10099 lines
244 KiB
JavaScript
10099 lines
244 KiB
JavaScript
import { lib, game, ui, get, ai, _status } from "../../noname.js";
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/** @type { importCharacterConfig['skill'] } */
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const skills = {
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//伊吹风子
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fuuko_xingdiao: {
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trigger: {
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global: "phaseBefore",
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player: "enterGame",
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},
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forced: true,
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filter: (event) => {
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return event.name != "phase" || game.phaseNumber == 0;
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},
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content() {
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"step 0";
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player.drawTo(8);
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("step 1");
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var hs = player.getCards("h");
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if (hs.length > 0)
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player.addShownCards(hs, "visible_fuuko_xingdiao");
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},
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mod: {
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ignoredHandcard(card) {
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if (card.hasGaintag("visible_fuuko_xingdiao")) {
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return true;
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}
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},
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cardDiscardable(card, player, name) {
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if (
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name == "phaseDiscard" &&
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card.hasGaintag("visible_fuuko_xingdiao")
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) {
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return false;
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}
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},
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},
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onremove: true,
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global: "fuuko_xingdiao_gain",
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subSkill: {
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gain: {
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enable: "phaseUse",
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filter: (event, player) => {
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return game.hasPlayer((current) =>
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lib.skill.fuuko_xingdiao_gain.filterTarget(
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null,
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player,
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current
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)
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);
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},
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filterTarget: (card, player, target) => {
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return (
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target != player &&
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target.hasCard(
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(card) => card.hasGaintag("visible_fuuko_xingdiao"),
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"h"
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) &&
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!target.getStorage("fuuko_xingdiao").includes(player) &&
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target.hasSkill("fuuko_xingdiao")
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);
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},
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selectTarget: () => {
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const num = game.countPlayer((current) =>
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lib.skill.fuuko_xingdiao_gain.filterTarget(
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null,
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_status.event.player,
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current
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)
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);
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return num > 1 ? 1 : -1;
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},
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content() {
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"step 0";
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target.markAuto("fuuko_xingdiao", [player]);
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var cards = target.getCards("h", (card) =>
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card.hasGaintag("visible_fuuko_xingdiao")
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);
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if (!cards.length) event.finish();
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else if (cards.length == 1)
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event._result = { bool: true, links: cards };
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else
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player.chooseButton(true, [
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"选择获得" + get.translation(target) + "的一张“星”",
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cards,
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]);
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("step 1");
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if (result.bool) {
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player.gain(result.links, target, "give");
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target.draw();
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}
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},
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ai: {
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order: 6,
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result: {
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target: 1,
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},
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},
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},
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},
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},
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fuuko_chuanyuan: {
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trigger: {
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player: "loseAfter",
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global: [
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"gainAfter",
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"equipAfter",
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"addJudgeAfter",
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"loseAsyncAfter",
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"addToExpansionAfter",
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],
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},
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forced: true,
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filter(event, player) {
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const evt = event.getl(player);
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if (!evt.hs.length) return false;
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for (let i in evt.gaintag_map) {
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if (evt.gaintag_map[i].includes("visible_fuuko_xingdiao"))
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return true;
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}
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return false;
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},
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content() {
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var evt = trigger.getl(player),
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gains = [],
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draws = 0;
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var map = evt.gaintag_map;
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var cards = evt.hs.filter((card) => {
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return (
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map[card.cardid] &&
