noname/character/sb/skill.js

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import { lib, game, ui, get, ai, _status } from "../../noname.js";
/** @type { importCharacterConfig['skill'] } */
const skills = {
//韩当
sbgongqi: {
audio: 2,
trigger: {
player: "phaseUseBegin",
},
async cost(event, trigger, player) {
event.result = await player
.chooseToDiscard(get.prompt("sbgongqi"), "你可以弃置一张牌,令你本阶段使用牌时,其他角色不能使用或打出与你弃置的牌颜色不同的手牌进行响应。", "he", "chooseonly")
.set("ai", card => {
const ind = get.event("colors").indexOf(get.color(card)) + 1;
if (ind <= 0) return 0;
return 1.5 + 2 * ind - get.value(card);
})
.set(
"colors",
(() => {
if (!player.countCards("hs", card => player.hasValueTarget(card))) return [];
const colors = Object.keys(lib.color);
const infos = colors.map(color => {
return [
color,
game.filterPlayer().map(current => {
const att = get.attitude(player, current);
return current
.getCards("hes", card => {
if (get.color(card) !== color) return false;
if (current.hasUseTarget(card, false, false)) return false;
if (!lib.filter.cardEnabled(card, current, "forceEnable")) return false;
return true;
})
.map(card => {
return get.value(card) * (att > 0 ? -0.2 : 1);
})
.reduce((p, c) => p + c, 0);
}),
];
});
infos.sort((a, b) => {
return a[1] - b[1];
});
return infos.map(info => info[0]);
})()
)
.forResult();
},
locked: false,
async content(event, trigger, player) {
const { cards } = event;
await player.discard(cards);
await game.asyncDelayx();
player.addTempSkill("sbgongqi_effect", "phaseChange");
player.markAuto("sbgongqi_effect", [get.color(cards[0], player)]);
player.line(game.filterPlayer());
await game.asyncDelayx();
},
updateBlocker(player) {
const list = [],
storage = player.storage.sbgongqi_block;
if (storage && storage.length) {
list.addArray(...storage.map(i => i[1]));
}
player.storage.sbgongqi_blocker = list;
},
mod: {
attackRange(player, num) {
return num + 4;
},
},
subSkill: {
effect: {
trigger: {
player: "useCard",
},
onremove: true,
charlotte: true,
forced: true,
async content(event, trigger, player) {
game.countPlayer(current => {
if (current === player) return;
current.addTempSkill("sbgongqi_block", "phaseChange");
if (!current.storage.sbgongqi_block) current.storage.sbgongqi_block = [];
current.storage.sbgongqi_block.push([trigger.card, player.getStorage("sbgongqi_effect")]);
lib.skill.sbgongqi.updateBlocker(current);
});
},
},
block: {
trigger: {
player: ["damageBefore", "damageCancelled", "damageZero"],
target: ["shaMiss", "useCardToExcluded", "useCardToEnd"],
global: ["useCardEnd"],
},
forced: true,
firstDo: true,
popup: false,
charlotte: true,
onremove: ["sbgongqi_block", "sbgongqi_blocker"],
filter(event, player) {
if (!event.card || !player.storage.sbgongqi_block) return false;
return player.getStorage("sbgongqi_block").some(info => {
return info[0] === event.card;
});
},
async content(event, trigger, player) {
const storage = player.storage.sbgongqi_block;
for (let i = 0; i < storage.length; i++) {
if (storage[i][0] === trigger.card) {
storage.splice(i--, 1);
}
}
if (!storage.length) player.removeSkill("sbgongqi_block");
else lib.skill.sbgongqi.updateBlocker(trigger.target);
},
mod: {
cardEnabled(card, player) {
if (!player.storage.sbgongqi_blocker) return;
const color = get.color(card);
if (color == "none") return;
const hs = player.getCards("h"),
cards = [card];
if (Array.isArray(card.cards)) cards.addArray(card.cards);
if (cards.containsSome(...hs) && player.storage.sbgongqi_blocker.includes(color)) return false;
},
},
},
},
},
sbjiefan: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget: true,
async content(event, trigger, player) {
const { target } = event;
const targets = game.filterPlayer(current => {
return current.inRange(target);
});
const count = Math.min(2, targets.length);
if (!count) {
target.chat("没人打得到我喔!");
return;
}
const controls = ["选项一", "选项二", "背水!"];
const control = await target
.chooseControl(controls)
.set("choiceList", [`令所有攻击范围内含有你的角色依次弃置一张牌(${get.translation(targets)}`, `你摸等同于攻击范围内含有你的角色数的牌(${get.cnNumber(count)}张牌)`, `背水!令${get.translation(player)}的〖解烦〗失效直到其杀死一名角色,然后你依次执行上述所有选项`])
.set("ai", () => {
return get.event("choice");
})
.set(
"choice",
(() => {
const eff1 = targets
.map(current => {
let position = "h";
if (!current.countCards("h")) position += "e";
return get.effect(current, { name: "guohe", position }, target, target);
})
.reduce((p, c) => p + c, 0);
const eff2 = (get.effect(target, { name: "wuzhong" }, target) * count) / 2;
if (
game.hasPlayer(current => {
const att1 = get.attitude(player, current),
att2 = get.attitude(target, current);
if (att1 < 0 && att2 < 0) {
return current.getHp() <= 1;
}
return false;
}) &&
eff1 > 15 &&
eff2 > 0
)
return "背水!";
if (eff1 > 3 * eff2) return "选项一";
return "选项二";
})()
)
.forResultControl();
game.log(target, "选择了", "#g" + control);
if (control === "背水!") {
player.tempBanSkill("sbjiefan", { source: "die" });
}
if (control !== "选项二") {
for (const current of targets) {
target.line(current, "thunder");
await current.chooseToDiscard("解烦:请弃置一张牌", "he", true);
}
}
if (control !== "选项一") {
target.draw(count);
}
},
ai: {
order: 8,
result: {
target(player, target) {
const targets = game.filterPlayer(current => {
return current.inRange(target);
});
return Math.min(2, targets.length) / 2;
},
}
}
},
//公孙瓒
sbyicong: {
audio: 2,
trigger: {
global: "roundStart",
},
filter(event, player) {
return player.hasMark("charge");
},
chargeSkill: true,
group: "sbyicong_init",
async cost(event, trigger, player) {
const len = player.countMark("charge");
const numbers = Array.from({ length: len }, (_, i) => get.cnNumber(i + 1, true));
if (_status.connectMode) {
game.broadcastAll(() => {
_status.noclearcountdown = true;
});
}
let result, result2;
while (true) {
result = await player
.chooseControl(numbers, "cancel2")
.set("prompt", get.prompt("sbyicong"))
.set("prompt2", "你可以消耗任意点蓄力值并选择一项:⒈你于本轮内至其他角色的距离-X令系统选择牌堆中的一张【杀】⒉其他角色于本轮内至你的距离+X令系统选择牌堆中的一张【闪】X为你消耗的蓄力值。然后若你的“扈”数小于4你将系统选择的牌置于武将牌上称为“扈”。")
.set("ai", () => {
return get.event("choice");
})
.set(
"choice",
(() => {
if (
!game.hasPlayer(current => {
return (
get.distance(player, current) >= 2 &&
player.countCards("hs", card => {
const list = ["shunshou", "bingliang", "zhujinqiyuan"];
if (!player.inRange(current)) list.add("sha");
return list.includes(get.name(card)) && get.effect(current, card, player, player) > 0;
}) > 0
);
})
)
return 0;
return Math.ceil(len / 2) - 1;
})()
)
.forResult();
if (result.control === "cancel2") return;
const num = result.index + 1;
result2 = await player
.chooseControl(["选项一", "选项二", "返回"])
.set("prompt", "义从:请选择一项")
.set("choiceList", [
`你于本轮内至其他角色的距离-${num}${
player.countCards("s", card => {
return card.hasGaintag("sbyicong");
}) >= 4
? ""
: ",将牌堆中的一张【杀】置于你的武将牌上,称为“扈”"
}`,
`其他角色于本轮内至你的距离+${num}${
player.countCards("s", card => {
return card.hasGaintag("sbyicong");
}) >= 4
? ""
: ",将牌堆中的一张【闪】置于你的武将牌上,称为“扈”"
}`,
])
.set("ai", () => {
const player = get.player();
if (player.getHp() > 2 || player.countCards("hsx", ["shan", "caochuan"]) >= 3) return 0;
return 1;
})
.forResult();
if (result2.control !== "返回") break;
}
if (_status.connectMode) {
game.broadcastAll(() => {
delete _status.noclearcountdown;
game.stopCountChoose();
});
}
event.result = {
bool: true,
cost_data: {
num: result.index + 1,
choice: result2.index,
},
};
},
async content(event, trigger, player) {
const { num, choice } = event.cost_data;
const skill = choice === 0 ? "sbyicong_to" : "sbyicong_from";
player.removeMark("charge", num);
player.addTempSkill(skill, "roundStart");
player.addMark(skill, num, false);
if (player.countCards("s", card => card.hasGaintag("sbyicong")) < 4) {
const name = choice === 0 ? "sha" : "shan";
const card = get.cardPile2(name);
if (card) {
game.log(player, "将", card, "置于了武将牌上");
await player.loseToSpecial([card], "sbyicong");
player.markSkill("sbyicong");
}
}
},
marktext: "扈",
intro: {
name: "扈(义从)",
mark(dialog, storage, player) {
const cards = player.getCards("s", card => {
return card.hasGaintag("sbyicong");
});
if (cards.length) dialog.addAuto(cards);
else dialog.addText("暂无卡牌");
},
markcount(storage, player) {
return player.countCards("s", card => {
return card.hasGaintag("sbyicong");
});
},
onunmark(storage, player) {
const cards = player.getCards("s", card => {
return card.hasGaintag("sbyicong");
});
if (cards.length) {
player.loseToDiscardpile(cards);
}
},
},
subSkill: {
init: {
audio: "sbyicong",
trigger: {
player: "enterGame",
global: "phaseBefore",
},
filter(event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
forced: true,
locked: false,
async content(event, trigger, player) {
player.addMark("charge", 2);
},
},
to: {
charlotte: true,
mod: {
globalFrom(from, to, distance) {
return distance - from.countMark("sbyicong_to");
},
},
marktext: "从",
intro: {
content: "本轮你至其他角色的距离-#",
},
},
from: {
charlotte: true,
mod: {
globalTo(from, to, distance) {
return distance - to.countMark("sbyicong_to");
},
},
marktext: "从",
intro: {
content: "本轮其他角色至你的距离-#",
},
},
},
},
sbqiaomeng: {
audio: 2,
trigger: {
source: "damageSource",
},
filter(event, player) {
if (!event.card || event.card.name !== "sha") return false;
return player.hasSkill("sbyicong", null, false, false);
},
async cost(event, trigger, player) {
const list = ["蓄力", "cancel2"];
const choiceList = [`弃置${get.translation(trigger.player)}区域里的一张牌,你摸一张牌`, `获得2点蓄力值`];
if (trigger.player.isIn() && trigger.player.countDiscardableCards(player, "hej")) {
list.unshift("弃牌");
} else {
choiceList[0] = `<span style="opacity:0.5">${choiceList[0]}</span>`;
}
const result = await player
.chooseControl(list)
.set("prompt", get.prompt("sbqiaomeng"))
.set("choiceList", choiceList)
.set("ai", () => {
return get.event("choice");
})
.set(
"choice",
(() => {
if (!list.includes("弃牌")) return "蓄力";
const eff = get.effect(trigger.player, { name: "guohe" }, player, player);
if (player.countMark("charge") >= 2 && eff >= 0) return "弃牌";
return "蓄力";
})()
)
.forResult();
if (result.control !== "cancel2") {
event.result = {
bool: true,
cost_data: {
control: result.control,
},
};
}
},
async content(event, trigger, player) {
const { control } = event.cost_data;
if (control === "弃牌") {
player.line(trigger.player);
await player.discardPlayerCard(trigger.player, "hej", true);
await player.draw();
} else {
const num = Math.min(2, 4 - player.countMark("charge"));
if (num > 0) player.addMark("charge", num);
}
},
},
//高顺
sbxianzhen: {
audio: 2,
enable: "phaseUse",
usable: 1,
filterTarget(card, player, target) {
if (get.mode() === "identity" && target.getHp() >= player.getHp()) return false;
return target !== player;
},
async content(event, trigger, player) {
const target = event.targets[0];
player.addTempSkill("sbxianzhen_attack", "phaseUseAfter");
player.markAuto("sbxianzhen_attack", target);
},
ai: {
expose: 0.2,
order(item, player) {
return get.order({ name: "sha" }) + 1;
},
result: {
target(player, target) {
if (
!player.countCards("hs", card => {
return get.name(card) === "sha" && player.canUse(card, target, false);
})
)
return -0.1;
if (target.countCards("h") === 1 && player.canCompare(target)) return -2;
return -1.5;
},
},
},
subSkill: {
attack: {
audio: "sbxianzhen",
trigger: { player: "useCardToPlayered" },
filter(event, player) {
if (event.card.name !== "sha") return false;
return player.getStorage("sbxianzhen_attack").includes(event.target) && event.target.isIn() && player.canCompare(event.target);
},
charlotte: true,
onremove: true,
logTarget: "target",
check(event, player) {
return get.attitude(player, event.target) < 0;
},
prompt(event, player) {
return `陷阵:是否与${get.translation(event.target)}拼点?`;
},
prompt2(event, player) {
const target = event.target,
card = event.card;
return `若你赢,${get.translation(card)}无视防具且不计入次数且若你本回合未以此法造成过伤害你对其造成1点伤害<br>若其拼点牌为【杀】,则你获得之;<br>若其拼点牌为其最后的手牌,则${get.translation(card)}对其造成伤害时,此伤害+1。`;
},
group: "sbxianzhen_record",
async content(event, trigger, player) {
const target = trigger.target,
card = trigger.card;
const next = player.chooseToCompare(target);
let result = await next.forResult();
if (result.bool) {
target.addTempSkill("qinggang2");
target.storage.qinggang2.add(card);
if (trigger.addCount !== false) {
trigger.addCount = false;
const stat = player.getStat("card");
if (stat[card.name] && stat[card.name] > 0) stat[card.name]--;
}
game.log(card, "无视防具且不计入次数限制");
if (!player.storage.sbxianzhen_damaged) {
player.storage.sbxianzhen_damaged = (player.storage.sbxianzhen_damaged || 0) + 1;
player.when("phaseAfter").then(() => {
delete player.storage.sbxianzhen_damaged;
});
}
if (player.storage.sbxianzhen_damaged <= 2) {
await target.damage();
await game.asyncDelayx();
}
}
const toGain = [];
for (const lose_list of next.lose_list) {
let [comparer, cards] = lose_list;
if (!Array.isArray(cards)) cards = [cards];
if (comparer === player) continue;
for (const card of cards) {
if (get.name(card, comparer) == "sha" && get.position(card, true) == "d") {
toGain.push(card);
}
}
}
if (toGain.length) await player.gain(toGain, "gain2");
if (player.getStorage("sbxianzhen_recorded").includes(target)) {
const id = target.playerid;
const map = trigger.getParent().customArgs;
if (!map[id]) map[id] = {};
if (typeof map[id].extraDamage != "number") {
map[id].extraDamage = 0;
}
map[id].extraDamage++;
game.log(card, "对", target, "造成的伤害+1");
}
},
intro: {
content: "本阶段对$使用牌无距离限制,且使用杀指定其为目标后可以与其拼点",
},
mod: {
targetInRange(card, player, target) {
if (player.getStorage("sbxianzhen_attack").includes(target)) return true;
},
},
},
record: {
trigger: {
global: "loseAsyncEnd",
},
charlotte: true,
silent: true,
filter(event, player) {
if (event.getParent(2).name !== "sbxianzhen_attack") return false;
return game.hasPlayer(current => {
if (current.countCards("h")) return false;
const evt = event.getl(current);
return evt && evt.hs && evt.hs.length;
});
},
async content(event, trigger, player) {
const targets = [];
game.countPlayer(current => {
if (current.countCards("h")) return false;
const evt = trigger.getl(current);
if (evt && evt.hs && evt.hs.length) targets.add(current);
});
if (!player.storage.sbxianzhen_recorded) {
player.when("sbxianzhen_attackAfter").then(() => {
delete player.storage.sbxianzhen_recorded;
});
}
player.markAuto("sbxianzhen_recorded", targets);
},
},
},
},
sbjinjiu: {
audio: 2,
inherit: "rejinjiu",
group: ["sbjinjiu_decrease", "sbjinjiu_compare"],
global: "sbjinjiu_global",
subSkill: {
decrease: {
audio: "sbjinjiu",
forced: true,
trigger: { player: "damageBegin4" },
filter(event, player) {
return event.getParent(2).jiu;
},
async content(event, trigger) {
trigger.num = 1;
},
ai: {
filterDamage: true,
skillTagFilter(player, tag, arg) {
return arg && arg.jiu;
},
},
},
global: {
mod: {
cardEnabled(card, player) {
if (card.name == "jiu" && _status.currentPhase && _status.currentPhase != player && _status.currentPhase.hasSkill("sbjinjiu")) return false;
},
cardSavable(card, player) {
if (card.name == "jiu" && _status.currentPhase && _status.currentPhase != player && _status.currentPhase.hasSkill("sbjinjiu")) return false;
},
},
},
compare: {
trigger: {
global: "compare",
},
filter(event, player) {
const participant = [event.player];
if (event.targets) participant.addArray(event.targets);
else participant.add(event.target);
if (!participant.includes(player)) return false;
if (event.player !== player && event.card1 && event.card1.name === "jiu") return true;
if (event.target !== player && event.card2 && event.card2.name === "jiu") return true;
return false;
},
forced: true,
direct: true,
async content(event, trigger, player) {
for (const [role, ind] of [
["player", 1],
["target", 2],
]) {
const current = trigger[role],
card = trigger[`card${ind}`];
if (current !== player && card && card.name === "jiu") {
await player.logSkill("sbjinjiu_compare", current);
game.log(current, "拼点牌点数视为", "#yA");
trigger[`num${ind}`] = 1;
}
}
},
},
},
},
//夏侯惇
sbganglie: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter(event, player) {
if (!event.sbganglie_enabledTargets) return false;
return game.hasPlayer(current => {
return lib.skill.sbganglie.filterTarget(null, player, current);
});
},
onChooseToUse(event) {
if (game.online || event.type !== "phase") return;
const player = event.player;
const chosen = player
.getAllHistory("useSkill", evt => evt.skill === "sbganglie")
.map(evt => {
return evt.targets;
});
let targets = player
.getAllHistory("damage", evt => evt.source && evt.source.isIn())
.map(evt => evt.source)
.unique();
targets = [...targets, ...targets];
targets.removeArray(chosen);
event.set("sbganglie_enabledTargets", targets);
},
filterTarget(card, player, target) {
return get.event("sbganglie_enabledTargets").includes(target);
},
async content(event, trigger, player) {
event.targets[0].damage(2);
},
ai: {
order: 6,
result: {
target: -2,
},
},
},
sbqingjian: {
audio: 2,
trigger: {
global: ["loseAfter", "cardsDiscardAfter", "loseAsyncAfter", "equipAfter"],
},
forced: true,
locked: false,
filter(event, player) {
if (player.getExpansions("sbqingjian").length >= Math.max(1, player.getHp() - 1)) return false;
if (event.name !== "cardsDiscard") {
if (event.position !== ui.discardPile) return false;
if (
!game.hasPlayer(current => {
const evt = event.getl(current);
return evt.cards && evt.cards.length > 0;
})
)
return false;
} else {
const evt = event.getParent();
if (evt.relatedEvent && evt.relatedEvent.name === "useCard") return false;
}
return true;
},
group: "sbqingjian_give",
async content(event, trigger, player) {
let cards = trigger.cards.slice();
const maxNum = Math.max(1, player.getHp() - 1);
const myLen = player.getExpansions("sbqingjian").length,
cardsLen = trigger.cards.length;
const overflow = myLen + cardsLen - maxNum;
if (overflow > 0) cards.randomRemove(overflow);
const next = player.addToExpansion(cards, "gain2");
next.gaintag.add("sbqingjian");
await next;
},
marktext: "俭",
intro: {
content: "expansion",
markcount: "expansion",
},
subSkill: {
give: {
audio: "sbqingjian",
trigger: { player: "phaseUseEnd" },
filter(event, player) {
return player.getExpansions("sbqingjian").length > 0;
},
forced: true,
locked: false,
async content(event, trigger, player) {
if (_status.connectMode)
game.broadcastAll(() => {
_status.noclearcountdown = true;
});
const given_map = {};
event.given_map = given_map;
const expansions = player.getExpansions("sbqingjian");
let result;
while (true) {
if (expansions.length > 1) {
result = await player
.chooseCardButton("清俭:请选择要分配的牌", true, expansions, [1, expansions.length])
.set("ai", button => {
if (ui.selected.buttons.length) return 0;
return get.value(button.link, get.player());
})
.forResult();
} else if (expansions.length === 1) result = { bool: true, links: expansions.slice(0) };
else return;
if (!result.bool) return;
const toGive = result.links;
result = await player
.chooseTarget(`选择一名角色获得${get.translation(toGive)}`, expansions.length === 1)
.set("ai", target => {
const att = get.attitude(get.player(), target);
if (get.event("toEnemy")) return Math.max(0.01, 100 - att);
else if (att > 0) return Math.max(0.1, att / Math.sqrt(1 + target.countCards("h") + (get.event().getParent().given_map[target.playerid] || 0)));
else return Math.max(0.01, (100 + att) / 200);
})
.set("toEnemy", get.value(toGive[0], player, "raw") < 0)
.forResult();
if (result.bool) {
expansions.removeArray(toGive);
if (result.targets.length) {
const id = result.targets[0].playerid;
if (!given_map[id]) given_map[id] = [];
given_map[id].addArray(toGive);
}
if (!expansions.length) break;
}
}
if (_status.connectMode)
game.broadcastAll(() => {
delete _status.noclearcountdown;
game.stopCountChoose();
});
const gain_list = [];
for (const i in given_map) {
const source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
player.line(source, "green");
gain_list.push([source, given_map[i]]);
game.log(source, "获得了", given_map[i]);
}
await game
.loseAsync({
gain_list,
giver: player,
animate: "gain2",
})
.setContent("gaincardMultiple");
},
},
},
},
//荀彧
sbquhu: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter(event, player) {
return game.countPlayer(current => lib.skill.sbquhu.filterTarget(null, player, current)) > 1;
},
filterTarget(card, player, target) {
return player != target && target.countCards("he") > 0;
},
selectTarget: 2,
multitarget: true,
multiline: true,
async content(event, trigger, player) {
const targets = [player].addArray(event.targets);
targets.sortBySeat();
const { result } = await player.chooseCardOL(targets, "he", [1, Infinity], true, "驱虎:请将任意张牌扣置于武将牌上").set("ai", card => {
const player = get.event().getParent(2).player;
let value = 5;
if (get.player() == player) value -= 0.5;
return value - get.useful(card);
});
const lose_list = [];
const map = new Map();
let myCards;
let minLength = Infinity;
for (let i = 0; i < result.length; i++) {
const current = targets[i],
cards = result[i].cards;
if (current == player) myCards = cards;
else if (cards.length < minLength) minLength = cards.length;
lose_list.push([current, cards]);
map.set(current.playerid, cards);
}
await game
.loseAsync({
lose_list,
log: true,
animate: "giveAuto",
gaintag: ["sbquhu"],
})
.setContent(lib.skill.sbquhu.addToExpansionMultiple);
await game.asyncDelay(1.5);
const isMin = minLength > myCards.length;
const sortedList = lose_list
.filter(list => list[0] != player)
.sort((a, b) => {
return 1000 * (b[1].length - a[1].length) + (get.distance(player, a[0], "absolute") - get.distance(player, b[0], "absolute"));
});
const mostPlayer = sortedList[0][0],
secondPlayer = sortedList[1][0];
await new Promise(resolve => {
game.broadcastAll(lose_list => {
lose_list.forEach(list => list[0].prompt(`${get.cnNumber(list[1].length)}`, "wood"));
