gaintag = ["shizuku_sizhi2"];
player.addTempSkill("shizuku_sizhi2");
},
ai: {
order: 5,
result: { player: 1 },
},
},
shizuku_sizhi2: {
onremove(player) {
player.removeGaintag("shizuku_sizhi2");
},
mod: {
targetInRange(card) {
if (!card.cards || !card.cards.length) return;
for (var i of card.cards) {
if (!i.hasGaintag("shizuku_sizhi2") || get.color(i) != "black") return;
}
return true;
},
cardUsable(card) {
if (!card.cards || !card.cards.length) return;
for (var i of card.cards) {
if (!i.hasGaintag("shizuku_sizhi2") || get.color(i) != "black") return;
}
return Infinity;
},
ignoredHandcard(card, player) {
if (card.hasGaintag("shizuku_sizhi2") && get.color(card) == "red") {
return true;
}
},
cardDiscardable(card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("shizuku_sizhi2") && get.color(card) == "red") {
return false;
}
},
aiOrder(player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("shizuku_sizhi2") && get.color(card) == "black") return num - 0.1;
},
},
},
shizuku_biyi: {
trigger: { player: "damageEnd" },
frequent: true,
content() {
"step 0";
player.judge();
"step 1";
var num = result.number;
var next = player.chooseToDiscard(
"是否弃置任意张点数之和为" + get.cnNumber(num) + "的牌并回复1点体力",
function (card) {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
return get.number(card) + num <= _status.event.num;
},
"he"
);
next.set("num", num);
next.set("complexCard", true);
next.set("selectCard", function () {
var num = 0;
for (var i = 0; i < ui.selected.cards.length; i++) {
num += get.number(ui.selected.cards[i]);
}
if (num == _status.event.num) return ui.selected.cards.length;
return ui.selected.cards.length + 2;
});
next.set(
"cardResult",
(function () {
var cards = player.getCards("he");
var l = cards.length;
var all = Math.pow(l, 2);
var list = [];
for (var i = 1; i < all; i++) {
var array = [];
for (var j = 0; j < l; j++) {
if (Math.floor((i % Math.pow(2, j + 1)) / Math.pow(2, j)) > 0) array.push(cards[j]);
}
var numx = 0;
for (var k of array) {
numx += get.number(k);
}
if (numx == num) list.push(array);
}
if (list.length) {
list.sort(function (a, b) {
return get.value(a) - get.value(b);
});
return list[0];
}
return list;
})()
);
next.set("ai", function (card) {
if (!_status.event.cardResult.includes(card)) return 0;
return 6 - get.value(card);
});
"step 2";
if (result.bool) player.recover();
},
},
shizuku_sanhua: {
trigger: { player: "die" },
forceDie: true,
skillAnimation: true,
animationColor: "thunder",
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("shizuku_sanhua"), lib.filter.notMe)
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
})
.forResult();
},
async content(event, trigger, player) {
var target = event.targets[0];
var names = [];
var cards = [];
while (cards.length < 4) {
var card = get.cardPile2(function (card) {
return !cards.includes(card) && !names.includes(card.name) && get.type(card) == "basic";
});
if (card) {
cards.push(card);
names.push(card.name);
} else break;
}
if (cards.length) await target.gain(cards, "gain2");
},
},
//鸣濑白羽
shiroha_yuzhao: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
charlotte: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
player.addToExpansion(get.cards(game.countGroup()), "draw").gaintag.add("shiroha_yuzhao");
},
marktext: "兆",
intro: {
markcount: "expansion",
mark(dialog, content, player) {
var content = player.getExpansions("shiroha_yuzhao");
if (content && content.length) {
if (player == game.me || player.isUnderControl()) {
dialog.addAuto(content);
} else {
return "共有" + get.cnNumber(content.length) + "张牌";
}
}
},
content(content, player) {
var content = player.getExpansions("shiroha_yuzhao");
if (content && content.length) {
if (player == game.me || player.isUnderControl()) {
return get.translation(content);
}
return "共有" + get.cnNumber(content.length) + "张牌";
}
},
},
group: "shiroha_yuzhao_umi",
},
shiroha_yuzhao_umi: {
trigger: { global: "phaseBegin" },
forced: true,
filter(event, player) {
return player.getExpansions("shiroha_yuzhao").length > 0 && get.distance(event.player, player) <= 1;
},
content() {
"step 0";
event.num = game.countGroup();
player.addToExpansion(get.cards(event.num)).gaintag.add("shiroha_yuzhao");
"step 1";
var next = player.chooseToMove(),
num = game.countGroup();
next.set("prompt", "预兆:将" + get.cnNumber(num) + "张牌置于牌堆顶");
next.set("num", num);
next.set("forced", true);
next.set("filterOk", function (moved) {
return moved[1].length == _status.event.num;
});
next.set("filterMove", function (from, to, moved) {
if (to != 1) return true;
return moved[1].length < _status.event.num;
});
next.set("list", [[get.translation(player) + "(你)的“兆”", player.getExpansions("shiroha_yuzhao")], ["牌堆顶"]]);
next.set("processAI", function (list) {
var cards = list[0][1],
cards2 = cards.randomRemove(_status.event.num);
return [cards, cards2];
});
"step 2";
if (result && result.bool) {
var cards = result.moved[1];
player.lose(cards, ui.cardPile, "insert");
}
game.updateRoundNumber();
},
},
shiroha_guying: {
derivation: "shiroha_guying_rewrite",
trigger: {
player: "damageBegin3",
source: "damageBegin1",
},
filter(event, player, name) {
if (!player.storage.shiroha_jiezhao && player.hasSkill("shiroha_guying_temp")) return false;
if (name == "damageBegin3") return true;
return player != event.player;
},
locked(skill, player) {
if (!player || !player.storage.shiroha_jiezhao) return true;
return false;
},
cost() {
"step 0";
var num = event.triggername == "damageBegin3" ? -1 : 1;
if (player.storage.shiroha_jiezhao || !player.hasSkill("shiroha_guying")) {
if (num > 0) player.chooseBool(get.prompt("shiroha_guying", trigger.player), "进行判定。若判定结果为黑色,则即将对其造成的伤害+1");
else player.chooseBool(get.prompt("shiroha_guying"), "进行判定。若判定结果为红色,则即将受到的伤害-1");
} else event._result = { bool: true };
"step 1";
event.result = result;
},
content() {
"step 0";
var num = event.triggername == "damageBegin3" ? -1 : 1;
event.num = num;
player.addTempSkill("shiroha_guying_temp");
player.judge(function (card) {
return get.color(card) == (_status.event.getParent("shiroha_guying").num > 0 ? "black" : "red") ? 2 : 0;
}).judge2 = function (result) {
return result.bool ? true : false;
};
"step 1";
if (result.bool) trigger.num += num;
},
},
shiroha_guying_temp: { charlotte: true },
shiroha_jiezhao: {
trigger: { global: "judge" },
filter(event, player) {
return player.getExpansions("shiroha_yuzhao").length && event.player.isIn();
},
async cost(event, trigger, player) {
const list = player.getExpansions("shiroha_yuzhao");
const { result } = await player
.chooseButton([get.translation(trigger.player) + "的" + (trigger.judgestr || "") + "判定为" + get.translation(trigger.player.judging[0]) + "" + get.prompt("shiroha_jiezhao"), list, "hidden"], function (button) {
var card = button.link;
var trigger = _status.event.getTrigger();
var player = _status.event.player;
var judging = _status.event.judging;
var result = trigger.judge(card) - trigger.judge(judging);
var attitude = get.attitude(player, trigger.player);
return result * attitude;
})
.set("judging", trigger.player.judging[0])
.set("filterButton", function (button) {
var player = _status.event.player;
var card = button.link;
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;
});
if (result.bool) {
event.result = { bool: true, cards: result.links };
}
},
//logSkill留给respond
popup: false,
async content(event, trigger, player) {
const cards = event.cards;
await player.respond(cards, "shiroha_jiezhao", "highlight", "noOrdering");
if (trigger.player.judging[0].clone) {
trigger.player.judging[0].clone.classList.remove("thrownhighlight");
game.broadcast(function (card) {
if (card.clone) {
card.clone.classList.remove("thrownhighlight");
}
}, trigger.player.judging[0]);
game.addVideo("deletenode", player, get.cardsInfo([trigger.player.judging[0].clone]));
}
const oldJudgeCard = trigger.player.judging[0];
trigger.player.judging[0] = cards[0];
trigger.orderingCards.addArray(cards);
game.log(trigger.player, "的判定牌改为", cards[0]);
await game.cardsDiscard(oldJudgeCard);
await game.asyncDelay(2);
if (!player.getExpansions("shiroha_yuzhao").length) {
player.storage.shiroha_jiezhao = true;
player.gainMaxHp();
player.recover();
var list = ["umi_chaofan", "ao_xishi", "tsumugi_mugyu", "kamome_jieban"];
var skill = list.randomGet();
player.flashAvatar("shiroha_jiezhao", "key_" + skill.split("_")[0]);
await player.addSkills(skill);
}
},
ai: {
rejudge: true,
tag: {
rejudge: 0.6,
},
combo: "shiroha_yuzhao",
},
derivation: ["umi_chaofan", "ao_xishi", "tsumugi_mugyu", "kamome_jieban"],
},
//高城丈士朗
jojiro_shensu: {
group: ["jojiro_shensu1", "jojiro_shensu2", "jojiro_shensu4"],
charlotte: true,
},
jojiro_shensu1: {
trigger: { player: "phaseJudgeBefore" },
async cost(event, trigger, player) {
const check = player.countCards("h") > 2;
event.result = await player
.chooseTarget(get.prompt("jojiro_shensu"), "跳过判定阶段和摸牌阶段,视为对一名其他角色使用一张【杀】", function (card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target, false);
})
.set("check", check)
.set("ai", function (target) {
if (!_status.event.check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player);
})
.forResult();
},
async content(event, trigger, player) {
await trigger.cancel();
player.skip("phaseDraw");
await player.useCard({ name: "sha", isCard: true }, event.targets[0], false);
},
},
jojiro_shensu2: {
trigger: { player: "phaseUseBefore" },
filter(event, player) {
return player.countCards("he", { type: "equip" }) > 0;
},
async cost(event, trigger, player) {
const check = player.needsToDiscard();
event.result = await player
.chooseCardTarget({
prompt: get.prompt("jojiro_shensu"),
prompt2: "弃置一张装备牌并跳过出牌阶段,视为对一名其他角色使用一张【杀】",
filterCard(card, player) {
return get.type(card) == "equip" && lib.filter.cardDiscardable(card, player);
},
position: "he",
filterTarget(card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target, false);
},
ai1(card) {
if (_status.event.check) return 0;
return 6 - get.value(card);
},
ai2(target) {
if (_status.event.check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player);
},
check: check,
})
.forResult();
},
async content(event, trigger, player) {
await trigger.cancel();
await player.discard(event.cards[0]);
await player.useCard({ name: "sha", isCard: true }, event.targets[0]);
},
},
jojiro_shensu4: {
trigger: { player: "phaseDiscardBefore" },
async cost(event, trigger, player) {
var check = player.needsToDiscard() || player.isTurnedOver() || (player.hasSkill("shebian") && player.canMoveCard(true, true));
event.result = await player
.chooseTarget(get.prompt("jojiro_shensu"), "跳过弃牌阶段并将武将牌翻面,视为对一名其他角色使用一张【杀】", function (card, player, target) {
if (player == target) return false;
return player.canUse({ name: "sha" }, target, false);
})
.set("check", check)
.set("ai", function (target) {
if (!_status.event.check) return 0;
return get.effect(target, { name: "sha" }, _status.event.player, _status.event.player);
})
.forResult();
},
async content(event, trigger, player) {
await trigger.cancel();
await player.turnOver();
await player.useCard({ name: "sha", isCard: true }, event.targets[0], false);
},
},
jojiro_shunying: {
trigger: { player: "phaseEnd" },
forced: true,
charlotte: true,
filter(event, player) {
return player.getHistory("skipped").length > 0;
},
content() {
"step 0";
var num = player.getHistory("skipped").length;
event.num = num;
player.chooseToMoveChess(num, "瞬影:移动至多" + get.cnNumber(num) + "格或失去1点体力");
"step 1";
if (!result.bool) player.loseHp();
else player.draw(num);
},
},
//神户小鸟
kotori_yumo: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
charlotte: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
var list = ["wei", "shu", "wu", "qun", "jin"];
for (var i of list) {
if (!player.hasMark("kotori_yumo_" + i)) {
player.addMark("kotori_yumo_" + i, 1, false);
game.log(player, "获得了一个", lib.translate["kotori_yumo_" + i].replace(/魔物/g, "【魔物】"));
}
}
},
group: ["kotori_yumo_damage", "kotori_yumo_gain"],
},
kotori_yumo_damage: {
trigger: { global: "damageEnd" },
forced: true,
filter(event, player) {
var name = "kotori_yumo_" + event.player.group;
return lib.skill[name] && !player.hasMark(name);
},
popup: false,
content() {
game.log(player, "对", trigger.player, "发动了", "#g【驭魔】");
var group = trigger.player.group;
player.popup("驭魔", get.groupnature(group));
player.addMark("kotori_yumo_" + group, 1, false);
game.log(player, "获得了一个", lib.translate["kotori_yumo_" + group].replace(/魔物/g, "【魔物】"));
},
},
kotori_yumo_gain: {
trigger: { player: "phaseBegin" },
filter(event, player) {
var list = ["wei", "shu", "wu", "qun", "key", "jin"];
for (var i in list) {
if (player.hasMark("kotori_yumo_" + list[i])) return true;
}
return false;
},
async cost(event, trigger, player) {
const list = ["wei", "shu", "wu", "qun", "key", "jin"];
const list2 = [];
for (const i of list) {
if (player.hasMark("kotori_yumo_" + i)) list2.push("kotori_skill_" + i);
}
list2.push("cancel2");
const { control } = await player
.chooseControl(list2)
.set("prompt", "###是否发动【驭魔】?###弃置对应的标记并获得下列技能中的一个,或点取消,不获得技能")
.set(
"choice",
(function () {
if (
list2.includes("kotori_skill_shu") &&
player.countCards("h", function (card) {
return get.name(card, player) == "sha" && player.getUseValue(card) > 0;
}) > 1
)
return "kotori_skill_shu";
if (list2.includes("kotori_skill_key") && player.hp > 1) return "kotori_skill_key";
if (list2.includes("kotori_skill_qun") && player.isDamaged() && player.needsToDiscard() > 1) return "kotori_skill_qun";
return "cancel2";
})()
)
.set("ai", function () {
return _status.event.choice;
})
.forResult();
event.result = {
bool: control !== "cancel2",
cost_data: { control },
};
},
content() {
const result = event.cost_data;
if (result.control != "cancel2") {
var name = "kotori_yumo_" + result.control.slice(13);
player.removeMark(name, 1, false);
game.log(player, "移去了一个", lib.translate[name].replace(/魔物/g, "【魔物】"));
player.addTempSkills(result.control);
game.log(player, "获得了技能", lib.translate[name].replace(/魔物/g, "【" + get.translation(result.control) + "】"));
}
},
},
kotori_skill_wei: {
trigger: { player: "phaseBegin" },
filter(event, player) {
return player.countCards("he") > 0;
},
async cost(event, trigger, player) {
event.result = await player
.chooseCardTarget({
prompt: get.prompt2(event.skill),
filterCard: lib.filter.cardDiscardable,
filterTarget(card, player, target) {
return player != target;
},
position: "he",
ai1(card) {
return 6 - get.value(card);
},
ai2(target) {
return (1 / (1 + target.countCards("he"))) * -get.attitude(_status.event.player, target);
},
})
.forResult();
},
content() {
"step 0";
player.discard(cards);
targets[0].chooseToDiscard("弃置一张牌,或令" + get.translation(player) + "摸一张牌", "he").ai = lib.skill.zhiheng.check;
"step 1";
if (!result.bool) player.draw();
},
},
kotori_skill_shu: {
mod: {
cardUsable(card, player, num) {
if (card.name == "sha") return num + 1;
},
},
trigger: { player: "phaseUseEnd" },
forced: true,
filter(event, player) {
return (
player.getHistory("useCard", function (evt) {
return evt.card && evt.card.name == "sha" && evt.getParent("phaseUse") == event;
}).length > 1
);
},
content() {
player.draw();
},
},
kotori_skill_wu: {
trigger: { player: "phaseEnd" },
forced: true,
filter(event, player) {
return player.countCards("h") != player.hp;
},
content() {
player.draw();
},
},
kotori_skill_qun: {
trigger: { player: "phaseDiscardBegin" },
forced: true,
filter(event, player) {
return player.getDamagedHp() > 1 || player.countCards("h") - player.getHp() > 1;
},
content() {
var num = 0;
if (player.getDamagedHp() > 1) num++;
if (player.countCards("h") - player.getHp() > 1) num++;
player.addMark("kotori_qunxin_temp", num, false);
player.addTempSkill("kotori_qunxin_temp", "phaseDiscardEnd");
},
},
kotori_skill_key: {
enable: "phaseUse",
usable: 1,
content() {
"step 0";
player.draw();
"step 1";
player.changeHujia(1);
"step 2";
var evt = event.getParent("phase");
if (evt && evt.after) {
var next = player.loseHp();
event.next.remove(next);
evt.after.push(next);
}
},
ai: {
order: 10,
result: {
player(player) {
return player.hp - 1;
},
},
},
},
kotori_skill_jin: {
trigger: { player: "phaseDrawEnd" },
filter(event, player) {
var hs = player.getCards("h");
return (
hs.length > 0 &&
player.getHistory("gain", function (evt) {
if (evt.getParent().name != "draw" || evt.getParent("phaseDraw") != event) return false;
for (var i of evt.cards) {
if (hs.includes(i)) return true;
}