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map[card.cardid].includes("visible_fuuko_xingdiao")
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);
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});
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cards.forEach((card) => {
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var suit = get.suit(card, player),
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num = get.number(card, player);
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var card2 = get.cardPile2(function (card) {
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if (gains.includes(card)) return false;
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return (
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get.suit(card, player) == suit &&
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get.number(card, player) == num
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);
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});
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if (card2) gains.push(card2);
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else draws++;
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});
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if (gains.length)
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player.gain(gains, "gain2").gaintag.add("fuuko_chuanyuan");
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if (draws) player.draw(draws).gaintag = ["fuuko_chuanyuan"];
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player.addSkill("fuuko_chuanyuan_effect");
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},
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subSkill: {
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effect: {
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mod: {
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targetInRange(card) {
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if (!card.cards || !card.cards.length) return;
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for (var i of card.cards) {
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if (!i.hasGaintag("fuuko_chuanyuan")) return;
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}
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return true;
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},
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cardUsable(card) {
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if (!card.cards || !card.cards.length) return;
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for (var i of card.cards) {
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if (!i.hasGaintag("fuuko_chuanyuan")) return;
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}
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return Infinity;
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},
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},
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charlotte: true,
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trigger: { player: "useCard1" },
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forced: true,
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popup: false,
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firstDo: true,
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filter(event, player) {
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if (event.addCount === false) return false;
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return player.hasHistory("lose", (evt) => {
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if (evt.getParent() != event) return false;
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for (let i in evt.gaintag_map) {
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if (evt.gaintag_map[i].includes("fuuko_chuanyuan"))
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return true;
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}
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});
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//return false;
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},
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content() {
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trigger.addCount = false;
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player.getStat("card")[trigger.card.name]--;
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},
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},
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},
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},
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//伊莉雅
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iriya_yinji: {
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trigger: { player: "phaseUseBegin" },
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forced: true,
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filter(event, player) {
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return player.countCards("h") < 17;
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},
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content() {
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player.drawTo(17).gaintag = ["iriya_yinji_tag"];
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player.addSkill("iriya_yinji_tag");
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},
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subSkill: {
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tag: {
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charlotte: true,
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mod: {
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cardEnabled(card) {
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if (get.itemtype(card) == "card") {
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if (card.hasGaintag("iriya_yinji_tag"))
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return false;
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} else if (card.isCard && card.cards) {
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if (
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card.cards.some((card) =>
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card.hasGaintag("iriya_yinji_tag")
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)
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)
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return false;
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}
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},
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aiValue(player, card, num) {
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if (
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get.itemtype(card) == "card" &&
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card.hasGaintag("iriya_yinji_tag")
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)
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return num / 10000;
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},
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aiUseful(player, card, num) {
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if (
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get.itemtype(card) == "card" &&
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card.hasGaintag("iriya_yinji_tag")
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)
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return num / 10000;
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},
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},
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},
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},
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},
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iriya_haozhi: {
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enable: "phaseUse",
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filterCard: true,
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selectCard: [2, Infinity],
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promptfunc: () =>
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"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。",
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position: "he",
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getType(cards, player) {
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var nums = cards
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.map((card) => {
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var num = get.number(card, player);
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if (num <= 2) return num + 13;
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return num;
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})
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.sort((a, b) => a - b),
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len = nums.length;
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if (len == 1) return ["单张", nums[0], 1];
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if (len == 2)