}, lose_list);
setTimeout(
() => {
game.broadcastAll(lose_list => {
lose_list.forEach(list => list[0].unprompt());
}, lose_list);
resolve();
},
2000 / (lib.config.speed == "vvfast" ? 3 : 1)
);
});
if (isMin) {
await mostPlayer.gain(myCards, "give", player);
await game.asyncDelay();
const gain_list = lose_list.filter(list => list[0] != player);
game.loseAsync({
gain_list,
animate: "draw",
}).setContent("gaincardMultiple");
} else {
mostPlayer.line(secondPlayer, "thunder");
await secondPlayer.damage(mostPlayer);
await game.asyncDelay();
await mostPlayer.gain(myCards, "give", player);
await game.asyncDelay();
await game
.loseAsync({
lose_list: sortedList,
})
.setContent(() => {
for (var i = 0; i < event.lose_list.length; i++) {
var current = event.lose_list[i][0],
cards = event.lose_list[i][1];
var next = current.lose(cards, ui.discardPile);
current.$throw(cards);
game.log(current, "将", cards, "置入了弃牌堆");
next.set("relatedEvent", event.getParent());
next.set("getlx", false);
}
});
await game.asyncDelayx();
}
},
addToExpansionMultiple() {
"step 0";
if (event.animate == "give") event.visible = true;
event.type = "addToExpansion";
if (!event.gaintag) event.gaintag = [];
if (event.lose_list) {
var map = {},
map2 = {};
for (var list of event.lose_list) {
var player = list[0],
cards = list[1];
var myId = player.playerid;
if (!map2[myId]) map2[myId] = [];
for (var i of cards) {
var owner = get.owner(i, "judge");
if (owner && (owner != player || get.position(i) != "x")) {
var id = owner.playerid;
if (!map[id]) map[id] = [[], [], []];
map[id][0].push(i);
map2[myId].push(i);
var position = get.position(i);
if (position == "h") map[id][1].push(i);
else map[id][2].push(i);
} else if (!event.updatePile && get.position(i) == "c") event.updatePile = true;
}
}
event.losing_map = map;
event.gaining_map = map2;
for (var i in map) {
var owner = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
var next = owner.lose(map[i][0], ui.special).set("forceDie", true).set("getlx", false);
next.set("relatedEvent", event.getParent());
next.set("forceDie", true);
next.set("getlx", false);
if (event.visible == true) next.set("visible", true);
}
} else {
event.finish();
}
"step 1";
if (event.lose_list) {
var map = {};
for (var list of event.lose_list) {
var player = list[0],
cards = list[1];
for (var i = 0; i < cards.length; i++) {
if (cards[i].willBeDestroyed("expansion", player, event)) {
cards[i].selfDestroy(event);
cards.splice(i--, 1);
} else if (event.losing_map) {
for (var id in event.losing_map) {
if (event.losing_map[id][0].includes(cards[i])) {
var source = (_status.connectMode ? lib.playerOL : game.playerMap)[id];
var hs = source.getCards("hejsx");
if (hs.includes(cards[i])) {
cards.splice(i--, 1);
}
}
}
}
}
}
}
if (cards.length == 0) {
event.finish();
return;
}
"step 2";
var loopedCount = 0,
mapLength = Object.keys(event.gaining_map).length;
for (var j in event.gaining_map) {
loopedCount++;
var map = {};
var player = (_status.connectMode ? lib.playerOL : game.playerMap)[j],
cards = event.gaining_map[j];
var hs = player.getCards("x");
for (var i = 0; i < cards.length; i++) {
if (hs.includes(cards[i])) {
cards.splice(i--, 1);
}
}
for (var num = 0; num < cards.length; num++) {
if (_status.discarded) {
_status.discarded.remove(cards[num]);
}
for (var num2 = 0; num2 < cards[num].vanishtag.length; num2++) {
if (cards[num].vanishtag[num2][0] != "_") {
cards[num].vanishtag.splice(num2--, 1);
}
}
}
if (event.animate == "draw") {
player.$draw(cards.length);
if (event.log) game.log(player, "将", get.cnNumber(cards.length), "张牌置于了武将牌上");
game.pause();
setTimeout(
(player, cards, resume) => {
player.$addToExpansion(cards, null, event.gaintag);
for (var i of event.gaintag) player.markSkill(i);
if (resume) game.resume();
},
get.delayx(500, 500),
player,
cards,
loopedCount === mapLength
);
} else if (event.animate == "gain") {
player.$gain(cards, false);
game.pause();
setTimeout(
(player, cards, resume) => {
player.$addToExpansion(cards, null, event.gaintag);
for (var i of event.gaintag) player.markSkill(i);
if (resume) game.resume();
},
get.delayx(700, 700),
player,
cards,
loopedCount === mapLength
);
} else if (event.animate == "gain2" || event.animate == "draw2") {
var gain2t = 300;
if (player.$gain2(cards) && player == game.me) {
gain2t = 500;
}
game.pause();
setTimeout(
(player, cards, resume) => {
player.$addToExpansion(cards, null, event.gaintag);
for (var i of event.gaintag) player.markSkill(i);
if (resume) game.resume();
},
get.delayx(gain2t, gain2t),
player,
cards,
loopedCount === mapLength
);
} else if (event.animate == "give" || event.animate == "giveAuto") {
var evtmap = event.losing_map;
var entries = Object.entries(evtmap).map(entry => [entry[0], entry[1][0]]);
var getOwner = card => {
var entry = entries.find(entry => entry[1].includes(card));
if (entry) return (_status.connectMode ? lib.playerOL : game.playerMap)[entry[0]];
return null;
};
var gainmap = {};
for (var cardx of cards) {
var owner = getOwner(cardx);
if (owner) {
var id = owner.playerid;
if (!gainmap[id]) gainmap[id] = [];
gainmap[id].push(cardx);
}
}
if (event.animate == "give") {
for (var i in gainmap) {
var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
source.$give(evtmap[i][0], player, false);
if (event.log) game.log(player, "将", evtmap[i][0], "置于了武将牌上");
}
} else {
for (var i in gainmap) {
var source = (_status.connectMode ? lib.playerOL : game.playerMap)[i];
if (evtmap[i][1].length) {
source.$giveAuto(evtmap[i][1], player, false);
if (event.log) game.log(player, "将", get.cnNumber(evtmap[i][1].length), "张牌置于了武将牌上");
}
if (evtmap[i][2].length) {
source.$give(evtmap[i][2], player, false);
if (event.log) game.log(player, "将", evtmap[i][2], "置于了武将牌上");
}
}
}
game.pause();
setTimeout(
(player, cards, resume) => {
player.$addToExpansion(cards, null, event.gaintag);
for (var i of event.gaintag) player.markSkill(i);
if (resume) game.resume();
},
get.delayx(500, 500),
player,
cards,
loopedCount === mapLength
);
} else if (typeof event.animate == "function") {
var time = event.animate(event);
game.pause();
setTimeout(
(player, cards, resume) => {
player.$addToExpansion(cards, null, event.gaintag);
for (var i of event.gaintag) player.markSkill(i);
if (resume) game.resume();
},
get.delayx(time, time),
player,
cards,
loopedCount === mapLength
);
} else {
player.$addToExpansion(cards, null, event.gaintag);
for (var i of event.gaintag) player.markSkill(i);
event.finish();
}
}
"step 3";
game.delayx();
if (event.updatePile) game.updateRoundNumber();
},
intro: {
markcount: "expansion",
mark(dialog, storage, player) {
const cards = player.getExpansions("sbquhu");
if (player.isUnderControl(true)) dialog.addAuto(cards);
else return "共有" + get.cnNumber(cards.length) + "张牌";
},
},
ai: {
order: 3.5,
result: {
target(player, target) {
let sgn = 1,
preAtt = 0;
if (ui.selected.targets.length) {
const selected = ui.selected.targets[0];
preAtt = get.attitude(player, selected);
if (preAtt > 0) sgn = -1;
}
let eff =
0.4 *
target.countCards("h", card => {
return 5 - get.useful(card);
}) -
1;
if ((get.attitude(player, target) > 0 && sgn < 0) || (get.attitude(player, target) < 0 && preAtt < 0)) eff = -Math.abs(eff);
return eff;
},
},
},
},
sbjieming: {
audio: 2,
trigger: {
player: "damageEnd",
},
direct: true,
async content(event, trigger, player) {
let num = Math.max(1, player.getDamagedHp());
const {
result: { bool, targets },
} = await player
.chooseTarget(get.prompt("sbjieming"), `令一名角色摸四张牌,然后其可以弃置任意张牌。若其弃置的牌数不大于${get.cnNumber(num)}你失去1点体力。`)
.set("ai", target => {
if (get.event("nope")) return 0;
const player = get.player(),
att = get.attitude(player, target);
if (att > 2) {
const num = Math.sqrt(
Math.min(
5,
Math.max(
1,
target.countCards("he", card => get.value(card) < 5.5)
)
)
);
return num * att;
}
return att / 3;
})
.set("nope", player.getHp() + player.countCards("hs", card => player.canSaveCard(card, player)) <= 1 && num > 2);
if (!bool) return;
const target = targets[0];
player.logSkill("sbjieming", target);
await target.draw(4);
num = Math.max(1, player.getDamagedHp());
const {
result: { bool: bool2, cards },
} = await target
.chooseToDiscard("节命:是否弃置任意张牌?", `若你本次弃置的牌数不大于${get.cnNumber(num)}张,${get.translation(player)}失去1点体力。`, [1, Infinity], "he")
.set("ai", card => {
if (get.event("nope")) return 0;
if (ui.selected.cards.length > get.event("num")) return 0;
return 6 - get.value(card);
})
.set("nope", get.attitude(target, player) * get.effect(player, { name: "losehp" }, player, target) >= 0)
.set("num", num);
if (!bool2 || cards.length <= num) player.loseHp();
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target(card, player, target, current) {
if (get.tag(card, "damage") && target.hp > 1) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (!target.hasFriend()) return;
let max = 0;
const num = Math.max(1, player.getDamagedHp());
if (num > 2) return [1, -2];
const players = game.filterPlayer();
for (const current of players) {
if (get.attitude(target, current) > 0) {
max = Math.max(current.countCards("he"), max);
}
}
return [1, Math.max(1, 1 + Math.min(2, max / 3))];
}
if ((card.name == "tao" || card.name == "caoyao") && target.hp > 1 && target.countCards("h") <= target.hp) return [0, 0];
},
},
},
},
//曹丕
sbxingshang: {
audio: 2,
trigger: { global: ["die", "damageEnd"] },
filter(event, player) {
if (player.countMark("sbxingshang") >= get.info("sbxingshang").getLimit) return false;
return event.name == "die" || !player.getHistory("custom", evt => evt.sbxingshang).length;
},
forced: true,
locked: false,
async content(event, trigger, player) {
player.addMark("sbxingshang", Math.min(2, get.info("sbxingshang").getLimit - player.countMark("sbxingshang")));
if (trigger.name == "damage") player.getHistory("custom").push({ sbxingshang: true });
},
marktext: "颂",
intro: {
name: "颂",
content: "mark",
},
ai: { threaten: 2.5 },
getLimit: 9,
getNum(num) {
const list = [2, 2, 5, 5, 1, 2, 2, 3, 3, 2];
if (
typeof num != "number" ||
!Array.from({ length: list.length })
.map((_, i) => i + 1)
.includes(num)
)
return 0;
return list[num - 1];
},
getEffect(player, num) {
if (!player || typeof num != "number") return 0;
switch (num) {
//行殇选项
case 1: //-2重置武将牌
if (
game.hasPlayer(target => {
return get.attitude(player, target) > 0 && target.isTurnedOver();
})
)
return 10;
return 0;
case 2: //-2摸min(5,max(2,阵亡角色数))的牌
return Math.min(5, Math.max(2, game.dead.length));
case 3: //-5加上限加血+复原装备栏
if (
!game.hasPlayer(target => {
return get.attitude(player, target) > 0 && target.maxHp < 10;
})
)
return 0;
return (
5 +
(game.hasPlayer(target => {
return get.attitude(player, target) > 0 && target.hasDisabledSlot();
})
? 1
: 0)
);
case 4: //-5劝封/化萍
return 0;
//放逐选项
case 5: //-1封印基本牌外的手牌
if (
game.hasPlayer(target => {
return get.attitude(player, target) < 0;
})
)
return 1;
return 0;
case 6: //-2白板到结束
if (
game.hasPlayer(target => {
if (target.hasSkill("sbfangzhu_ban") || target.hasSkill("fengyin") || target.hasSkill("baiban")) return false;
return (
get.attitude(player, target) < 0 &&
["name", "name1", "name2"].reduce((sum, name) => {
if (target[name] && (name != "name1" || target.name != target.name1)) {
if (get.character(target[name])) sum + get.rank(target[name], true);
}
return sum;
}, 0) > 5
);
})
)
return 6;
return 0;
case 7: //-2强命到结束
return 0;
case 8: //-3翻面
if (
game.hasPlayer(target => {
return get.attitude(player, target) < 0 && !target.isTurnedOver();
})
)
return 8;
return 0;
case 9: //-3封印装备牌外的手牌
if (
game.hasPlayer(target => {
return get.attitude(player, target) < 0;
})
)
return 2.5;
return 0;
case 10: //-2封印锦囊牌外的手牌
if (
game.hasPlayer(target => {
return get.attitude(player, target) < 0;
})
)
return 1.5;
return 0;
default: //其他
return 0;
}
},
group: "sbxingshang_use",
subSkill: {
use: {
audio: "sbxingshang",
enable: "phaseUse",
filter(event, player) {
return game.hasPlayer(target => {
if (player.countMark("sbxingshang") > 1) return true;
return player.countMark("sbxingshang") && (target.isLinked() || target.isTurnedOver());
});
},
usable: 2,
chooseButton: {
dialog() {
var dialog = ui.create.dialog("行殇:请选择你要执行的一项", "hidden");
dialog.add([
[
[1, "移去2个“颂”标记复原一名角色的武将牌"],
[2, "移去2个“颂”标记令一名角色摸" + get.cnNumber(Math.min(5, Math.max(2, game.dead.length))) + "张牌"],
[3, "移去5个“颂”标记令一名体力上限小于10的角色加1点体力上限并回复1点体力然后随机恢复一个被废除的装备栏"],
[4, "移去5个“颂”标记获得一名已阵亡角色的所有技能然后失去〖行殇〗〖放逐〗〖颂威〗"],
],
"textbutton",
]);
return dialog;
},
filter(button, player) {
if (player.countMark("sbxingshang") < get.info("sbxingshang").getNum(button.link)) return false;
switch (button.link) {
case 1:
return game.hasPlayer(target => target.isLinked() || target.isTurnedOver());
case 2:
return true;
case 3:
return game.hasPlayer(target => target.maxHp < 10);
case 4:
return game.dead.length;
}
},
check(button) {
const player = get.event("player"),
info = get.info("sbxingshang");
let list = Array.from({ length: 4 }).map((_, i) => i + 1);
list = list.filter(num => player.countMark("sbxingshang") >= info.getNum(num));
const num = list.sort((a, b) => info.getEffect(player, b) - info.getEffect(player, a))[0];
return button.link == num ? 10 : 0;
},
backup(links, player) {
return {
num: links[0],
audio: "sbxingshang",
filterCard: () => false,
selectCard: -1,
filterTarget(card, player, target) {
switch (lib.skill.sbxingshang_use_backup.num) {
case 1:
return target => target.isLinked() || target.isTurnedOver();
case 2:
return true;
case 3:
return target.maxHp < 10;
case 4:
return target == player;
}
},
selectTarget: () => (lib.skill.sbxingshang_use_backup.num == 4 ? -1 : 1),
async content(event, trigger, player) {
const target = event.targets[0];
const num = lib.skill.sbxingshang_use_backup.num;
player.removeMark("sbxingshang", get.info("sbxingshang").getNum(num));
switch (num) {
case 1: {
if (target.isLinked()) target.link(false);
if (target.isTurnedOver()) target.turnOver();
break;
}
case 2: {
target.draw(Math.min(5, Math.max(2, game.dead.length)));
break;
}
case 3: {
target.gainMaxHp();
target.recover();
let list = [];
for (let i = 1; i <= 5; i++) {
if (target.hasDisabledSlot(i)) list.push("equip" + i);
}
if (list.length) target.enableEquip(list.randomGet());
break;
}
case 4: {
let map = {};
game.dead.forEach(target => (map[target.playerid] = get.translation(target)));
const {
result: { control },
} = await player
.chooseControl(Object.values(map))
.set("ai", () => {
const getNum = target => {
let num = 0;
if (target.name && lib.character[target.name]) num += get.rank(target.name, true);
if (target.name2 && lib.character[target.name2]) num += get.rank(target.name2, true);
return num;
};
let controls = _status.event.controls.slice();
controls = controls.map(name => [name, game.dead.find(target => _status.event.map[target.playerid] == name)]);
controls.sort((a, b) => getNum(b[1]) - getNum(a[1]));
return controls[0][0];
})
.set("prompt", "获得一名已阵亡角色的所有技能")
.set("map", map);
if (control) {
const target2 = game.dead.find(targetx => map[targetx.playerid] == control);
player.line(target2);
game.log(player, "选择了", target2);
const skills = target2.getStockSkills(true, true);
const skills2 = ["sbxingshang", "sbfangzhu", "sbsongwei"];
player.changeSkills(skills, skills2);
}
}
}
},
ai: {
result: {
target(player, target) {
switch (lib.skill.sbxingshang_use_backup.num) {
case 1: {
let num = 0;
if (target.isLinked() && !target.hasSkill("nzry_jieying")) num += 0.5;
if (target.isTurnedOver()) num += 10;
return num;
}
case 2: {
return get.effect(target, { name: "draw" }, player, player);
}
case 3: {
return Math.max(0, get.recoverEffect(target, player, player)) + get.attitude(player, target);
}
case 4: {
return 1;
}
}
},
},
},
};
},
prompt(links, player) {
const str = "###行殇###";
switch (links[0]) {
case 1:
return str + "移去2个“颂”标记复原一名角色的武将牌";
case 2:
return str + "移去2个“颂”标记令一名角色摸" + get.cnNumber(Math.min(5, Math.max(2, game.dead.length))) + "张牌";
case 3:
return str + "移去5个“颂”标记令一名体力上限小于10的角色加1点体力上限并回复1点体力然后随机恢复一个被废除的装备栏";
case 4:
return str + "移去5个“颂”标记获得一名已阵亡角色的所有技能然后失去武将牌上的所有技能";
}
},
},
ai: {
order(_, player) {
const info = get.info("sbxingshang");
const goon = player.hasSkill("sbfangzhu") && (player.getStat("skill").sbfangzhu || 0) < (get.info("sbfangzhu").usable || Infinity);
let list = Array.from({ length: goon ? 10 : 4 }).map((_, i) => i + 1);
list = list.filter(num => player.countMark("sbxingshang") >= info.getNum(num));
list.sort((a, b) => info.getEffect(player, b) - info.getEffect(player, a));
return Array.from({ length: 4 })
.map((_, i) => i + 1)
.includes(list[0]) && info.getEffect(player, list[0]) > 0
? 1
: 0;
},
result: { player: 1 },
},
},
use_backup: {},
},
},
sbfangzhu: {
audio: 2,
audioname: ["mb_caomao"],
enable: "phaseUse",
filter(event, player) {
return player.hasMark("sbxingshang");
},
usable: 1,
chooseButton: {
dialog() {
var dialog = ui.create.dialog("放逐:请选择你要执行的一项", "hidden");
dialog.add([
[
[1, "移去1个“颂”标记令一名其他角色于手牌中只能使用基本牌直到其回合结束"],
[2, "移去2个“颂”标记令一名其他角色的非Charlotte技能失效直到其回合结束"],
[3, "移去2个“颂”标记令一名其他角色不能响应除其外的角色使用的牌直到其回合结束"],
[4, "移去3个“颂”标记令一名其他角色将武将牌翻面"],
[5, "移去3个“颂”标记令一名其他角色于手牌中只能使用装备牌直到其回合结束"],
[6, "移去2个“颂”标记令一名其他角色于手牌中只能使用锦囊牌直到其回合结束"],
],
"textbutton",
]);
return dialog;
},
filter(button, player) {
if (player.countMark("sbxingshang") < get.info("sbxingshang").getNum(button.link + 4)) return false;
return game.hasPlayer(target => {
if (target == player) return false;
const num = button.link,
storage = target.getStorage("sbfangzhu_ban");
return !((num == 1 && storage.includes("basic")) || (num == 5 && storage.includes("equip")) || (num == 6 && storage.includes("trick")));
});
},
check(button) {
const player = get.event("player"),
info = get.info("sbxingshang");
let list = Array.from({ length: 6 }).map((_, i) => i + 1);
list = list.filter(num => player.countMark("sbxingshang") >= info.getNum(num + 4));
const num = list.sort((a, b) => info.getEffect(player, b + 4) - info.getEffect(player, a + 4))[0] - 4;
return button.link == num ? 10 : 0;
},
backup(links, player) {
return {
num: links[0],
audio: "sbfangzhu",
audioname: ["mb_caomao"],
filterCard: () => false,
selectCard: -1,
filterTarget(card, player, target) {
if (target == player) return false;
const num = lib.skill.sbfangzhu_backup.num,
storage = target.getStorage("sbfangzhu_ban");
return !((num == 1 && storage.includes("basic")) || (num == 5 && storage.includes("equip")) || (num == 6 && storage.includes("trick")));
},
async content(event, trigger, player) {
const target = event.target;
const num = lib.skill.sbfangzhu_backup.num;
player.removeMark("sbxingshang", get.info("sbxingshang").getNum(num + 4));
switch (num) {
case 1:
case 5:
case 6: {
const type = ["basic", "equip", "trick"][[1, 5, 6].indexOf(num)];
target.addTempSkill("sbfangzhu_ban", { player: "phaseEnd" });
target.markAuto("sbfangzhu_ban", [type]);
break;
}
case 2: {
target.addTempSkill("baiban", { player: "phaseEnd" });
break;
}
case 3: {
target.addTempSkill("sbfangzhu_kill", { player: "phaseEnd" });
break;
}
case 4: {
target.turnOver();
break;
}
}
},
ai: {
result: {
target(player, target) {
switch (lib.skill.sbfangzhu_backup.num) {
case 1:
return -target.countCards("h", card => get.type(card) != "basic") - 1;
case 2:
return -target.getSkills(null, null, false).reduce((sum, skill) => {
return sum + Math.max(get.skillRank(skill, "out"), get.skillRank(skill, "in"));
}, 0);
case 3:
return 0;
case 4:
if (get.attitude(player, target) > 0 && target.isTurnedOver()) return 10 * target.countCards("hs") + 1;
if (get.attitude(player, target) < 0 && !target.isTurnedOver()) return -5 * target.countCards("hs") + 1;
return 0;
case 5:
return -target.countCards("h", card => get.type(card) != "equip") - 3;
case 6:
return -target.countCards("h", card => get.type2(card) != "trick") - 2;
}
},
},
},
};
},
prompt(links, player) {
const str = "###放逐###";
switch (links[0]) {
case 1:
return str + "移去1个“颂”标记令一名其他角色于手牌中只能使用基本牌直到其回合结束";
case 2:
return str + "移去2个“颂”标记令一名其他角色的非Charlotte技能失效直到其回合结束";
case 3:
return str + "移去2个“颂”标记令一名其他角色不能响应除其外的角色使用的牌直到其回合结束";
case 4:
return str + "移去3个“颂”标记令一名其他角色将武将牌翻面";
case 5:
return str + "移去3个“颂”标记令一名其他角色于手牌中只能使用装备牌直到其回合结束";
case 6:
return str + "移去2个“颂”标记令一名其他角色于手牌中只能使用锦囊牌直到其回合结束";
}
},
},
ai: {
order(_, player) {
const info = get.info("sbxingshang");
const goon = player.hasSkill("sbxingshang") && (player.getStat("skill").sbxingshang_use || 0) < (info.subSkill.use.usable || Infinity);
let list = Array.from({ length: goon ? 10 : 6 }).map((_, i) => i + (goon ? 1 : 5));
list = list.filter(num => player.countMark("sbxingshang") >= info.getNum(num));
list.sort((a, b) => info.getEffect(player, b) - info.getEffect(player, a));
return Array.from({ length: 6 })
.map((_, i) => i + 5)
.includes(list[0]) && info.getEffect(player, list[0]) > 0
? 1
: 0;
},
result: { player: 1 },
combo: "sbxingshang",
},
subSkill: {
backup: {},
kill: {
charlotte: true,
mark: true,
marktext: "禁",
intro: { content: "不能响应其他角色使用的牌" },
trigger: { global: "useCard1" },
filter(event, player) {
return event.player != player;
},
forced: true,
popup: false,
async content(event, trigger, player) {
trigger.directHit.add(player);
},
},
ban: {
charlotte: true,
onremove: true,
mark: true,
marktext: "禁",
intro: {
markcount: () => 0,
content(storage) {
if (storage.length > 1) return "不能使用手牌";
return "于手牌中只能使用" + get.translation(storage[0]) + "牌";
},
},
mod: {
cardEnabled(card, player) {
const storage = player.getStorage("sbfangzhu_ban");
if (get.itemtype(card) == "card" && get.position(card) != "h") return;
if (storage.length > 1 || !storage.includes(get.type2(card))) return false;
},
cardSavable(card, player) {
const storage = player.getStorage("sbfangzhu_ban");
if (get.itemtype(card) == "card" && get.position(card) != "h") return;