return false;
}).length > 0
);
},
check(event, player) {
var hs = player.getCards("h"),
cards = [],
suits = [];
player.getHistory("gain", function (evt) {
if (evt.getParent().name != "draw" || evt.getParent("phaseDraw") != event) return false;
for (var i of evt.cards) {
if (hs.includes(i)) {
cards.add(i);
suits.add(get.suit(i, player));
}
}
});
return cards.length == suits.length;
},
content() {
var hs = player.getCards("h"),
cards = [],
suits = [];
player.getHistory("gain", function (evt) {
if (evt.getParent().name != "draw" || evt.getParent("phaseDraw") != trigger) return false;
for (var i of evt.cards) {
if (hs.includes(i)) {
cards.add(i);
suits.add(get.suit(i, player));
}
}
});
player.showCards(cards, get.translation(player) + "发动了【晋势】");
if (cards.length == suits.length) player.draw();
},
},
kotori_qunxin_temp: {
onremove: true,
mod: {
maxHandcard(player, num) {
return num + player.countMark("kotori_qunxin_temp");
},
},
},
kotori_yumo_wei: {
marktext: '<span class="thundertext">魔</span>',
intro: {
name: '<span class="thundertext">魔物</span>',
content: "mark",
},
},
kotori_yumo_shu: {
marktext: '<span class="firetext">魔</span>',
intro: {
name: '<span class="firetext">魔物</span>',
content: "mark",
},
},
kotori_yumo_wu: {
marktext: '<span class="greentext">魔</span>',
intro: {
name: '<span class="greentext">魔物</span>',
content: "mark",
},
},
kotori_yumo_qun: {
marktext: '<span class="yellowtext">魔</span>',
intro: {
name: '<span class="yellowtext">魔物</span>',
content: "mark",
},
},
kotori_yumo_key: {
marktext: '<span class="legendtext">魔</span>',
intro: {
name: '<span class="legendtext">魔物</span>',
content: "mark",
},
},
kotori_yumo_jin: {
marktext: '<span class="icetext">魔</span>',
intro: {
name: '<span class="icetext">魔物</span>',
content: "mark",
},
},
kotori_huazhan: {
charlotte: true,
enable: "chooseToUse",
filter(event, player) {
var bool = false;
var list = ["wei", "shu", "wu", "qun", "key", "jin"];
for (var i of list) {
if (player.hasMark("kotori_yumo_" + i) && !player.getStorage("kotori_huazhan2").includes("kotori_yumo_" + i)) {
bool = true;
break;
}
}
return bool && event.filterCard({ name: "kaihua", isCard: true }, player, event);
},
chooseButton: {
dialog(event, player) {
return ui.create.dialog("###花绽###" + lib.translate.kotori_huazhan_info);
},
chooseControl(event, player) {
var list = ["wei", "shu", "wu", "qun", "key", "jin"];
var list2 = [];
for (var i of list) {
if (player.hasMark("kotori_yumo_" + i) && !player.getStorage("kotori_huazhan2").includes("kotori_yumo_" + i)) list2.push("kotori_yumo_" + i);
}
list2.push("cancel2");
return list2;
},
check() {
var player = _status.event.player;
var list = ["wei", "shu", "wu", "qun", "key", "jin"];
var list2 = [];
for (var i of list) {
if (player.hasMark("kotori_yumo_" + i) && !player.getStorage("kotori_huazhan2").includes("kotori_yumo_" + i)) list2.push("kotori_yumo_" + i);
}
if (list2.includes("kotori_yumo_wei")) return "kotori_yumo_wei";
if (list2.includes("kotori_yumo_wu")) return "kotori_yumo_wu";
if (list2.includes("kotori_yumo_qun")) return "kotori_yumo_qun";
if (list2.includes("kotori_yumo_key")) return "kotori_yumo_key";
if (
list2.includes("kotori_yumo_shu") &&
game.hasPlayer(function (current) {
return current.group == "shu";
})
)
return "kotori_yumo_shu";
return "cancel2";
},
backup(result, player) {
return {
markname: result.control,
viewAs: { name: "kaihua", isCard: true },
filterCard() {
return false;
},
selectCard: -1,
precontent() {
delete event.result.skill;
var name = lib.skill.kotori_huazhan_backup.markname;
if (!player.storage.kotori_huazhan2) player.storage.kotori_huazhan2 = [];
player.storage.kotori_huazhan2.push(name);
player.addTempSkill("kotori_huazhan2");
player.popup("花绽", get.groupnature(name.slice(12)));
game.log(player, "发动了技能", lib.translate[name].replace(/魔物/g, "【花绽】"));
player.removeMark(name, 1, false);
game.log(player, "移去了一个", lib.translate[name].replace(/魔物/g, "【魔物】"));
},
};
},
},
ai: {
order: 1,
result: {
player(player) {
if (
player.countCards("he", function (card) {
if (get.type(card, player) == "equip") return get.value(card) < 6;
return get.value(card) < 5;
}) < 2
)
return 0;
return player.getUseValue({ name: "kaihua" });
},
},
combo: "kotori_yumo",
},
},
kotori_huazhan2: { onremove: true, charlotte: true },
//三谷良一
ryoichi_baoyi: {
trigger: {
player: "loseAfter",
global: ["gainAfter", "equipAfter", "addJudgeAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
filterTarget(card, player, target) {
return target != player && (target.hasSex("female") || target.countCards("hej") > 0);
},
filter(event, player) {
var evt = event.getl(player);
return (
evt &&
evt.es &&
evt.es.length > 0 &&
game.hasPlayer(function (target) {
return lib.skill.ryoichi_baoyi.filterTarget;
})
);
},
forced: true,
content() {
"step 0";
event.count = trigger.getl(player).es.length;
player.draw(event.count);
"step 1";
event.count--;
if (
game.hasPlayer(function (target) {
return lib.skill.ryoichi_baoyi.filterTarget(null, player, target);
})
) {
player.chooseTarget(true, lib.skill.ryoichi_baoyi.filterTarget, "请选择【爆衣】的目标").set("ai", function (target) {
return -get.attitude(_status.event.player, target);
});
} else event.finish();
"step 2";
if (result.bool && result.targets && result.targets.length) {
var target = result.targets[0];
player.line(target, "green");
if (target.hasSex("female")) target.loseHp();
else player.discardPlayerCard(target, 2, "hej", true);
} else event.finish();
"step 3";
if (
event.count &&
game.hasPlayer(function (target) {
return lib.skill.ryoichi_baoyi.filterTarget(null, player, target);
})
)
event.goto(1);
},
},
ryoichi_tuipi: {
mod: {
targetEnabled(card) {
if (card.name == "shunshou" || card.name == "guohe") return false;
},
},
trigger: { player: "phaseDiscardBegin" },
forced: true,
content() {
trigger.setContent(lib.skill.ryoichi_tuipi.phaseDiscardContent);
},
phaseDiscardContent() {
"step 0";
event.num = Math.max(0, player.countCards("he", card => !player.canIgnoreHandcard(card)) - player.getHandcardLimit());
if (event.num <= 0) event.finish();
else {
if (lib.config.show_phase_prompt) {
player.popup("弃牌阶段");
}
}
event.trigger("phaseDiscard");
"step 1";
player.chooseToDiscard(num, true, "he");
"step 2";
event.cards = result.cards;
},
},
//乙坂有宇
yuu_lveduo: {
mod: {
cardEnabled(card, player) {
if (player.isTurnedOver()) return false;
},
cardRespondable(card, player) {
if (player.isTurnedOver()) return false;
},
cardSavable(card, player) {
if (player.isTurnedOver()) return false;
},
},
trigger: { global: "phaseBeginStart" },
filter(event, player) {
return player != event.player && !event.player._trueMe && !player.getStorage("yuu_lveduo").includes(event.player) && !player.isTurnedOver() && !player.hasSkill("yuu_lveduo4");
},
charlotte: true,
check(event, player) {
if (get.attitude(player, event.player) > 0) return false;
if (event.player.hasJudge("lebu") || !event.player.needsToDiscard()) return false;
return true;
},
logTarget: "player",
content() {
"step 0";
player.turnOver();
"step 1";
if (player.isTurnedOver()) {
player.addTempSkill("yuu_lveduo4", "roundStart");
if (!player.storage.yuu_lveduo) player.storage.yuu_lveduo = [];
player.storage.yuu_lveduo.push(trigger.player);
trigger.player._trueMe = player;
game.addGlobalSkill("autoswap");
if (trigger.player == game.me) {
game.notMe = true;
if (!_status.auto) ui.click.auto();
}
player.addSkill("yuu_lveduo2");
trigger.player.addSkill("yuu_lveduo3");
}
},
},
yuu_lveduo2: {
trigger: {
player: "turnOverEnd",
},
lastDo: true,
charlotte: true,
forceDie: true,
forced: true,
silent: true,
filter(event, player) {
return !player.isTurnedOver();
},
content() {
var target = game.findPlayer(function (current) {
return current._trueMe == player;
});
if (target) {
if (target == game.me) {
if (!game.notMe) game.swapPlayerAuto(target._trueMe);
else delete game.notMe;
if (_status.auto) ui.click.auto();
}
delete target._trueMe;
target.removeSkill("yuu_lveduo3");
var skills = target.getStockSkills(true, true).filter(function (skill) {
var info = get.info(skill);
return info && info.charlotte == true;
});
if (skills.length) {
target.removeSkills(skills);
player.addSkills(skills);
lib.translate.yuu_lveduo_info = lib.translate.yuu_lveduo_full_info;
}
if (target.name == "key_yusa") {
delete target.storage.dualside;
target.storage.dualside_over = true;
target.unmarkSkill("dualside");
target.removeSkill("dualside");
} else if (target.name == "key_misa") {
delete target.storage.dualside;
target.storage.dualside_over = true;
target.unmarkSkill("dualside");
target.reinit("key_misa", "key_yusa");
target.removeSkill("yusa_misa");
target.removeSkill("dualside");
target.turnOver(false);
}
}
player.removeSkill("yuu_lveduo2");
},
},
yuu_lveduo3: {
trigger: {
player: ["phaseAfter", "dieAfter"],
global: "phaseBefore",
},
lastDo: true,
charlotte: true,
forceDie: true,
forced: true,
silent: true,
content() {
player.removeSkill("yuu_lveduo3");
},
onremove(player) {
if (player._trueMe && player._trueMe.isTurnedOver()) player._trueMe.turnOver();
},
},
yuu_lveduo4: { charlotte: true },
//松下五段
godan_yuanyi: {
trigger: { player: "phaseBegin" },
forced: true,
content() {
"step 0";
var num = game.roundNumber;
if (num && typeof num == "number") player.draw(Math.min(3, num));
"step 1";
trigger.phaseList.splice(trigger.num, 0, "phaseUse|godan_yuanyi");
},
},
godan_feiqu: {
inherit: "doruji_feiqu",
},
godan_xiaoyuan: {
trigger: { player: "changeHp" },
forced: true,
juexingji: true,
skillAnimation: true,
animationColor: "soil",
filter(event, player) {
return event.num < 0 && player.hp < 4;
},
content() {
player.awakenSkill("godan_xiaoyuan");
player.loseMaxHp(3);
player.draw(3);
player.removeSkills("godan_feiqu");
},
},
//游佐
abyusa_jueqing: {
audio: 2,
trigger: { source: "damageBegin2" },
skillAnimation: true,
animationColor: "water",
filter(event, player) {
return player != event.player && !player.storage.abyusa_jueqing_rewrite;
},
prompt2(event, player) {
var num = get.cnNumber(2 * event.num, true);
return "令即将对其造成的伤害翻倍至" + num + "点,并令自己失去" + get.cnNumber(event.num) + "点体力";
},
check(event, player) {
return (
player.hp > event.num &&
event.player.hp > event.num &&
!event.player.hasSkillTag("filterDamage", null, {
player: player,
card: event.card,
}) &&
get.attitude(player, event.player) < 0
);
},
locked(skill, player) {
return player && player.storage.abyusa_jueqing_rewrite;
},
logTarget: "player",
content() {
player.loseHp(trigger.num);
trigger.num *= 2;
player.storage.abyusa_jueqing_rewrite = true;
},
derivation: "abyusa_jueqing_rewrite",
group: "abyusa_jueqing_rewrite",
subSkill: {
rewrite: {
audio: "abyusa_jueqing",
trigger: { source: "damageBefore" },
forced: true,
charlotte: true,
filter(event, player) {
return player.storage.abyusa_jueqing_rewrite == true;
},
check() {
return false;
},
content() {
trigger.cancel();
trigger.player.loseHp(trigger.num);
},
ai: {
jueqing: true,
skillTagFilter(player) {
return player.storage.abyusa_jueqing_rewrite == true;
},
},
},
},
},
abyusa_dunying: {
audio: 2,
trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] },
forced: true,
filter(event, player) {
return player.isDamaged();
},
content() {
player.draw(player.getDamagedHp());
},
mod: {
globalTo(from, to, num) {
return num + to.getDamagedHp();
},
},
},
//水濑秋子
akiko_dongcha: {
trigger: { global: "phaseBefore" },
forced: true,
filter(event, player) {
return get.mode() == "identity" && game.phaseNumber == 0;
},
content() {
var func = function () {
game.countPlayer(function (current) {
current.setIdentity();
});
};
if (player == game.me) func();
else if (player.isOnline()) player.send(func);
if (!player.storage.zhibi) player.storage.zhibi = [];
player.storage.zhibi.addArray(game.players);
},
ai: {
viewHandcard: true,
skillTagFilter(player, tag, arg) {
if (player == arg) return false;
},
},
},
//美坂香里
kaori_siyuan: {
enable: "phaseUse",
filter(event, player) {
return player.countCards("he", lib.skill.kaori_siyuan.filterCard);
},
filterCard(card) {
return ["equip", "delay"].includes(get.type(card, false));
},
filterTarget(card, player, target) {
if (player == target) return false;
var card = ui.selected.cards[0];
if (get.type(card, false) == "delay") return target.canAddJudge({ name: card.name });
return target.canEquip(card);
},
discard: false,
lose: false,
prepare: "give",
content() {
"step 0";
var card = cards[0];
if (get.type(card, false) == "equip") target.equip(card);
else target.addJudge(card);
"step 1";
var list = [];
for (var i of lib.inpile) {
var type = get.type(i);
if (type == "basic" || type == "trick") list.push([type, "", i]);
if (i == "sha") {
for (var j of lib.inpile_nature) list.push([type, "", i, j]);
}
}
player
.chooseButton(["是否视为使用一张基本牌或普通锦囊牌?", [list, "vcard"]])
.set("filterButton", function (button) {
return player.hasUseTarget({
name: button.link[2],
nature: button.link[3],
isCard: true,
});
})
.set("ai", function (button) {
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
isCard: true,
});
});
"step 2";
if (result.bool) {
player.chooseUseTarget(true, {
name: result.links[0][2],
nature: result.links[0][3],
isCard: true,
});
}
},
ai: {
basic: {
order: 10,
},
result: {
target(player, target) {
var card = ui.selected.cards[0];
if (card) return get.effect(target, card, target, target);
return 0;
},
},
},
},
//美坂栞
shiori_huijuan: {
trigger: { global: "phaseJieshuBegin" },
locked: true,
filter(event, player) {
return (
event.player != player &&
event.player.getHistory("useCard", function (evt) {
return (
evt.isPhaseUsing() &&
["basic", "trick"].includes(get.type(evt.card)) &&
player.hasUseTarget({
name: evt.card.name,
nature: evt.card.nature,
isCard: true,
})
);
}).length > 0
);
},
async cost(event, trigger, player) {
const list = [];
trigger.player.getHistory("useCard", function (evt) {
if (!evt.isPhaseUsing() || !["basic", "trick"].includes(get.type(evt.card))) return;
if (evt.card.name == "sha" && evt.card.nature) list.add("sha:" + evt.card.nature);
else list.add(evt.card.name);
});
for (var i = 0; i < list.length; i++) {
if (list[i].indexOf("sha:") == 0) list[i] = ["基本", "", "sha", list[i].slice(4)];
else list[i] = [get.type(list[i]), "", list[i]];
}
const { result } = await player
.chooseButton([get.prompt("shiori_huijuan"), [list, "vcard"]])
.set("filterButton", function (button) {
return player.hasUseTarget({
name: button.link[2],
nature: button.link[3],
isCard: true,
});
})
.set("ai", function (button) {
return player.getUseValue({
name: button.link[2],
nature: button.link[3],
isCard: true,
});
});
if (result.bool) {
event.result = {
bool: true,
cost_data: {
card: {
name: result.links[0][2],
nature: result.links[0][3],
isCard: true,
},
},
};
}
},
async content(event, trigger, player) {
player.chooseUseTarget(true, event.cost_data.card);
player.getStat("skill").shiori_huijuan = 1;
},
group: "shiori_huijuan_discard",
},
shiori_huijuan_discard: {
trigger: { player: "phaseZhunbeiBegin" },
filter(event, player) {
var num = 0;
var stat = player.stat;
for (var i = stat.length - 2; i--; i >= 0) {
if (stat[i].isMe) break;
if (stat[i].skill && stat[i].skill.shiori_huijuan) num++;
}
return num >= Math.max(2, game.countPlayer() / 2);
},
forced: true,
content() {
"step 0";
if (!player.countDiscardableCards(player, "ej")) event._result = { bool: false };
else
player.discardPlayerCard(player, "ej").set("ai", function (button) {
var card = button.link;
var player = _status.event.player;
if (get.position(card) == "j") return 7 + Math.random();
return 4 + player.needsToDiscard() - get.value(card);
});
"step 1";
if (!result.bool) player.skip("phaseUse");
},
},
//野村美希
miki_shenqiang: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
player.equip(game.createCard2("miki_hydrogladiator", "club", 6));
player.equip(game.createCard2("miki_binoculars", "diamond", 6));
},
mod: {
canBeDiscarded(card) {
if (get.position(card) == "e" && ["equip1", "equip5"].includes(get.subtype(card))) return false;
},
},
},
miki_huanmeng: {
inherit: "kamome_huanmeng",
},
miki_zhiluo: {
trigger: { global: "phaseEnd" },
filter(event, player) {
return !event.player.countCards("e") && player.inRange(event.player);
},
locked: true,
async cost(event, trigger, player) {
event.result = { bool: true, cost_data: { index: 0 } };
if (player.canUse("sha", trigger.player, false)) {
const { index } = await player
.chooseControl()
.set("prompt", "制裸:请选择一项")