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return nums[1] == nums[0] ? ["对子", nums[0], 1] : null;
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var map = {};
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for (var i = 0; i < len; i++) {
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var count = get.numOf(nums, nums[i]);
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if (!map[count]) map[count] = [];
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map[count].push(nums[i]);
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i += count - 1;
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}
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if (len == 3) {
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if (map[3]) return ["三张", nums[0], 1];
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return null;
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}
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if (map[len]) {
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return ["炸弹", nums[0], length];
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}
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if (map[1]) {
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if (map[1].length == len && len > 4) {
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for (var i = 0; i < map[1].length - 1; i++) {
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if (map[1][i + 1] - map[1][i] != 1) return null;
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if (map[1][i + 1] == 15) return null;
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}
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return ["单顺", nums[0], len];
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} else if (map[1].length == 2 && map[4] && len == 6) {
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return ["四带二", map[4][0], 1];
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} else if (
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map[3] &&
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map[1].length == map[3].length &&
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len == map[1].length * 4
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) {
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if (map[3].length == 1) return ["三带一", map[3][0], 1];
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for (var i = 0; i < map[3].length - 1; i++) {
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if (map[3][i + 1] - map[3][i] != 1) return null;
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}
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return ["单带飞机", map[3][0], map[3].length];
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}
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return null;
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}
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if (map[2]) {
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if (map[2].length * 2 == len && len > 5) {
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for (var i = 0; i < map[2].length - 1; i++) {
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if (map[2][i + 1] - map[2][i] != 1) return null;
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if (map[2][i + 1] == 15) return null;
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}
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return ["双顺", nums[0], len];
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} else if (map[4] && len == 6) {
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return ["四带二", map[4][0], 1];
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} else if (
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map[3] &&
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map[2].length == map[3].length &&
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len == map[2].length * 5
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) {
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if (map[3].length == 1) return ["三带二", map[3][0], 1];
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for (var i = 0; i < map[3].length - 1; i++) {
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if (map[3][i + 1] - map[3][i] != 1) return null;
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if (map[3][i + 1] == 15) return null;
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}
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return ["双带飞机", map[3][0], map[3].length];
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}
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return null;
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}
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if (map[3]) {
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if (map[3].length * 3 == len && len > 5) {
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for (var i = 0; i < map[3].length - 1; i++) {
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if (map[3][i + 1] - map[3][i] != 1) return null;
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if (map[3][i + 1] == 15) return null;
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}
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return ["三顺", nums[0], len];
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}
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return null;
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}
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return null;
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},
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filterOk() {
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return Array.isArray(
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lib.skill.iriya_haozhi.getType(
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ui.selected.cards,
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_status.event.player
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)
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);
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},
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check(card) {
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var player = _status.event.player;
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//收益都一样 多一牌不如少一牌
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var types = ["炸弹", "三顺", "单顺", "双顺", "三张", "对子"];
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var getNum = function (card, player) {
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var num = get.number(card, player);
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if (num <= 2) return num + 13;
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return num;
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},
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hasEnemy = game.hasPlayer(
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(current) => get.attitude(player, current) < 0
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);
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//所有手牌
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var nums = player
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.getCards("he", function (card) {
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return lib.filter.cardDiscardable(card, player);
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})
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.map((card) => getNum(card, player));
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var numu = ui.selected.cards.map((card) => getNum(card, player));
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var num = getNum(card, player);
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if (!_status.event._iriya_haozhi_type) {
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for (var type of types) {
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switch (type) {
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case "炸弹":
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if (!hasEnemy) break;
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for (var i of nums) {
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if (get.numOf(nums, i) >= 4) {
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_status.event._iriya_haozhi_type = "炸弹";
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break;
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}
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}
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break;
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case "三顺":
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if (!hasEnemy) break;
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for (var i of nums) {
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if (
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i < 14 &&
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get.numOf(nums, i) >= 3 &&
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get.numOf(nums, i + 1) >= 3
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) {