if (storage.length > 1 || !storage.includes(get.type2(card))) return false;
},
},
},
},
},
sbsongwei: {
audio: 2,
trigger: { player: "phaseUseBegin" },
filter(event, player) {
if (player.countMark("sbxingshang") >= get.info("sbxingshang").getLimit) return false;
return game.hasPlayer(target => target.group == "wei" && target != player);
},
zhuSkill: true,
forced: true,
locked: false,
async content(event, trigger, player) {
player.addMark("sbxingshang", Math.min(get.info("sbxingshang").getLimit - player.countMark("sbxingshang"), 2 * game.countPlayer(target => target.group == "wei" && target != player)));
},
group: "sbsongwei_delete",
subSkill: {
delete: {
audio: "sbsongwei",
enable: "phaseUse",
filter(event, player) {
if (player.storage.sbsongwei_delete) return false;
return game.hasPlayer(target => lib.skill.sbsongwei.subSkill.delete.filterTarget(null, player, target));
},
filterTarget(card, player, target) {
return target != player && target.group == "wei" && target.getStockSkills(false, true).length;
},
skillAnimation: true,
animationColor: "thunder",
async content(event, trigger, player) {
player.storage.sbsongwei_delete = true;
player.awakenSkill("sbsongwei_delete");
event.target.removeSkills(event.target.getStockSkills(false, true));
},
ai: {
order: 13,
result: {
target(player, target) {
return -target.getStockSkills(false, true).length;
},
},
},
},
},
},
//关羽
//矢
sbwusheng: {
audio: 3,
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return game.hasPlayer(target => target != player && !target.isZhu2());
},
direct: true,
content: function* (event, map) {
var player = map.player;
var result = yield player
.chooseTarget(get.prompt("sbwusheng"), "选择一名非主公的其他角色,本阶段对其使用【杀】无距离和次数限制,使用【杀】指定其为目标后摸" + (get.mode() === "identity" ? "两" : "一") + "张牌,对其使用三张【杀】后不能对其使用【杀】", (card, player, target) => {
return target != player && !target.isZhu2();
})
.set("ai", target => {
var player = _status.event.player;
return get.effect(target, { name: "sha" }, player, player);
});
if (result.bool) {
var target = result.targets[0];
player.logSkill("sbwusheng", target);
if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.25);
player.addTempSkill("sbwusheng_effect", { player: "phaseUseAfter" });
player.storage.sbwusheng_effect[target.playerid] = 0;
}
},
group: "sbwusheng_wusheng",
subSkill: {
wusheng: {
audio: "sbwusheng",
enable: ["chooseToUse", "chooseToRespond"],
hiddenCard: function (player, name) {
return name == "sha" && player.countCards("hs");
},
filter: function (event, player) {
return event.filterCard(get.autoViewAs({ name: "sha" }, "unsure"), player, event) || lib.inpile_nature.some(nature => event.filterCard(get.autoViewAs({ name: "sha", nature }, "unsure"), player, event));
},
chooseButton: {
dialog: function (event, player) {
var list = [];
if (event.filterCard({ name: "sha" }, player, event)) list.push(["基本", "", "sha"]);
for (var j of lib.inpile_nature) {
if (event.filterCard({ name: "sha", nature: j }, player, event)) list.push(["基本", "", "sha", j]);
}
var dialog = ui.create.dialog("武圣", [list, "vcard"], "hidden");
dialog.direct = true;
return dialog;
},
check: function (button) {
var player = _status.event.player;
var card = { name: button.link[2], nature: button.link[3] };
if (
_status.event.getParent().type == "phase" &&
game.hasPlayer(function (current) {
return player.canUse(card, current) && get.effect(current, card, player, player) > 0;
})
) {
switch (button.link[2]) {
case "sha":
if (button.link[3] == "fire") return 2.95;
else if (button.link[3] == "thunder" || button.link[3] == "ice") return 2.92;
else return 2.9;
}
}
return 1 + Math.random();
},
backup: function (links, player) {
return {
audio: "sbwusheng",
filterCard: true,
check: function (card) {
return 6 - get.value(card);
},
viewAs: { name: links[0][2], nature: links[0][3] },
position: "hs",
popname: true,
};
},
prompt: function (links, player) {
return "将一张手牌当作" + get.translation(links[0][3] || "") + "【" + get.translation(links[0][2]) + "】" + (_status.event.name == "chooseToUse" ? "使用" : "打出");
},
},
ai: {
respondSha: true,
fireAttack: true,
skillTagFilter: function (player, tag) {
if (!player.countCards("hs")) return false;
},
order: function (item, player) {
if (player && _status.event.type == "phase") {
var max = 0;
if (lib.inpile_nature.some(i => player.getUseValue({ name: "sha", nature: i }) > 0)) {
var temp = get.order({ name: "sha" });
if (temp > max) max = temp;
}
if (max > 0) max += 0.3;
return max;
}
return 4;
},
result: { player: 1 },
},
},
effect: {
charlotte: true,
onremove: true,
init: function (player) {
if (!player.storage.sbwusheng_effect) player.storage.sbwusheng_effect = {};
},
mod: {
targetInRange: function (card, player, target) {
if (card.name == "sha" && typeof player.storage.sbwusheng_effect[target.playerid] == "number") return true;
},
cardUsableTarget: function (card, player, target) {
if (card.name !== "sha" || typeof player.storage.sbwusheng_effect[target.playerid] !== "number") return;
return player.storage.sbwusheng_effect[target.playerid] < 3;
},
playerEnabled: function (card, player, target) {
if (card.name != "sha" || typeof player.storage.sbwusheng_effect[target.playerid] != "number") return;
if (player.storage.sbwusheng_effect[target.playerid] >= 3) return false;
},
},
audio: "sbwusheng",
trigger: { player: ["useCardToPlayered", "useCardAfter"] },
filter: function (event, player) {
if (event.card.name != "sha") return false;
if (event.name == "useCard") return event.targets.some(target => typeof player.storage.sbwusheng_effect[target.playerid] == "number");
return typeof player.storage.sbwusheng_effect[event.target.playerid] == "number";
},
direct: true,
content: function () {
if (trigger.name == "useCard") {
var targets = trigger.targets.filter(target => typeof player.storage.sbwusheng_effect[target.playerid] == "number");
targets.forEach(target => player.storage.sbwusheng_effect[target.playerid]++);
} else {
player.logSkill("sbwusheng_effect", trigger.target);
player.draw(get.mode() === "identity" ? 2 : 1);
}
},
},
},
ai: { threaten: 114514 },
},
sbyijue: {
audio: 2,
trigger: { global: "damageBegin4" },
filter: function (event, player) {
if (!event.source || event.source != player || event.player == player) return false;
return event.num >= event.player.hp && !player.getStorage("sbyijue").includes(event.player);
},
forced: true,
logTarget: "player",
content: function () {
trigger.cancel();
player.addTempSkill("sbyijue_effect");
player.markAuto("sbyijue", [trigger.player]);
player.markAuto("sbyijue_effect", [trigger.player]);
},
ai: {
halfneg: true,
},
marktext: "绝",
intro: { content: "已放$一马" },
subSkill: {
effect: {
charlotte: true,
onremove: true,
audio: "sbyijue",
trigger: { player: "useCardToPlayer" },
filter: function (event, player) {
return player.getStorage("sbyijue_effect").includes(event.target);
},
forced: true,
logTarget: "target",
content: function () {
trigger.getParent().excluded.add(trigger.target);
},
ai: {
effect: {
player_use(card, player, target) {
if (player.getStorage("sbyijue_effect").includes(target)) return "zeroplayertarget";
},
},
},
marktext: "义",
intro: { content: "本回合放$一马" },
},
},
},
//黄月英
sbqicai: {
mod: {
targetInRange: function (card, player, target) {
if (get.type2(card) == "trick") return true;
},
},
locked: false,
getLimit: 3,
audio: 2,
enable: "phaseUse",
onChooseToUse: function (event) {
if (!event.sbqicai && !game.online) {
const player = get.player();
const cards = Array.from(ui.discardPile.childNodes).filter(card => lib.skill.sbqicai.filterCardx(card, player));
event.set("sbqicai", cards);
}
},
filter: function (event, player) {
return player.countCards("h", card => lib.skill.sbqicai.filterCardx(card, player)) || (event.sbqicai && event.sbqicai.length);
},
filterCardx: function (card, player) {
if (player.getStorage("sbqicai").includes(card.name)) return false;
return get.type(card) == "equip" && game.hasPlayer(target => target != player && target.hasEmptySlot(get.subtype(card)));
},
usable: 1,
chooseButton: {
dialog: function (event, player) {
const list1 = player.getCards("h", card => lib.skill.sbqicai.filterCardx(card, player));
const list2 = event.sbqicai;
var dialog = ui.create.dialog('###奇才###<div class="text center">请选择一张装备牌置入一名其他角色的装备区</div>');
if (list1.length) {
dialog.add('<div class="text center">手牌区</div>');
dialog.add(list1);
}
if (list2.length) {
dialog.add('<div class="text center">弃牌堆</div>');
dialog.add(list2);
if (list1.length) dialog.classList.add("fullheight");
}
return dialog;
},
check: function (button) {
var player = _status.event.player;
var num = get.value(button.link);
if (!game.hasPlayer(target => target != player && target.hasEmptySlot(get.subtype(button.link)) && get.attitude(player, target) > 0)) num = 1 / (get.value(button.link) || 0.5);
if (get.owner(button.link)) return num;
return num * 5;
},
backup: function (links, player) {
return {
audio: "sbqicai",
card: links[0],
filterCard: function (card, player) {
var cardx = lib.skill.sbqicai_backup.card;
if (get.owner(cardx)) return card == cardx;
return false;
},
selectCard: -1,
filterTarget: function (card, player, target) {
return target != player && target.canEquip(lib.skill.sbqicai_backup.card);
},
check: () => 1,
discard: false,
lose: false,
prepare: function (cards, player, targets) {
if (cards && cards.length) player.$give(cards, targets[0], false);
},
content: function () {
if (!cards || !cards.length) {
cards = [lib.skill.sbqicai_backup.card];
target.$gain2(cards);
game.delayx();
}
if (get.mode() == "doudizhu") player.markAuto("sbqicai", [cards[0].name]);
target.equip(cards[0]);
player.addSkill("sbqicai_gain");
lib.skill.sbqicai.updateCounter(player, target, 0);
},
ai: {
result: {
target: function (player, target) {
var att = get.attitude(player, target);
if (att > 0) return 3;
if (att < 0) return -1;
return 0;
},
},
},
};
},
prompt: function (links, player) {
return "请选择置入" + get.translation(links) + "的角色";
},
},
updateCounter: function (player, target, num) {
const skill = `sbqicai_${player.playerid}`;
game.broadcastAll(lib.skill.sbqicai.initSkill, skill);
if (!target.hasSkill(skill)) target.addSkill(skill);
if (num == 0) target.clearMark(skill, false);
else if (num > 0) target.addMark(skill, num, false);
if (target.countMark(skill) >= lib.skill.sbqicai.getLimit) target.removeSkill(skill);
if (!_status.postReconnect.sbqicai) {
_status.postReconnect.sbqicai = [lib.skill.sbqicai.initSkill, []];
}
_status.postReconnect.sbqicai[1].add(skill);
},
initSkill: skill => {
if (!lib.skill[skill]) {
lib.skill[skill] = {
onremove: true,
mark: true,
marktext: "奇",
intro: {
markcount: function (storage) {
return (storage || 0).toString();
},
content: function (storage) {
return "已被掠夺" + get.cnNumber(storage || 0) + "张普通锦囊牌";
},
},
};
lib.translate[skill] = "奇才";
lib.translate[skill + "_bg"] = "奇";
}
},
ai: {
order: 7,
result: {
player: function (player) {
if (!game.hasPlayer(target => target != player && target.hasEmptySlot(2) && get.attitude(player, target) != 0)) return 0;
return 1;
},
},
},
marktext: "才",
intro: { content: "已使用$发动过此技能" },
subSkill: {
gain: {
audio: "sbqicai",
trigger: { global: ["gainAfter", "loseAsyncAfter"] },
filter: function (event, player) {
return game.hasPlayer(function (current) {
if (!event.getg(current).length || !current.hasSkill("sbqicai_" + player.playerid)) return false;
if (current.countMark("sbqicai_" + player.playerid) >= lib.skill.sbqicai.getLimit) return false;
return event.getg(current).some(card => get.type(card) == "trick" && lib.filter.canBeGained(card, current, player));
});
},
forced: true,
direct: true,
charlotte: true,
content: function () {
"step 0";
if (!event.checkedTargets) event.checkedTargets = [];
var target = game.findPlayer(function (current) {
if (!trigger.getg(current).length || !current.hasSkill("sbqicai_" + player.playerid)) return false;
if (event.checkedTargets.includes(current)) return false;
if (current.countMark("sbqicai_" + player.playerid) >= lib.skill.sbqicai.getLimit) return false;
return trigger.getg(current).some(card => get.type(card) == "trick" && lib.filter.canBeGained(card, current, player));
});
if (!target) {
event.finish();
return;
}
event.target = target;
player.logSkill("sbqicai_gain", target);
event.checkedTargets.add(target);
var cards = trigger.getg(target).filter(card => get.type(card) == "trick" && lib.filter.canBeGained(card, target, player));
if (cards.length <= lib.skill.sbqicai.getLimit - target.countMark("sbqicai_" + player.playerid)) event._result = { bool: true, links: cards };
else {
var num = lib.skill.sbqicai.getLimit - target.countMark("sbqicai_" + player.playerid);
target
.chooseButton(["奇才:将其中" + get.cnNumber(num) + "张牌交给" + get.translation(player), cards], num, true)
.set("ai", function (button) {
return get.value(button.link) * get.sgn(_status.event.att);
})
.set("att", get.attitude(target, player));
}
"step 1";
if (result.bool) {
game.delaye(0.5);
target.give(result.links, player);
lib.skill.sbqicai.updateCounter(player, target, result.links.length);
}
event.goto(0);
},
},
},
},
sbjizhi: {
audio: 2,
trigger: { player: "useCard" },
filter: function (event, player) {
return get.type(event.card) == "trick";
},
forced: true,
content: function () {
player.draw().gaintag = ["sbjizhi"];
player.addTempSkill("sbjizhi_mark");
},
subSkill: {
mark: {
charlotte: true,
onremove: function (player) {
player.removeGaintag("sbjizhi");
},
mod: {
ignoredHandcard: function (card, player) {
if (card.hasGaintag("sbjizhi")) return true;
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("sbjizhi")) return false;
},
},
},
},
},
//诸葛亮
sbhuoji: {
audio: 3,
dutySkill: true,
derivation: ["sbguanxing", "sbkongcheng"],
group: ["sbhuoji_fire", "sbhuoji_achieve", "sbhuoji_fail", "sbhuoji_mark"],
subSkill: {
fire: {
audio: "sbhuoji1.mp3",
enable: "phaseUse",
filterTarget: lib.filter.notMe,
prompt: "选择一名其他角色对其与其势力相同的所有其他角色各造成1点火属性伤害",
usable: 1,
line: "fire",
content: function () {
"step 0";
target.damage("fire");
"step 1";
var targets = game.filterPlayer(current => {
if (current == player || current == target) return false;
return current.group == target.group;
});
if (targets.length) {
game.delayx();
player.line(targets, "fire");
targets.forEach(i => i.damage("fire"));
}
},
ai: {
order: 7,
fireAttack: true,
result: {
target: function (player, target) {
var att = get.attitude(player, target);
return (
get.sgn(att) *
game
.filterPlayer(current => {
if (current == player) return false;
return current.group == target.group;
})
.reduce((num, current) => num + get.damageEffect(current, player, player, "fire"), 0)
);
},
},
},
},
achieve: {
audio: "sbhuoji2.mp3",
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
return player.getAllHistory("sourceDamage", evt => evt.hasNature("fire")).reduce((num, evt) => num + evt.num, 0) >= game.players.length + game.dead.length;
},
forced: true,
locked: false,
skillAnimation: true,
animationColor: "fire",
async content(event, trigger, player) {
player.awakenSkill("sbhuoji");
game.log(player, "成功完成使命");
player.changeSkin("sbhuoji", "sb_zhugeliang");
player.changeSkills(["sbguanxing", "sbkongcheng"], ["sbhuoji", "sbkanpo"]);
},
},
fail: {
audio: "sbhuoji3.mp3",
trigger: { player: "dying" },
forced: true,
locked: false,
content: function () {
player.awakenSkill("sbhuoji");
game.log(player, "使命失败");
},
},
mark: {
charlotte: true,
trigger: { source: "damage" },
filter: function (event, player) {
return event.hasNature("fire");
},
firstDo: true,
forced: true,
popup: false,
content: function () {
player.addTempSkill("sbhuoji_count", {
player: ["sbhuoji_achieveBegin", "sbhuoji_failBegin"],
});
player.storage.sbhuoji_count = player.getAllHistory("sourceDamage", evt => evt.hasNature("fire")).reduce((num, evt) => num + evt.num, 0);
player.markSkill("sbhuoji_count");
},
},
count: {
charlotte: true,
intro: { content: "本局游戏已造成过#点火属性伤害" },
},
},
},
sbkanpo: {
init: function (player) {
if (!player.storage.sbkanpo) {
player.storage.sbkanpo = [get.mode() == "doudizhu" || (get.mode() == "versus" && _status.mode == "two") ? 2 : 4, [], []];
player.markSkill("sbkanpo");
}
},
audio: 2,
trigger: { global: "roundStart" },
filter: function (event, player) {
var storage = player.storage.sbkanpo;
return storage[0] || storage[1].length;
},
forced: true,
locked: false,
content: function* (event, map) {
var player = map.player,
storage = player.storage.sbkanpo;
var sum = storage[0];
storage[1] = [];
player.markSkill("sbkanpo");
if (!sum) return;
const list = get.inpileVCardList(info => {
if (info[2] == "sha" && info[3]) return false;
return info[0] != "equip";
});
const func = () => {
const event = get.event();
const controls = [
link => {
const evt = get.event();
if (evt.dialog && evt.dialog.buttons) {
for (let i = 0; i < evt.dialog.buttons.length; i++) {
const button = evt.dialog.buttons[i];
button.classList.remove("selectable");
button.classList.remove("selected");
const counterNode = button.querySelector(".caption");
if (counterNode) {
counterNode.childNodes[0].innerHTML = ``;
}
}
ui.selected.buttons.length = 0;
game.check();
}
return;
},
];
event.controls = [ui.create.control(controls.concat(["清除选择", "stayleft"]))];
};
if (event.isMine()) func();
else if (event.isOnline()) event.player.send(func);
var result = yield player
.chooseButton(["看破:是否记录至多" + get.cnNumber(sum) + "个牌名?", [list, "vcard"]], [1, sum], false)
.set("ai", function (button) {
if (ui.selected.buttons.length >= Math.max(3, game.countPlayer() / 2)) return 0;
switch (button.link[2]) {
case "wuxie":
return 5 + Math.random();
case "sha":
return 5 + Math.random();
case "tao":
return 4 + Math.random();
case "jiu":
return 3 + Math.random();
case "lebu":
return 3 + Math.random();
case "shan":
return 4.5 + Math.random();
case "wuzhong":
return 4 + Math.random();
case "shunshou":
return 2.7 + Math.random();
case "nanman":
return 2 + Math.random();
case "wanjian":
return 1.6 + Math.random();
default:
return 1.5 + Math.random();
}
})
.set("filterButton", button => {
return !_status.event.names.includes(button.link[2]);
})
.set("names", storage[2])
.set("custom", {
add: {
confirm: function (bool) {
if (bool != true) return;
const event = get.event().parent;
if (event.controls) event.controls.forEach(i => i.close());
if (ui.confirm) ui.confirm.close();
game.uncheck();
},
button: function () {
if (ui.selected.buttons.length) return;
const event = get.event();
if (event.dialog && event.dialog.buttons) {
for (let i = 0; i < event.dialog.buttons.length; i++) {
const button = event.dialog.buttons[i];
const counterNode = button.querySelector(".caption");
if (counterNode) {
counterNode.childNodes[0].innerHTML = ``;
}
}
}
if (!ui.selected.buttons.length) {
const evt = event.parent;
if (evt.controls) evt.controls[0].classList.add("disabled");
}
},
},
replace: {
button: function (button) {
const event = get.event(),
sum = event.sum;
if (!event.isMine()) return;
if (button.classList.contains("selectable") == false) return;
if (ui.selected.buttons.length >= sum) return false;
button.classList.add("selected");
ui.selected.buttons.push(button);
let counterNode = button.querySelector(".caption");
const count = ui.selected.buttons.filter(i => i == button).length;
if (counterNode) {
counterNode = counterNode.childNodes[0];
counterNode.innerHTML = `×${count}`;
} else {
counterNode = ui.create.caption(`<span style="font-size:24px; font-family:xinwei; text-shadow:#FFF 0 0 4px, #FFF 0 0 4px, rgba(74,29,1,1) 0 0 3px;">×${count}</span>`, button);
counterNode.style.right = "5px";
counterNode.style.bottom = "2px";
}
const evt = event.parent;
if (evt.controls) evt.controls[0].classList.remove("disabled");
game.check();
},
},
})
.set("sum", sum);
if (result.bool) {
var names = result.links.map(link => link[2]);
storage[0] -= names.length;
storage[1] = names;
storage[2] = names;
} else storage[2] = [];
player.markSkill("sbkanpo");
},
marktext: "破",
intro: {
markcount: function (storage) {
return storage[1].length;
},
mark: function (dialog, content, player) {
const storage = player.getStorage("sbkanpo");
const sum = storage[0];
const names = storage[1];
dialog.addText("剩余可记录" + sum + "次牌名");
if (player.isUnderControl(true) && names.length) {
dialog.addText("当前记录牌名:");
dialog.addSmall([names, "vcard"]);
}
},
},
group: "sbkanpo_kanpo",
subSkill: {
kanpo: {
audio: "sbkanpo",
trigger: { global: "useCard" },
filter: function (event, player) {
return event.player != player && player.storage.sbkanpo[1].includes(event.card.name);
},
prompt2: function (event, player) {
return "移除" + get.translation(event.card.name) + "的记录,令" + get.translation(event.card) + "无效";
},
check: function (event, player) {
var effect = 0;
if (event.card.name == "wuxie" || event.card.name == "shan") {
if (get.attitude(player, event.player) < -1) effect = -1;
} else if (event.targets && event.targets.length) {
for (var i = 0; i < event.targets.length; i++) {
effect += get.effect(event.targets[i], event.card, event.player, player);
}
}
if (effect < 0) {
if (event.card.name == "sha") {
var target = event.targets[0];
if (target == player) return !player.countCards("h", "shan");
else return target.hp == 1 || (target.countCards("h") <= 2 && target.hp <= 2);
} else return true;
}
return false;
},
logTarget: "player",
content: function () {
player.storage.sbkanpo[1].remove(trigger.card.name);
player.markSkill("sbkanpo");
trigger.targets.length = 0;
trigger.all_excluded = true;
player.draw();
},
},
},
},
sbguanxing: {
audio: 2,
trigger: { player: ["phaseZhunbeiBegin", "phaseJieshuBegin"] },
filter: function (event, player) {
var bool = player.hasCard(card => card.hasGaintag("sbguanxing"), "s");
if (event.name == "phaseZhunbei") {