.set("choiceList", ["摸一张牌", "视为对" + get.translation(trigger.player) + "使用一张【杀】"])
.set("ai", function () {
if (get.effect(_status.event.getTrigger().player, { name: "sha" }, _status.event.player) > 0) return 1;
return 0;
})
.forResult();
event.result.cost_data.index = index;
}
},
async content(event, trigger, player) {
const result = event.cost_data;
if (result.index == 0) {
player.logSkill("miki_zhiluo");
player.draw();
} else player.useCard({ name: "sha", isCard: true }, trigger.player, "miki_zhiluo");
},
},
miki_hydrogladiator_skill: {
trigger: {
source: "damageSource",
},
locked: true,
popup: "海德洛",
filter(event, player) {
return (
event.getParent().name == "sha" &&
game.hasPlayer(function (current) {
return (current == event.player || (current != player && get.distance(current, event.player) <= 1)) && current.countDiscardableCards(player, "he") > 0;
})
);
},
cost() {
"step 0";
var list = [];
var choiceList = [];
if (trigger.player.countDiscardableCards(player, "he") > 0) {
list.push(true);
choiceList.push("弃置" + get.translation(trigger.player) + "的两张牌");
}
if (
game.hasPlayer(function (current) {
return current != player && get.distance(current, trigger.player) <= 1;
})
) {
list.push(false);
choiceList.push("弃置所有至" + get.translation(trigger.player) + "距离为1的角色的各一张牌");
}
event.list = list;
if (list.length == 1) event._result = { index: 0 };
else {
player
.chooseControl()
.set("choiceList", choiceList)
.set("prompt", "海德洛格拉迪尔特·改")
.set("ai", function () {
var player = _status.event.player;
var source = _status.event.getTrigger().player;
var num = game.countPlayer(function (current) {
if (current != player && get.distance(current, source) <= 1 && current.countDiscardableCards(player, "he") > 0) return -get.sgn(get.attitude(player, current));
});
if (num > Math.min(2, source.countDiscardableCards(player, "he"))) return 1;
return 0;
});
}
"step 1";
if (event.list[result.index]) {
event.result = {
bool: true,
cost_data: { type: "single" },
targets: [trigger.player],
};
} else {
event.result = {
bool: true,
cost_data: { type: "multiple" },
targets: game
.filterPlayer(function (current) {
return current != player && get.distance(current, trigger.player) <= 1;
})
.sortBySeat(),
};
}
},
content() {
"step 0";
if (event.cost_data.type == "single") {
player.discardPlayerCard(targets[0], "he", 2, true);
event.finish();
}
"step 1";
var target = targets.shift();
if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, "he", true);
if (targets.length) event.redo();
},
},
miki_binoculars: {
locked: true,
ai: {
viewHandcard: true,
skillTagFilter(player, tag, arg) {
if (player == arg) return false;
},
},
},
//关根诗织&入江美雪
shiorimiyuki_banyin: {
audio: 2,
trigger: { player: ["damageEnd", "recoverEnd"] },
filter(event, player) {
return game.hasPlayer(function (current) {
return current != player && current.isDamaged();
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt("shiorimiyuki_banyin"), "令一名其他角色回复1点体力", lib.filter.notMe)
.set("ai", function (target) {
var player = _status.event.player;
return get.recoverEffect(target, player, player);
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
target.recover();
},
},
shiorimiyuki_tingxian: {
audio: 2,
trigger: { player: "phaseUseBegin" },
async cost(event, trigger, player) {
const { control, index } = await player
.chooseControl("一张", "两张", "三张", "cancel2")
.set("prompt", get.prompt2("shiorimiyuki_tingxian"))
.set("ai", function () {
var player = _status.event.player;
var max = Math.min(player.hp + 1, player.maxHp);
var min = Math.min(Math.max(max - 2, max - player.hp), 3);
if (min) return min - 1;
return 3;
})
.forResult();
if (control != "cancel2") event.result = { bool: true, cost_data: index };
},
async content(event, trigger, player) {
let num = 1 + event.cost_data;
await player.draw(num).set("gaintag", ["shiorimiyuki_tingxian"]);
await player.recover();
player.addTempSkill("shiorimiyuki_tingxian2", "phaseUseAfter");
},
group: "shiorimiyuki_tingxian1",
},
shiorimiyuki_tingxian1: { audio: true },
shiorimiyuki_tingxian2: {
audio: true,
trigger: { player: "phaseUseEnd" },
forced: true,
charlotte: true,
mod: {
aiOrder(player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("shiorimiyuki_tingxian")) return num + 2;
},
aiValue(player, card, num) {
if (get.itemtype(card) == "card" && card.hasGaintag("shiorimiyuki_tingxian")) return 0;
},
},
filter(event, player) {
return (
player.countCards("h", function (card) {
return card.hasGaintag("shiorimiyuki_tingxian");
}) > 0
);
},
content() {
player.loseHp(
player.countCards("h", function (card) {
return card.hasGaintag("shiorimiyuki_tingxian");
})
);
player.removeGaintag("shiorimiyuki_tingxian");
},
},
//中津静流
shizuru_nianli: {
enable: "chooseToUse",
charlotte: true,
prompt: "展示一张♦/♣/♥/♠手牌,然后视为使用一张雷杀/闪/桃/无懈可击",
viewAs(cards, player) {
var name = false;
var nature = null;
switch (get.suit(cards[0], player)) {
case "club":
name = "shan";
break;
case "diamond":
name = "sha";
nature = "thunder";
break;
case "spade":
name = "wuxie";
break;
case "heart":
name = "tao";
break;
}
if (name) return { name: name, nature: nature, isCard: true };
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("h", function (card) {
return 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 1;
return 0;
}
return 1;
},
ignoreMod: true,
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" }, player, event)) return true;
if (name == "diamond" && filter({ name: "sha", nature: "thunder" }, player, event)) return true;
if (name == "spade" && filter({ name: "wuxie" }, player, event)) return true;
if (name == "heart" && filter({ name: "tao" }, player, event)) return true;
return false;
},
filter(event, player) {
if (player.hasSkill("shizuru_nianli_round")) return false;
var filter = event.filterCard;
if (filter({ name: "sha", nature: "thunder" }, player, event) && player.countCards("h", { suit: "diamond" })) return true;
if (filter({ name: "shan" }, player, event) && player.countCards("h", { suit: "club" })) return true;
if (filter({ name: "tao" }, player, event) && player.countCards("h", { suit: "heart" })) return true;
if (filter({ name: "wuxie" }, player, event) && player.countCards("h", { suit: "spade" })) return true;
return false;
},
precontent() {
player.logSkill("shizuru_nianli");
player.addTempSkill("shizuru_nianli_round", "roundStart");
player.showCards(get.translation(player) + "发动了【念力】", event.result.cards.slice(0));
event.result.card.cards = [];
event.result.cards = [];
delete event.result.skill;
delete event.result.card.suit;
delete event.result.card.number;
event.getParent().addCount = false;
event.getParent().shizuru_nianli = true;
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter(player, tag) {
if (player.hasSkill("shizuru_nianli_round")) return false;
var name;
switch (tag) {
case "respondSha":
name = "diamond";
break;
case "respondShan":
name = "club";
break;
case "save":
name = "heart";
break;
}
if (!player.countCards("h", { 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("h", function (card) {
return get.suit(card, player) == map[name];
}) > 0 &&
player.getUseValue({
name: name,
nature: name == "sha" ? "thunder" : null,
}) > 0
) {
var temp = get.order({
name: name,
nature: name == "sha" ? "thunder" : null,
});
if (temp > max) max = temp;
}
}
max /= 1.1;
return max;
}
return 2;
},
},
hiddenCard(player, name) {
if (name == "wuxie")
return (
player.countCards("h", function (card) {
return _status.connectMode || get.suit(card) == "spade";
}) > 0 && !player.hasSkill("shizuru_nianli_round")
);
if (name == "tao") return player.countCards("h", { suit: "heart" }) > 0 && !player.hasSkill("shizuru_nianli_round");
return false;
},
group: "shizuru_nianli_clear",
subSkill: {
round: {
mark: true,
intro: { content: "本轮已发动" },
},
clear: {
trigger: { player: "useCardAfter" },
lastDo: true,
silent: true,
filter(event, player) {
return event.getParent().shizuru_nianli == true;
},
content() {
player.getHistory("useCard").remove(trigger);
},
},
},
},
shizuru_benzhan: {
trigger: { global: ["useCard", "respond"] },
usable: 1,
filter(event, player) {
return Array.isArray(event.respondTo) && event.respondTo[0] != event.player && [event.respondTo[0], event.player].includes(player);
},
async cost(event, trigger, player) {
event.type = get.type(trigger.card) == "basic";
var prompt = event.type ? "令一名角色摸两张牌或弃置两张牌" : "令一名角色回复1点体力或对其造成1点伤害";
event.result = await player
.chooseTarget(get.prompt("shizuru_benzhan"), prompt)
.set("ai", function (target) {
var player = _status.event.player;
if (_status.event.getParent().type) {
var att = get.attitude(player, target);
if (target.hasSkillTag("nogain")) return -att;
if (target.countCards("he") == 1 && att < 0) att /= 2;
return Math.abs(att) * (1 + 0.1 * Math.min(0, 5 - target.countCards("h")));
}
return Math.max(get.recoverEffect(target, player, player), get.damageEffect(target, player, player));
})
.forResult();
},
content() {
"step 0";
event.type = get.type(trigger.card) == "basic";
var target = event.targets[0];
event.target = target;
var trans = get.translation(target);
var list;
if (event.type) {
if (!target.countCards("he")) event._result = { index: 0 };
else list = ["令" + trans + "摸两张牌", "令" + trans + "弃置两张牌"];
} else {
if (target.isHealthy()) event._result = { index: 1 };
else list = ["令" + trans + "回复1点体力", "对" + trans + "造成1点伤害"];
}
player
.chooseControl()
.set("choiceList", list)
.set(
"choice",
(function () {
if (event.type) return get.attitude(player, target) > 0 ? 0 : 1;
return get.recoverEffect(target, player, player) > get.damageEffect(target, player, player) ? 0 : 1;
})()
)
.set("ai", function () {
return _status.event.choice;
});
"step 1";
player.addExpose(0.2);
if (event.type) {
if (result.index == 0) target.draw(2);
else target.chooseToDiscard(2, "he", true);
} else {
if (result.index == 0) target.recover();
else target.damage();
}
},
},
//岬镜子
kyoko_juwu: {
trigger: {
global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"],
},
filter(event, player) {
if (player == _status.currentPhase) return false;
var cards = event.getd();
if (!cards.length) return false;
cards.removeArray(event.getd(player));
for (var card of cards) {
if (get.position(card, true) == "d" && get.type(card, null, false) == "equip") return true;
}
return false;
},
autodelay(event, player) {
return event.delay === false;
},
async cost(event, trigger, player) {
var cards = trigger.getd();
cards.removeArray(trigger.getd(player));
cards = cards.filter(function (card) {
if (get.position(card, true) == "d" && get.type(card, null, false) == "equip") return true;
});
const { result } = await player.chooseButton([get.prompt("kyoko_juwu"), cards], [1, cards.length]).set("ai", function () {
return 1;
});
if (result.bool)
event.result = {
bool: true,
cards: result.links,
};
},
async content(event, trigger, player) {
await player.gain(event.cards, "gain2", "log");
},
},
kyoko_zhengyi: {
group: ["kyoko_jingce", "kyoko_shelie", "kyoko_zhiheng"],
count(player) {
var list = [];
player.countCards("e", function (card) {
list.add(get.suit(card, player));
});
return list.length;
},
},
kyoko_jingce: {
trigger: { player: ["phaseUseEnd", "phaseJieshuBegin"] },
filter(event, player) {
var num = lib.skill.kyoko_zhengyi.count(player);
if (!num || (event.name == "phaseUse") == num > 3) return false;
return (
player.getHistory("useCard", function (evt) {
return event.name != "phaseUse" || evt.getParent("phaseUse") == event;
}).length >= player.hp
);
},
frequent: true,
content() {
"step 0";
if (trigger.name == "phaseUse") {
player.draw(2);
event.finish();
return;
}
var list = [],
history = player.getHistory("useCard");
for (var i of history) {
list.add(get.suit(i.card));
if (list.length >= player.hp) break;
}
if (list.length >= player.hp) event.goon = true;
else player.chooseControl("摸牌阶段", "出牌阶段").set("prompt", "精策:选择要执行的额外阶段");
"step 1";
if (event.goon || result.index == 0) {
var next = player.phaseDraw();
event.next.remove(next);
trigger.getParent().next.push(next);
}
if (event.goon || result.index == 1) {
var next = player.phaseUse();
event.next.remove(next);
trigger.getParent().next.push(next);
}
},
},
kyoko_shelie: {
audio: 2,
trigger: { player: "phaseDrawBegin1" },
filter(event, player) {
return !event.numFixed && lib.skill.kyoko_zhengyi.count(player) > 1;
},
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 next = player.chooseButton([0, 5], 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");
},
},
kyoko_zhiheng: {
enable: "phaseUse",
usable: 1,
position: "he",
filter(event, player) {
return lib.skill.kyoko_zhengyi.count(player) > 2;
},
prompt() {
var str = "弃置任意张牌并摸等量的牌";
if (lib.skill.kyoko_zhengyi.count(_status.event.player) > 3) str += ",若弃置了所有手牌则多摸一张牌。";
return str;
},
filterCard: lib.filter.cardDiscardable,
discard: false,
lose: false,
delay: false,
selectCard: [1, Infinity],
check(card) {
var player = _status.event.player;
if (get.position(card) == "h") {
return 8 - get.value(card);
}
return 6 - get.value(card);
},
content() {
"step 0";
player.discard(cards);
event.num = 1;
var hs = player.getCards("h");
if (!hs.length || lib.skill.kyoko_zhengyi.count(player) < 4) event.num = 0;
else
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: 1,
result: {
player: 1,
},
},
},
//音无结弦3v3
yuzuru_bujin: {
global: "yuzuru_bujin2",
trigger: { global: "phaseDrawBegin" },
forced: true,
logTarget: "player",
filter(event, player) {
return event.player != player && event.player.isFriendOf(player);
},
content() {
trigger.num++;
},
},
yuzuru_bujin2: {
mod: {
globalFrom(from, to, num) {
return (
num -
game.countPlayer(function (current) {
return current != from && current.hasSkill("yuzuru_bujin") && current.isFriendOf(from);
})
);
},
},
},
//西园美鱼
mio_tuifu: {
trigger: { global: "damageBegin1" },
forced: true,
filter(event, player) {
return event.source && event.source.sameSexAs(event.player);
},
content() {
player.draw();
},
},
mio_tishen: {
trigger: { player: "phaseZhunbeiBegin" },
limited: true,
unique: true,
forceunique: true,
charlotte: true,
skillAnimation: true,
animationColor: "water",
filter(event, player) {
return player.isDamaged();
},
check(event, player) {
if (![player.name1, player.name2].includes("key_mio")) return false;
return player.hp <= 1 || player.getDamagedHp() > 1;
},
content() {
player.awakenSkill(event.name);
var num = player.maxHp - player.hp;
player.recover(num);
player.draw(num);
if (_status.characterlist && _status.characterlist.includes("key_midori")) {
player.reinitCharacter("key_mio", "key_midori", false);
}
},
},
//西园美鸟
midori_nonghuan: {
enable: "phaseUse",
charlotte: true,
filter(event, player) {
return (player.getStat("skill").midori_nonghuan || 0) < player.hp;
},
filterTarget(card, player, target) {
var stat = player.getStat("midori_nonghuan");
return target != player && (!stat || !stat.includes(target)) && target.countGainableCards(player, "hej") > 0;
},
content() {
"step 0";
var stat = player.getStat();
if (!stat.midori_nonghuan) stat.midori_nonghuan = [];
stat.midori_nonghuan.push(target);
player.gainPlayerCard(target, "hej", true);
player.draw();
"step 1";
if (player.countCards("he") > 0) player.chooseCard("he", true, "交给" + get.translation(target) + "一张牌");
else event.goto(3);
"step 2";
player.give(result.cards, target);
"step 3";
var history = game.getGlobalHistory("cardMove");
for (var i = 0; i < history.length; i++) {
if (history[i].getParent("midori_nonghuan") == event) history.splice(i--, 1);
}
game.countPlayer2(function (current) {
var history = current.getHistory("lose");
for (var i = 0; i < history.length; i++) {
if (history[i].getParent("midori_nonghuan") == event) history.splice(i--, 1);
}
var history = current.getHistory("gain");
for (var i = 0; i < history.length; i++) {
if (history[i].getParent("midori_nonghuan") == event) history.splice(i--, 1);
}
});
},
ai: {
order: 9,
result: {
player() {
return lib.card.shunshou.ai.result.player.apply(this, arguments);
},
target() {
return lib.card.shunshou.ai.result.target.apply(this, arguments);
},
},
},
},
midori_tishen: {
trigger: { player: "phaseZhunbeiBegin" },
limited: true,
charlotte: true,
unique: true,
forceunique: true,
skillAnimation: true,
animationColor: "water",
filter(event, player) {
return player.isDamaged();
},
check(event, player) {
if (![player.name1, player.name2].includes("key_midori")) return false;
return player.hp <= 1 || player.getDamagedHp() > 1;
},
content() {