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_status.event._iriya_haozhi_type = "三顺";
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break;
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}
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}
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break;
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case "双顺":
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if (!hasEnemy) break;
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for (var i of nums) {
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if (i < 13 && get.numOf(nums, i) >= 2) {
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for (var j = 1; j < 3; j++) {
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if (get.numOf(nums, i + j) < 2) break;
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if (j == 2)
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_status.event._iriya_haozhi_type =
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"双顺";
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}
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}
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}
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break;
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case "单顺":
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if (!hasEnemy) break;
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for (var i of nums) {
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if (i < 11) {
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for (var j = 1; j < 5; j++) {
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if (!nums.includes(i + j)) break;
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if (j == 4)
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_status.event._iriya_haozhi_type =
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"单顺";
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}
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}
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}
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break;
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case "三张":
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if (!hasEnemy) break;
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for (var i of nums) {
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if (get.numOf(nums, i) >= 3) {
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_status.event._iriya_haozhi_type = "三张";
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break;
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}
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}
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break;
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case "对子":
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for (var i of nums) {
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if (get.numOf(nums, i) >= 2) {
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_status.event._iriya_haozhi_type = "对子";
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break;
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}
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}
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break;
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}
|
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if (_status.event._iriya_haozhi_type) break;
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}
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if (!_status.event._iriya_haozhi_type)
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_status.event._iriya_haozhi_type = "要不起";
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}
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if (_status.event._iriya_haozhi_type == "要不起") return 0;
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//复用响应AI
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if (!ui.selected.cards.length) {
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var count = get.numOf(nums, num);
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switch (_status.event._iriya_haozhi_type) {
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case "炸弹":
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if (count >= 4) return 15;
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break;
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case "对子":
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if (
|
||
count > 1 &&
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player.hasCard(function (cardx) {
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return (
|
||
cardx != card &&
|
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getNum(cardx, player) == num &&
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cardx.hasGaintag("iriya_yinji_tag")
|
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);
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}, "he")
|
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)
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return 4 - get.value(card);
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break;
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case "三张":
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if (count > 2) return 8 - get.value(card);
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break;
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||
case "单顺":
|
||
if (num > 10) return 0;
|
||
for (var i = 1; i < 5; i++) {
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if (get.numOf(nums, num + i) < 1) return 0;
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||
}
|
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return 9 - get.value(card);
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case "双顺":
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if (count < 2 || num > 12) return 0;
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||
for (var i = 1; i < 3; i++) {
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if (get.numOf(nums, num + i) < 2) return 0;
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}
|
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return 9 - get.value(card);
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case "三顺":
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||
if (count < 3 || num > 13) return 0;
|
||
for (var i = 1; i < 2; i++) {
|
||
if (get.numOf(nums, num + i) < 2) return 0;
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||
}
|
||
return 12 - get.value(card);
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||
}
|
||
return 0;
|
||
} else {
|
||
switch (_status.event._iriya_haozhi_type) {
|
||
case "炸弹":
|
||
if (numu.length >= 4) return 0;
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||
if (num == numu[0]) return 15;
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||
return 0;
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||
case "对子":
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||
if (numu.length >= 2) return 0;
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||
if (num == numu[0]) return 3 - get.value(card);
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||
return 0;
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||
case "三张":
|
||
if (numu.length >= 3) return 0;
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||
if (num == numu[0]) return 9 - get.value(card);
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||
return 0;
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||
case "单顺":
|
||
case "双顺":
|
||
case "三顺":
|
||
var map = {
|
||
单顺: [5, 0],
|
||
双顺: [3, 1],
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||
三顺: [2, 2],
|
||
},
|
||
len = map[_status.event._iriya_haozhi_type][0],
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||
addNum = map[_status.event._iriya_haozhi_type][1];
|
||
if (numu.length >= len) return 0;
|
||
var numt =
|
||
numu[numu.length - 1] +
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||
(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: {
|
||
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" });
|
||
},
|
||
},
|
||
},
|
||
},
|
||
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");
|
||
},
|
||
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,
|
||
charlotte: true,
|
||
skillAnimation: true,
|
||
animationColor: "water",
|
||
filter(event, player) {
|
||
return player.isDamaged();
|
||
},
|
||
check(event, player) {
|
||
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,
|
||
skillAnimation: true,
|
||
animationColor: "water",
|
||
filter(event, player) {
|
||
return player.isDamaged();
|
||
},
|
||
check(event, player) {
|
||
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", "phaseEnd");
|
||
}
|
||
},
|
||
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();
|
||
},
|
||
},
|
||
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: {
|
||
enable: "chooseToUse",
|
||
filter(summer, umi) {
|
||
return summer.type == "dying" && umi.isDying();
|
||
},
|
||
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();
|
||
},
|
||
},
|
||
//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;
|