return bool || 7 - lib.skill.sbguanxing.getNum * player.countMark("sbguanxingx") > 0;
}
return bool && player.hasSkill("sbguanxing_on");
},
forced: true,
locked: false,
content: function () {
"step 0";
if (trigger.name == "phaseJieshu") {
event.goto(2);
return;
}
player.addMark("sbguanxingx", 1, false);
var cards = player.getCards("s", card => card.hasGaintag("sbguanxing"));
if (cards.length) player.loseToDiscardpile(cards);
var num = player.countMark("sbguanxingx") - 1;
event.num = Math.max(0, 7 - lib.skill.sbguanxing.getNum * num);
"step 1";
if (num) {
var cards2 = get.cards(num);
player.$gain2(cards2, false);
game.log(player, "将", cards2, "置于了武将牌上");
player.loseToSpecial(cards2, "sbguanxing").visible = true;
player.markSkill("sbguanxing");
}
"step 2";
var cards = player.getCards("s", card => card.hasGaintag("sbguanxing"));
if (cards.length) {
player
.chooseToMove()
.set("list", [["你的“星”", cards], ["牌堆顶"]])
.set("prompt", "观星:点击将牌移动到牌堆顶")
.set("processAI", function (list) {
var cards = list[0][1].slice(),
player = _status.event.player;
var name = _status.event.getTrigger().name;
var target = name == "phaseZhunbei" ? player : player.getNext();
var judges = target.getCards("j");
var top = [],
att = get.sgn(get.attitude(player, target));
if (judges.length && att != 0 && (target != player || !player.hasWuxie())) {
for (var i = 0; i < judges.length; i++) {
var judge = (card, num) => get.judge(card) * num;
cards.sort((a, b) => judge(b, att) - judge(a, att));
if (judge(cards[0], att) < 0) break;
else top.unshift(cards.shift());
}
}
return [cards, top];
})
.set("filterOk", function (moved) {
return moved[1].length;
});
} else event._result = { bool: false };
"step 3";
if (result.bool) {
var cards = result.moved[1];
player.loseToDiscardpile(cards, ui.cardPile, "insert").log = false;
game.log(player, "将", cards, "置于了牌堆顶");
} else if (trigger.name == "phaseZhunbei") player.addTempSkill("sbguanxing_on");
},
getNum: 3,
group: "sbguanxing_unmark",
subSkill: {
on: { charlotte: true },
unmark: {
trigger: { player: "loseAfter" },
filter: function (event, player) {
if (!event.ss || !event.ss.length) return false;
return !player.countCards("s", card => card.hasGaintag("sbguanxing"));
},
charlotte: true,
forced: true,
silent: true,
content: function () {
player.unmarkSkill("sbguanxing");
},
},
},
marktext: "星",
intro: {
mark: function (dialog, storage, player) {
var cards = player.getCards("s", card => card.hasGaintag("sbguanxing"));
if (!cards || !cards.length) return;
dialog.addAuto(cards);
},
markcount: function (storage, player) {
return player.countCards("s", card => card.hasGaintag("sbguanxing"));
},
onunmark: function (storage, player) {
var cards = player.getCards("s", card => card.hasGaintag("sbguanxing"));
if (cards.length) player.loseToDiscardpile(cards);
},
},
mod: {
aiOrder: function (player, card, num) {
var cards = player.getCards("s", card => card.hasGaintag("sbguanxing"));
if (get.itemtype(card) == "card" && card.hasGaintag("sbguanxing")) return num + (cards.length > 1 ? 0.5 : -0.0001);
},
},
},
sbkongcheng: {
audio: 2,
trigger: { player: ["damageBegin3", "damageBegin4"] },
filter: function (event, player, name) {
if (!player.hasSkill("sbguanxing")) return false;
const num = player.countCards("s", card => card.hasGaintag("sbguanxing"));
if (name == "damageBegin3" && !num) return true;
if (name == "damageBegin4" && num) return true;
return false;
},
forced: true,
content: function () {
"step 0";
var num = player.countCards("s", card => card.hasGaintag("sbguanxing"));
if (!num && event.triggername == "damageBegin3") {
trigger.increase("num");
} else if (num && event.triggername == "damageBegin4") {
player
.judge(function (result) {
if (get.number(result) <= get.player().countCards("s", card => card.hasGaintag("sbguanxing"))) return 2;
return -1;
})
.set("judge2", result => result.bool)
.set("callback", function () {
if (event.judgeResult.number <= player.countCards("s", card => card.hasGaintag("sbguanxing"))) {
event.getParent("sbkongcheng").getTrigger().decrease("num");
}
});
}
},
ai: {
combo: "sbguanxing",
},
},
//卢植
sbzhenliang: {
mark: true,
locked: false,
zhuanhuanji: true,
marktext: "☯",
intro: {
content: function (storage, player) {
if (storage) return "你的回合外,一名角色使用或打出牌结算完成后,若此牌与“任”类别相同,则你可以令一名角色摸两张牌。";
return "出牌阶段限一次你可以弃置一张与“任”颜色相同的牌并对攻击范围内的一名角色造成1点伤害。";
},
},
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
if (player.storage.sbzhenliang) return false;
var storage = player.getExpansions("nzry_mingren");
if (!storage.length) return false;
var color = get.color(storage[0]);
return game.hasPlayer(function (current) {
return (
player.inRange(current) &&
player.countCards("he", function (card) {
return get.color(card) == color;
}) >= Math.max(1, Math.abs(player.getHp() - current.getHp()))
);
});
},
filterCard: function (card, player) {
return get.color(card) == get.color(player.getExpansions("nzry_mingren")[0]);
},
selectCard: [1, Infinity],
complexSelect: true,
complexCard: true,
position: "he",
filterTarget: function (card, player, target) {
return player.inRange(target) && ui.selected.cards.length == Math.max(1, Math.abs(player.getHp() - target.getHp()));
},
check: function (card) {
return 6.5 - get.value(card);
},
prompt: "弃置与攻击范围内的一名角色体力值之差至少为1张与“任”颜色相同的牌对其造成1点伤害",
content: function () {
player.changeZhuanhuanji("sbzhenliang");
target.damage("nocard");
},
ai: {
order: 5,
result: {
player: function (player, target) {
return get.damageEffect(target, player, player);
},
},
combo: "nzry_mingren",
},
group: "sbzhenliang_draw",
subSkill: {
draw: {
trigger: { global: ["useCardAfter", "respondAfter"] },
filter: function (event, player) {
if (_status.currentPhase == player || !player.storage.sbzhenliang) return false;
var card = player.getExpansions("nzry_mingren")[0];
return card && get.type2(event.card) == get.type2(card);
},
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt("sbzhenliang"), "令一名角色摸两张牌").set("ai", function (target) {
if (target.hasSkillTag("nogain")) return 0.1;
var att = get.attitude(player, target);
return att * (Math.max(5 - target.countCards("h"), 2) + 3);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.changeZhuanhuanji("sbzhenliang");
player.logSkill("sbzhenliang", target);
target.draw(2);
}
},
},
},
},
//小乔
sbtianxiang: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("he", card => lib.skill.sbtianxiang.filterCard(card, player)) && game.hasPlayer(target => lib.skill.sbtianxiang.filterTarget(null, player, target));
},
filterCard: function (card, player) {
return get.color(card, player) == "red";
},
filterTarget: function (card, player, target) {
return target != player && !target.getSkills().some(skill => skill.indexOf("sbtianxiang_") == 0);
},
discard: false,
lose: false,
delay: 0,
usable: 3,
prompt: "将一张红色牌交给一名角色并令其获得此花色的“天香”标记",
content: function () {
player.give(cards, target);
var suit = get.suit(cards[0], player);
target.addSkill("sbtianxiang_" + suit);
},
ai: {
order: 5,
result: { target: -1 },
},
group: ["sbtianxiang_draw", "sbtianxiang_effect"],
subSkill: {
heart: {
charlotte: true,
mark: true,
marktext: "♥︎",
intro: { content: "伤害转移术" },
},
diamond: {
charlotte: true,
mark: true,
marktext: "♦︎",
intro: { content: "掳掠大法" },
},
draw: {
audio: "sbtianxiang",
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
return game.hasPlayer(target => target.getSkills().some(skill => skill.indexOf("sbtianxiang_") == 0));
},
forced: true,
locked: false,
content: function () {
var num = 0;
game.countPlayer(target => {
var skills = target.getSkills().filter(skill => skill.indexOf("sbtianxiang_") == 0);
target.removeSkill(skills);
num += skills.length;
});
if (get.mode() != "identity") num += 2;
player.draw(num);
},
},
effect: {
trigger: { player: "damageBegin3" },
filter: function (event, player) {
return game.hasPlayer(target => target.getSkills().some(skill => skill.indexOf("sbtianxiang_") == 0));
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("sbtianxiang"), "移去一名角色的“天香”标记并执行相应效果", function (card, player, target) {
return target.getSkills().some(skill => skill.indexOf("sbtianxiang_") == 0);
})
.set("ai", target => {
var player = _status.event.player;
return -get.attitude(player, target) * target.getSkills().filter(skill => skill.indexOf("sbtianxiang_") == 0).length;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("sbtianxiang", target);
var skills = target.getSkills().filter(skill => skill.indexOf("sbtianxiang_") == 0);
target.removeSkill(skills);
if (skills.includes("sbtianxiang_heart")) {
target.damage(trigger.source ? trigger.source : "nosource");
trigger.cancel();
}
if (skills.includes("sbtianxiang_diamond")) {
var cards = target.getCards("he");
if (!cards.length) event.finish();
else if (cards.length <= 2) event._result = { bool: true, cards: cards };
else target.chooseCard("he", 2, "天香:交给" + get.translation(player) + "两张牌", true);
} else event.finish();
} else event.finish();
"step 2";
if (result.bool) player.gain(result.cards, target, "giveAuto");
},
},
},
},
//张郃
sbqiaobian: {
audio: 2,
trigger: { player: ["phaseJudgeBefore", "phaseDrawBefore", "phaseUseBefore"] },
usable: 1,
direct: true,
content: function () {
"step 0";
switch (trigger.name) {
case "phaseJudge":
player
.chooseTarget(get.prompt("sbqiaobian"), "失去1点体力并跳过判定阶段将判定区里的牌移动给一名其他角色", lib.filter.notMe)
.set("ai", function (target) {
var player = _status.event.player;
if (
player.hp +
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, player, "unchanged", "cardSavable", player);
if (mod != "unchanged") return mod;
var savable = get.info(card).savable;
if (typeof savable == "function") savable = savable(card, player, player);
return savable;
}) <=
1
)
return 0;
var eff = 0;
for (var card of player.getCards("j")) {
var cardx;
if (card.viewAs) cardx = get.autoViewAs({ name: card.viewAs }, [card]);
else cardx = card;
if (target.canAddJudge(cardx)) eff += get.effect(target, cardx, player, player);
else eff -= get.attitude(player, target) / 114514;
}
return eff;
})
.setHiddenSkill("sbqiaobian");
break;
case "phaseDraw":
player.chooseBool(get.prompt("sbqiaobian"), "跳过摸牌阶段于下个准备阶段摸五张牌并回复1点体力").setHiddenSkill("sbqiaobian");
break;
case "phaseUse":
var num = player.countCards("h") - 6;
if (num <= 0) player.chooseBool(get.prompt("sbqiaobian"), "跳过出牌阶段和弃牌阶段,然后移动场上的一张牌").set("choice", player.canMoveCard(true)).setHiddenSkill("sbqiaobian");
else
player
.chooseToDiscard(get.prompt("sbqiaobian"), num, "弃置" + get.cnNumber(num) + "张手牌并跳过出牌阶段和弃牌阶段,然后移动场上的一张牌")
.set("ai", function (card) {
var player = _status.event.player;
if (!player.canMoveCard(true) || player.countCards("hs", card => player.hasValueTarget(card)) >= 9) return 0;
return 7 - get.value(card);
})
.setHiddenSkill("sbqiaobian").logSkill = "sbqiaobian";
break;
}
"step 1";
if (result.bool) {
trigger.cancel();
switch (trigger.name) {
case "phaseJudge":
var target = result.targets[0];
player.logSkill("sbqiaobian", target);
player.loseHp();
game.log(player, "跳过了判定阶段");
for (var card of player.getCards("j")) {
if (target.canAddJudge(card)) {
player.$give(card, target, false);
if (card.viewAs) target.addJudge({ name: card.viewAs }, [card]);
else target.addJudge(card);
} else player.discard(card);
}
break;
case "phaseDraw":
player.logSkill("sbqiaobian");
game.log(player, "跳过了摸牌阶段");
player.addSkill("sbqiaobian_draw");
break;
case "phaseUse":
if (!result.cards || !result.cards.length) player.logSkill("sbqiaobian", target);
player.skip("phaseDiscard");
game.log(player, "跳过了出牌阶段");
game.log(player, "跳过了弃牌阶段");
player.moveCard();
break;
}
} else player.storage.counttrigger.sbqiaobian--;
},
subSkill: {
draw: {
charlotte: true,
mark: true,
intro: { content: "准备阶段摸五张牌并回复1点体力" },
audio: "sbqiaobian",
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
content: function () {
player.removeSkill("sbqiaobian_draw");
player.draw(5);
player.recover();
},
},
},
},
//萌货
sbhuoshou: {
audio: 2,
trigger: {
player: "phaseUseBegin",
},
filter: function (event, player) {
return true;
},
forced: true,
onremove: true,
group: ["sbhuoshou_cancel", "sbhuoshou_source", "sbhuoshou_nanmaned"],
content: function () {
"step 0";
var card = get.discardPile(card => {
return card.name == "nanman";
});
if (card) {
player.gain(card, "gain2");
} else {
game.log("但是弃牌堆里并没有", "#y南蛮入侵", "");
player.addMark("sbhuoshou", 1, false);
if (player.countMark("sbhuoshou") >= 5 && Math.random() < 0.25) player.chat("我南蛮呢");
}
},
subSkill: {
cancel: {
audio: "sbhuoshou",
trigger: { target: "useCardToBefore" },
forced: true,
priority: 15,
filter: function (event, player) {
return event.card.name == "nanman";
},
content: function () {
trigger.cancel();
},
},
source: {
audio: "sbhuoshou",
trigger: { global: "useCardToPlayered" },
forced: true,
filter: function (event, player) {
return event.isFirstTarget && event.card && event.card.name == "nanman" && event.player != player;
},
content: function () {
trigger.getParent().customArgs.default.customSource = player;
},
},
nanmaned: {
trigger: {
player: "useCard1",
},
filter: function (event, player) {
return event.card.name == "nanman";
},
forced: true,
popup: false,
charlotte: true,
content: function () {
"step 0";
player.addTempSkill("sbhuoshou_ban", "phaseUseAfter");
},
},
ban: {
charlotte: true,
intro: {
content: "此阶段不能再使用【南蛮入侵】",
},
},
},
mod: {
cardEnabled: function (card, player) {
if (player.hasSkill("sbhuoshou_ban") && card.name == "nanman") return false;
},
},
ai: {
threaten: 1.9,
},
},
sbzaiqi: {
audio: 2,
trigger: {
player: "phaseDiscardEnd",
},
chargeSkill: true,
filter: function (event, player) {
return player.hasMark("charge");
},
group: "sbzaiqi_backflow",
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt("sbzaiqi"), "选择任意名角色并消耗等量蓄力值令这些角色选择一项1.令你摸一张牌2.弃置一张牌然后你回复1点体力", [1, player.countMark("charge")]).set("ai", function (target) {
var player = _status.event.player;
var att = get.attitude(player, target);
return 3 - get.sgn(att) + Math.abs(att / 1000);
});
"step 1";
if (result.bool) {
var targets = result.targets;
targets.sortBySeat();
event.targets = targets;
player.logSkill("sbzaiqi", targets);
player.removeMark("charge", targets.length);
} else event.finish();
"step 2";
var target = targets.shift();
event.target = target;
if (!target.countCards("he")) event._result = { bool: false };
else
target
.chooseToDiscard(get.translation(player) + "对你发动了【再起】", "是否弃置一张牌令其回复1点体力或者点击“取消”令该角色摸一张牌。", "he")
.set("ai", card => {
var eff = _status.event.eff,
att = _status.event.att;
if ((eff > 0 && att > 0) || (eff <= 0 && att < 0)) return 5.5 - get.value(card);
return 0;
})
.set("eff", get.recoverEffect(player, player, target))
.set("att", get.attitude(target, player));
"step 3";
target.line(player);
if (result.bool) {
player.recover();
} else {
player.draw();
}
game.delayex();
if (targets.length) event.goto(2);
},
subSkill: {
backflow: {
audio: "sbzaiqi",
trigger: {
//player:'enterGame',
source: "damageSource",
//global:'phaseBefore',
},
usable: 1,
filter: function (event, player) {
if (event.name == "damage") return true;
return event.name != "phase" || game.phaseNumber == 0;
},
forced: true,
locked: false,
content: function () {
player.addMark("charge", trigger.name == "damage" ? 1 : 3);
},
},
},
},
//祝融
sblieren: {
audio: 2,
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
return event.targets.length == 1 && event.card.name == "sha" && player.canCompare(event.target, true);
},
check: function (event, player) {
return get.attitude(player, event.target) <= 0 || game.hasPlayer(current => get.damageEffect(current, player, player) > 0);
},
shaRelated: true,
logTarget: "target",
content: function () {
"step 0";
player.draw();
"step 1";
if (player.canCompare(trigger.target)) player.chooseToCompare(trigger.target);
else event.finish();
"step 2";
if (result.bool) {
player.addTempSkill("sblieren_damage");
if (!trigger.card.storage) trigger.card.storage = {};
trigger.card.storage.sblieren = [player, trigger.target];
}
},
subSkill: {
damage: {
audio: "sblieren",
trigger: { global: "useCardAfter" },
filter: function (event, player) {
return (
event.card.name == "sha" &&
event.card.storage &&
event.card.storage.sblieren &&
event.card.storage.sblieren[0] == player &&
game.hasPlayer(current => {
return !event.card.storage.sblieren.includes(current);
})
);
},
direct: true,
charlotte: true,
content: function () {
"step 0";
var target = trigger.card.storage.sblieren[1];
player
.chooseTarget("烈刃:是否对除" + get.translation(target) + "外的一名其他角色造成1点伤害", (card, player, target) => {
return target != _status.event.targeted && target != player;
})
.set("targeted", target)
.set("ai", targetx => get.damageEffect(targetx, _status.event.player, _status.event.player));
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("sblieren_damage", target);
target.damage();
}
},
},
},
},
sbjuxiang: {
audio: 2,
trigger: {
player: "phaseJieshuBegin",
},
forced: true,
direct: true,
filter: function (event, player) {
return !player.hasHistory("useCard", evt => evt.card.name == "nanman") && (!_status.sbjuxiang_nanman || _status.sbjuxiang_nanman.length);
},
group: ["sbjuxiang_cancel", "sbjuxiang_gain"],
content: function () {
"step 0";
if (!_status.sbjuxiang_nanman) {
_status.sbjuxiang_nanman = [
{ name: "nanman", number: 7, suit: "spade" },
{ name: "nanman", number: 7, suit: "club" },
];
game.broadcastAll(function () {
if (!lib.inpile.includes("nanman")) lib.inpile.add("nanman");
});
}
player.chooseTarget(get.prompt("sbjuxiang"), "将游戏外的随机一张【南蛮入侵】交给一名角色(剩余" + get.cnNumber(_status.sbjuxiang_nanman.length) + "张)").set("ai", target => {
var player = _status.event.player;
return Math.max(0, target.getUseValue({ name: "nanman" })) * get.attitude(player, target) * (target == player ? 0.5 : 1);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("sbjuxiang", target);
if (!_status.sbjuxiang_nanman.length) return;
var info = _status.sbjuxiang_nanman.randomRemove();
var card = game.createCard2(info);
target.gain(card, "gain2").giver = player;
}
},
ai: {
expose: 0.05,
effect: {
target: function (card) {
if (card.name == "nanman") return [0, 1];
},
},
},
subSkill: {
cancel: {
audio: "sbjuxiang",
trigger: { target: "useCardToBefore" },
forced: true,
priority: 15,
filter: function (event, player) {
return event.card.name == "nanman";
},
content: function () {
trigger.cancel();
},
},
gain: {
audio: "sbjuxiang",
trigger: { global: "useCardAfter" },
forced: true,
filter: function (event, player) {
return event.card.name == "nanman" && event.player != player && event.cards.filterInD().length;
},
content: function () {
player.gain(trigger.cards.filterInD(), "gain2");
},
},
},
},
//阿笨
sbjiang: {
audio: 2,
trigger: {
player: "useCardToPlayered",
target: "useCardToTargeted",
},
shaRelated: true,
filter: function (event, player) {
if (!(event.card.name == "juedou" || (event.card.name == "sha" && get.color(event.card) == "red"))) return false;
return true;
},
frequent: true,
onremove: true,
group: ["sbjiang_add", "sbjiang_qiben"],
content: function () {
player.draw();
},
ai: {
effect: {
target_use(card, player, target) {
if (card.name == "sha" && get.color(card) == "red") return [1, 0.6];
},
player_use(card, player, target) {
if (card.name == "sha" && get.color(card) == "red") return [1, 1];
},
},
},
subSkill: {
add: {
audio: "sbjiang",
trigger: { player: "useCard2" },
direct: true,
filter: function (event, player) {
if (event.card.name != "juedou") return false;
var info = get.info(event.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(event.card, player, current) && lib.filter.targetInRange(event.card, player, current);
})
) {
return true;
}
}
return false;
},
content: function () {
"step 0";
var prompt2 = "为" + get.translation(trigger.card) + "额外指定一个目标然后失去1点体力";
player
.chooseTarget(get.prompt("sbjiang_add"), function (card, player, target) {
var player = _status.event.player;
if (_status.event.targets.includes(target)) return false;
return 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;
var eff = get.effect(target, trigger.card, player, player);
if (player.hasZhuSkill("sbzhiba") && !player.hasMark("sbjiang")) return eff;
if (eff + get.effect(player, { name: "losehp" }, player) / 8 > 0) return eff;
return 0;
})
.set("targets", trigger.targets)
.set("card", trigger.card);
"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("sbjiang_add", event.targets);
trigger.targets.addArray(event.targets);
player.loseHp();
}
},
},
qiben: {
audio: "sbjiang",
enable: "phaseUse",
viewAs: { name: "juedou" },
filterCard: true,
position: "h",
selectCard: -1,
prompt: function () {
var player = _status.event.player;
var limit = player.hasMark("sbjiang")
? game.countPlayer(current => {
return current.group == "wu" && current != player;
}) + 1
: 1;
return "出牌阶段限" + get.cnNumber(limit) + "次。你可以将所有手牌当【决斗】使用";
},
filter: function (event, player) {
var limit = player.hasMark("sbjiang")
? game.countPlayer(current => {
return current.group == "wu" && current != player;
}) + 1
: 1;
if ((player.getStat("skill").sbjiang_qiben || 0) >= limit) return false;
var hs = player.getCards("h");
if (!hs.length) return false;
for (var i = 0; i < hs.length; i++) {
var mod2 = game.checkMod(hs[i], player, "unchanged", "cardEnabled2", player);
if (mod2 === false) return false;
}
return event.filterCard(get.autoViewAs({ name: "juedou" }, hs));
},
ai: {
order: 0.001,
nokeep: true,
skillTagFilter: function (player, tag, arg) {
if (tag === "nokeep") {
if (arg && (!arg.card || get.name(arg.card) !== "tao")) return false;
let limit = player.hasMark("sbjiang")
? game.countPlayer(current => {
return current.group == "wu" && current != player;
}) + 1
: 1;
return player.isPhaseUsing() && (player.getStat("skill").sbjiang_qiben || 0) < limit && player.hasCard(card => get.name(card) != "tao", "h");