player.awakenSkill(event.name);
var num = player.maxHp - player.hp;
player.recover(num);
player.draw(num);
if (_status.characterlist && _status.characterlist.includes("key_mio")) {
player.reinitCharacter("key_midori", "key_mio", false);
}
},
},
//立华奏
kanade_mapo: {
audio: 2,
derivation: "mapodoufu",
enable: "chooseToUse",
viewAs: { name: "mapodoufu" },
filterCard: { suit: "heart" },
viewAsFilter(player) {
return player.countCards("hes", { suit: "heart" }) > 0;
},
position: "hes",
mod: {
selectTarget(card, player, range) {
if (card.name == "mapodoufu" && range[1] != -1) range[1]++;
},
},
check(card) {
var player = _status.event.player;
if (
game.countPlayer(function (current) {
return player.canUse("mapodoufu", current) && get.effect(current, { name: "mapodoufu" }, player, player) > 0;
}) > 1
)
return 6 - get.value(card);
return 4 - get.value(card);
},
},
kanade_benzhan: {
audio: 3,
trigger: { global: ["useCard", "respond"] },
usable: 1,
filter(event, player) {
return Array.isArray(event.respondTo) && event.respondTo[0] != event.player && [event.respondTo[0], event.player].includes(player);
},
async cost(event, trigger, player) {
event.type = get.type(trigger.card) == "basic";
var prompt = event.type ? "令一名角色摸两张牌或弃置两张牌" : "令一名角色回复1点体力或对其造成1点伤害";
event.result = await player
.chooseTarget(get.prompt("kanade_benzhan"), prompt)
.set("ai", function (target) {
var player = _status.event.player;
if (_status.event.getParent().type) {
var att = get.attitude(player, target);
if (target.hasSkillTag("nogain")) return -att;
if (target.countCards("he") == 1 && att < 0) att /= 2;
return Math.abs(att) * (1 + 0.1 * Math.min(0, 5 - target.countCards("h")));
}
return Math.max(get.recoverEffect(target, player, player), get.damageEffect(target, player, player));
})
.forResult();
},
content() {
"step 0";
event.type = get.type(trigger.card) == "basic";
var target = event.targets[0];
event.target = target;
var trans = get.translation(target);
var list;
if (event.type) {
if (!target.countCards("he")) event._result = { index: 0 };
else list = ["令" + trans + "摸两张牌", "令" + trans + "弃置两张牌"];
} else {
if (target.isHealthy()) event._result = { index: 1 };
else list = ["令" + trans + "回复1点体力", "对" + trans + "造成1点伤害"];
}
player
.chooseControl()
.set("choiceList", list)
.set(
"choice",
(function () {
if (event.type) return get.attitude(player, target) > 0 ? 0 : 1;
return get.recoverEffect(target, player, player) > get.damageEffect(target, player, player) ? 0 : 1;
})()
)
.set("ai", function () {
return _status.event.choice;
});
"step 1";
player.addExpose(0.2);
if (event.type) {
if (result.index == 0) target.draw(2);
else target.chooseToDiscard(2, "he", true);
} else {
if (result.index == 0) target.recover();
else target.damage();
}
},
},
//音无结弦
yuzuru_wuxin: {
trigger: { player: "phaseJieshuBegin" },
async cost(event, trigger, player) {
event.result = await player
.chooseCardTarget({
filterTarget() {
if (ui.selected.cards.length) return false;
return true;
},
filterCard() {
if (ui.selected.targets.length) return false;
return lib.filter.cardDiscardable.apply(this, arguments);
},
selectTarget() {
if (!ui.selected.cards.length) return [1, 1];
return [0, 0];
},
selectCard() {
if (ui.selected.targets.length) return [0, 0];
if (!ui.selected.cards.length) return [0, 2];
return [2, 2];
},
prompt: get.prompt2("yuzuru_wuxin"),
complexCard: true,
complexTarget: true,
ai1(card) {
var player = _status.event.player;
if (player.hp > 3) return 0;
return player.getDamagedHp() * 2 - get.value(card);
},
ai2(target) {
if (player.hp < 4 || target.hasSkillTag("nogain")) return 0;
return get.attitude(_status.event.player, target);
},
})
.forResult();
},
async content(event, trigger, player) {
if (event.cards && event.cards.length) {
player.discard(event.cards);
player.recover();
} else {
const target = event.targets[0];
player.loseHp();
target.draw(2);
}
},
},
yuzuru_deyi: {
derivation: ["yuzuru_kunfen", "yuzuru_quji", "yuzuru_wangsheng", "yuzuru_kunfen_rewrite", "yuzuru_quji_rewrite"],
trigger: { global: "dieAfter" },
forced: true,
unique: true,
juexingji: true,
skillAnimation: true,
animationColor: "orange",
content() {
player.awakenSkill("yuzuru_deyi");
player.changeSkills(["yuzuru_kunfen", "yuzuru_quji", "yuzuru_wangsheng"], ["yuzuru_wuxin"]);
player.loseMaxHp();
player.recover();
},
},
yuzuru_kunfen: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
content() {
"step 0";
if (!player.storage._yuzuru_sss) player.loseHp();
player.draw(2);
"step 1";
if (player.countCards("he") < 2) event.finish();
else {
player.chooseCardTarget({
selectCard: 2,
filterTarget: lib.filter.notMe,
prompt: "是否交给一名其他角色两张牌?",
position: "he",
ai1(card) {
var player = _status.event.player;
if (player.maxHp - player.hp == 1 && card.name == "du") return 30;
var check = player.countCards("h") - 2;
if (check < 1) return 0;
if (player.hp > 1 && check < 2) return 0;
return get.unuseful(card) + 9;
},
ai2(target) {
var att = get.attitude(_status.event.player, target);
if (ui.selected.cards.length == 1 && ui.selected.cards[0].name == "du") return 1 - att;
return att - 2;
},
});
}
"step 2";
if (result.bool) player.give(result.cards, result.targets[0]);
},
},
yuzuru_quji: {
audio: 2,
enable: "phaseUse",
usable: 1,
position: "he",
filterCard: true,
selectCard() {
var player = _status.event.player;
return player.getDamagedHp();
},
filterTarget(card, player, target) {
return target != player && target.hp < target.maxHp;
},
filter(event, player) {
return player.hp < player.maxHp;
},
selectTarget() {
return [1, ui.selected.cards.length];
},
complexSelect: true,
check(card) {
if (!_status.event.player.storage._yuzuru_sss && get.color(card) == "black") return -1;
return 9 - get.value(card);
},
line: { color: [194, 117, 92] },
content() {
"step 0";
target.recover();
"step 1";
if (target == targets[targets.length - 1] && !player.storage._yuzuru_sss) {
for (var i = 0; i < cards.length; i++) {
if (get.color(cards[i], player) == "black") {
player.loseHp();
break;
}
}
}
},
ai: {
result: {
target: 1,
},
order: 6,
},
},
yuzuru_wangsheng: {
trigger: { player: "dieBegin" },
forced: true,
juexingji: true,
unique: true,
skillAnimation: true,
animationColor: "soil",
content() {
"step 0";
trigger.cancel();
player.awakenSkill("yuzuru_wangsheng");
player.storage._yuzuru_sss = true;
if (player.countCards("he") > 0) {
player.chooseCardTarget({
selectCard: [1, Infinity],
filterTarget: lib.filter.notMe,
prompt: "将任意张牌交给一名其他角色,或点【取消】。",
position: "he",
ai1(card) {
var player = _status.event.player;
if (
get.suit(card, false) == "heart" &&
game.hasPlayer(function (current) {
return current.hasSkill("kanade_mapo") && get.attitude(player, current) > 0;
})
)
return 1;
return 0;
},
ai2(kanade) {
if (kanade.hasSkill("kanade_mapo") && get.attitude(_status.event.player, kanade) > 0) return 2;
return 0;
},
});
} else event.goto(2);
"step 1";
if (result.bool) player.give(result.cards, result.targets[0]);
"step 2";
player.loseMaxHp();
"step 3";
if (player.hp < 2) player.recover(2 - player.hp);
},
},
//空门苍
ao_xishi: {
trigger: {
player: ["useCard", "respond"],
target: "useCardToTargeted",
},
forced: true,
filter(event, player, name) {
return (name == "useCard" || name == "respond" || event.player != player) && get.suit(event.card) == "diamond";
},
content() {
player.draw();
},
},
ao_kuihun: {
trigger: { global: "dying" },
logTarget: "player",
line: "thunder",
filter(event, player) {
return player != event.player;
},
content() {
"step 0";
player.draw();
"step 1";
if (!trigger.player.countCards("h")) event.finish();
else
player.chooseButton(["选择一张牌作为「蝶」", trigger.player.getCards("h")]).set("ai", function (button) {
var val = get.buttonValue(button);
if (get.attitude(_status.event.player, get.owner(button.link)) <= 0) return 10 + val;
if (val <= 0) return 20;
if (button.link.name == "tao" || button.link.name == "jiu") return 0;
return 1 / val;
});
"step 2";
if (result.bool) {
player.addToExpansion(result.links, trigger.player, "give").set("log", false).gaintag.add("ao_diegui");
game.log(result.links, "飞向了", player);
}
},
locked: false,
mod: {
targetInRange(card, player) {
const cardSuit = get.suit(card, false);
const list = player.getExpansions("ao_diegui");
for (let i = 0; i < list.length; i++) {
if (cardSuit === "unsure" || get.suit(list[i], false) === cardSuit) return true;
}
},
cardUsable(card, player) {
const cardSuit = get.suit(card, false);
const list = player.getExpansions("ao_diegui");
for (let i = 0; i < list.length; i++) {
if (cardSuit === "unsure" || get.suit(list[i], false) === cardSuit) return Infinity;
}
},
maxHandcard(player, num) {
return num + player.getExpansions("ao_diegui").length;
},
},
},
ao_shixin: {
derivation: "ao_diegui",
trigger: { player: "phaseZhunbeiBegin" },
juexingji: true,
forced: true,
skillAnimation: true,
animationColor: "key",
unique: true,
filter(event, player) {
var list = player.getExpansions("ao_diegui");
var list2 = [];
for (var i = 0; i < list.length; i++) {
list2.add(get.suit(list[i], false));
}
return list2.length > 2;
},
content() {
player.awakenSkill("ao_shixin");
player.changeSkills(["ao_diegui"], ["ao_kuihun"]);
player.gainMaxHp();
player.recover();
},
ai: {
combo: "ao_kuihun",
},
},
ao_diegui: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return player.getExpansions("ao_diegui").length > 0;
},
chooseButton: {
dialog(event, player) {
return ui.create.dialog("蝶归", player.getExpansions("ao_diegui"), "hidden");
},
backup(links, player) {
return {
card: links,
filterCard() {
return false;
},
selectCard: -1,
filterTarget: true,
delay: false,
content: lib.skill.ao_diegui.contentx,
line: "thunder",
ai: {
result: {
target(player, target) {
if (target != player && target.hasSkillTag("nogain")) return 0;
var num = 1;
if (target.isTurnedOver()) num += 2;
if (target.isLinked()) num += 0.5;
return num;
},
},
},
};
},
prompt(links, player) {
return "选择一名角色,令其获得" + get.translation(links[0]) + ",摸两张牌并将武将牌复原。";
},
},
contentx() {
"step 0";
player.give(lib.skill.ao_diegui_backup.card, target, "visible");
target.draw(2);
"step 1";
target.link(false);
"step 2";
target.turnOver(false);
},
intro: {
name: "七影蝶",
content: "expansion",
markcount: "expansion",
},
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
ai: { order: 1, result: { player: 1 } },
},
//直井文人
ayato_jianshen: {
mod: {
cardnature(card, player) {
if (get.name(card) == "sha") return "kami";
},
},
ai: { threaten: 3 },
},
ayato_zonghuan: {
enable: "phaseUse",
usable: 1,
filterTarget(card, player, target) {
return target != player && target.countCards("h") > 0;
},
content() {
"step 0";
player.chooseButton(["请选择" + get.translation(target) + "的一张手牌", target.getCards("h")], true).set("ai", get.buttonValue);
"step 1";
if (result.bool) {
var card = result.links[0];
event.card = card;
if (!lib.filter.cardEnabled(card, target)) event._result = { bool: false };
else {
var targets = game.players.slice(0);
var info = get.info(card);
var range;
if (!info.notarget) {
var select = get.copy(info.selectTarget);
if (select == undefined) {
range = [1, 1];
} else if (typeof select == "number") range = [select, select];
else if (get.itemtype(select) == "select") range = select;
else if (typeof select == "function") range = select(card, player);
game.checkMod(card, target, range, "selectTarget", target);
}
if (info.notarget || range[1] == -1) {
if (range[1] == -1) {
for (var i = 0; i < targets.length; i++) {
if (!target.canUse(card, targets[i])) {
targets.splice(i--, 1);
}
}
if (targets.length) {
event.targets2 = targets;
} else {
event.finish();
return;
}
} else event.targets2 = [];
var next = player.chooseBool();
next.set("prompt", event.prompt || "是否令" + get.translation(target) + (event.targets2.length ? "对" : "") + get.translation(event.targets2) + "使用" + get.translation(card) + "?");
next.set("prompt2", "或点「取消」,令其将此牌置入弃牌堆");
next.ai = function () {
var eff = 0;
for (var i = 0; i < event.targets2.length; i++) {
eff += get.effect(event.targets2[i], card, target, player);
}
return eff > 0;
};
} else {
var next = player.chooseTarget();
next.set("_get_card", card);
next.set("source", target);
next.set("filterTarget", function (card, player, target) {
return lib.filter.filterTarget(_status.event._get_card, _status.event.source, target);
});
next.set("ai", function (target) {
var evt = _status.event;
return get.effect(target, evt._get_card, evt.source, evt.player);
});
next.set("selectTarget", function () {
var card = get.card(),
player = _status.event.source;
if (card == undefined) return;
var range;
var select = get.copy(get.info(card).selectTarget);
if (select == undefined) {
if (get.info(card).filterTarget == undefined) return [0, 0];
range = [1, 1];
} else if (typeof select == "number") range = [select, select];
else if (get.itemtype(select) == "select") range = select;
else if (typeof select == "function") range = select(card, player);
game.checkMod(card, player, range, "selectTarget", player);
return range;
});
next.set("prompt", event.prompt || "选择" + get.translation(target) + "使用" + get.translation(card) + "的目标");
next.set("prompt2", "或点「取消」令其将此牌置入弃牌堆");
}
}
} else event.finish();
"step 2";
if (result.bool) {
target.useCard(card, event.targets2 || result.targets, false, "noai");
player.draw();
} else {
target.lose(card, ui.discardPile);
target.$throw(card);
game.log(target, "将", card, "置入了弃牌堆");
}
},
ai: { order: 10, result: { target: -1 } },
},
//古河渚
nagisa_tiandu: {
trigger: { player: "judgeEnd" },
charlotte: true,
frequent(event) {
if (event.result.card.name == "du") return false;
return true;
},
check(event) {
if (event.result.card.name == "du") return false;
return true;
},
filter(event, player) {
return get.position(event.result.card, true) == "o";
},
content() {
player.gain(trigger.result.card, "gain2");
},
},
nagisa_fuxin: {
trigger: {
global: ["gainAfter", "loseAfter", "loseAsyncAfter", "damageEnd"],
},
filterx(event, player) {
var source = _status.currentPhase;
if (event.name == "damage") {
return event.player.isAlive() && event.player != source;
} else if (event.name == "lose") {
if (event.type != "discard" || event.player == source || event.player.isDead()) return false;
if ((event.discarder || event.getParent(2).player) == event.player) return false;
if (!event.getl(event.player).hs.length) return false;
return true;
} else if (event.name == "gain") {
if (event.giver || event.getParent().name == "gift") return false;
var cards = event.getg(event.player);
if (!cards.length) return false;
return game.hasPlayer(function (current) {
if (current == event.player || current == source) return false;
var hs = event.getl(current).hs;
for (var i of hs) {
if (cards.includes(i)) return true;
}
return false;
});
} else if (event.type == "gain") {
if (event.giver || !event.player || event.player == source || event.player.isDead()) return false;
var hs = event.getl(event.player);
return game.hasPlayer(function (current) {
if (current == event.player) return false;
var cards = event.getg(current);
for (var i of cards) {
if (hs.includes(i)) return true;
}
});
} else if (event.type == "discard") {
if (!event.discarder) return false;
return game.hasPlayer(function (current) {
return current != source && current != event.discarder && event.getl(current).hs.length > 0;
});
}
return false;
},
filter(event, player, triggername, target) {
return target.isIn();
},
getIndex(trigger, player, triggername) {
if (!lib.skill.nagisa_fuxin.filterx(trigger, player)) return false;
const targets = [],
source = _status.currentPhase;
if (trigger.name == "gain") {
const cards = trigger.getg(trigger.player);
targets.addArray(
game.filterPlayer(function (current) {
if (current === trigger.player || current === source) return false;
const hs = trigger.getl(current).hs;
for (const i of hs) {
if (cards.includes(i)) return true;
}
return false;
})
);
} else if (trigger.name == "loseAsync" && trigger.type == "discard") {
targets.addArray(
game.filterPlayer(function (current) {
return current != trigger.discarder && current != source && trigger.getl(current).hs.length > 0;
})
);
} else targets.push(trigger.player);
targets.sortBySeat();
return targets;
},
logTarget: (event, player, triggername, target) => target,
check(event, player, triggername, target) {
const source = _status.currentPhase;
if (source && source.isIn() && get.attitude(player, source) > 0) return false;
return get.attitude(player, target) > 0;
},
async content(event, trigger, player) {
const target = event.indexedData;
const { result } = await target.judge();
if (result.color === "red" && target.isIn()) {
await target.draw();
} else {
const source = _status.currentPhase;
if (source && source.isIn() && source.countCards("h") > 0) {
source.chooseToDiscard("he", true);
}
}
},
ai: { expose: 0.2 },
},
//冈崎朋也
tomoya_shangxian: {
trigger: { player: "phaseUseBegin" },
mark: true,
locked: true,
intro: {
content(s) {
return "计算与其他角色的距离时始终从" + (s ? "逆" : "顺") + "时针计算";
},
},
content() {
player.draw();
player.storage.tomoya_shangxian = !player.storage.tomoya_shangxian;
},
ai: {
left_hand: true,
right_hand: true,
skillTagFilter(player, tag) {
return (player.storage.tomoya_shangxian == true) == (tag == "left_hand");
},
},
},
tomoya_wangjin: {
trigger: { global: "phaseJieshuBegin" },
filter(event, player) {
return player != event.player && !player.hasSkill("tomoya_wangjin_" + player.inRange(event.player));
},
logTarget: "player",
check(event, player) {
var target = event.player;
var bool = player.inRange(target);
if (!bool) {
if (target.hp > player.hp) return get.effect(target, { name: "sha", isCard: true }, player, player) > 0;
var temp = target;
while (true) {
temp = temp.getNext();
if (temp == target || temp == _status.roundStart) return true;
if (temp == player) continue;
if (temp.hp > player.hp && !player.inRange(temp) && get.effect(temp, { name: "sha", isCard: true }, player, player) > 0) return false;
}
}
if (get.attitude(player, target) < 2) return false;
if (target.hp < player.hp && !target.hasSkillTag("nogain")) return true;
var temp = target;
while (true) {
temp = temp.getNext();
if (temp == target || temp == _status.roundStart) return true;
if (temp == player) continue;
if (temp.hp < player.hp && player.inRange(temp) && get.attitude(player, target) >= 2 && !temp.hasSkillTag("nogain")) return false;
}
},
content() {
"step 0";
event.bool = player.inRange(trigger.player);
player.addTempSkill("tomoya_wangjin_" + event.bool, "roundStart");
if (event.bool) {
trigger.player.draw();
} else player.draw(2);
"step 1";
if (event.bool) {
if (trigger.player.hp < player.hp) player.draw();
else event.finish();
} else {
if (player.countDiscardableCards(trigger.player, "h") > 0) trigger.player.discardPlayerCard(player, "h", true);
else event.finish();
}
"step 2";
if (event.bool) {
player.chooseCard("h", "是否交给" + get.translation(trigger.player) + "一张牌?");
} else {
event.finish();
if (player.hp >= trigger.player.hp) return;
var card = { name: "sha", isCard: true };
if (player.canUse(card, trigger.player, false)) player.useCard(card, trigger.player, false);
}
"step 3";
if (result.bool) player.give(result.cards, target);
},
subSkill: {
true: { charlotte: true },
false: { charlotte: true },
},
ai: { expose: 0.2 },
},
//野田
noda_fengcheng: {
audio: 2,
trigger: {
player: "gainAfter",
},
forced: true,
filter(event, player) {
return get.itemtype(event.source) == "player" && event.bySelf != true;
},
check(event, player) {
return get.attitude(player, event.source) > 0;
},
logTarget: "source",
content() {
trigger.source.draw();
},
},
noda_xunxin: {
audio: 2,
enable: "phaseUse",
viewAs: { name: "juedou" },
filter(event, player) {
return (player.getStat("skill").noda_xunxin || 0) < player.hp;
},
filterTarget(event, player, target) {
if (target.hp < player.hp) return false;
return lib.filter.filterTarget.apply(this, arguments);
},
selectCard: -1,
filterCard() {
return false;
},
group: "noda_xunxin2",
},
noda_xunxin2: {
trigger: { player: "juedouAfter" },
popup: false,
forced: true,
filter(event, player) {
if (event.target.isDead()) return false;
return event.turn && event.turn.countCards("he") > 0;
},
content() {
"step 0";
event.giver = trigger.turn;
event.gainner = event.giver == player ? trigger.target : player;
event.giver.chooseCard("he", true, "交给" + get.translation(event.gainner) + "一张牌");
"step 1";
event.giver.give(result.cards, event.gainner);
},
},
//日向秀树
hinata_qiulve: {
audio: 2,
enable: ["chooseToUse", "chooseToRespond"],
viewAsFilter(player) {
return (
player.countCards("hes", function (card) {
return get.type(card) != "basic";
}) > 0
);
},
viewAs: { name: "sha" },
filterCard(card, player) {
return get.type(card) != "basic";
},
locked: false,
position: "hes",
check(card) {
var val = get.value(card);
if (val >= 6) return 0;
if (get.color(card) == "black") return 12 - val;
return 6 - val;
},
mod: {
targetInRange(card, player, target) {
if (_status.event.skill == "hinata_qiulve") return true;
},
},
group: "hinata_qiulve_clear",
ai: {
respondSha: true,
skillTagFilter(player) {
return (
player.countCards("hes", function (card) {
return get.type(card) != "basic";
}) > 0
);
},
},
},
hinata_qiulve_clear: {
trigger: { player: "useCard1" },
firstDo: true,
silent: true,
filter(event, player) {
return event.skill == "hinata_qiulve";
},
content() {
if (get.color(trigger.card) == "red") trigger.directHit.addArray(game.players);
else if (trigger.addCount !== false) {
trigger.addCount = false;
var stat = player.getStat().card;
if (stat.sha) stat.sha--;
}
},
},
hinata_ehou: {
audio: 2,
trigger: { global: "useCardAfter" },
//这个也是chooseToUse 改不了
direct: true,
filter(event, player) {
return player != event.player && event.targets && event.targets.includes(player) && (_status.connectMode || player.hasSha());
},
content() {
"step 0";
player.chooseToUse({
logSkill: "hinata_ehou",
preTarget: trigger.player,
prompt: "是否发动【扼喉】,对" + get.translation(trigger.player) + "使用一张【杀】?",
filterCard(card, player) {
return get.name(card) == "sha" && lib.filter.filterCard.apply(this, arguments);
},
filterTarget(card, player, target) {
return target == _status.event.preTarget && lib.filter.filterTarget.apply(this, arguments);
},
addCount: false,
});
"step 1";
if (
result.bool &&
player.getHistory("sourceDamage", function (evt) {
return evt.getParent(4) == event;
}).length
)
player.draw();
},
},
//高桥久子
hisako_yinbao: {
audio: 2,
trigger: { player: ["damageEnd", "recoverAfter"] },
content() {
"step 0";
player.judge(function (card) {
return get.suit(card) == "spade" ? 2 : -2;
}).judge2 = function (result) {
return result.bool;
};
"step 1";
if (result.bool && game.hasPlayer(current => current != player)) {
player.chooseTarget(lib.filter.notMe, true, "选择一名其他角色对其造成1点雷属性伤害").set("ai", function (target) {
var player = _status.event.player;
return get.damageEffect(target, player, player, "thunder");
});
} else event.finish();
"step 2";
var target = result.targets[0];
player.addExpose(0.2);
player.line(target, "thunder");
target.damage("thunder");
},
},
hisako_zhuanyun: {
trigger: { player: "judgeBegin" },
forced: true,
charlotte: true,
silent: true,
filter(event, player) {
return !event.directresult;
},
content() {
var tempcard = false,
temp = -Infinity;
for (var i = 0; i < ui.cardPile.childElementCount; i++) {
var card = ui.cardPile.childNodes[i];
var temp2 = trigger.judge(card);
if (temp2 > temp) {
tempcard = card;
temp = temp2;
}
}
if (tempcard) trigger.directresult = tempcard;
},
ai: { luckyStar: true },
},
//直枝理树
riki_spwenji: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter(event, player) {
return game.hasPlayer(function (current) {
return current != player && current.countCards("he");
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("riki_spwenji"), function (card, player, target) {
return target != player && target.countCards("he");
})
.set("ai", function (target) {
var att = get.attitude(_status.event.player, target);
if (att > 0) return Math.sqrt(att) / 10;
return 5 - att;
})
.forResult();
},
content() {
"step 0";
target = targets[0];
event.target = target;
target.chooseCard("he", true, "问计:将一张牌交给" + get.translation(player));
"step 1";
if (result.bool) {
player.addTempSkill("riki_spwenji_respond");
player.storage.riki_spwenji_respond = get.type2(result.cards[0], target);
event.target.give(result.cards, player, true);
}
},
ai: { expose: 0.2 },
subSkill: {
respond: {
onremove: true,
trigger: { player: "useCard" },
forced: true,
charlotte: true,
audio: "riki_spwenji",
filter(event, player) {
return get.type2(event.card) == player.storage.riki_spwenji_respond;
},
content() {
trigger.directHit.addArray(game.players);
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
return get.type2(arg.card) == player.storage.riki_spwenji_respond;
},
},
},
},
},
riki_nvzhuang: {
trigger: { player: "phaseJieshuBegin" },
forced: true,
content() {
player.draw(player.countCards("h") == 0 ? 2 : 1);
},
},
riki_mengzhong: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
derivation: "riki_chongzhen",
juexingji: true,
unique: true,
skillAnimation: true,
animationColor: "key",
filter(event, player) {
var num = 0;
player.getAllHistory("gain", function (evt) {
if (evt.getParent().name == "riki_spwenji") num += evt.cards.length;
});
return num >= 3;
},
content() {
player.awakenSkill("riki_mengzhong");
player.removeSkills("riki_spwenji");
player.gainMaxHp();
player.recover();
player.addSkills("riki_chongzhen");
},
ai: {
combo: "riki_spwenji",
},
},
riki_chongzhen: {
trigger: {
player: "phaseUseBegin",
},
filter(event, player) {
return game.hasPlayer(current => player.canCompare(current));
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("riki_chongzhen"), function (card, player, target) {
return player.canCompare(target);
})
.set("ai", function (target) {
return (-get.attitude(player, target) * (1 + target.countCards("e"))) / (1 + target.countCards("j"));
})
.forResult();
},
content() {
"step 0";
var target = targets[0];
event.target = target;
player.chooseToCompare(target);
"step 1";
if (result.bool) {
var num = 0;
if (target.countCards("h")) num++;
if (target.countCards("e")) num++;
if (target.countCards("j")) num++;
if (num) {
player.gainPlayerCard(target, num, "hej", true).set("filterButton", function (button) {
for (var i = 0; i < ui.selected.buttons.length; i++) {
if (get.position(button.link) == get.position(ui.selected.buttons[i].link)) return false;
}
return true;
});
}
} else {
player.addTempSkill("zishou2", "phaseUseAfter");
}
},
ai: { expose: 0.2 },
},
//来谷唯湖
yuiko_fenglun: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return (
player.countCards("h") > 0 &&
game.hasPlayer(function (current) {
return player.canCompare(current);
})
);
},
filterTarget(card, player, target) {
return player.canCompare(target);
},
content() {
"step 0";
player.chooseToCompare(target);
"step 1";
if (result.bool) player.addTempSkill("yuiko_fenglun2", "phaseUseEnd");
},
ai: {
order: 10,
result: { target: -1 },
},
},
yuiko_fenglun2: {
mod: {
cardUsable() {
return Infinity;
},
targetInRange() {
return true;
},
},
},
yuiko_dilve: {
enable: "chooseCard",
check() {
return 20;
},
filter(event) {
return event.type == "compare" && !event.directresult;
},
onCompare(player) {
return game.cardsGotoOrdering(get.bottomCards()).cards;
},
group: "yuiko_dilve_gain",
subSkill: {
gain: {
trigger: {
player: ["chooseToCompareAfter", "compareMultipleAfter"],
target: ["chooseToCompareAfter", "compareMultipleAfter"],
},
filter(event, player) {
if (event.preserve) return false;
return [event.card1, event.card2].filterInD("od").length > 0;
},
prompt2(event, player) {
return "获得" + get.translation([event.card1, event.card2].filterInD("od"));
},
content() {
player.gain([trigger.card1, trigger.card2].filterInD("od"), "gain2", "log");
},
},
},
},
//多鲁基
doruji_feiqu: {
trigger: {
player: "useCard",
target: "useCardToTargeted",
},
forced: true,
filter(event, player) {
return event.card.name == "sha";
},
content() {
if (trigger.name == "useCard") trigger.directHit.addArray(game.players);
else trigger.directHit.add(player);
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
return arg.card.name == "sha";
},
},
global: "doruji_feiqu_ai",
},
doruji_feiqu_ai: {
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
return arg.card.name == "sha" && (arg.target.hasSkill("doruji_feiqu") || arg.target.hasSkill("godan_feiqu"));
},
},
},
//千里朱音
akane_jugu: {
audio: 2,
mod: {
maxHandcard(player, num) {
return num + player.maxHp;
},
},
trigger: { global: "phaseBefore", player: "enterGame" },
forced: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
player.draw(player.maxHp);
},
},
akane_quanqing: {
enable: "phaseUse",
filterCard: true,
filterTarget(card, player, target) {
return target != player && player.inRange(target);
},
position: "he",
check(card) {
var val = get.value(card);
var num = card.number;
if (num > 10) return 8 - val;
var player = _status.event.player;
if (player.getUseValue(card, null, true) > player.getUseValue({ name: "guohe" })) return 0;
if (num > 6) return 6 - val;
return 3 - val;
},
content() {
"step 0";
var num = cards[0].number;
var trans = get.translation(target);
var list = ["令" + trans + "摸一张牌"];
event.addIndex = 0;
if (num > 6) {
if (target.countDiscardableCards(player, "hej") > 0) list.push("弃置" + trans + "区域内的一张牌");
else event.addIndex++;
}
if (num > 10) list.push("对" + trans + "造成1点伤害");
if (list.length == 1) event._result = { index: 0 };
else
player
.chooseControl()
.set("choiceList", list)
.set("index", list.length - 1)
.set("ai", function () {
return _status.event.index;
});
"step 1";
if (result.index > 0) result.index += event.addIndex;
switch (result.index) {
case 0:
target.draw();
break;
case 1:
player.discardPlayerCard(target, "hej", true);
break;
case 2:
target.damage("nocard");
break;
}
},
ai: {
order: 4,
result: {
target(player, target) {
var card = ui.selected.cards[0];
if (card) {
if (card.number > 10) return get.damageEffect(target, player, target);
if (card.number > 6) return lib.card.guohe.ai.result.target.apply(this, arguments);
return 1;
}
},
},
},
},
akane_yifu: {
unique: true,
global: "akane_yifu2",
zhuSkill: true,
},
akane_yifu2: {
audio: 2,
enable: "phaseUse",
discard: false,
line: true,
log: false,
delay: false,
lose: false,
prepare(cards, player, targets) {
targets[0].logSkill("akane_yifu");
},
prompt() {
var player = _status.event.player;
var list = game.filterPlayer(function (target) {
return target != player && target.hasZhuSkill("akane_yifu", player);
});
var str = "将一张手牌交给" + get.translation(list);
if (list.length > 1) str += "中的一人";
return str;
},
filter(event, player) {
if (player.group != "key") return false;
if (player.countCards("h") == 0) return 0;
return game.hasPlayer(function (target) {
return target != player && target.hasZhuSkill("akane_yifu", player) && !target.hasSkill("akane_yifu3");
});
},
filterCard: true,
filterTarget(card, player, target) {
return target != player && target.hasZhuSkill("akane_yifu", player) && !target.hasSkill("akane_yifu3");
},
content() {
"step 0";
player.give(cards, target);
target.addTempSkill("akane_yifu3", "phaseUseEnd");
target.draw();
"step 1";
if (target.countCards("h") > 0)
target.chooseCard("h", true, "交给" + get.translation(player) + "一张牌").set("ai", function (card) {
return 14 - get.value(card);
});
else event.finish();
"step 2";
target.give(result.cards, player);
},
ai: {
expose: 0.3,
order: 10,
result: {
target: 5,
},
},
},
akane_yifu3: { charlotte: true },
//笹濑川佐佐美
sasami_miaobian: {
derivation: ["sasami_gongqing", "sasami_funan", "sasami_baoqiu"],
init2(player) {
if (player.hp <= 3) player.addSkill("sasami_gongqing");
if (player.hp <= 2) player.addSkill("sasami_funan");
if (player.hp <= 1) player.addSkill("sasami_baoqiu");
},
trigger: { player: "changeHp" },
firstDo: true,
silent: true,
content() {
lib.skill.sasami_miaobian.init2(player);
},
},
sasami_baoqiu: {
line: { color: [173, 149, 206] },
inherit: "rin_baoqiu",
},
sasami_gongqing: {
audio: true,
trigger: {
player: ["damageBegin3", "damageBegin4"],
},
forced: true,
filter(event, player, name) {
if (!event.source) return false;
var range = event.source.getAttackRange();
if (name == "damageBegin3") return range > 3;
return event.num > 1 && range < 3;
},
content() {
trigger.num = event.triggername == "damageBegin4" ? 1 : trigger.num + 1;
},
ai: {
filterDamage: true,
skillTagFilter(player, tag, arg) {
if (arg && arg.player) {
if (arg.player.hasSkillTag("jueqing", false, player)) return false;
if (arg.player.getAttackRange() < 3) return true;
}
return false;
},
},
},
sasami_funan: {
audio: 2,
trigger: { global: ["respond", "useCard"] },
line: { color: [173, 149, 206] },
filter(event, player) {
if (!event.respondTo) return false;
if (event.player == player) return false;
if (player != event.respondTo[0]) return false;