}
},
},
},
},
},
sbhunzi: {
audio: 2,
trigger: { player: "dyingAfter" },
juexingji: true,
forced: true,
skillAnimation: true,
animationColor: "wood",
derivation: ["sbyingzi", "gzyinghun"],
content: function () {
"step 0";
player.awakenSkill("sbhunzi");
player.loseMaxHp();
"step 1";
player.changeHujia(1, null, true);
"step 2";
player.draw(3);
"step 3";
player.addSkills(["sbyingzi", "gzyinghun"]);
},
ai: {
threaten: function (player, target) {
if (target.hp == 1) return 2;
return 0.5;
},
maixie: true,
effect: {
target: function (card, player, target) {
if (!target.hasFriend() || target.hp > 1) return;
if (get.tag(card, "damage") == 1 && ((target.hasZhuSkill("sbzhiba") && game.countPlayer(current => current != target && current.group == "wu")) || player.countCards("hs", card => player.canSaveCard(card, target)) + target.countCards("hs", card => target.canSaveCard(card, target)) > 0) && !target.isTurnedOver() && _status.currentPhase != target && get.distance(_status.currentPhase, target, "absolute") <= 3) return [0.5, 1];
},
},
},
},
sbzhiba: {
audio: 2,
trigger: { player: "dying" },
filter: function (event, player) {
if (!player.hasZhuSkill("sbzhiba")) return false;
return player.hp <= 0;
},
zhuSkill: true,
limited: true,
mark: true,
skillAnimation: true,
animationColor: "wood",
content: function () {
"step 0";
player.awakenSkill("sbzhiba");
event.targets = game
.filterPlayer(current => {
return current.group == "wu" && current != player;
})
.sortBySeat(_status.currentPhase);
var num = event.targets.length;
if (num > 0) player.recover(num);
player.addMark("sbjiang", 1, false);
player.addTempSkill("sbzhiba_draw");
if (!event.targets.length) event.finish();
"step 1";
var target = targets.shift();
target.damage("nosource");
if (targets.length) event.redo();
},
subSkill: {
draw: {
trigger: { global: "dieAfter" },
filter: function (event, player) {
return event.getParent(3).name == "sbzhiba";
},
forced: true,
charlotte: true,
content: function () {
player.draw(3);
},
},
},
},
//大乔
sbguose: {
audio: 2,
enable: "phaseUse",
get usable() {
return get.mode() == "identity" ? 4 : 2;
},
discard: false,
lose: false,
delay: false,
filter: function (event, player) {
return player.hasCard(card => get.suit(card) == "diamond", "hes") || game.hasPlayer(current => current.hasJudge("lebu"));
},
position: "hes",
filterCard: function (card, player) {
if (get.suit(card) != "diamond") return false;
var mod = game.checkMod(ui.selected.cards[0], player, "unchanged", "cardEnabled2", player);
if (!mod) return false;
return true;
},
selectCard: [0, 1],
filterTarget: function (card, player, target) {
if (!ui.selected.cards.length) {
if (target.hasJudge("lebu")) return true;
return false;
}
if (player == target) return false;
return player.canUse(get.autoViewAs({ name: "lebu" }, ui.selected.cards), target);
},
complexSelect: true,
check: function (card) {
return 7 - get.value(card);
},
content: function () {
"step 0";
if (target.hasJudge("lebu")) {
target.discard(target.getJudge("lebu"));
} else {
player.useCard({ name: "lebu" }, target, cards).audio = false;
}
"step 1";
player.draw();
},
ai: {
result: {
target: function (player, target) {
if (target.hasJudge("lebu")) return -get.effect(target, { name: "lebu" }, player, target);
return get.effect(target, { name: "lebu" }, player, target);
},
},
order: 9,
},
},
sbliuli: {
audio: 2,
inherit: "liuli",
group: "sbliuli_heart",
subSkill: {
heart: {
trigger: { player: "logSkill" },
filter: function (event, player) {
if (event.skill != "sbliuli") return false;
if (player.hasSkill("sbliuli_used")) return false;
var evt = event.log_event;
return player.hasHistory("lose", evtx => {
return evtx.getParent(2) == evt && get.suit(evtx.cards[0]) == "heart";
});
},
direct: true,
content: function () {
"step 0";
var sourcex = trigger.log_event.getTrigger().player;
player
.chooseTarget("流离:是否令一名不为" + get.translation(sourcex) + "的其他角色获得“流离”标记?", (card, player, target) => {
return target != player && target != _status.event.sourcex;
})
.set("ai", target => {
return get.attitude(_status.event.player, target);
})
.set("sourcex", sourcex);
"step 1";
if (result.bool) {
var target = result.targets[0];
player.line(target, "green");
game.countPlayer(i => i.removeSkill("sbliuli_dangxian"));
target.addSkill("sbliuli_dangxian");
player.addTempSkill("sbliuli_used");
}
},
},
used: { charlotte: true },
dangxian: {
trigger: { player: "phaseBegin" },
forced: true,
charlotte: true,
mark: true,
marktext: "流",
intro: { content: "回合开始时,执行一个额外的出牌阶段" },
content: function () {
var next = player.phaseUse();
event.next.remove(next);
trigger.next.push(next);
player.removeSkill("sbliuli_dangxian");
},
},
},
},
//刘表
sbzishou: {
audio: 2,
trigger: { global: "phaseJieshuBegin" },
filter: function (event, player) {
if (player == event.player) return false;
if (!event.player.countCards("he")) return false;
return (
!event.player.hasAllHistory("sourceDamage", evt => {
return evt.player == player;
}) &&
!event.player.hasAllHistory("damage", evt => {
return evt.source == player;
})
);
},
forced: true,
logTarget: "player",
content: function () {
"step 0";
trigger.player.chooseCard(true, get.translation(player) + "对你发动了【自守】", "交给其一张牌", "he");
"step 1";
if (result.bool) {
trigger.player.give(result.cards, player);
}
},
ai: {
threaten: 3,
},
},
sbzongshi: {
audio: 2,
trigger: { player: "damageEnd" },
filter: function (event, player) {
if (!event.source || !event.source.isIn()) return false;
return !player.getStorage("sbzongshi").includes(event.source);
},
forced: true,
onremove: true,
logTarget: "source",
content: function () {
trigger.source.chooseToDiscard(true, trigger.source.countCards("h"));
player.markAuto("sbzongshi", [trigger.source]);
},
intro: {
content: "已扒过目标:$",
},
ai: {
threaten: 0.5,
effect: {
target: function (card, player, target, current) {
if (player._sbzongshi_aiChecking) return;
if (!get.tag(card, "damage")) return;
var cards = player.getCards("h");
if (!target.hasFriend()) return;
player._sbzongshi_aiChecking = true;
var value = cards.reduce((p, c) => {
return p + get.value(c);
}, 0);
delete player._sbzongshi_aiChecking;
if (cards.length > 5 || value > 5 * cards.length) return [1, 0, 0, -cards.length / 2];
return [1, 0, 0, -0.5];
},
},
},
},
//貂蝉
sblijian: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return (
!player.getStat("skill").sblijian &&
game.countPlayer(current => {
return current != player;
}) > 1
);
},
filterCard: true,
selectCard: [1, Infinity],
position: "he",
filterTarget: lib.filter.notMe,
selectTarget: function () {
return ui.selected.cards.length + 1;
},
filterOk: function () {
return ui.selected.targets.length == ui.selected.cards.length + 1;
},
check: function (card) {
let player = get.owner(card),
targets = lib.skill.sblijian.selectTargetAi(_status.event, player);
if (ui.selected.cards.length < targets - 1) {
if (player.hasSkill("sbbiyue")) return 4 * targets - get.value(card);
return 6 + targets - get.value(card);
}
return 0;
},
selectTargetAi: (event, player) => {
let cache = _status.event.getTempCache("sblijian", "targets");
if (Array.isArray(cache)) return cache.length;
let targets = [],
cards = [0],
sbbiyue = player.hasSkill("sbbiyue")
? Math.max(
0,
3 -
game.countPlayer2(current => {
return current.getHistory("damage").length > 0;
})
)
: 0,
alter = [null, 1, 1],
temp;
for (let i of game.players) {
if (player === i) continue;
let vplayer = ui.create.player(i);
temp = get.effect(i, new lib.element.VCard({ name: "juedou", isCard: true }), vplayer, i);
vplayer.remove();
if (temp) {
let att = get.attitude(event.player, i);
if ((!att && sbbiyue) || att * temp > 0) targets.push([i, temp, att]);
else if (!alter[2]) continue;
else if (!att || (att > 0 && temp > -15 && i.hp > 2) || (att < 0 && temp < 15)) alter = [i, temp, att];
}
}
targets.sort((a, b) => {
if (Boolean(a[2]) !== Boolean(b[2])) return Math.abs(b[2]) - Math.abs(a[2]);
return Math.abs(b[1]) - Math.abs(a[1]);
});
if (targets.length < 2 && alter[0]) targets.push(alter);
targets = targets.slice(
0,
1 +
player.countCards("he", card => {
if (lib.filter.cardDiscardable(card, player, "sblijian")) {
cards.push(get.value(card));
return true;
}
return false;
})
);
cards.sort((a, b) => a - b);
for (let i = 0; i < targets.length; i++) {
if (Math.abs(targets[i][1]) < cards[i] / (1 + sbbiyue)) {
targets.splice(i, targets.length - i);
break;
}
}
if (targets.length < 2) {
event.putTempCache("sblijian", "targets", []);
return 0;
}
event.putTempCache("sblijian", "targets", targets);
return targets.length;
},
multiline: true,
content: function () {
var targetx = targets.slice().sortBySeat(target)[1];
var card = { name: "juedou", isCard: true };
if (target.canUse(card, targetx)) target.useCard(card, targetx);
},
ai: {
threaten: 3,
order: 7,
result: {
player: function (player, target) {
let targets = _status.event.getTempCache("sblijian", "targets");
if (Array.isArray(targets))
for (let arr of targets) {
if (target === arr[0] && !arr[2]) return 1;
}
return 0;
},
target: function (player, target) {
let targets = _status.event.getTempCache("sblijian", "targets");
if (Array.isArray(targets))
for (let arr of targets) {
if (target === arr[0]) {
if (arr[1] * arr[2] < 0) return get.sgn(arr[2]);
return arr[1];
}
}
return 0;
},
},
},
},
sbbiyue: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
forced: true,
content: function () {
player.draw(
Math.min(
4,
game.countPlayer2(current => {
return current.getHistory("damage").length > 0;
}) + 1
)
);
},
},
//陈宫
sbmingce: {
audio: 2,
enable: "phaseUse",
usable: 1,
position: "he",
filter: function (event, player) {
return player.countCards("he") > 0;
},
filterCard: true,
check: function (card) {
return 8 - get.value(card);
},
filterTarget: lib.filter.notMe,
selectTarget: 1,
discard: false,
lose: false,
delay: false,
onremove: true,
group: "sbmingce_hit",
content: function () {
"step 0";
player.give(cards, target);
"step 1";
var choices = ["选项二"];
var choiceList = ["失去1点体力令" + get.translation(player) + "摸两张牌并获得1枚“策”", "摸一张牌"];
if (target.hp > 0) choices.unshift("选项一");
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
target
.chooseControl(choices)
.set("choiceList", choiceList)
.set("prompt", get.translation(player) + "对你发动了【明策】,请选择一项")
.set("ai", () => {
return _status.event.choice;
})
.set("choice", target.hp <= 0 || (((target.hp + target.countCards("hs", "tao") > 2 && get.attitude(target, player) > 0) || get.effect(target, { name: "losehp" }, target, target) > 0) && target.hp > 0) ? 0 : 1);
"step 2";
if (result.control == "选项一") {
target.loseHp();
player.draw(2);
} else {
target.draw();
event.finish();
}
"step 3";
player.addMark("sbmingce", 1);
},
marktext: "笨",
intro: {
name: "策(明策)",
name2: "策",
content: "mark",
},
ai: {
result: {
player: 0.5,
target: 1,
},
order: 8.5,
expose: 0.2,
},
subSkill: {
hit: {
audio: "sbmingce",
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return player.hasMark("sbmingce");
},
direct: true,
content: function () {
"step 0";
var num = player.countMark("sbmingce");
event.num = num;
player.chooseTarget(get.prompt("sbmingce"), "移去所有“策”,对一名其他角色造成" + num + "点伤害", lib.filter.notMe).set("ai", target => {
var player = _status.event.player;
var eff = get.damageEffect(target, player, player);
var num = player.countMark("sbmingce");
if (target.hasSkillTag("filterDamage", null, { player: player })) num = 1;
return eff * num;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("sbmingce_hit", target);
player.removeMark("sbmingce", num);
target.damage(num);
}
},
},
},
},
sbzhichi: {
audio: 2,
trigger: { player: "damageEnd" },
forced: true,
content: function () {
player.addTempSkill("sbzhichi_muteki");
},
subSkill: {
muteki: {
audio: "sbzhichi",
trigger: { player: "damageBegin4" },
charlotte: true,
forced: true,
group: "sbzhichi_egg",
content: function () {
trigger.cancel();
},
mark: true,
intro: { content: "我无敌啦!" },
ai: {
maixie: true,
maixie_hp: true,
nofire: true,
nothunder: true,
nodamage: true,
effect: {
target: function (card, player, target, current) {
if (get.tag(card, "damage")) return "zeroplayertarget";
},
},
},
},
egg: {
trigger: { player: "die" },
charlotte: true,
forced: true,
silent: true,
forceDie: true,
content: function () {
player.chat("你是真滴牛批");
},
},
},
},
//袁绍
sbluanji: {
audio: 2,
enable: "phaseUse",
trigger: { global: "respond" },
viewAs: { name: "wanjian" },
forced: true,
locked: false,
filter: function (event, player) {
if (event.name == "chooseToUse") return player.countCards("hs") > 1 && !player.hasSkill("sbluanji_used");
var evt = event.getParent(2);
return (
evt.name == "wanjian" &&
evt.getParent().player == player &&
event.player != player &&
player.getHistory("gain", function (evt) {
return evt.getParent(2).name == "sbluanji";
}).length < 3
);
},
filterCard: true,
selectCard: 2,
position: "hs",
prompt: "将两张手牌当【万箭齐发】使用",
check: function (card) {
var player = _status.event.player;
var targets = game.filterPlayer(function (current) {
return player.canUse("wanjian", current);
});
var num = 0;
for (var i = 0; i < targets.length; i++) {
var eff = get.sgn(get.effect(targets[i], { name: "wanjian" }, player, player));
if (targets[i].hp == 1) {
eff *= 1.5;
}
if (get.attitude(player, targets[i]) == 0 || targets[i].group == "qun") {
eff += 0.5;
}
num += eff;
}
if (!player.needsToDiscard(-1)) {
if (targets.length >= 7) {
if (num < 1) return 0;
} else if (targets.length >= 5) {
if (num < 0.5) return 0;
}
}
return 6 - get.value(card);
},
content: function () {
player.draw();
},
precontent: function () {
player.addTempSkill("sbluanji_used", "phaseUseAfter");
},
ai: {
threaten: 1.6,
},
subSkill: { used: { charlotte: true } },
},
sbxueyi: {
audio: 2,
trigger: { player: "useCardToTargeted" },
filter: function (event, player) {
return player.hasZhuSkill("sbxueyi") && event.target != player && event.target.group == "qun";
},
zhuSkill: true,
forced: true,
usable: 2,
logTarget: "target",
content: function () {
player.draw();
},
mod: {
maxHandcard: function (player, num) {
if (player.hasZhuSkill("sbxueyi")) {
return num + 2 * game.countPlayer(current => player != current && current.group == "qun");
}
},
},
ai: {
effect: {
player_use(card, player, target) {
if (player != target && target && target.group == "qun" && card.name != "tao") return [1, 0.1];
},
},
},
},
//庞统
sblianhuan: {
audio: 2,
enable: "phaseUse",
filter: (event, player) => player.hasCard(card => lib.skill.sblianhuan.filterCard(card, player), lib.skill.sblianhuan.position),
filterTarget: function (card, player, target) {
if (player.hasSkill("sblianhuan_blocker")) return false;
if (!ui.selected.cards.length) return false;
card = get.autoViewAs({ name: "tiesuo" }, [ui.selected.cards[0]]);
return player.canUse(card, target);
},
filterCard: (card, player) => get.suit(card) == "club" && (!player.hasSkill("sblianhuan_blocker") || player.canRecast(card)),
selectCard: 1,
position: "hs",
derivation: "sblianhuan_lv2",
selectTarget: function () {
var card = get.card(),
player = get.player();
if (player.hasSkill("sblianhuan_blocker")) return 0;
if (card == undefined) return;
var range = [0, 2];
game.checkMod(card, player, range, "selectTarget", player);
return range;
},
filterOk: function () {
var card = ui.selected.cards[0];
if (!card) return false;
if (get.position(card) == "s" && !ui.selected.targets.length) return false;
return true;
},
check: function (card) {
return 6 - get.value(card);
},
prompt: function () {
var player = _status.event.player,
use = !player.hasSkill("sblianhuan_blocker");
return "重铸一张♣手牌" + (use ? ";或将一张♣手牌当【铁索连环】使用" : "");
},
group: ["sblianhuan_use", "sblianhuan_add", "sblianhuan_discard2"],
multitarget: true,
multiline: true,
discard: false,
lose: false,
delay: false,
content: function () {
"step 0";
if (targets.length) {
player.addTempSkill("sblianhuan_blocker", "phaseUseAfter");
var card = get.autoViewAs({ name: "tiesuo" }, cards);
player.useCard(card, cards, targets);
} else {
player.loseToDiscardpile(cards);
player.draw(cards.length);
}
},
subSkill: {
blocker: { charlotte: true },
use: {
audio: "sblianhuan",
trigger: { player: "useCard" },
filter: function (event, player) {
return event.card.name == "tiesuo" && !player.storage.sblianhuan;
},
check: function (event, player) {
var eff = 0,
targets = event.targets.filter(i => !i.isLinked());
for (var target of targets) {
eff += get.attitude(player, target);
}
return eff < -1;
},
prompt2: "失去1点体力然后当此牌指定第一个目标后你随机弃置所有不处于连环状态的目标角色各一张手牌",
content: function () {
"step 0";
player.loseHp();
"step 1";
if (!trigger.card.storage) trigger.card.storage = {};
trigger.card.storage.sblianhuan = true;
trigger._sblianhuan = true;
player.addTempSkill("sblianhuan_discard", "phaseUseAfter");
},
},
discard: {
trigger: { global: "useCardToPlayered" },
forced: true,
locked: false,
popup: false,
charlotte: true,
filter: function (event, player) {
return event.isFirstTarget && event.card.storage && event.card.storage.sblianhuan;
},
content: function () {
"step 0";
event.targets = trigger.targets.filter(i => !i.isLinked());
if (!event.targets.length) event.finish();
else player.logSkill("sblianhuan_discard", event.targets);
"step 1";
var target = targets.shift();
var cards = target.getCards("h", card => {
return lib.filter.cardDiscardable(card, player, "sblianhuan");
});
if (cards.length > 0) {
player.line(target);
target.discard(cards.randomGet());
}
if (targets.length) event.redo();
},
},
add: {
trigger: { player: "useCard2" },
filter: function (event, player) {
return (
event.card.name == "tiesuo" &&
player.storage.sblianhuan &&
game.hasPlayer(current => {
return !event.targets.includes(current) && player.canUse(event.card, current);
})
);
},
direct: true,
content: function () {
"step 0";
player
.chooseTarget(get.prompt("sblianhuan_add"), "为" + get.translation(trigger.card) + "额外指定任意个目标", [1, Infinity], function (card, player, target) {
return !_status.event.sourcex.includes(target) && player.canUse(_status.event.card, target);
})
.set("sourcex", trigger.targets)
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, _status.event.card, player, player);
})
.set("card", trigger.card);
"step 1";
if (result.bool) {
if (!event.isMine() && !event.isOnline()) game.delayx();
event.targets = result.targets;
} else {
event.finish();
}
"step 2";
player.logSkill("sblianhuan_add", event.targets);
trigger.targets.addArray(event.targets);
},
},
discard2: {
trigger: { player: "useCardToPlayered" },
forced: true,
locked: false,
popup: false,
filter: function (event, player) {
return event.isFirstTarget && event.card.name == "tiesuo" && player.storage.sblianhuan && !event.getParent()._sblianhuan;
},
content: function () {
"step 0";
event.targets = trigger.targets.filter(i => !i.isLinked());
if (!event.targets.length) event.finish();
else player.logSkill("sblianhuan_discard2", event.targets);
"step 1";
var target = targets.shift();
var cards = target.getCards("h", card => {
return lib.filter.cardDiscardable(card, player, "sblianhuan");
});
if (cards.length > 0) {
player.line(target);
target.discard(cards.randomGet());
}
if (targets.length) event.redo();
},
},
},
},
sbniepan: {
audio: 2,
enable: "chooseToUse",
mark: true,
skillAnimation: true,
limited: true,
animationColor: "orange",
filter: function (event, player) {
return event.type == "dying" && player == event.dying;
},
content: function () {
"step 0";
player.awakenSkill("sbniepan");
player.discard(player.getCards("hej"));
"step 1";
player.draw(2);
"step 2";
if (player.hp < 2) player.recover(2 - player.hp);
"step 3";
player.turnOver(false);
"step 4";
player.link(false);
"step 5";
player.storage.sblianhuan = true;
game.log(player, "修改了", "#g【连环】");
},
ai: {
order: 1,
skillTagFilter: function (player, arg, target) {
if (player != target || player.storage.sbniepan) return false;
},
save: true,
result: {
player: function (player) {
if (player.hp <= 0) return 10;
return 0;
},
},
threaten: function (player, target) {
if (!target.storage.sbniepan) return 0.6;
},
},
},
//法正
sbxuanhuo: {
audio: 2,
enable: "phaseUse",
usable: 1,
group: "sbxuanhuo_rob",
filterTarget: function (card, player, target) {
return !target.hasMark("sbxuanhuo_mark") && player != target;
},
filterCard: true,
position: "he",
discard: false,
lose: false,
delay: false,
onremove: function (player) {
delete player.storage.sbxuanhuo;
player.unmarkSkill("sbxuanhuo");
},
check: function (card) {
return 6.5 - get.value(card);
},
content: function () {
"step 0";
player.give(cards, target);
if (player.storage.sbxuanhuo && player.storage.sbxuanhuo[target.playerid]) delete player.storage.sbxuanhuo[target.playerid];
"step 1";
target.addMark("sbxuanhuo_mark");
var history = target.getAllHistory("lose");
if (history.length) {
history[history.length - 1].sbxuanhuo_mark = true;
}
},
getNum: function (current, skill) {
var num = 0;
var history = current.getAllHistory("lose");
if (history.length) {
for (var i = history.length - 1; i >= 0; i--) {
var evt = history[i];
if (evt.sbxuanhuo_mark) break;
if (typeof skill == "string") {
if (evt.getParent(2).name == skill) num += evt.cards2.length;
} else {
var evtx = evt.getParent(),
player = skill;
if (evtx.name == "gain") {
var cards = evtx.cards;
if (evtx.player == player && cards.length > 0) num += cards.length;
} else if (evtx.name == "loseAsync") {
if (evtx.type != "gain" || evtx.giver) return false;
var cards = evtx.getl(current).cards2;
var cardsx = evtx.getg(player);
if (cardsx.length > 0) num += cardsx.length;
}
}
}
}
return num;
},
ai: {
order: 9,
result: {
target: function (player, target) {
return -Math.sqrt(Math.max(target.hp, 1));
},
},
},
marktext: "惑",
intro: {
content: function (storage, player) {