if (!player.hasSkill("sasami_funan_jiexun")) {
var cards = [];
if (get.itemtype(event.respondTo[1]) == "card") cards.push(event.respondTo[1]);
else if (event.respondTo[1].cards) cards.addArray(event.respondTo[1].cards);
return cards.filterInD("od").length > 0;
} else return event.cards.filterInD("od").length > 0;
},
logTarget: "player",
content() {
"step 0";
if (!player.hasSkill("sasami_funan_jiexun")) {
var cards = [];
if (get.itemtype(trigger.respondTo[1]) == "card") cards.push(trigger.respondTo[1]);
else if (trigger.respondTo[1].cards) cards.addArray(trigger.respondTo[1].cards);
cards = cards.filterInD("od");
trigger.player.gain(cards, "gain2", "log").gaintag.add("sasami_funan");
trigger.player.addTempSkill("sasami_funan_use");
}
"step 1";
var cards = trigger.cards.filterInD("od");
player.gain(cards, "log", "gain2");
},
subSkill: {
use: {
onremove(player) {
player.removeGaintag("sasami_funan");
},
charlotte: true,
mod: {
cardEnabled2(card, player) {
if (get.itemtype(card) == "card" && card.hasGaintag("sasami_funan")) {
return false;
}
},
},
},
},
},
//枣铃
rin_baoqiu: {
mod: {
attackRange(rin, ball) {
return ball + 2;
},
},
trigger: { player: "useCardToPlayered" },
forced: true,
logTarget: "target",
filter(event, player) {
return event.card.name == "sha";
},
line: { color: [194, 117, 92] },
content() {
"step 0";
player.judge(function () {
return 0;
});
"step 1";
var target = trigger.target;
var map = trigger.customArgs;
var id = target.playerid;
if (!map[id]) map[id] = {};
if (result.color == "red") {
if (!map[id].extraDamage) map[id].extraDamage = 0;
map[id].extraDamage++;
}
if (result.color == "black") {
trigger.directHit.add(target);
}
if (result.suit == "spade" || result.suit == "heart") {
var evt = trigger.getParent();
if (evt.addCount !== false) {
evt.addCount = false;
player.getStat().card.sha--;
}
player.draw();
}
if (result.suit == "diamond" || result.suit == "club") {
target.addTempSkill("fengyin");
if (target.countDiscardableCards(player, "he") > 0) player.discardPlayerCard(target, "he", true);
}
},
},
//春原阳平&春原芽衣
sunohara_chengshuang: {
trigger: {
global: "phaseBefore",
player: "enterGame",
},
group: "sunohara_chengshuang_phase",
forced: true,
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content() {
"step 0";
var evt = event.getParent("phase");
if (evt && evt.player == player) evt.sunohara_chengshuang = true;
player.chooseControl("male", "female").set("prompt", "成双:请选择自己的性别");
"step 1";
var sex = result.control;
game.broadcastAll(
function (player, sex) {
player.sex = sex;
if (player.marks && player.marks.sunohara_chengshuang) player.marks.sunohara_chengshuang.firstChild.innerHTML = sex == "male" ? "♂" : "♀";
},
player,
sex
);
game.log(player, "将性别变更为", "#g" + get.translation(sex) + "性");
},
mark: true,
intro: {
content(storage, player) {
if (player.sex == "unknown" || player.sex == "double") return "当前性别未确定";
return "当前性别:" + get.translation(player.sex);
},
},
},
sunohara_chengshuang_phase: {
trigger: {
player: "phaseBegin",
},
filter(event, player) {
if (event.sunohara_chengshuang) return false;
return game.phaseNumber > 1;
},
prompt2(event, player) {
if (player.sex == "unknown" || player.sex == "double") return "选择自己的性别";
return "将自己的性别变更为" + (player.sex == "male" ? "女性" : "男性");
},
content() {
"step 0";
if (player.sex == "unknown" || player.sex == "double") player.chooseControl("male", "female").set("prompt", "成双:请选择自己的性别");
else
event._result = {
control: player.sex == "male" ? "female" : "male",
};
"step 1";
var sex = result.control;
game.broadcastAll(
function (player, sex) {
player.sex = sex;
if (player.marks && player.marks.sunohara_chengshuang) player.marks.sunohara_chengshuang.firstChild.innerHTML = sex == "male" ? "♂" : "♀";
},
player,
sex
);
game.log(player, "将性别变更为", "#g" + get.translation(sex) + "性");
},
},
sunohara_tiaoyin: {
enable: "phaseUse",
usable: 1,
filterTarget(card, player, target) {
return target != player && target.countGainableCards(player, "hej") > 0;
},
selectCard: [1, 4],
filterCard(card) {
for (var i = 0; i < ui.selected.cards.length; i++) {
if (get.suit(ui.selected.cards[i]) == get.suit(card)) return false;
}
return true;
},
complexSelect: true,
complexCard: true,
complexTarget: true,
selectTarget() {
return [ui.selected.cards.length, ui.selected.cards.length];
},
line: { color: [239, 204, 96] },
content() {
if (target.countGainableCards(player, "hej") > 0) player.gainPlayerCard(target, "hej", "visible");
},
contentAfter() {
var bool = false;
for (var i = 0; i < targets.length; i++) {
if (targets[i].differentSexFrom(player)) {
bool = true;
break;
}
}
if (bool) player.loseHp();
},
ai: {
order: 6,
result: {
target(player, target) {
return lib.card.shunshou.ai.result.target.apply(this, arguments);
},
player(player, target) {
if (target.sameSexAs(player)) return 0;
for (var i = 0; i < ui.selected.targets.length; i++) {
if (ui.selected.targets[i].differentSexFrom(player)) return 0;
}
return get.attitude(player, target) < 0 && target.countCards("h", "tao") > 0 ? 1 : -2;
},
},
},
},
sunohara_jianren: {
trigger: { player: "damageEnd" },
line: { color: [145, 149, 179] },
async cost(event, trigger, player) {
const num = !trigger.source || trigger.source.isDead() || trigger.source.differentSexFrom(player) ? 3 : 1;
event.result = await player
.chooseTarget(get.prompt("sunohara_jianren"), "令一名角色摸" + get.cnNumber(num) + "张牌。")
.set("ai", function (target) {
var att = get.attitude(player, target);
if (att <= 0) return 0;
if (target.hasSkillTag("nogain") && target != _status.currentPhase) return 0.1;
return att / (1 + 0.1 * target.countCards("h"));
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
const num = !trigger.source || trigger.source.isDead() || trigger.source.differentSexFrom(player) ? 3 : 1;
target.draw(num);
},
},
//椎名
shiina_qingshen: {
audio: 1,
trigger: {
player: "damageEnd",
source: "damageSource",
},
filter(event, player) {
return event.cards && event.cards.filterInD().length > 0;
},
frequent: true,
content() {
"step 0";
var cards = trigger.cards.filterInD("od");
player.gain(cards, "gain2", "log");
event.count = cards.length;
"step 1";
var cards = player.getCards("he");
if (cards.length == 0) {
event.finish();
return;
} else if (cards.length <= event.count) {
event._result = { bool: true, cards: cards };
} else player.chooseCard(true, "he", event.count, "请选择要置于武将牌上的牌");
"step 2";
if (result.bool && result.cards.length) {
var cards = result.cards;
player.addToExpansion(cards, player, "give").gaintag.add("shiina_qingshen");
}
},
intro: {
content: "expansion",
markcount: "expansion",
},
mod: {
attackRange(from, num) {
return num + from.getExpansions("shiina_qingshen").length;
},
maxHandcard(from, num) {
return num + from.getExpansions("shiina_qingshen").length;
},
},
ai: {
notemp: true,
},
},
shiina_feiyan: {
audio: 1,
animalList: ["key_inari", "key_doruji"],
trigger: { global: "phaseBegin" },
filter(event, player) {
if (lib.skill.shiina_feiyan.animalList.includes(event.player.name)) return false;
return player.getExpansions("shiina_qingshen").length > 0 && player.inRange(event.player);
},
async cost(event, trigger, player) {
const { result } = await player
.chooseButton([get.prompt("shiina_feiyan", trigger.player), player.getExpansions("shiina_qingshen")])
.set("goon", get.attitude(player, trigger.player) < 0 ? 1 : -1)
.set("ai", function () {
return _status.event.goon;
});
if (result.bool)
event.result = {
bool: true,
cards: result.links,
};
},
logTarget: "player",
async content(event, trigger, player) {
await player.loseToDiscardpile(event.cards);
const cardToUse = { name: "sha", isCard: true };
if (lib.filter.targetEnabled(cardToUse, player, trigger.player)) {
const { card } = await player.useCard(cardToUse, trigger.player);
console.log(card);
if (
!player.hasHistory("sourceDamage", function (evt) {
return evt.card === card;
})
)
await player.draw();
}
},
group: "shiina_retieji",
ai: {
notemp: true,
combo: "shiina_feiyan",
},
},
shiina_retieji: {
audio: 1,
shaRelated: true,
trigger: { player: "useCardToPlayered" },
check(event, player) {
return get.attitude(player, event.target) < 0;
},
filter(event, player) {
return event.card.name == "sha" && event.getParent(2).name == "shiina_feiyan";
},
logTarget: "target",
content() {
"step 0";
player.judge(function () {
return 0;
});
if (!trigger.target.hasSkill("fengyin")) {
trigger.target.addTempSkill("fengyin");
}
"step 1";
var suit = get.suit(result.card);
var target = trigger.target;
var num = target.countCards("h", "shan");
target
.chooseToDiscard("请弃置一张" + get.translation(suit) + "牌,否则不能使用闪抵消此杀", "he", function (card) {
return get.suit(card) == _status.event.suit;
})
.set("ai", function (card) {
var num = _status.event.num;
if (num == 0) return 0;
if (card.name == "shan") return num > 1 ? 2 : 0;
return 8 - get.value(card);
})
.set("num", num)
.set("suit", suit);
"step 2";
if (!result.bool) {
trigger.getParent().directHit.add(trigger.target);
}
},
},
//稻荷
inari_baiwei: {
enable: ["chooseToUse", "chooseToRespond"],
hiddenCard(player, name) {
return name != "du" && get.type(name) == "basic" && player.countCards("hes", { suit: "diamond" }) > 0;
},
filter(event, player) {
if (event.type == "wuxie" || !player.countCards("hse", { suit: "diamond" })) return false;
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name != "du" && get.type(name) == "basic" && event.filterCard(get.autoViewAs({ name: name }, "unsure"), player, event)) return true;
}
return false;
},
chooseButton: {
dialog(event, player) {
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name == "du") continue;
if (name == "sha") {
list.push(["基本", "", "sha"]);
for (var j of lib.inpile_nature) list.push(["基本", "", name, j]);
} else if (get.type(name) == "basic") {
list.push(["基本", "", name]);
}
}
return ui.create.dialog("摆尾", [list, "vcard"], "hidden");
},
filter(button, player) {
return _status.event.getParent().filterCard(get.autoViewAs({ name: button.link[2] }, "unsure"), player, _status.event.getParent());
},
check(button) {
if (_status.event.getParent().type == "phase") {
var player = _status.event.player;
var fakecard = {
name: button.link[2],
nature: button.link[3],
};
if (player.getUseValue(fakecard) > 0) return get.order(fakecard);
return 0;
}
return 1;
},
backup(links, player) {
return {
selectCard: 1,
filterCard: { suit: "diamond" },
popname: true,
check(card) {
if (get.type(card) == "basic") return 6;
return 1 / Math.max(0.1, get.value(card));
},
position: "hse",
viewAs: { name: links[0][2], nature: links[0][3] },
};
},
prompt(links, player) {
return "将一张♦牌当做" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "使用或打出";
},
},
ai: {
order(item, player) {
if (player && _status.event.type == "phase") {
var max = 0;
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (get.type(name) == "basic" && player.getUseValue({ name: name }) > 0) {
var temp = get.order({ name: name });
if (temp > max) max = temp;
}
}
if (max > 0) max += 0.5;
return max;
}
return 4;
},
result: {
player: 1,
},
respondSha: true,
fireAttack: true,
skillTagFilter(player, tag) {
return tag == "fireAttack" || player.countCards("he", { suit: "diamond" }) > 0;
},
},
group: ["inari_baiwei_draw"],
},
inari_baiwei_draw: {
trigger: { player: ["useCardAfter", "respondAfter"] },
forced: true,
popup: false,
filter(event, player) {
return event.skill && event.skill.indexOf("inari_baiwei") == 0;
},
content() {
player.draw();
},
},
inari_huhun: {
mod: {
suit(card, suit) {
if (suit == "club") return "diamond";
},
maxHandcard(player, num) {
return num + 1;
},
},
},
//朱鹭户沙耶
saya_powei: {
audio: 2,
trigger: { player: "phaseAfter" },
locked: true,
limited: true,
unique: true,
skillAnimation: true,
animationColor: "metal",
filter(event, player) {
return (
event.type != "saya_powei" &&
game.hasPlayer(function (current) {
return current.hp > player.hp;
})
);
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("saya_powei"), function (card, saya, kyousuke) {
return kyousuke.hp > saya.hp;
})
.set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
if (att >= -2) return 0;
if (target != get.zhu(target) && player.hasUnknown()) return 0;
if (target.getEquip(3) && !player.getEquip(4)) att /= 2;
if (player.hp <= 1) att *= 1.5;
return -att;
})
.forResult();
},
async content(event, trigger, player) {
const target = event.targets[0];
player.awakenSkill("saya_powei");
game.asyncDelay(3);
var next = game.createEvent("saya_powei_loop", false, trigger);
next.playertrue = player;
next.playerfalse = target;
next.setContent(lib.skill.saya_powei.content2);
},
content2() {
"step 0";
event.count = 0;
event.stat = true;
event.current = event["player" + event.stat];
game.countPlayer2(function (current) {
if (current != event.playertrue && current != event.playerfalse) current.addSkill("saya_nodis");
});
event.playertrue.addSkill("saya_judge");
"step 1";
event.count++;
event.current.phase().set("type", "saya_powei");
"step 2";
if (event.count == 9 || event.playertrue.isDead() || event.playerfalse.isDead()) {
game.countPlayer2(function (current) {
current.removeSkill("saya_nodis");
current.removeSkill("saya_judge");
});
} else {
event.stat = !event.stat;
event.current = event["player" + event.stat];
event.goto(1);
}
},
},
saya_nodis: {
group: "undist",
mark: true,
intro: { content: "不计入距离和座次的计算" },
},
saya_judge: {
trigger: { player: "phaseBegin" },
forced: true,
popup: false,
filter(event, player) {
return event.type == "saya_powei" && player == event.getParent().playertrue;
},
content() {
"step 0";
player.judge(function (card) {
return get.color(card) == "red" ? 5 : 0;
}).judge2 = function (result) {
return result.bool ? true : false;
};
"step 1";
if (result.bool) {
player.line(trigger.getParent().playerfalse);
trigger.getParent().playerfalse.damage();
}
},
},
saya_shouji: {
audio: 2,
trigger: { player: "useCardAfter" },
filter(event, player) {
return event.cards.filterInD().length > 0;
},
usable: 1,
async cost(event, trigger, player) {
const goon = (function () {
var num = 0;
var cards = trigger.cards.filterInD();
for (var i = 0; i < cards.length; i++) {
num += player.getUseValue(cards[i]);
}
return (
player.countCards("h", function (card) {
return player.getUseValue(card, null, true) > num;
}) == 0
);
})();
event.result = await player
.chooseTarget(get.prompt2("saya_shouji"), lib.filter.notMe)
.set("ai", function (target) {
if (!_status.event.goon) return 0;
var player = _status.event.player;
var cards = _status.event.getTrigger().cards.filterInD();
var att = get.attitude(player, target);
var num = 0;
for (var i = 0; i < cards.length; i++) {
num += target.getUseValue(cards[i]);
}
return Math.max(num, 0.1) * att;
})
.set("goon", goon)
.forResult();
},
content() {
"step 0";
event.cards = trigger.cards.filterInD();
var target = targets[0];
event.target = target;
target.gain(event.cards, "gain2", "log");
"step 2";
target.chooseToUse({
cards: cards,
filterCard(card) {
if (get.itemtype(card) != "card" || !_status.event.cards || !_status.event.cards.includes(card)) return false;
return lib.filter.filterCard.apply(this, arguments);
},
prompt: "是否使用得到的牌中的一张?",
});
"step 3";
if (result.bool) player.draw();
},
},
//三枝叶留佳&二木佳奈多
haruka_shuangche: {
audio: 2,
enable: "phaseUse",
filter(event, player) {
return !player.hasSkill("haruka_kanata");
},
chooseButton: {
dialog(event, player) {
var list = [];
for (var i = 0; i < lib.inpile.length; i++) {
var name = lib.inpile[i];
if (name == "boss_mengpohuihun") continue;
if (name == "sha") {
list.push(["基本", "", "sha"]);
for (var j of lib.inpile_nature) list.push(["基本", "", name, j]);
} else if (get.type(name) == "trick") list.push(["锦囊", "", name]);
else if (get.type(name) == "basic") list.push(["基本", "", name]);
}
return ui.create.dialog("双掣", [list, "vcard"]);
},
filter(button, player) {
return _status.event.getParent().filterCard({ name: button.link[2] }, player, _status.event.getParent());
},
check(button) {
var player = _status.event.player;
if (player.countCards("h", button.link[2]) > 0) return 0;
if (["wugu", "zhulu_card"].includes(button.link[2])) return 0;
var effect = player.getUseValue(button.link[2]);
if (effect > 0) return effect;
return 0;
},
backup(links, player) {
return {
audio: "haruka_shuangche",
filterCard() {
return false;
},
selectCard: -1,
popname: true,
check(card) {
return 6 - get.value(card);
},
position: "he",
viewAs: {
name: links[0][2],
nature: links[0][3],
isCard: true,
},
};
},
prompt(links, player) {
return "请选择" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) + "的目标";
},
},
ai: {
order: 1,
result: {
player(player) {
var cards = player.getCards("he").sort(function (a, b) {
return get.value(a) - get.value(b);
});
var num = (player.getStat("skill").haruka_shuangche || 0) + 1;
if (player.needsToDiscard() >= num) return 1;
if (player.hp > 2) return 1;
if (cards.length >= num) {
var val = 0;
for (var i = 0; i < cards.length; i++) {
val += get.value(cards[i]);
}
return 12 - val;
}
return 0;
},
},
fireAttack: true,
},
group: "kanata_shuangche",
},
kanata_shuangche: {
trigger: { player: "useCardAfter" },
forced: true,
filter(event, player) {
return event.skill == "haruka_shuangche_backup";
},
content() {
"step 0";
var num = player.getStat("skill").haruka_shuangche || 1;
player.chooseToDiscard("###双掣:请选择一项###选择弃置" + get.cnNumber(num) + "张牌或失去1点体力且令〖双掣〗失效至回合结束", num, "he").set("ai", function (card) {
var total = 12;
for (var i = 0; i < ui.selected.cards.length; i++) {
total -= get.value(ui.selected.cards[i]);
}
return total - get.value(card);
});
"step 1";
if (!result.bool) {
player.addTempSkill("haruka_kanata");
player.loseHp();
}
},
},
haruka_kanata: { charlotte: true },
//紬文德斯
tsumugi_mugyu: {
audio: 5,
trigger: { target: "useCardToTargeted" },
frequent: true,
filter(event, player) {
return player.countCards("h") < player.maxHp;
},
content() {
player.draw();
},
},
tsumugi_huilang: {
trigger: { player: "phaseEnd" },
charlotte: true,
line: { color: [253, 198, 116] },
filter(event, player) {
return player.countCards("he") > 0;
},
async cost(event, trigger, player) {
event.result = await player
.chooseCard("he", [1, player.countCards("he")], get.prompt2("tsumugi_huilang"))
.set("ai", function (card) {
if (get.position(card) != "h") return -1;
if (!["shan", "wuxie", "caochuan"].includes(get.name(card))) return 9;
return 5 - get.value(card);
})
.forResult();
},
async content(event, trigger, player) {
const cards = event.cards;
player.addSkill("tsumugi_huilang2");
player.addToExpansion("giveAuto", cards, player).gaintag.add("tsumugi_huilang2");
},
},
tsumugi_huilang2: {
charlotte: true,
marktext: "隐",
intro: { content: "隐藏于回廊之牌", markcount: "expansion" },
onremove(player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
trigger: { player: "phaseBegin" },
forced: true,
filter(event, player) {
return player.getExpansions("tsumugi_huilang2").length > 0;
},
content() {
"step 0";
var cards = player.getExpansions("tsumugi_huilang2");
event.num = cards.length;
player.gain(cards, "draw");
"step 1";
player.chooseTarget([1, num], "是否令至多" + get.cnNumber(num) + "名角色各摸一张牌?").set("ai", function (target) {
return get.attitude(_status.event.player, target);
});
"step 2";
if (result.bool) {
var targets = result.targets;
player.line(targets, lib.skill.tsumugi_huilang.line);
targets.sortBySeat();
game.asyncDraw(targets);
} else event.finish();
"step 3";
game.delay();
},
},
//由依
yui_jiang: {
shaRelated: true,
audio: 2,
audioname: ["sp_lvmeng", "re_sunben", "re_sunce"],
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted",
},
filter(event, player) {
if (!(event.card.name == "juedou" || (event.card.name == "sha" && get.color(event.card) == "red"))) return false;
return player == event.target || event.getParent().triggeredTargets3.length == 1;
},
frequent: true,
content() {
player.draw();
},
ai: {
effect: {
target(card, player, target) {
if (card.name == "sha" && get.color(card) == "red") return [1, 0.6];
},
player(card, player, target) {
if (card.name == "sha" && get.color(card) == "red") return [1, 1];
},
},
},
},
yui_lieyin: {
trigger: { player: "phaseUseBegin" },
locked: true,
async cost(event, trigger, player) {
const list = [];
if (player.storage._ichiban_no_takaramono) list.push("cancel2");
const { control, index } = await player
.chooseControl(...list)
.set("choiceList", ["令此阶段内的所有红色牌视为【杀】", "令此阶段内的所有【杀】视为【决斗】"])
.set("prompt", player.storage._ichiban_no_takaramono ? get.prompt("yui_lieyin") : "烈音:请选择一项")
.set("ai", function () {
var player = _status.event.player;
var shas = player.countCards("h", "sha");
if (shas > 0) {
if (
game.hasPlayer(function (current) {
return get.attitude(player, current) < 0 && player.canUse("juedou", current) && !current.hasSha() && get.effect(current, { name: "juedou" }, player, player) > 0;
})
)
return 1;
if (player.storage._ichiban_no_takaramono) return "cancel2";
}
if (
player.countCards("h", function (card) {
return get.color(card) == "red" && card.name != "sha" && player.hasValueTarget(card);
}) == 0
)
return 0;
if (player.storage._ichiban_no_takaramono) return "cancel2";
return 1;
})
.forResult();
if (control !== "cancel2") {
event.result = {
bool: true,
cost_data: { index },
};
}
},
async content(event, trigger, player) {
player.addTempSkill(`yui_lieyin${event.cost_data.index}`, "phaseUseEnd");
},
},
yui_lieyin0: {
mod: {
cardname(card) {
if (get.color(card) == "red") return "sha";
},
},
},
yui_lieyin1: {
mod: {
cardname(card) {
if (card.name == "sha") return "juedou";
},
},
},
yui_takaramono: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
unique: true,
juexingji: true,
skillAnimation: true,
animationColor: "key",
filter(event, player) {
var num = 0;
if (player.hp <= 1) num++;
if (game.dead.length > 0) num++;
if (num != 1) return num > 1;
var draw = 0;
player.getAllHistory("gain", function (evt) {
if (evt.getParent(2).name == "yui_jiang") draw += evt.cards.length;
});
return draw >= 3;
},
content() {
player.awakenSkill("yui_takaramono");
player.addSkills("yui_yinhang");
player.storage._ichiban_no_takaramono = true;
player.gainMaxHp();
player.recover();
},
derivation: "yui_yinhang",
},
yui_yinhang: {
trigger: { player: "changeHp" },
locked: true,
getIndex: event => Math.abs(event.num),
line: { color: [253, 153, 182] },
async cost(event, trigger, player) {
event.result = await player
.chooseTarget([1, 2], get.prompt("yui_yinhang"), "令至多两名角色各摸一张牌")
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
})
.forResult();
},
async content(event, trigger, player) {
const targets = event.targets;
targets.sortBySeat();
game.asyncDraw(targets);
},
},
//吉野晴彦
yoshino_jueyi: {
trigger: { player: "phaseUseBegin" },
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(lib.filter.notMe, get.prompt2("yoshino_jueyi"))
.set("ai", function (target) {
var player = _status.event.player;
if (get.damageEffect(target, player, player) < 0) return 0;
var att = get.attitude(player, target);
if (att > 0) return 0;
if (att == 0) return 0.1;
var eff = 0;
var hs = player.getCards("h");
for (var i = 0; i < hs.length; i++) {
if (player.canUse(hs[i], target)) {
var eff2 = get.effect(target, hs[i], player, player);
if (eff2 > 0) eff += eff2;
}
}
return -att / (1 + eff);
})
.forResult();
},
content() {
"step 0";
var target = targets[0];
event.target = target;
player.draw();
"step 1";
player.chooseToPSS(target);
"step 2";
if (result.tie) event.goto(1);
else if (result.bool) target.damage();
else target.addTempSkill("yoshino_fail", "phaseUseEnd");
},
},
yoshino_fail: {
mod: {
targetEnabled(card, player, target) {
if (player == _status.currentPhase) return false;
},
},
},
//宫泽谦吾
kengo_weishang: {
locked: false,
mod: {
cardUsable(card, player, num) {
if (card.name == "sha" && player.hasDisabledSlot(1)) return num + 1;
},
globalFrom(from, to, distance) {
if (from.hasDisabledSlot(4)) return distance - 1;
},
globalTo(from, to, distance) {
if (to.hasDisabledSlot(3)) return distance + 1;
},
},
enable: "phaseUse",
usable: 1,
filter(event, player) {
var list = ["equip1", "equip2", "equip3", "equip4", "equip5"];
for (var i = 0; i < list.length; i++) {
if (player.hasEnabledSlot(list[i]) && (!player.storage.kengo_guidui2 || !player.storage.kengo_guidui2.includes(list[i]))) return true;
}
return false;
},
content() {
"step 0";
var list = ["equip1", "equip2", "equip3", "equip4", "equip5"];
for (var i = 0; i < list.length; i++) {
if (!player.hasEnabledSlot(list[i]) || (player.storage.kengo_guidui2 && player.storage.kengo_guidui2.includes(list[i]))) list.splice(i--, 1);
}
player.chooseControl(list).set("prompt", "请选择废除一个装备栏").ai = function () {
if (
list.includes("equip1") &&
player.hasEmptySlot("equip1") &&
player.countCards("h", function (card) {
return card.name == "sha" && player.getUseValue(card) > 0;
})
)
return "equip1";
if (list.includes("equip3") && player.hasEmptySlot("equip3")) return "equip3";
if (list.includes("equip4") && player.hasEmptySlot("equip4")) return "equip4";
if (list.includes("equip5") && player.hasEmptySlot("equip5")) return "equip5";
if (list.includes("equip2") && player.hasEmptySlot("equip2")) return "equip2";
return list.randomGet();
};
"step 1";
player.disableEquip(result.control);
player.draw(2);
},
group: ["kengo_weishang_sha", "kengo_weishang_shan"],
ai: {
order: 10,
result: { player: 1 },
},
},
kengo_weishang_sha: {
trigger: { player: "useCardToPlayered" },
forced: true,
filter(event, player) {
return event.card.name == "sha" && player.hasDisabledSlot(1) && event.target.countCards("he") > 0;
},
logTarget: "target",
content() {
trigger.target.chooseToDiscard("he", true);
},
},
kengo_weishang_shan: {
enable: ["chooseToUse", "chooseToRespond"],
viewAs: { name: "shan" },
filterCard: true,
position: "hes",
prompt: "将一张牌当做闪使用或打出",
viewAsFilter(player) {
return player.hasDisabledSlot(2) && player.countCards("hes") > 0;
},
check(card) {
return 1 / Math.max(0.1, get.value(card));
},
ai: {
respondShan: true,
skillTagFilter(player) {
return player.hasDisabledSlot(2) && player.countCards("he") > 0;
},
},
},
kengo_guidui: {
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
filter(event, player) {
return player.countDisabledSlot() > 0;
},
content() {
var list = [];
for (var i = 1; i <= 5; i++) {
for (var j = 0; j < player.countDisabledSlot(i); j++) {
list.push("equip" + i);
}
}
player.enableEquip(list);
if (!player.storage.kengo_guidui2) player.storage.kengo_guidui2 = [];
player.storage.kengo_guidui2.addArray(list);
},
},
kengo_guidui2: { onremove: true },
//岩泽雅美
iwasawa_yinhang: {
trigger: { player: "changeHp" },
locked: true,
line: { color: [235, 96, 138] },
getIndex: event => Math.abs(event.num),
async cost(event, trigger, player) {
event.result = await player
.chooseTarget([1, 2], get.prompt("iwasawa_yinhang"), "令至多两名角色各摸一张牌")
.set("ai", function (target) {
return get.attitude(_status.event.player, target);
})
.forResult();
},
async content(event, trigger, player) {
const targets = event.targets;
targets.sortBySeat();
game.asyncDraw(targets);
},
},
iwasawa_mysong: {
trigger: {
player: ["phaseBeginStart", "phaseAfter", "dyingBefore"],
},
forced: true,
filter(event, player) {
return event.name == "dying" || player.hp < 1;
},
content() {
if (trigger.name == "dying") trigger.cancel();
else if (event.triggername == "phaseBeginStart") player.addTempSkill("iwasawa_fenyin");
else player.die();
},
nobracket: true,
derivation: "iwasawa_fenyin",
},
iwasawa_refenyin: {
audio: 2,
audioname2: {
wufan: "refenyin_wufan",
},
trigger: {
global: ["loseAfter", "cardsDiscardAfter", "equipAfter"],
},
forced: true,
filter(event, player) {
if (player != _status.currentPhase) return false;
var cards = event.getd();
var list = [];
for (var i = 0; i < cards.length; i++) {
var card = cards[i];
list.add(card.suit);
}
game.getGlobalHistory("cardMove", function (evt) {
if (evt == event || evt.getParent() == event || (evt.name != "lose" && evt.name != "cardsDiscard")) return false;
if (evt.name == "lose" && evt.position != ui.discardPile) return false;
for (var i = 0; i < evt.cards.length; i++) {
var card = evt.cards[i];
list.remove(card.suit);
}
});
return list.length > 0;
},
content() {
var list = [];
var list2 = [];
var cards = trigger.getd();
for (var i = 0; i < cards.length; i++) {
var card = cards[i];
var suit = card.suit;
list.add(suit);
list2.add(suit);
}
game.getGlobalHistory("cardMove", function (evt) {
if (evt == trigger || evt.getParent() == trigger || (evt.name != "lose" && evt.name != "cardsDiscard")) return false;
if (evt.name == "lose" && evt.position != ui.discardPile) return false;
for (var i = 0; i < evt.cards.length; i++) {
var card = evt.cards[i];
var suit = card.suit;
list.remove(suit);
list2.add(suit);
}
});
list2.sort();
player.draw(list.length);
player.storage.iwasawa_refenyin_mark = list2;
player.addTempSkill("iwasawa_refenyin_mark");
player.markSkill("iwasawa_refenyin_mark");
},
subSkill: {
mark: {
onremove: true,
intro: {
content(s) {
var str = "本回合已经进入过弃牌堆的卡牌的花色:";
for (var i = 0; i < s.length; i++) {
str += get.translation(s[i]);
}
return str;
},
},
},
},
},
iwasawa_fenyin: {
mod: {
aiOrder(player, card, num) {
if (typeof card == "object" && player == _status.currentPhase) {
var evt = player.getLastUsed();
if (evt && evt.card && get.color(evt.card) != "none" && get.color(card) != "none" && get.color(evt.card) != get.color(card)) {
return num + 10;
}
}
},
},
audio: 2,
trigger: { player: "useCard" },
frequent: true,
//usable:3,
filter(event, player) {
if (_status.currentPhase != player) return false;
var evt = player.getLastUsed(1);
if (!evt) return false;
var color1 = get.color(evt.card);
var color2 = get.color(event.card);
return color1 && color2 && color1 != "none" && color2 != "none" && color1 != color2;
},
content() {
player.draw();
},
ai: {
threaten(player, target) {
if (target.hp < 1) return 3;
return 1;
},
},
},
//井之原真人
masato_baoquan: {
trigger: { source: "damageBefore" },
forced: true,
content() {
"step 0";
player
.chooseControl("防止伤害", "增加伤害")
.set("prompt", "暴拳:防止即将对" + get.translation(trigger.player) + "造成的伤害或失去1点体力上限并令此伤害+2")
.set("choice", get.attitude(player, trigger.player) >= 0 ? 0 : 1)
.set("ai", function () {
return _status.event.choice;
});
"step 1";
if (result.control == "增加伤害") {
player.loseMaxHp();
trigger.num += 2;
} else trigger.cancel();
},
ai: {
effect: {
player(card, player, target) {
if (target && get.attitude(player, target) > 0 && get.tag(card, "damage")) return "zeroplayertarget";
},
},
},
},
//西森柚咲&黑羽美砂
yusa_yanyi: {
enable: "phaseUse",
usable: 1,
filterTarget(card, player, target) {
return get.distance(player, target) <= player.hp;
},
selectTarget() {
return [1, Math.max(_status.event.player.getAttackRange())];
},
line: "thunder",
content() {
"step 0";
if (target.isHealthy()) {
player.draw();
event.finish();
} else {
var name = get.translation(player);
target
.chooseControl()
.set("choiceList", ["令" + name + "摸一张牌", "回复1点体力然后交给" + name + "一张牌"])
.set("ai", function () {
return 1;
});
}
"step 1";
if (result.index == 0) {
player.draw();
event.finish();
} else {
target.recover();
}
"step 2";
if (target != player && target.countCards("he") > 0) {
target.chooseCard("交给" + get.translation(player) + "一张牌", "he", true);
} else event.finish();
"step 3";
target.give(result.cards, player, "giveAuto");
},
ai: {
order: 10,
result: {
player(player, target) {
return target.isHealthy() ? 1 : 0;
},
target(player, target) {
if (target.isHealthy()) return 0;
return get.recoverEffect(target, player, target);
},
},
},
},
yusa_misa: {
charlotte: true,
trigger: { player: "useSkillAfter" },
filter(event, player) {
return event.skill == "yusa_yanyi" && !player.storage.dualside_over && Array.isArray(player.storage.dualside);
},
content() {
player.turnOver();
},
ai: {
combo: "yusa_yanyi",
},
},
misa_yusa: {
charlotte: true,
trigger: { player: "misa_yehuoAfter" },
filter(event, player) {
return event.bool === true && !player.storage.dualside_over && Array.isArray(player.storage.dualside);
},
content() {
player.turnOver();
},
},
misa_yehuo: {
charlotte: true,
trigger: { global: "phaseDrawBegin1" },
locked: true,
line: { color: [236, 137, 52] },
filter(event, player) {
var target = event.player;
return player.inRange(target) && player.countCards("he") >= get.distance(player, target);
},
async cost(event, trigger, player) {
var next = player.chooseToDiscard("he", get.distance(player, trigger.player) || 1, get.prompt2("misa_yehuo", trigger.player), "chooseonly");
next.set("ai", function (card) {
var val = _status.event.val;
for (var i = 0; i < ui.selected.cards.length; i++) {
val -= get.value(ui.selected.cards[i]);
}
return val - get.value(card);
});
next.set("val", -2 * get.attitude(player, trigger.player));
event.result = await next.forResult();
},
logTarget: "player",
content() {
"step 0";
player.discard(cards);
"step 1";
event.bool = true;
if (trigger.numFixed) event._result = { index: 0 };