if (!storage || get.is.empty(storage)) return "未得到过牌";
var map = _status.connectMode ? lib.playerOL : game.playerMap;
var str = "已得到";
for (var i in storage) {
str += get.translation(map[i]) + "的" + get.cnNumber(storage[i]) + "张牌、";
}
return str.slice(0, -1);
},
},
subSkill: {
mark: {
marktext: "眩",
intro: {
name: "眩惑",
name2: "眩",
markcount: () => 0,
content: "已获得“眩”标记",
},
},
rob: {
audio: "sbxuanhuo",
trigger: {
global: ["gainAfter", "loseAsyncAfter"],
},
forced: true,
locked: false,
direct: true,
filter: function (event, player) {
var evt = event.getParent("phaseDraw");
if (evt && evt.name == "phaseDraw") return false;
return game.hasPlayer(current => {
if (!event.getg(current).length || !current.hasMark("sbxuanhuo_mark")) return false;
if (evt && evt.player == current) return false;
if (lib.skill.sbxuanhuo.getNum(current, "sbxuanhuo_rob") >= 5) return false;
return current.hasCard(card => lib.filter.canBeGained(card, current, player), "he");
});
},
content: function () {
"step 0";
var evt = trigger.getParent("phaseDraw");
var targets = game.filterPlayer(current => {
if (!trigger.getg(current).length || !current.hasMark("sbxuanhuo_mark")) return false;
if (evt && evt.player == current) return false;
if (lib.skill.sbxuanhuo.getNum(current, "sbxuanhuo_rob") >= 5) return false;
return current.hasCard(card => lib.filter.canBeGained(card, current, player), "he");
});
event.targets = targets;
"step 1";
var target = targets.shift();
player.logSkill("sbxuanhuo", target);
var hs = target.getCards("h", card => lib.filter.canBeGained(card, target, player));
if (hs.length) {
player.gain(hs.randomGet(), target, "giveAuto");
if (!player.storage.sbxuanhuo) player.storage.sbxuanhuo = {};
player.storage.sbxuanhuo[target.playerid] = lib.skill.sbxuanhuo.getNum(target, "sbxuanhuo_rob") + 1;
player.markSkill("sbxuanhuo");
}
if (targets.length > 0) event.redo();
},
},
},
},
sbenyuan: {
audio: 2,
forced: true,
direct: true,
trigger: { player: "phaseZhunbeiBegin" },
filter: function (event, player) {
return game.hasPlayer(current => current.hasMark("sbxuanhuo_mark"));
},
content: function () {
"step 0";
var targets = game.filterPlayer(current => current.hasMark("sbxuanhuo_mark"));
event.targets = targets;
"step 1";
var target = targets.shift();
event.target = target;
player.logSkill("sbenyuan", target);
target.removeMark("sbxuanhuo_mark", target.countMark("sbxuanhuo_mark"));
game.players.forEach(current => {
var storage = current.storage.sbxuanhuo;
if (storage && storage[target.playerid]) delete storage[target.playerid];
if (storage && get.is.empty(storage)) {
delete current.storage.sbxuanhuo;
current.unmarkSkill("sbxuanhuo");
}
});
var num = lib.skill.sbxuanhuo.getNum(target, player);
if (num >= 3) {
var cards = player.getCards("he");
if (!cards.length) event._result = { bool: false };
else if (cards.length <= 3) event._result = { bool: true, cards: cards };
else player.chooseCard("恩怨:交给" + get.translation(target) + "三张牌", true, 3, "he");
} else {
target.loseHp();
player.recover();
event.goto(3);
}
"step 2";
if (result.bool) player.give(result.cards, target);
"step 3";
if (targets.length) event.goto(1);
},
ai: {
combo: "sbxuanhuo",
},
},
//姜维
sbtiaoxin: {
audio: 2,
enable: "phaseUse",
usable: 1,
chargeSkill: true,
filter: function (event, player) {
return player.hasMark("charge");
},
filterTarget: lib.filter.notMe,
selectTarget: function () {
return [1, _status.event.player.countMark("charge")];
},
multiline: true,
group: "sbtiaoxin_backflow",
content: function () {
"step 0";
target
.chooseToUse(
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
"挑衅:对" + get.translation(player) + "使用一张杀,或交给其一张牌"
)
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
return lib.filter.targetEnabled.apply(this, arguments);
})
.set("sourcex", player);
"step 1";
if (!result.bool && target.countCards("he") > 0) {
target.chooseCard("he", "交给" + get.translation(player) + "一张牌", true);
} else event.finish();
"step 2";
if (result.bool) {
target.give(result.cards, player);
}
},
contentAfter: function () {
player.removeMark("charge", targets.length);
},
ai: {
threaten: 1.2,
order: 4,
expose: 0.2,
result: {
target: function (player, target) {
if (target.countGainableCards(player, "he") == 0) return 0;
return -1;
},
player: function (player, target) {
if (!target.canUse("sha", player)) return 0;
if (target.countCards("h") == 0) return 0;
if (target.countCards("h") == 1) return -0.1;
if (player.hp <= 2) return -2;
if (player.countCards("h", "shan") == 0) return -1;
return -0.5;
},
},
},
subSkill: {
backflow: {
audio: "sbtiaoxin",
trigger: {
player: ["loseAfter", "enterGame"],
global: ["loseAsyncAfter", "phaseBefore"],
},
forced: true,
filter: function (event, player) {
if (player.countMark("charge") >= 4) return false;
if (event.name.indexOf("lose") == 0) {
if (event.type != "discard") return false;
var evt = event.getParent("phaseDiscard");
return evt && evt.player == player && event.getl(player).cards2.length > 0;
} else {
return event.name != "phase" || game.phaseNumber == 0;
}
},
content: function () {
var num = Math.min(4 - player.countMark("charge"), trigger.name.indexOf("lose") == 0 ? trigger.getl(player).cards2.length : 4);
if (num > 0) player.addMark("charge", num);
},
},
},
},
sbzhiji: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
juexingji: true,
forced: true,
skillAnimation: true,
animationColor: "fire",
filter: function (event, player) {
var len = 0;
player.getAllHistory("useSkill", evt => {
if (evt.skill != "sbtiaoxin") return false;
len += evt.targets.length;
});
return len >= 4;
},
content: function () {
"step 0";
player.awakenSkill("sbzhiji");
player.loseMaxHp();
"step 1";
player.chooseTarget("志继:令至少一名角色获得“北伐”标记", true, [1, Infinity]).set("ai", target => -get.attitude(player, target));
"step 2";
if (result.bool) {
player.line(result.targets, "fire");
result.targets.forEach(target => {
target.addAdditionalSkill("sbzhiji_" + player.playerid, "sbzhiji_beifa");
target.markAuto("sbzhiji_beifa", [player]);
});
player.addTempSkill("sbzhiji_clear", { player: "phaseBegin" });
if (!event.isMine() && !event.isOnline()) game.delayx();
}
},
subSkill: {
beifa: {
charlotte: true,
mark: true,
marktext: "伐",
intro: {
name: "北伐",
name2: "北伐",
content: "使用牌只能指定$和自己为目标",
},
mod: {
playerEnabled: function (card, player, target) {
if (player != target && !player.getStorage("sbzhiji_beifa").includes(target)) return false;
},
},
},
clear: {
charlotte: true,
onremove: function (player) {
game.countPlayer(function (current) {
current.removeAdditionalSkill("sbzhiji_" + player.playerid);
});
},
},
},
ai: {
combo: "sbtiaoxin",
},
},
//刘备
sbrende: {
audio: 3,
enable: ["chooseToUse", "chooseToRespond"],
maxNum: 8,
filter: function (event, player) {
if (event.type == "wuxie" || player.hasSkill("sbrende_used")) return false;
if (player.countMark("sbrende") < 2) return false;
for (var name of lib.inpile) {
if (get.type(name) != "basic") continue;
var card = { name: name, isCard: true };
if (event.filterCard(card, player, event)) return true;
if (name == "sha") {
for (var nature of lib.inpile_nature) {
card.nature = nature;
if (event.filterCard(card, player, event)) return true;
}
}
}
return false;
},
group: ["sbrende_give", "sbrende_gain"],
chooseButton: {
dialog: function (event, player) {
var dialog = ui.create.dialog("仁德");
if (event.type == "phase") {
dialog._chosenOpt = [];
var table = document.createElement("div");
table.classList.add("add-setting");
table.style.margin = "0";
table.style.width = "100%";
table.style.position = "relative";
var list = ["视为使用基本牌", "交给其他角色牌"];
for (var i of list) {
var td = ui.create.div(".shadowed.reduce_radius.pointerdiv.tdnode");
td.innerHTML = "<span>" + i + "</span>";
td.link = i;
if (i == list[0]) {
td.classList.add("bluebg");
dialog._chosenOpt.add(td);
}
td.addEventListener(lib.config.touchscreen ? "touchend" : "click", function () {
if (_status.dragged) return;
if (_status.clicked) return;
if (_status.justdragged) return;
_status.tempNoButton = true;
_status.clicked = true;
setTimeout(function () {
_status.tempNoButton = false;
}, 500);
var link = this.link;
if (link == "交给其他角色牌") game.uncheck();
var current = this.parentNode.querySelector(".bluebg");
if (current) {
current.classList.remove("bluebg");
dialog._chosenOpt.remove(current);
}
dialog._chosenOpt.add(this);
this.classList.add("bluebg");
game.check();
});
table.appendChild(td);
dialog.buttons.add(td);
}
dialog.content.appendChild(table);
}
var cards = [];
for (var name of lib.inpile) {
if (get.type(name) != "basic") continue;
var card = { name: name, isCard: true };
if (event.filterCard(card, player, event)) cards.push(["基本", "", name]);
if (name == "sha") {
for (var nature of lib.inpile_nature) {
card.nature = nature;
if (event.filterCard(card, player, event)) cards.push(["基本", "", name, nature]);
}
}
}
dialog.add([cards, "vcard"]);
return dialog;
},
check: function (button, player) {
if (typeof button.link == "string") return -1;
if (_status.event.getParent().type != "phase") return 1;
return _status.event.player.getUseValue({
name: button.link[2],
nature: button.link[3],
});
},
select: function () {
var opts = _status.event.dialog._chosenOpt;
return opts && opts.length && opts[0].link == "交给其他角色牌" ? 0 : 1;
},
backup: function (links, player) {
var isUse = links.length == 1;
var backup = get.copy(lib.skill["sbrende_" + (isUse ? "use" : "give")]);
if (isUse) backup.viewAs = { name: links[0][2], nature: links[0][3], isCard: true };
return backup;
},
prompt: function (links, player) {
var isUse = links.length == 1;
return isUse ? "移去2枚“仁望”视为使用或打出" + (get.translation(links[0][3]) || "") + get.translation(links[0][2]) : "###仁德###出牌阶段每名角色限一次。你可以将任意张牌交给一名其他角色,然后你获得等量“仁望”标记(至多为" + lib.skill.sbrende.maxNum + "";
},
},
hiddenCard: function (player, name) {
return get.type(name) == "basic" && player.countMark("sbrende") > 1 && player.hasSkill("sbrende_used");
},
marktext: "仁",
intro: {
name: "仁望",
name2: "仁望",
content: "mark",
},
ai: {
respondSha: true,
respondShan: true,
save: true,
skillTagFilter: function (player) {
return player.countMark("sbrende") > 1 && !player.hasSkill("sbrende_used");
},
order: function (item, player) {
if (_status.event.type == "phase" && lib.skill.sbzhangwu.ai.result.player(player) > 0) return 9.1;
return 0.5;
},
result: {
player: function (player) {
if (_status.event.dying) {
return get.attitude(player, _status.event.dying);
}
return _status.event.type == "phase" && player.countMark("sbrende") <= 2 ? 0 : 1;
},
},
},
subSkill: {
backup: {},
used: { charlotte: true },
given: { onremove: true },
use: {
audio: "sbrende",
filterCard: () => false,
selectCard: -1,
popname: true,
precontent: function () {
player.logSkill("sbrende_use");
delete event.result.skill;
player.removeMark("sbrende", 2);
player.addTempSkill("sbrende_used");
},
},
give: {
audio: "sbrende",
enable: "phaseUse",
filterCard: true,
selectCard: [1, Infinity],
position: "he",
discard: false,
lose: false,
delay: false,
filter: function (event, player) {
if (player.countMark("sbrende") < 2 || player.hasSkill("sbrende_used")) return true;
for (var name of lib.inpile) {
if (get.type(name) != "basic") continue;
var card = { name: name, isCard: true };
if (event.filterCard(card, player, event)) return false;
if (name == "sha") {
for (var nature of lib.inpile_nature) {
card.nature = nature;
if (event.filterCard(card, player, event)) return false;
}
}
}
return true;
},
filterTarget: function (card, player, target) {
if (player.getStorage("sbrende_given").includes(target)) return false;
return player != target;
},
prompt: function (event) {
return "出牌阶段每名角色限一次。你可以将任意张牌交给一名其他角色,然后你获得等量“仁望”标记(至多为" + lib.skill.sbrende.maxNum + "";
},
check: function (card) {
var player = get.owner(card);
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") return 0;
if (ui.selected.cards.length + player.countMark("sbrende") > lib.skill.sbrende.maxNum) return 0;
if (!ui.selected.cards.length && card.name == "du") return 20;
if (ui.selected.cards.length >= Math.max(2, player.countCards("he") - player.hp)) return 0;
if (player.countCards("he") <= 1) {
var players = game.filterPlayer();
for (var i = 0; i < players.length; i++) {
if (players[i].hasSkill("haoshi") && !players[i].isTurnedOver() && !players[i].hasJudge("lebu") && get.attitude(player, players[i]) >= 3 && get.attitude(players[i], player) >= 3) {
return 11 - get.value(card);
}
}
if (player.countCards("he") > player.hp) return 10 - get.value(card);
if (player.countCards("he") > 2) return 6 - get.value(card);
return -1;
}
return 18 - (ui.selected.cards.length + player.countMark("sbrende")) - get.value(card);
},
content: function () {
player.addTempSkill("sbrende_given", "phaseUseAfter");
player.markAuto("sbrende_given", [target]);
player.markAuto("sbrende_givenx", [target]);
player.give(cards, target);
var num = Math.min(lib.skill.sbrende.maxNum - player.countMark("sbrende"), cards.length);
if (num > 0) player.addMark("sbrende", num);
},
ai: {
order: function (skill, player) {
return player.countMark("sbrende") < 2 ? 6.8 : 5.8;
},
result: {
target: function (player, target) {
if (!player.hasFriend() && player.hasSkill("sbzhangwu") && ui.selected.cards.length && get.value(ui.selected.cards[0]) > (lib.skill.sbzhangwu.filterTarget(null, player, target) ? 3 : 5)) return -0.1;
if (target.hasSkillTag("nogain")) return 0;
if (ui.selected.cards.length && ui.selected.cards[0].name == "du") {
if (target.hasSkillTag("nodu")) return 0;
return -10;
}
if (target.hasJudge("lebu")) return 0;
var nh = target.countCards("h");
return Math.max(1, 5 - nh);
},
},
threaten: 1.1,
},
},
gain: {
audio: "sbrende",
trigger: { player: "phaseUseBegin" },
forced: true,
locked: false,
filter: function (event, player) {
return player.countMark("sbrende") < lib.skill.sbrende.maxNum;
},
content: function () {
var num = Math.min(lib.skill.sbrende.maxNum - player.countMark("sbrende"), 2);
if (num > 0) player.addMark("sbrende", num);
},
},
},
},
sbzhangwu: {
audio: 2,
enable: "phaseUse",
skillAnimation: "epic",
animationColor: "orange",
limited: true,
filter: function (event, player) {
if (game.roundNumber <= 1) return false;
if (!game.hasPlayer(current => lib.skill.sbzhangwu.filterTarget(null, player, current))) return false;
return true;
},
filterTarget: function (card, player, target) {
if (target == player) return false;
return player.getStorage("sbrende_givenx").includes(target);
},
selectTarget: [-1, -2],
multiline: true,
content: function () {
"step 0";
player.awakenSkill("sbzhangwu");
var num = Math.min(game.roundNumber - 1, 3);
var cards = target.getCards("he"),
count = cards.length;
if (count == 0) event.finish();
else if (count <= num) event._result = { bool: true, cards: cards };
else target.chooseCard("章武:交给" + get.translation(player) + get.cnNumber(num) + "张牌", true, "he", num);
"step 1";
if (result.bool) {
target.give(result.cards, player);
}
},
contentAfter: function () {
"step 0";
player.recover(3);
"step 1";
player.removeSkills("sbrende");
game.delayx();
},
ai: {
order: 9,
combo: "sbrende",
result: {
player: function (player, target) {
var targets = game.filterPlayer(current => lib.skill.sbzhangwu.filterTarget(null, player, current));
if (!targets.length) return 0;
var eff = 0;
for (var target of targets) {
eff += get.effect(target, { name: "shunshou_copy2" }, player, player);
}
eff += 15 - 5 * Math.max(0, 3 - player.getDamagedHp());
return eff > 15 ? 1 : 0;
},
},
},
},
sbjijiang: {
audio: 2,
trigger: { player: "phaseUseEnd" },
zhuSkill: true,
unique: true,
popup: false,
filter: function (event, player) {
if (!player.hasZhuSkill("sbjijiang")) return false;
return game.hasPlayer(current => {
if (current.group != "shu" || player == current || current.hp < player.hp) return false;
return game.hasPlayer(currentx => current.inRange(currentx));
});
},
async cost(event, trigger, player) {
event.result = await player
.chooseTarget(get.prompt2("sbjijiang"), 2)
.set("filterTarget", (card, player, target) => {
if (!ui.selected.targets.length) return target.group == "shu" && target.hp >= player.hp && target != player;
var current = ui.selected.targets[0];
return current.inRange(target);
})
.set("targetprompt", ["进行选择", "出杀对象"])
.set("multitarget", true)
.set("ai", target => {
var player = _status.event.player;
if (ui.selected.targets.length) {
var current = ui.selected.targets[0];
return get.effect(target, new lib.element.VCard({ name: "sha" }), current, player);
}
let curs = game.filterPlayer(current => {
return target !== current && target.inRange(current) && target.canUse({ name: "sha", isCard: true }, current, false);
});
if (!curs.length) {
let att = get.attitude(player, target);
if (att >= 0) return 0;
return -att * get.threaten(target, player);
}
return curs.reduce((max, i) => Math.max(max, get.effect(i, new lib.element.VCard({ name: "sha" }), target, player)), -1);
})
.forResult();
},
async content(event, trigger, player) {
let targets = event.targets;
player.logSkill("sbjijiang", targets, false);
player.line2(targets);
var choiceList = ["视为对" + get.translation(targets[1]) + "使用一张【杀】", "你的下一个出牌阶段开始前,跳过此阶段"],
result;
if (!targets[0].canUse({ name: "sha", isCard: true }, targets[1], false)) result = { index: 1 };
else
result = await targets[0]
.chooseControl()
.set("choiceList", choiceList)
.set("ai", () => {
return _status.event.choice;
})
.set("choice", get.effect(targets[1], { name: "sha" }, targets[0], targets[0]) > get.effect(targets[0], { name: "lebu" }, targets[0], targets[0]) ? 0 : 1)
.forResult();
if (result.index == 0) {
targets[0].useCard({ name: "sha", isCard: true }, targets[1], false);
} else {
targets[0].addSkill("sbjijiang_skip");
}
},
subSkill: {
skip: {
trigger: { player: "phaseUseBefore" },
charlotte: true,
forced: true,
content: function () {
trigger.cancel();
player.removeSkill("sbjijiang_skip");
},
},
},
},
//赵云
sblongdan: {
audio: 2,
enable: ["chooseToUse", "chooseToRespond"],
chargeSkill: true,
filter: function (event, player) {
if (event.type == "wuxie" || !player.hasMark("charge")) return false;
var marked = player.hasSkill("sblongdan_mark", null, null, false);
for (var name of lib.inpile) {
if (!marked && name != "sha" && name != "shan") continue;
if (get.type(name) != "basic") continue;
if (player.hasCard(lib.skill.sblongdan.getFilter(name, player), "hs")) {
if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) return true;
if (marked && name == "sha") {
for (var nature of lib.inpile_nature) {
if (event.filterCard(get.autoViewAs({ name, nature }, "unsure"), player, event)) return true;
}
}
}
}
return false;
},
chooseButton: {
dialog: function (event, player) {
var list = [];
var marked = player.hasSkill("sblongdan_mark", null, null, false);
for (var name of lib.inpile) {
if (!marked && name != "sha" && name != "shan") continue;
if (get.type(name) != "basic") continue;
if (player.hasCard(lib.skill.sblongdan.getFilter(name, player), "hs")) {
if (event.filterCard(get.autoViewAs({ name }, "unsure"), player, event)) list.push(["基本", "", name]);
if (marked && name == "sha") {
for (var nature of lib.inpile_nature) {
if (event.filterCard(get.autoViewAs({ name, nature }, "unsure"), player, event)) list.push(["基本", "", name, nature]);
}
}
}
}
return ui.create.dialog("龙胆", [list, "vcard"], "hidden");
},
check: function (button) {
if (_status.event.getParent().type != "phase") return 1;
var player = _status.event.player,
card = { name: button.link[2], nature: button.link[3] };
if (card.name == "jiu" && Math.min(player.countMark("charge"), player.countCards("h", { type: "basic" })) < 2) return 0;
return player.getUseValue(card, null, true);
},
backup: function (links, player) {
return {
viewAs: {
name: links[0][2],
nature: links[0][3],
},
filterCard: lib.skill.sblongdan.getFilter(links[0][2], player),
position: "he",
popname: true,
check: function (card) {
return 6 / Math.max(1, get.value(card));
},
precontent: function () {
player.removeMark("charge", 1);
player.addTempSkill("sblongdan_draw");
},
};
},
prompt: function (links, player) {
var marked = player.hasSkill("sblongdan_mark", null, null, false);
var card = {
name: links[0][2],
nature: links[0][3],
isCard: true,
};
if (marked) return "将一张基本牌当做" + get.translation(card) + "使用";
return "将一张" + (card.name == "sha" ? "闪" : "杀") + "当做" + get.translation(card) + "使用";
},
},
hiddenCard: function (player, name) {
if (get.type(name) != "basic" || !player.hasMark("charge")) return false;
var marked = player.hasSkill("sblongdan_mark", null, null, false);
if (!marked && name != "sha" && name != "shan") return false;
return player.hasCard(lib.skill.sblongdan.getFilter(name, player), "hs");
},
ai: {
respondSha: true,
respondShan: true,
skillTagFilter: function (player, tag) {
return lib.skill.sblongdan.hiddenCard(player, tag == "respondSha" ? "sha" : "shan");
},
order: 9,
result: {
player: function (player) {
if (_status.event.dying) return get.attitude(player, _status.event.dying);
return 1;
},
},
},
getFilter: function (name, player) {
if (!player.hasSkill("sblongdan_mark", null, null, false)) {
if (name == "sha") return { name: "shan" };
if (name == "shan") return { name: "sha" };
return () => false;
}
return { type: "basic" };
},
group: "sblongdan_charge",
onremove: function (player) {
player.removeSkill("sblongdan_mark");
},
subSkill: {
backup: { audio: "sblongdan" },
mark: { charlotte: true },
draw: {
charlotte: true,
trigger: { player: ["useCardAfter"] },
forced: true,
popup: false,
filter: function (event, player) {
return event.skill == "sblongdan_backup";
},
content: function () {
player.draw();
},
},
charge: {
audio: "sblongdan",
trigger: {
global: ["phaseBefore", "phaseEnd"],
player: "enterGame",
},
forced: true,