else if (trigger.player.isIn()) {
var name = get.translation(trigger.player);
player.chooseControl().set("choiceList", ["对" + name + "造成1点火属性伤害", "令" + name + "此出牌阶段的额定摸牌数改为0"]);
} else event.finish();
"step 2";
if (result.index == 0) trigger.player.damage("fire");
else trigger.changeToZero();
},
ai: {
fireAttack: true,
},
},
//宫泽有纪宁
yukine_wenzhou: {
trigger: { global: "phaseUseBegin" },
filter(event, player) {
return event.player.countCards("he") > 0;
},
async cost(event, trigger, player) {
event.forceDie = true;
var ask = trigger.player.chooseCard("he", get.prompt("yukine_wenzhou"));
if (player === trigger.player) {
ask.set("prompt2", "选择一张牌,然后从牌堆中获得一张与此牌类型相同的牌。本回合内使用与此牌类型相同的牌时不可被其他角色响应。");
} else ask.set("prompt2", "将一张牌交给" + get.translation(player) + "然后其可以选择:交给你一张牌;或令你从牌堆中获得一张与此牌类型相同的牌,且你本回合内使用与此牌类型相同的牌时不可被响应。");
ask.set("ai", function (card) {
if (get.attitude(_status.event.player, _status.event.getParent().player) > 0) return 10 - get.value(card);
return -1;
});
event.result = await ask.forResult();
},
content() {
"step 0";
event.forceDie = true;
event.type = get.type(cards[0], "trick");
if (trigger.player != player) trigger.player.give(cards, player, "giveAuto");
"step 1";
if (player == trigger.player || player.countCards("he") == 0) {
event._result = { index: 1 };
} else {
player
.chooseControl()
.set("choiceList", ["将一张牌交给" + get.translation(trigger.player), "令" + get.translation(trigger.player) + "从牌堆中获得一张" + get.translation(event.type) + "牌,且其本回合内使用与此牌名称相同的牌时不可被响应"])
.set("forceDie", true)
.set("ai", function () {
if (get.attitude(_status.event.player, _status.event.getTrigger().player) > 0) return 1;
return 0;
});
}
"step 2";
event.index = result.index;
if (result.index == 1) {
var magic = get.cardPile2(function (card) {
return get.type(card, "trick") == event.type;
});
if (magic) {
trigger.player.addTempSkill("yukine_magic", "phaseUseEnd");
trigger.player.storage.yukine_magic.add(magic.name);
trigger.player.gain(magic, "draw");
} else event.finish();
} else
player.chooseCard("he", true, "选择要交给" + get.translation(trigger.player) + "的牌").set("ai", function (card) {
return -get.value(card, _status.event.getTrigger().player);
});
"step 3";
if (event.index == 1) game.updateRoundNumber();
else if (result.bool) player.give(result.cards, trigger.player, "giveAuto");
},
},
yukine_magic: {
trigger: { player: "useCard" },
forced: true,
popup: false,
charlotte: true,
filter(event, player) {
return player.storage.yukine_magic && player.storage.yukine_magic.includes(event.card.name);
},
content() {
trigger.directHit.addArray(
game.filterPlayer(function (current) {
if (player != current) return true;
return !player.hasSkill("yukine_wenzhou");
})
);
},
onremove: true,
init(player, skill) {
if (!player.storage[skill]) player.storage[skill] = [];
},
ai: {
directHit_ai: true,
skillTagFilter(player, tag, arg) {
return player.storage.yukine_magic && player.storage.yukine_magic.includes(arg.card.name);
},
},
},
//神北小毬
komari_tiankou: {
trigger: {
player: "useCard2",
target: "useCardToTarget",
},
forced: true,
filter(event, player, name) {
if (name == "useCardToTarget" && player == event.player) return false;
if (get.color(event.card) != "red") return false;
if (get.tag(event.card, "damage")) return false;
return ["basic", "trick"].includes(get.type(event.card));
},
content() {
"step 0";
var info = get.info(trigger.card);
var bool = true;
if (info.multitarget || info.allowMultiple === false) bool = false;
else {
var list = game.filterPlayer(function (current) {
return !trigger.targets.includes(current) && lib.filter.targetEnabled2(trigger.card, trigger.player, current);
});
if (!list.length) bool = false;
}
if (bool)
player
.chooseTarget("甜口:为" + get.translation(trigger.card) + "增加一个额外目标,或点【取消】摸一张牌。", function (candy, komari, rin) {
return _status.event.rin_chan.includes(rin);
})
.set("rin_chan", list)
.set("ai", function (target) {
var evt = _status.event;
return get.effect(target, evt.candy, evt.source, evt.player);
})
.set("candy", trigger.card)
.set("", trigger.player);
else event._result = { bool: false };
"step 1";
if (result.bool) {
var rin = result.targets[0];
trigger.targets.push(rin);
player.line(rin, { color: [255, 224, 172] });
} else player.draw();
},
},
komari_xueshang: {
trigger: { global: "die" },
forced: true,
skillAnimation: true,
chargingSkill: true,
filter(event, player) {
return player.hp > 0;
},
animationColor: "metal",
content() {
"step 0";
player.addSkill("riki_xueshang");
var map = {};
var list = [];
for (var i = 1; i <= player.hp; i++) {
var cn = get.cnNumber(i, true);
map[cn] = i;
list.push(cn);
}
event.map = map;
player
.chooseControl(list, function () {
return "一";
})
.set("prompt", "血殇:请选择自己受到的伤害的点数");
"step 1";
var num = event.map[result.control] || 1;
event.num = num > 1 ? 2 : 1;
event.list = game
.filterPlayer(function (current) {
return current != player;
})
.sortBySeat();
player.damage(num);
player.line(event.list, { color: [255, 224, 172] });
"step 2";
if (!player.hasSkill(event.name)) return;
else {
event.list.shift().damage(num);
if (event.list.length) event.redo();
}
},
},
riki_xueshang: {
trigger: { global: "dying" },
forced: true,
popup: false,
charlotte: true,
filter(event, player) {
return event.getParent(2).name == "komari_xueshang" && event.getParent(2).player == player;
},
content() {
player.removeSkills("komari_xueshang");
player.gainMaxHp(true);
player.recover();
},
},
//鹰原羽未
umi_chaofan: {
enable: "phaseUse",
usable: 1,
selectCard: 2,
complexCard: true,
filter(summer, umi) {
return umi.countCards("h") > 1;
},
check(ingredient) {
return 7 - get.value(ingredient);
},
filterCard(ingredient) {
if (ui.selected.cards.length) return get.suit(ingredient) != get.suit(ui.selected.cards[0]);
return true;
},
line: { color: [251, 193, 217] },
filterTarget: lib.filter.notMe,
content() {
"step 0";
player.draw();
"step 1";
if (player.hp > 2) target.recover();
else if (player.hp == 2) target.draw(2);
else target.damage("fire", "nosource");
},
ai: {
order: 2,
result: {
target(umi, takahara) {
if (umi.hp > 2 && takahara.isDamaged()) return 2.2;
if (umi.hp == 2 && !takahara.hasSkillTag("nogain")) return 2;
if (umi.hp < 2) return get.damageEffect(takahara, umi, umi, "fire");
},
},
},
},
umi_lunhui: {
trigger: { global: "phaseAfter" },
filter(summer, umi) {
return summer.player != umi && umi.countCards("h") < umi.hp;
},
line: { color: [251, 193, 217] },
logTarget: "player",
charlotte: true,
content() {
"step 0";
player.loseHp();
"step 1";
player.draw(2);
player.insertPhase();
player.storage.umi_shiroha = trigger.player;
player.addTempSkill("umi_shiroha");
},
},
umi_shiroha: {
mark: "character",
intro: {
content: "到$的距离视为1",
},
onremove: true,
charlotte: true,
mod: {
globalFrom(umi, shiroha) {
if (umi.storage.umi_shiroha == shiroha) return -Infinity;
},
},
},
umi_qihuan: {
unique: true,
forceunique: true,
enable: "chooseToUse",
filter(summer, umi) {
return (
summer.type == "dying" &&
umi.isDying() &&
[umi.name1, umi.name2].includes("key_umi")
);
},
limited: true,
skillAnimation: true,
charlotte: true,
animationColor: "key",
content() {
"step 0";
player.awakenSkill("umi_qihuan");
player.reinitCharacter("key_umi", "key_umi2", false);
player.recover(game.countGroup() || 1);
if (!game.dead.length) event.finish();
"step 1";
var chara = [];
var skills = [];
for (var i = 0; i < game.dead.length; i++) {
var name = game.dead[i].name;
var name2 = game.dead[i].name2;
var skill = [];
if (name && lib.character[name]) skill.addArray(lib.character[name][3]);
if (name2 && lib.character[name2]) skill.addArray(lib.character[name2][3]);
if (skill.length) {
chara.push(game.dead[i]);
skills.push(skill);
}
}
if (!chara.length) event.finish();
event.chara = chara;
event.skills = skills;
event.chosen = [];
"step 2";
var next = player.chooseTarget("是否获得一名已死亡角色的一个技能?");
next.set("chara", event.chara);
next.set("skills", event.skills);
next.set("chosen", event.chosen);
next.set("filterTarget", function (card, player, target) {
if (target.isAlive()) return false;
var evt = _status.event;
if (!evt.chosen.length) return true;
var skills = evt.skills[evt.chara.indexOf(target)];
if (skills.length == 1 && skills[0] == evt.chosen[0]) return false;
return true;
});
next.set("deadTarget", true);
next.set("ai", function () {
return Math.random();
});
"step 3";
if (!result.bool) event.finish();
else {
event.temp = result.targets[0];
var list = event.skills[event.chara.indexOf(result.targets[0])];
result.targets[0].line(player, {
color: [251, 193, 217],
});
list.removeArray(event.chosen);
player.chooseControl(list).set("prompt", "选择获得一个技能");
}
"step 4";
//player.addSkills(result.control,get.groupnature(event.temp.group)||'key');
player.addSkills(result.control);
var info = get.info(result.control);
if (info.zhuSkill) {
if (!player.storage.zhuSkill_umi_qihuan) player.storage.zhuSkill_umi_qihuan = [];
player.storage.zhuSkill_umi_qihuan.push(result.control);
}
event.chosen.push(result.control);
if (event.chosen.length < 2) event.goto(2);
},
ai: {
order: 10,
save: true,
skillTagFilter(player, tag, target) {
return player == target;
},
result: {
player: 1,
},
},
},
//神尾晴子
haruko_haofang: {
mod: {
cardname(card, player, name) {
if (lib.card[card.name].type == "delay") return "wuzhong";
},
},
trigger: { player: "drawBefore" },
forced: true,
filter(event, player) {
return event.getParent().name == "wuzhong";
},
content() {
trigger.num += 2;
},
},
haruko_zhuishi: {
trigger: { global: "phaseJudgeBegin" },
filter(misuzu) {
return misuzu.player.countCards("j") > 0;
},
check(event, player) {
return get.attitude(player, event.player) > 1;
},
logTarget: "player",
content() {
"step 0";
player.gain(trigger.player.getCards("j"), trigger.player, "give", "bySelf");
"step 1";
if (player.hp > 1) player.loseHp();
},
},
yuri_xingdong: {
audio: 3,
group: "yuri_xingdong_gain",
subSkill: {
mark: {
mark: true,
marktext: "令",
intro: {
content: "跳过下个回合的判定阶段和摸牌阶段",
},
},
gain: {
audio: 2,
trigger: { player: "phaseUseBegin" },
forced: true,
content() {
"step 0";
var card = get.cardPile(function (card) {
return card.name == "sha" || get.type(card) == "trick";
});
if (card) player.gain(card, "gain2", "log");
"step 1";
game.updateRoundNumber();
},
},
},
enable: "phaseUse",
usable: 1,
locked: true,
filter(event, player) {
return player.countCards("h", lib.skill.yuri_xingdong.filterCard);
},
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("yuri_xingdong_mark", "phaseJudgeSkipped");
target.skip("phaseJudge");
target.skip("phaseDraw");
target.addTempSkill("zhengjing3", {
player: "phaseAfter",
});
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);
});
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;
},
},
},
},
yuri_wangxi: {
audio: 2,
trigger: { global: "dieAfter" },
limited: true,
mark: false,
init(player) {
if (player.hasZhuSkill("yuri_wangxi")) {
player.markSkill("yuri_wangxi");
player.storage.yuri_wangxi = false;
}
},
zhuSkill: true,
unique: true,
skillAnimation: true,
animationColor: "thunder",
filter(event, player) {
if (get.mode() != "identity") return false;
if (!player.hasZhuSkill("yuri_wangxi")) return false;
if (event.player.isIn()) return false;
if (event.player.identity == "mingzhong") return false;
var evt = event.getParent("yuri_xingdong");
return evt && evt.name == "yuri_xingdong" && evt.player == player;
},
async cost(event, trigger, player) {
event.result = await trigger.player
.chooseBool("是否发动" + get.translation(player) + "的【忘隙】?")
.set("forceDie", true)
.forResult();
},
logTarget: "player",
async content(event, trigger, player) {
player.awakenSkill("yuri_wangxi");
var identity = "zhong";
if (_status.mode == "purple") {
if (["rNei", "bNei"].includes(player.identity)) identity = player.identity;
else if (["rZhu", "rZhong", "bNei"].includes(player.identity)) identity = "rZhong";
else identity = "bZhong";
}
game.broadcastAll(
function (source, identity) {
if (source.node.dieidentity) {
source.node.dieidentity.innerHTML = get.translation(identity + 2);
}
source.revive(2, false);
source.identity = identity;
source.setIdentity();
},
trigger.player,
identity
);
var evt = trigger.getParent("damage");
if (evt.untrigger) evt.untrigger(false, trigger.player);
game.addVideo("setIdentity", trigger.player, "zhong");
await trigger.player.changeGroup(player.group);
await trigger.player.draw();
},
ai: {
combo: "yuri_xingdong",
},
},
//枣恭介
nk_shekong: {
enable: "phaseUse",
usable: 1,
filter(event, player) {
return player.countCards("h") > 0;
},
filterCard: true,
selectCard() {
if (ui.selected.targets.length) return [1, ui.selected.targets[0].countCards("he")];
return [1, Infinity];
},
filterTarget(event, player, target) {
return target != player && target.countCards("he") >= Math.max(1, ui.selected.cards.length);
},
check(card) {
if (
!game.hasPlayer(function (current) {
return current != _status.event.player && get.attitude(_status.event.player, current) < 0 && current.countCards("he") > ui.selected.cards.length;
})
)
return 0;
return 6 - get.value(card);
},
content() {
"step 0";
event.cardsx = cards.slice(0);
var num = get.cnNumber(cards.length);
var trans = get.translation(player);
var prompt = "弃置" + num + "张牌,然后" + trans + "摸一张牌";
if (cards.length > 1) prompt += ";或弃置一张牌,然后" + trans + "摸" + num + "张牌";
var next = target.chooseToDiscard(prompt, "he", true);
next.numx = cards.length;
next.selectCard = function () {
if (ui.selected.cards.length > 1) return _status.event.numx;
return [1, _status.event.numx];
};
next.complexCard = true;
next.ai = function (card) {
if (
ui.selected.cards.length == 0 ||
_status.event.player.countCards("he", function (cardxq) {
return get.value(cardxq) < 7;
}) >= _status.event.numx
)
return 7 - get.value(card);
return -1;
};
"step 1";
if (result.bool) {
if (result.cards.length == cards.length) player.draw();
else player.draw(cards.length);
event.cardsx.addArray(result.cards);
for (var i = 0; i < event.cardsx.length; i++) {
if (get.position(event.cardsx[i]) != "d") event.cardsx.splice(i--, 1);
}
} else event.finish();
"step 2";
if (event.cardsx.length) {
player.chooseButton(["请按顺序将卡牌置于牌堆顶(先选择的在上)", event.cardsx], true, event.cardsx.length);
} else event.finish();
"step 3";
if (result.bool) {
var cardsx = result.links;
while (cardsx.length) {
var card = cardsx.pop();
card.fix();
ui.cardPile.insertBefore(card, ui.cardPile.firstChild);
}
}
},
ai: {
order: 10,
result: {
target: -1,
},
},
},
key_huanjie: {
trigger: { player: ["drawBegin", "judgeBegin"] },
forced: true,
silent: true,
popup: false,
lastDo: true,
filter(event) {
return event.name == "draw" || !event.directresult;
},
content() {
if (trigger.name == "draw") {
if (trigger.bottom) trigger.bottom = false;
else trigger.bottom = true;
} else trigger.directresult = get.bottomCards()[0];
},
},
//此花露西娅
lucia_duqu: {
trigger: {
player: ["damage", "loseHpBefore", "useCardBefore"],
source: "damage",
},
forced: true,
charlotte: true,
filter(event, player, onrewrite) {
if (onrewrite == "loseHpBefore") {
return event.type == "du";
}
return event.source != undefined && event.source != event.player;
},
content() {
var onrewrite = event.triggername;
if (onrewrite == "loseHpBefore") {
trigger.cancel();
player.recover(trigger.num);
} else {
var another = trigger[trigger.source == player ? "player" : "source"];
player.line(another, { color: [220, 90, 139] });
another.gain(game.createCard2("du"), "gain2");
}
},
ai: {
usedu: true,
},
},
lucia_zhenren: {
trigger: { global: "phaseJieshuBegin" },
forced: true,
charlotte: true,
filter(event, player) {
return player.countCards("e") > 0;
},
content() {
"step 0";
var es = player.getCards("e");
event.count = es.length;
player.discard(es);
"step 1";
event.count--;
if (
game.hasPlayer(function (current) {
return current.countDiscardableCards(player, "ej") > 0;
})
) {
player.chooseTarget("请选择一名角色,弃置其装备区或判定区内的一张牌。", true, function (card, player, target) {
return target.countDiscardableCards(player, "ej") > 0;
}).ai = function (target) {
var att = get.attitude(_status.event.player, target);
if (target.countCards("j") && att > 0) return att * 1.5;
return -att;
};
} else event.finish();
"step 2";
if (result.bool && result.targets && result.targets.length) {
var target = result.targets[0];
player.line(target, { color: [220, 90, 139] });
player.discardPlayerCard(target, "ej", true);
if (event.count) event.goto(1);
}
},
},
};
export default skills;