filter: function (event, player, name) {
if (player.countMark("charge") > 2) return false;
return name != "phaseBefore" || game.phaseNumber == 0;
},
content: function () {
player.addMark("charge", 1);
},
},
},
},
sbjizhu: {
audio: 3,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(lib.filter.notMe, get.prompt("sbjizhu"), "和一名其他角色进行“协力”").set("ai", function (target) {
return get.threaten(target) * Math.sqrt(1 + target.countCards("h")) * (target.isTurnedOver() || target.hasJudge("lebu") ? 0.1 : 1);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("sbjizhu", target);
player.chooseCooperationFor(target, "sbjizhu").set("ai", function (button) {
var base = 0;
switch (button.link) {
case "cooperation_damage":
base = 0.1;
break;
case "cooperation_draw":
base = 0.6;
break;
case "cooperation_discard":
base = 0.1;
break;
case "cooperation_use":
base = 0.6;
break;
}
return base + Math.random();
});
player.addAdditionalSkill("cooperation", "sbjizhu_effect");
} else event.finish();
"step 2";
game.delayx();
},
subSkill: {
effect: {
audio: "sbjizhu",
charlotte: true,
trigger: { global: "phaseJieshuBegin" },
forced: true,
logTarget: "player",
filter: function (event, player) {
return player.checkCooperationStatus(event.player, "sbjizhu") && player.hasSkill("sblongdan", null, null, false);
},
content: function () {
game.log(player, "和", trigger.player, "的协力成功");
player.addTempSkill("sblongdan_mark", { player: "phaseJieshuBegin" });
game.delayx();
},
},
},
derivation: "sblongdan_shabi",
ai: {
combo: "sblongdan",
},
},
//张飞
sbpaoxiao: {
audio: 2,
mod: {
cardUsable: function (card) {
if (card.name == "sha") return Infinity;
},
targetInRange: function (card, player, target) {
if (card.name == "sha" && player.getEquips(1).length > 0) return true;
},
},
trigger: { player: "useCard" },
forced: true,
filter: function (event, player) {
if (event.card.name != "sha") return false;
var evt = event.getParent("phaseUse");
if (!evt || evt.player != player) return false;
return player.hasHistory(
"useCard",
function (evtx) {
return evtx != event && evtx.card.name == "sha" && evtx.getParent("phaseUse") == evt;
},
event
);
},
content: function () {
if (!trigger.card.storage) trigger.card.storage = {};
trigger.card.storage.sbpaoxiao = true;
trigger.baseDamage++;
trigger.directHit.addArray(game.players);
player.addTempSkill("sbpaoxiao_effect", "phaseUseAfter");
},
subSkill: {
effect: {
charlotte: true,
trigger: { player: "useCardToPlayered" },
forced: true,
popup: false,
filter: function (event, player) {
return event.card.storage && event.card.storage.sbpaoxiao && event.target.isIn();
},
content: function () {
trigger.target.addTempSkill("fengyin");
},
group: "sbpaoxiao_recoil",
},
recoil: {
charlotte: true,
trigger: { source: "damageSource" },
forced: true,
filter: function (event, player) {
return event.card && event.card.storage && event.card.storage.sbpaoxiao && event.player.isIn();
},
content: function () {
"step 0";
player.loseHp();
"step 1";
var hs = player.getCards("h", function (card) {
return lib.filter.cardDiscardable(card, player, "sbpaoxiao_recoil");
});
if (hs.length > 0) player.discard(hs.randomGet());
},
},
},
},
sbxieji: {
audio: 3,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(lib.filter.notMe, get.prompt("sbxieji"), "和一名其他角色进行“协力”").set("ai", function (target) {
return get.threaten(target) * Math.sqrt(1 + target.countCards("h")) * (target.isTurnedOver() || target.hasJudge("lebu") ? 0.1 : 1);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("sbxieji", target);
//选择对方的协击条件
player.chooseCooperationFor(target, "sbxieji").set("ai", function (button) {
var base = 0;
switch (button.link) {
case "cooperation_damage":
base = 0.8;
break;
case "cooperation_draw":
base = 0.1;
break;
case "cooperation_discard":
base = 0.1;
break;
case "cooperation_use":
base = 0.1;
break;
}
return base + Math.random();
});
//保证技能cooperation被移除之后 失去该技能
player.addAdditionalSkill("cooperation", "sbxieji_effect");
} else event.finish();
"step 2";
game.delayx();
},
subSkill: {
effect: {
audio: "sbxieji",
charlotte: true,
trigger: { global: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
//判断自己是否有目标为该角色 且已经完成的协力记录
return player.checkCooperationStatus(event.player, "sbxieji");
},
content: function () {
"step 0";
game.log(player, "和", trigger.player, "的协力成功");
player
.chooseTarget("协击:请选择【杀】的目标", "你和" + get.translation(trigger.player) + "协力成功,可以视为对至多三名其他角色使用一张【杀】,且此【杀】造成伤害时,你摸等同于伤害值的牌", [1, 3], true, function (card, player, target) {
return player.canUse("sha", target, false);
})
.set("ai", function (target) {
var player = _status.event.player;
return get.effect(target, { name: "sha" }, player, player);
});
"step 1";
if (result.bool) {
player.addTempSkill("sbxieji_reward", "sbxieji_effectAfter");
player.useCard(
{
name: "sha",
isCard: true,
storage: { sbxieji: true },
},
"sbxieji_effect",
result.targets
);
}
},
},
reward: {
charlotte: true,
trigger: { source: "damageSource" },
forced: true,
popup: false,
filter: function (event, player) {
return event.card && event.card.storage && event.card.storage.sbxieji && event.getParent().type == "card";
},
content: function () {
player.draw(trigger.num);
},
},
},
},
//徐晃
sbduanliang: {
audio: 1,
enable: "phaseUse",
usable: 1,
filterTarget: lib.filter.notMe,
content: function () {
"step 0";
player
.chooseToDuiben(target)
.set("title", "谋弈")
.set("namelist", ["固守城池", "突出重围", "围城断粮", "擂鼓进军"])
.set("translationList", [`以防止${get.translation(player)}通过此技能对你使用【决斗】`, `以防止${get.translation(player)}通过此技能对你使用【兵粮寸断】`, `若成功,将牌堆顶的牌当做【兵粮寸断】对${get.translation(target)}使用`, `若成功,视为对${get.translation(target)}使用【决斗】`])
.set("ai", button => {
var source = _status.event.getParent().player,
target = _status.event.getParent().target;
if (get.effect(target, { name: "juedou" }, source, source) >= 10 && button.link[2] == "db_def2" && Math.random() < 0.5) return 10;
return 1 + Math.random();
});
"step 1";
if (result.bool) {
if (result.player == "db_def1") {
if (target.hasJudge("bingliang")) player.gainPlayerCard(target, "he", true);
else {
if (ui.cardPile.childNodes.length > 0) {
if (player.canUse(get.autoViewAs({ name: "bingliang" }, [ui.cardPile.firstChild]), target, false)) {
player.useCard({ name: "bingliang" }, target, get.cards());
}
}
}
} else {
var card = { name: "juedou", isCard: true };
if (player.canUse(card, target)) player.useCard(card, target);
}
}
},
ai: {
threaten: 1.2,
order: 5.5,
result: {
player: 1,
target: -1,
},
},
subSkill: {
true1: { audio: true },
true2: { audio: true },
false: { audio: true },
},
},
sbshipo: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
direct: true,
filter: function (event, player) {
return game.hasPlayer(current => {
return current.hp < player.hp || current.hasJudge("bingliang");
});
},
content: function () {
"step 0";
var list = [];
var choiceList = ["选择一名体力少于你的角色", "选择所有判定区有兵粮寸断的其他角色"];
var bool = false,
bool2 = false;
game.filterPlayer(current => {
if (current.hp < player.hp) bool = true;
if (current.hasJudge("bingliang")) bool2 = true;
});
if (bool) list.push("选项一");
else choiceList[0] = '<span style="opacity:0.5">' + choiceList[0] + "</span>";
if (bool2) list.push("选项二");
else choiceList[1] = '<span style="opacity:0.5">' + choiceList[1] + "</span>";
if (_status.connectMode)
game.broadcastAll(function () {
_status.noclearcountdown = true;
});
player
.chooseControl(list, "cancel2")
.set("prompt", get.prompt2("sbshipo"))
.set("choiceList", choiceList)
.set("ai", () => {
return _status.event.choice;
})
.set(
"choice",
(function () {
var eff = 0,
eff2 = 0;
if (!list.includes("选项一")) eff = Infinity;
if (!list.includes("选项二")) eff2 = Infinity;
game.countPlayer(current => {
if (current.hp < player.hp) {
var effx = get.attitude(player, current) / Math.sqrt(Math.max(0.1, 2 * current.hp + current.countCards("h")));
if (effx < eff) eff = effx;
}
if (current.hasJudge("bingliang")) eff2 += get.attitude(player, current) / Math.sqrt(Math.max(0.1, 2 * current.hp + current.countCards("h")));
});
if (eff > 0 && eff2 > 0) return "cancel2";
return eff < eff2 ? "选项一" : "选项二";
})()
);
"step 1";
if (result.control == "cancel2") {
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
event.finish();
return;
}
if (result.control == "选项一") {
player.chooseTarget("选择一名体力少于你的角色", (card, player, target) => target.hp < player.hp, true).set("ai", target => -get.attitude(player, target) / Math.sqrt(Math.max(0.1, 2 * target.hp + target.countCards("h"))));
} else {
event._result = {
bool: true,
targets: game.filterPlayer(current => current.hasJudge("bingliang")),
};
}
"step 2";
game.broadcastAll(function () {
delete _status.noclearcountdown;
game.stopCountChoose();
});
if (result.bool) {
var targets = result.targets;
player.logSkill("sbshipo", targets);
event.targets = targets.sortBySeat();
event.cards = [];
} else event.finish();
"step 3";
var target = event.targets.shift();
event.target = target;
target.chooseCard("交给" + get.translation(player) + "一张手牌或受到1点伤害").set("ai", card => {
var player = _status.event.player,
source = _status.event.getParent().player;
if (get.damageEffect(player, source, player) > 0) return 0;
if (get.attitude(player, source) > 0) return 1;
if (get.tag(card, "recover") > 0) return 0;
return (player.hp < 2 ? 7 : 5.5) - get.value(card);
});
"step 4";
if (result.bool) {
event.cards.addArray(result.cards);
target.give(result.cards, player);
} else {
target.damage();
}
"step 5";
if (event.targets.length) event.goto(3);
else {
var cards = event.cards.filter(card => get.owner(card) == player && get.position(card) == "h");
if (!cards.length) event.finish();
else event.cards = cards;
}
"step 6";
player.chooseCardTarget({
filterCard: function (card, player, target) {
return _status.event.getParent().cards.includes(card);
},
filterTarget: lib.filter.notMe,
selectCard: [1, event.cards.length],
prompt: "是否将任意张得到的牌交给一名其他角色?",
ai1: function (card) {
var player = _status.event.player;
var val = player.getUseValue(card);
if (val > 0) return 2;
if (player.hp <= 2 && val == 0 && get.value(card) > 5) return 0;
return Math.random() > 0.5 ? 1 : 0;
},
ai2: function (target) {
var player = _status.event.player,
cards = ui.selected.cards;
var val = 0;
for (var card of cards) {
val += target.getUseValue(card);
}
if (val > 0) return val * get.attitude(player, target) * 2;
return get.value(card, target) * get.attitude(player, target);
},
});
"step 7";
if (result.bool) {
var cards = result.cards,
target = result.targets[0];
player.give(cards, target);
}
},
},
//马超
sbtieji: {
audio: 1,
trigger: { player: "useCardToPlayered" },
logTarget: "target",
filter: function (event, player) {
return player != event.target && event.card.name == "sha" && event.target.isIn();
},
check: function (event, player) {
return get.attitude(player, event.target) < 0;
},
content: function () {
"step 0";
var target = trigger.target;
event.target = target;
target.addTempSkill("fengyin");
trigger.directHit.add(target);
player
.chooseToDuiben(target)
.set("title", "谋弈")
.set("namelist", ["出阵迎战", "拱卫中军", "直取敌营", "扰阵疲敌"])
.set("translationList", [`以防止${get.translation(player)}摸2张牌`, `以防止${get.translation(player)}获得你1张牌`, `若成功,你获得${get.translation(target)}1张牌`, `若成功你摸2张牌`])
.set("ai", button => {
var source = get.event().getParent().player,
target = get.event().getParent().target;
if (!target.countCards("he") && button.link[2] == "db_def2") return 10;
if (!target.countCards("he") && get.attitude(target, source) <= 0 && button.link[2] == "db_atk1") return 10;
return 1 + Math.random();
});
"step 1";
if (result.bool) {
if (result.player == "db_def1") player.gainPlayerCard(target, "he", true);
else player.draw(2);
}
},
shaRelated: true,
ai: {
ignoreSkill: true,
skillTagFilter: function (player, tag, arg) {
if (tag == "directHit_ai") {
return get.attitude(player, arg.target) <= 0;
}
if (!arg || arg.isLink || !arg.card || arg.card.name != "sha") return false;
if (!arg.target || get.attitude(player, arg.target) >= 0) return false;
if (!arg.skill || !lib.skill[arg.skill] || lib.skill[arg.skill].charlotte || get.is.locked(arg.skill) || !arg.target.getSkills(true, false).includes(arg.skill)) return false;
},
directHit_ai: true,
},
subSkill: {
true1: { audio: true },
true2: { audio: true },
false: { audio: true },
},
},
//甘宁
sbqixi: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.countCards("h") > 0;
},
filterTarget: lib.filter.notMe,
content: function () {
"step 0";
event.list = lib.suit.slice();
event.suits = [];
event.num = 0;
var cards = player.getCards("h"),
map = {},
max = -Infinity;
for (var card of cards) {
var suit = get.suit(card, player);
if (!map[suit]) map[suit] = 0;
map[suit]++;
if (map[suit] > max) max = map[suit];
}
for (var i in map) {
if (map[i] == max) event.suits.push(i);
}
"step 1";
target
.chooseControl(event.list)
.set("prompt", "奇袭:猜测" + get.translation(player) + "手牌中最多的花色")
.set("ai", () => {
var player = _status.event.getParent().player,
controls = _status.event.controls;
if (player.countCards("h") <= 3 && controls.includes("diamond") && Math.random() < 0.3) return "diamond";
return controls.randomGet();
});
"step 2";
var control = result.control;
target.chat("我猜是" + get.translation(control) + "");
game.log(target, "猜测为", "#y" + control);
if (!event.isMine() && !event.isOnline()) game.delayx();
"step 3";
var control = result.control;
if (!event.suits.includes(control)) {
player.chat("猜错了!");
game.log(target, "猜测", "#y错误");
event.num++;
event.list.remove(control);
player.chooseBool("是否令其重新选择一个花色继续猜测?").set("ai", () => 1);
} else {
player.chat(event.num == 0 ? "这么准?" : "猜对了!");
game.log(target, "猜测", "#g正确");
player.showHandcards();
event.goto(4);
}
"step 4";
if (result.bool) {
event.goto(1);
}
"step 5";
if (event.num > 0 && target.countDiscardableCards(player, "hej")) {
player.line(target);
player.discardPlayerCard(target, event.num, true, "hej");
}
},
ai: {
order: 10,
result: {
player: 1,
target: function (player, target) {
return get.effect(target, { name: "guohe" }, player, target) * (5 - get.attitude(player, target) / 2);
},
},
},
},
sbfenwei: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return player.countCards("he") > 0;
},
skillAnimation: true,
animationColor: "wood",
limited: true,
position: "he",
filterCard: true,
selectCard: [1, 3],
filterTarget: true,
selectTarget: function () {
return ui.selected.cards.length;
},
delay: false,
discard: false,
lose: false,
complexSelect: true,
filterOk: function () {
return ui.selected.targets.length == ui.selected.cards.length;
},
multitarget: true,
multiline: true,
check: function (card) {
return 7 - get.value(card);
},
content: function () {
"step 0";
player.awakenSkill("sbfenwei");
for (var i = 0; i < cards.length; i++) {
targets[i].addToExpansion(cards[i], player, "give").gaintag.add("sbfenwei_effect");
}
"step 1";
player.addSkill("sbfenwei_effect");
player.draw(cards.length);
},
intro: {
content: "limited",
},
ai: {
order: 6.9,
result: {
target: function (player, target) {
if (
game.hasPlayer(current => {
return get.rawAttitude(player, current) > 0 && current != player && get.attitude(player, current) <= 0;
}) &&
game.countPlayer(current => {
return get.attitude(player, current) > 0;
}) <= 2
)
return 0;
return 1;
},
},
},
subSkill: {
effect: {
audio: "sbfenwei",
trigger: {
global: "useCardToTarget",
},
charlotte: true,
forced: true,
filter: function (event, player) {
return event.target.getExpansions("sbfenwei_effect").length > 0 && get.type2(event.card) == "trick";
},
content: function () {
"step 0";
var choiceList = ["令" + get.translation(trigger.target) + "获得其“威”", "移去" + get.translation(trigger.target) + "的“威”,取消" + get.translation(trigger.card) + "对其的目标"];
player
.chooseControl()
.set("choiceList", choiceList)
.set("prompt", "奋威:请选择一项")
.set("ai", () => {
var player = _status.event.player,
evt = _status.event.getTrigger();
if (get.effect(evt.target, evt.card, evt.player, player) < -10) return 1;
return 0;
});
"step 1";
var cards = trigger.target.getExpansions("sbfenwei_effect");
if (result.index == 0) {
trigger.target.gain(cards, "gain2", "fromStorage");
} else {
trigger.target.loseToDiscardpile(cards);
trigger.targets.remove(trigger.target);
trigger.getParent().triggeredTargets2.remove(trigger.target);
trigger.untrigger();
}
},
marktext: "威",
intro: {
name: "威",
markcount: "expansion",
content: "expansion",
},
},
},
},
//甄宓
sbluoshen: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(get.prompt2("sbluoshen")).set("ai", target => {
var eff = 0;
var num = Math.ceil(game.countPlayer() / 2),
players = game
.filterPlayer(current => current != player)
.sortBySeat(target)
.slice(0, num);
for (var targetx of players) {
eff += get.attitude(player, targetx) * Math.sqrt(targetx.countCards("h"));
}
return 1 - eff;
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("sbluoshen", target);
player.addTempSkill("sbluoshen_add");
event.targets = game
.filterPlayer(current => current != player)
.sortBySeat(target)
.slice(0, Math.ceil(game.countPlayer() / 2));
} else event.finish();
"step 2";
var target = event.targets.shift();
event.target = target;
player.line(target);
if (!target.countCards("h")) event._result = { bool: false };
else
target
.chooseCard("展示一张手牌", true)
.set("ai", card => {
var val = _status.event.goon ? 15 : 5;
if (get.color(card) == "black") return val - get.value(card);
return 7 - get.value(card);
})
.set("goon", get.attitude(target, player) > 0);
"step 3";
if (result.bool) {
var card = result.cards[0];
target.showCards(card, get.translation(target) + "【洛神】展示");
if (get.color(card) == "black") {
player.gain(card, target, "give", "bySelf").gaintag.add("sbluoshen");
} else if (get.color(card) == "red") {
target.discard(card);
}
}
"step 4";
if (targets.length) event.goto(2);
},
subSkill: {
add: {
mod: {
ignoredHandcard: function (card, player) {
if (card.hasGaintag("sbluoshen")) {
return true;
}
},
cardDiscardable: function (card, player, name) {
if (name == "phaseDiscard" && card.hasGaintag("sbluoshen")) {
return false;
}
},
},
onremove: function (player) {
player.removeGaintag("sbluoshen");
},
},
},
},
//曹操
sbjianxiong: {
audio: 2,
trigger: { player: "damageEnd" },
group: "sbjianxiong_mark",
filter: function (event, player) {
return (get.itemtype(event.cards) == "cards" && event.cards.some(i => get.position(i, true) == "o")) || 1 - player.countMark("sbjianxiong") > 0;
},
prompt2: function (event, player) {
var gain = get.itemtype(event.cards) == "cards" && event.cards.some(i => get.position(i, true) == "o"),
draw = 1 - player.countMark("sbjianxiong");
var str = "";
if (gain) str += "获得" + get.translation(event.cards);
if (gain && draw > 0) str += "并";
if (draw > 0) str += "摸" + get.cnNumber(1 - player.countMark("sbjianxiong")) + "张牌";
if (player.countMark("sbjianxiong")) str += "然后可以弃1枚“治世”";
return str;
},
content: function () {
"step 0";
if (get.itemtype(trigger.cards) == "cards" && trigger.cards.some(i => get.position(i, true) == "o")) {
player.gain(trigger.cards, "gain2");
}
var num = player.countMark("sbjianxiong");
if (1 - num > 0) {
player.draw(1 - num, "nodelay");
}
if (!num) event.finish();
"step 1";
player.chooseBool("是否弃1枚“治世”").set("ai", () => {
var player = _status.event.player,
current = _status.currentPhase;
if (get.distance(current, player, "absolute") > 3 && player.hp <= 2) return true;
return false;
});
"step 2";
if (result.bool) {
player.removeMark("sbjianxiong", 1);
}
},
ai: {
maixie: true,
maixie_hp: true,
effect: {
target: function (card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -1];
if (get.tag(card, "damage") && player != target) {
var cards = card.cards,
evt = _status.event;
if (evt.player == target && card.name == "damage" && evt.getParent().type == "card") cards = evt.getParent().cards.filterInD();
if (target.hp <= 1) return;
if (get.itemtype(cards) != "cards") return;
for (var i of cards) {
if (get.name(i, target) == "tao") return [1, 5];
}
if (get.value(cards, target) >= 7 + target.getDamagedHp()) return [1, 3];
return [1, 0.55 + 0.05 * Math.max(0, 1 - target.countMark("sbjianxiong"))];
}
},
},
},
marktext: "治",
intro: {
name: "治世",
name2: "治世",
content: "mark",
},
subSkill: {
mark: {
audio: "sbjianxiong",
trigger: { global: "phaseBefore", player: "enterGame" },
forced: true,
filter: function (event, player) {
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
"step 0";
var map = {};
var list = [];
for (var i = 1; i <= 2; i++) {
var cn = get.cnNumber(i, true);
map[cn] = i;
list.push(cn);
}
event.map = map;
list.push("cancel2");
player
.chooseControl(list, function () {
return get.cnNumber(2, true);
})
.set("prompt", "奸雄:获得任意枚“治世”标记");
"step 1";
if (result.control != "cancel2") player.addMark("sbjianxiong", event.map[result.control]);
},
},
},
},
sbqingzheng: {
audio: 2,
audioname: ["mb_caomao"],
trigger: { player: "phaseUseBegin" },
filter: function (event, player) {
return player.countCards("h") > 0;
},
direct: true,
content: function () {
"step 0";
var num = 3 - player.countMark("sbjianxiong");
var prompt = "###" + get.prompt("sbqingzheng") + "###弃置" + get.cnNumber(num) + "种花色的所有牌";
var next = player.chooseButton([prompt, [lib.suit.map(i => ["", "", "lukai_" + i]), "vcard"]], num);
next.set("filterButton", button => {
var player = _status.event.player;
var cards = player.getCards("h", { suit: button.link[2].slice(6) });
return cards.length > 0 && cards.filter(card => lib.filter.cardDiscardable(card, player, "sbqingzheng")).length == cards.length;
});
next.set("ai", button => {
var player = _status.event.player;
return (
player.countMark("sbjianxiong") * 15 -
player
.getCards("h", { suit: button.link[2].slice(6) })
.map(i => get.value(i))
.reduce((p, c) => p + c, 0)
);
});
next.set("custom", {
replace: {
button: function (button) {
if (!_status.event.isMine()) return;
if (button.classList.contains("selectable") == false) return;
var cards = _status.event.player.getCards("h", {
suit: button.link[2].slice(6),
});
if (cards.length) {
var chosen = cards.filter(i => ui.selected.cards.includes(i)).length == cards.length;
if (chosen) {
ui.selected.cards.removeArray(cards);
cards.forEach(card => {
card.classList.remove("selected");
card.updateTransform(false);
});
} else {
ui.selected.cards.addArray(cards);
cards.forEach(card => {
card.classList.add("selected");
card.updateTransform(true);
});
}
}
if (button.classList.contains("selected")) {
ui.selected.buttons.remove(button);
button.classList.remove("selected");
if (_status.multitarget || _status.event.complexSelect) {
game.uncheck();
game.check();
}
} else {
button.classList.add("selected");
ui.selected.buttons.add(button);
}
var custom = _status.event.custom;
if (custom && custom.add && custom.add.button) {
custom.add.button();
}
game.check();
},
},
add: next.custom.add,
});
"step 1";
if (result.bool) {
var cards = result.cards;
if (!cards.length) {
var suits = result.links.map(i => i[2].slice(6));
cards = player.getCards("h", card => suits.includes(get.suit(card, player)));
}
event.cards = cards;
if (!cards.length) event.finish();
else
player
.chooseTarget("清正:观看一名其他角色的手牌并弃置其中一种花色的所有牌", (card, player, target) => {
return target != player && target.countCards("h");
})
.set("ai", target => {
var player = _status.event.player,
att = get.attitude(player, target);
if (att >= 0) return 0;
return 1 - att / 2 + Math.sqrt(target.countCards("h"));
});
} else event.finish();
"step 2";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("sbqingzheng", target);
player.discard(cards);
var list = [];
var dialog = ["清正:弃置" + get.translation(target) + "一种花色的所有牌"];
for (var suit of lib.suit.concat("none")) {
if (target.countCards("h", { suit: suit })) {
dialog.push('<div class="text center">' + get.translation(suit + "2") + "牌</div>");
dialog.push(target.getCards("h", { suit: suit }));
list.push(suit);
}
}
if (list.length) {
player
.chooseControl(list)
.set("dialog", dialog)
.set("ai", () => {
return _status.event.control;
})
.set(
"control",
(() => {
var getv = cards => cards.map(i => get.value(i)).reduce((p, c) => p + c, 0);
return list.sort((a, b) => {
return getv(target.getCards("h", { suit: b })) - getv(target.getCards("h", { suit: a }));
})[0];
})()
);
}
} else event.finish();
"step 3";
var cards2 = target.getCards("h", { suit: result.control });
event.cards2 = cards2;
target.discard(cards2, "notBySelf").set("discarder", player);
"step 4";
if (event.cards2.length < cards.length) target.damage();
"step 5";
if (player.countMark("sbjianxiong") < 2 && player.hasSkill("sbjianxiong")) {
player.chooseBool("是否获得1枚“治世”").set("ai", () => (Math.random() < 0.5 ? 0 : 1));
} else event.finish();
"step 6";
if (result.bool) {
player.addMark("sbjianxiong", 1);
}
},
ai: { combo: "sbjianxiong" },
},
sbhujia: {
audio: 2,
trigger: { player: "damageBegin4" },
zhuSkill: true,
direct: true,
filter: function (event, player) {
return (
!player.hasSkill("sbhujia_used") &&
game.hasPlayer(current => {
return current != player && current.group == "wei" && player.hasZhuSkill("sbhujia", current);
})
);
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt("sbhujia"), "将" + get.translation(trigger.source) + "即将对你造成的" + trigger.num + "点伤害转移给一名其他魏势力角色", (card, player, target) => {
return target != player && target.group == "wei" && player.hasZhuSkill("sbhujia", target);
})
.set("ai", target => {
var player = _status.event.player,
evt = _status.event.getTrigger();
return get.damageEffect(target, evt.source, player, evt.nature) - _status.event.eff;
})
.set("eff", get.damageEffect(player, trigger.source, player, trigger.nature));
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("sbhujia", target);
player.addTempSkill("sbhujia_used", "roundStart");
trigger.cancel();
if (trigger.source) target.damage(trigger.source, trigger.nature, trigger.num).set("card", trigger.card).set("cards", trigger.cards);
else target.damage("nosource", trigger.nature, trigger.num).set("card", trigger.card).set("cards", trigger.cards);
}
},
ai: {
maixie_defend: true,
effect: {
target: function (card, player, target) {
if (player.hasSkillTag("jueqing", false, target)) return;
if (
get.tag(card, "damage") &&
!target.hasSkill("sbhujia_used") &&
game.hasPlayer(current => {
return current != target && current.group == "wei" && target.hasZhuSkill("sbhujia", current);
})
)
return 0.8;
},
},
threaten: function (player, target) {
if (target.countCards("h") == 0) return 2;
},
},
subSkill: {
used: { charlotte: true },
},
},
//张角
sbleiji: {
audio: 2,
enable: "phaseUse",
filter: function (event, player) {
return player.countMark("sbguidao") >= 4;
},
filterTarget: lib.filter.notMe,
content: function () {
player.removeMark("sbguidao", 4);
target.damage("thunder");
},
ai: {
combo: "sbguidao",
order: 9,
result: {
target: function (player, target) {
return get.damageEffect(target, player, target, "thunder");
},
},
},
},
sbguidao: {
audio: 2,
trigger: {
global: ["phaseBefore", "damageEnd"],
player: "enterGame",
},
forced: true,
locked: false,
group: "sbguidao_defend",
filter: function (event, player) {
if (player.countMark("sbguidao") >= 8) return false;
if (event.name == "damage") return event.hasNature() && !player.hasSkill("sbguidao_forbid");
return event.name != "phase" || game.phaseNumber == 0;
},
content: function () {
var num = 2;
if (trigger.name != "damage") num += 2;
num = Math.min(8 - player.countMark("sbguidao"), num);
player.addMark("sbguidao", num);
},
marktext: "兵",
intro: {
name: "道兵",
name2: "道兵",
content: "共有$枚“道兵”",
},
subSkill: {
defend: {
audio: "sbguidao",
trigger: { player: "damageBegin4" },
filter: function (event, player) {
return player.countMark("sbguidao") >= 2;
},
prompt2: "弃2枚“道兵”防止伤害",
check: function (event, player) {
return event.num >= 2 || player.hp <= event.num;
},
content: function () {
trigger.cancel();
player.removeMark("sbguidao", 2);
if (player != _status.currentPhase) {
player.addTempSkill("sbguidao_forbid", { player: "phaseBegin" });
}
},
},
forbid: { charlotte: true },
},
},
sbhuangtian: {
audio: 2,
trigger: {
player: "phaseBegin",
},
forced: true,
zhuSkill: true,
group: "sbhuangtian_mark",
filter: function (event, player) {
if (player.phaseNumber > 1 || game.phaseNumber > 1) return false;
if (!player.hasZhuSkill("sbhuangtian")) return false;
return (
!game.hasPlayer(function (current) {
return current.countCards("hej", "taipingyaoshu");
}) &&
!Array.from(ui.cardPile.childNodes)
.concat(Array.from(ui.discardPile.childNodes))
.concat(Array.from(ui.ordering.childNodes))
.map(i => i.name)
.includes("taipingyaoshu")
);
},
content: function () {
"step 0";
if (!lib.inpile.contains("taipingyaoshu")) {
lib.inpile.push("taipingyaoshu");
}
event.card = game.createCard2("taipingyaoshu", "heart", 3);
"step 1";
if (card) player.equip(card);
},
subSkill: {
mark: {
audio: "sbhuangtiang",
trigger: { global: "damageSource" },
forced: true,
zhuSkill: true,
filter: function (event, player) {
if (!player.hasZhuSkill("sbhuangtian") || !player.hasSkill("sbguidao", null, false, false)) return false;
if (!event.source || player == event.source || event.source.group != "qun") return false;
if (player.hasSkill("sbguidao") && player.countMark("sbguidao") >= 8) return false;
if (player.countMark("sbhuangtian_count") >= 4) return false;
return true;
},
content: function () {
var num = Math.min(8 - player.countMark("sbhuangtian_count"), 2);
player.addMark("sbguidao", num);
player.addTempSkill("sbhuangtian_count", "roundStart");
player.addMark("sbhuangtian_count", num, false);
},
},
count: { onremove: true },
},
},
//夏侯氏
sbqiaoshi: {
audio: 2,
trigger: { player: "damageEnd" },
usable: 1,
direct: true,
filter: function (event, player) {
return event.source && event.source != player && event.source.isIn();
},
content: function () {
"step 0";
trigger.source
.chooseBool("樵拾:是否令" + get.translation(player) + "回复" + trigger.num + "点体力,然后你摸两张牌?")
.set("ai", () => {
return _status.event.bool;
})
.set("bool", get.recoverEffect(player, trigger.source, trigger.source) + 2 * get.effect(trigger.source, { name: "draw" }, trigger.source) > 5);
"step 1";
if (result.bool) {
player.logSkill("sbqiaoshi");
trigger.source.line(player, "green");
player.recover(trigger.num);
trigger.source.draw(2);
} else player.storage.counttrigger.sbqiaoshi--;
},
ai: {
effect: {
target: function (card, player, target) {
if (get.tag(card, "damage")) {
if (get.attitude(target, player) <= 0 || target == player) return;
if (target.storage.counttrigger && target.storage.counttrigger.sbqiaoshi) return;
if (target.hp <= 1 && !player.canSave(target)) return;
return [0, 0.5, 0, 0.5];
}
},
},
},
},
sbyanyu: {
enable: "phaseUse",
usable: 2,
filterCard: { name: "sha" },
selectCard: 1,
group: "sbyanyu_draw",
check: () => 1,
content: function () {
player.draw();
},
subSkill: {
draw: {
trigger: { player: "phaseUseEnd" },
filter: function (event, player) {
return player.getHistory("useSkill", evt => {
if (evt.skill != "sbyanyu") return false;
var evtx = evt.event.getParent("phaseUse");
if (!evtx || evtx != _status.event.getParent("phaseUse")) return;
return true;
}).length;
},
direct: true,
content: function () {
"step 0";
event.num =
3 *
player.getHistory("useSkill", evt => {
if (evt.skill != "sbyanyu") return false;
var evtx = evt.event.getParent("phaseUse");
if (!evtx || evtx != _status.event.getParent("phaseUse")) return;
return true;
}).length;
player.chooseTarget(get.prompt("sbyanyu"), "令一名其他角色摸" + get.cnNumber(event.num) + "张牌", lib.filter.notMe).set("ai", target => {
var player = _status.event.player;
return get.effect(target, { name: "draw" }, player, player);
});
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("sbyanyu_draw", target);
target.draw(num);
}
},
},
},
ai: {
order: function (obj, player) {
if (
game.hasPlayer(current => current != player && get.attitude(player, current) > 0) &&
player.getHistory("useSkill", evt => {
if (evt.skill != "sbyanyu") return false;
var evtx = evt.event.getParent("phaseUse");
if (!evtx || evtx != _status.event.getParent("phaseUse")) return;
return true;
}).length < 2
)
return 9;
return 2;
},
result: {
player: 1,
},
},
},
//曹仁
sbjushou: {
audio: 3,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return !player.isTurnedOver();
},
filterCard: true,
selectCard: [1, 2],
check: function (card) {
if (ui.selected.cards.length + _status.event.player.hujia >= 5) return 0;
return 6.5 - get.value(card);
},
position: "he",
group: ["sbjushou_damage", "sbjushou_draw"],
content: function () {
player.turnOver();
player.changeHujia(cards.length, null, true);
},
ai: {
order: 5,
result: {
player: 1,
},
},
subSkill: {
damage: {
audio: "sbjushou",
trigger: {
player: "damageEnd",
},
filter: function (event, player) {
return player.isTurnedOver();
},
direct: true,
content: function () {
"step 0";
player
.chooseControl("翻面", "获得1点护甲", "cancel2")
.set("ai", () => {
if (_status.event.player.hujia >= 3) return 0;
return 1;
})
.set("prompt", get.prompt("sbjushou"))
.set("prompt2", "选择一项");
"step 1";
if (result.control == "cancel2") {
event.finish();
return;
}
player.logSkill("sbjushou");
if (result.control == "翻面") {
player.turnOver();
} else {
player.changeHujia(1, null, true);
}
},
ai: {
effect: {
target: function (card, player, target) {
if (!target.isTurnedOver()) return;
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, -2];
if (
(card.name == "sha" && !player.hasSkill("jiu")) ||
target.hasSkillTag("filterDamage", null, {
player: player,
card: card,
})
)
return "zerotarget";
}
},
},
},
},
draw: {
audio: "sbjushou",
trigger: { player: "turnOverAfter" },
forced: true,
locked: false,
filter: function (event, player) {
return !player.isTurnedOver() && player.hujia > 0;
},
content: function () {
player.draw(player.hujia);
},
},
},
},
sbjiewei: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.hujia > 0;
},
filterTarget: function (card, player, target) {
return target != player && target.countCards("h");
},
content: function () {
player.changeHujia(-1);
player.gainPlayerCard(target, "visible", true, "h").set("ai", function (button) {
return get.value(button.link, _status.event.target);
});
},
ai: {
order: 8,
result: {
target: -1,
},
},
},
//周瑜
sbyingzi: {
audio: 2,
audioname: ["sb_sunce"],
trigger: { player: "phaseDrawBegin2" },
forced: true,
getNum: function (player) {
return (player.countCards("h") >= 2) + (player.hp >= 2) + (player.countCards("e") >= 1);
},
filter: function (event, player) {
return !event.numFixed && lib.skill.sbyingzi.getNum(player) > 0;
},
content: function () {
var num = lib.skill.sbyingzi.getNum(player);
trigger.num += num;
player.addTempSkill("sbyingzi_limit");
player.addMark("sbyingzi_limit", num, false);
},
ai: {
threaten: 2,
},
subSkill: {
limit: {
charlotte: true,
forced: true,
onremove: true,
marktext: "英",
intro: {
content: "本回合手牌上限+#",
},
mod: {
maxHandcard: function (player, num) {
return num + player.countMark("sbyingzi_limit");
},
},
},
},
},
sbfanjian: {
audio: 2,
enable: "phaseUse",
usable: 5,
filter: function (event, player) {
return !player.hasSkill("sbfanjian_ban");
},
chooseButton: {
dialog: function () {
return ui.create.dialog("###反间###" + get.translation("sbfanjian_info"));
},
chooseControl: function (event, player) {
var suits = lib.suit.slice();
suits.push("cancel2");
return suits;
},
check: function (event, player) {
var suits = lib.suit.slice();
suits = suits.filter(suit => !player.getStorage("sbfanjian_guessed").includes(suit));
return suits.randomGet();
},
backup: function (result, player) {
return {
audio: "sbfanjian",
filterCard: function (card, player) {
return !player.getStorage("sbfanjian_guessed").includes(get.suit(card, player));
},
suit: result.control,
position: "h",
filterTarget: lib.filter.notMe,
check: function (card) {
return 6 - get.value(card);
},
discard: false,
lose: false,
delay: false,
content: function () {
"step 0";
var suit = get.suit(cards, player);
event.claimSuit = lib.skill.sbfanjian_backup.suit;
event.cardSuit = suit;
player.addTempSkill("sbfanjian_guessed");
var claim = get.translation(event.claimSuit + "2");
player.chat("我声明" + claim);
game.log(player, "声明了", "#y" + claim);
var choiceList = ["猜测此牌花色为" + claim, "猜测此牌花色不为" + claim, "不猜测,你翻面并令其〖反间〗失效"];
target
.chooseControl()
.set("choiceList", choiceList)
.set("prompt", get.translation(player) + "对你发动了【反间】并选择了一张牌,请选择一项")
.set("ai", () => {
var player = _status.event.player,
user = _status.event.getParent().player,
claim = _status.event.getParent().claimSuit,
suit = _status.event.getParent().cardSuit;
if (player.isTurnedOver()) return 2;
var lose = get.effect(player, { name: "losehp" }, user, player);
if (user.getStorage("sbfanjian_guessed").includes(claim) && claim == suit) return lose <= 0 ? 0 : 1;
if (get.attitude(player, user) > 0) return 0;
var list = [0, 1];
if (player.hp <= 1 && player.getFriends().length > 0) list.push(2);
return list.randomGet();
});
"step 1";
player.markAuto("sbfanjian_guessed", [event.cardSuit]);
if (result.index == 2) {
game.log(target, "选择", "#y不猜测");
target.chat("不猜!");
target.turnOver();
} else {
var claim = get.translation(event.claimSuit + "2");
target.chat("我猜花色" + (result.index == 1 ? "不" : "") + "为" + claim);
game.log(target, "猜测花色", "#g" + (result.index == 1 ? "不" : "") + "为" + claim);
}
if (event.isMine() && !event.isOnline()) game.delayx();
"step 2";
target.gain(cards, player, "giveAuto", "bySelf");
"step 3";
if ((result.index == 0 && event.claimSuit != event.cardSuit) || (result.index == 1 && event.claimSuit == event.cardSuit)) {
game.log(target, "猜测", "#y错误");
target.loseHp();
} else {
if (result.index != 2) game.log(target, "猜测", "#g正确");
player.addTempSkill("sbfanjian_ban");
}
},
ai: {
result: {
target: function (player, target) {
if (!ui.selected.cards.length) return 0;
var val = get.value(ui.selected.cards, target);
if (val < 0) return val + get.effect(target, { name: "losehp" }, player, target);
if (val > 5 || get.value(ui.selected.cards, player) > 5) return target.isTurnedOver() ? 5 : 0;
if (target.isTurnedOver()) return 1;
return get.effect(target, { name: "losehp" }, player, target);
},
},
},
};
},
prompt: function (result) {
return "你选择了" + get.translation(result.control) + ",请选择一张手牌和【反间】的目标";
},
},
subSkill: {
guessed: { onremove: true, charlotte: true },
ban: { charlotte: true },
backup: {},
},
ai: {
order: 4,
result: { player: 1 },
},
},
//黄盖
sbkurou: {
audio: 2,
trigger: { player: "phaseUseBegin" },
direct: true,
group: "sbkurou_gain",
content: function () {
"step 0";
player.chooseCardTarget({
prompt: get.prompt("sbkurou"),
prompt2: "交给其他角色一张牌若此牌为【桃】或【酒】你失去2点体力否则你失去1点体力",
filterCard: true,
position: "he",
filterTarget: lib.filter.notMe,
ai1: function (card) {
if ((player.hp <= 1 && !player.canSave(player)) || player.hujia >= 5) return 0;
if (
get.value(card, player) > 6 &&
!game.hasPlayer(current => {
return current != player && get.attitude(current, player) > 0 && !current.hasSkillTag("nogain");
})
)
return 0;
if (
player.hp >= 2 &&
(card.name == "tao" ||
(card.name == "jiu" &&
player.countCards("hs", cardx => {
return cardx != card && get.tag(cardx, "save");
}))) &&
player.hujia <= 1
)
return 10;
if (player.hp <= 1 && !player.canSave(player)) return 0;
return 1 / Math.max(0.1, get.value(card));
},
ai2: function (target) {
var player = _status.event.player,
att = get.attitude(player, target);
if (ui.selected.cards.length) {
var val = get.value(ui.selected.cards[0]);
att *= val >= 0 ? 1 : -1;
}
if (target.hasSkillTag("nogain")) att /= 9;
return 15 + att;
},
});
"step 1";
if (result.bool) {
var target = result.targets[0],
card = result.cards[0];
player.logSkill("sbkurou", target);
if (get.mode() !== "identity" || player.identity !== "nei") player.addExpose(0.15);
player.give(card, target);
player.loseHp(["tao", "jiu"].includes(get.name(card, target)) ? 2 : 1);
}
},
ai: {
nokeep: true,
skillTagFilter: function (player, tag, arg) {
if (tag === "nokeep") return (!arg || (arg.card && get.name(arg.card) === "tao")) && player.hp <= 0 && player.isPhaseUsing();
},
},
subSkill: {
gain: {
audio: "sbkurou",
trigger: { player: "loseHpEnd" },
forced: true,
locked: false,
filter: function (event, player) {
return player.isIn() && player.hujia < 5;
},
content: function () {
"step 0";
event.count = trigger.num;
"step 1";
player.changeHujia(2, null, true);
"step 2";
if (--event.count > 0) {
player.logSkill("sbkurou_gain");
event.goto(1);
}
},
ai: {
maihp: true,
effect: {
target(card, player, target) {
if (get.tag(card, "damage")) {
if (player.hasSkillTag("jueqing", false, target)) return [1, 1];
return 1.2;
}
if (get.tag(card, "loseHp")) {
if (target.hp <= 1 || target.hujia >= 5) return;
return [1, 1];
}
},
},
},
},
},
},
sbzhaxiang: {
audio: 2,
trigger: { player: "useCard" },
forced: true,
group: "sbzhaxiang_draw",
filter: function (event, player) {
return player.getHistory("useCard").length <= player.getDamagedHp();
},
content: function () {
trigger.directHit.addArray(game.filterPlayer());
},
ai: {
threaten: 1.5,
directHit_ai: true,
skillTagFilter: function (player, tag, arg) {
return player.countUsed() < player.getDamagedHp();
},
},
mod: {
targetInRange: function (card, player) {
if (player.countUsed() < player.getDamagedHp()) return true;
},
cardUsable: function (card, player) {
if (player.countUsed() < player.getDamagedHp()) return Infinity;
},
aiOrder: function (player, card, num) {
if (player.countUsed() >= player.getDamagedHp()) return;
var numx = get.info(card).usable;
if (typeof numx == "function") numx = num(card, player);
if (typeof numx == "number") return num + 10;
},
},
subSkill: {
draw: {
audio: "sbzhaxiang",
mod: {
aiOrder: function (player, card, num) {
if (num > 0 && _status.event && _status.event.type == "phase" && get.tag(card, "recover")) return num / 5;
},
},
trigger: { player: "phaseDrawBegin2" },
forced: true,
filter: function (event, player) {
return !event.numFixed && player.getDamagedHp() > 0;
},
content: function () {
trigger.num += player.getDamagedHp();
},
ai: {
effect: {
target: function (card, player, target) {
if (get.tag(card, "recover") && target.hp > 0 && target.needsToDiscard() < 1) return [0, 0];
},
},
},
},
},
},
//孙权
sbzhiheng: {
audio: 2,
audioname: ["shen_caopi"],
locked: false,
mod: {
aiOrder: function (player, card, num) {
if (num <= 0 || get.itemtype(card) !== "card" || get.type(card) !== "equip") return num;
let eq = player.getEquip(get.subtype(card));
if (eq && get.equipValue(card) - get.equipValue(eq) < Math.max(1.2, 6 - player.hp)) return 0;
},
},
enable: "phaseUse",
usable: 1,
position: "he",
filterCard: lib.filter.cardDiscardable,
discard: false,
lose: false,
delay: false,
selectCard: [1, Infinity],
prompt: function (event) {
var count = _status.event.player.countMark("sbtongye");
var str = "出牌阶段限一次。你可以弃置任意张牌并摸等量的牌,若你以此法弃置的牌包括你所有手牌,则你多摸" + get.cnNumber(count + 1) + "张牌";
if (count > 0) str += "并弃1枚“业”";
str += "。";
return str;
},
check: function (card) {
var player = _status.event.player;
if (
get.position(card) == "h" &&
!player.countCards("h", "du") &&
(player.hp > 2 ||
!player.countCards("h", function (card) {
return get.value(card) >= 8;
}))
) {
return 1;
}
return 6 - get.value(card);
},
content: function () {
"step 0";
player.discard(cards);
event.num = 1;
var hs = player.getCards("h");
if (!hs.length) event.num = 0;
for (var i = 0; i < hs.length; i++) {
if (!cards.includes(hs[i])) {
event.num = 0;
break;
}
}
"step 1";
var all = event.num;
player.draw((all ? 1 + player.countMark("sbtongye") : 0) + cards.length);
if (all) player.removeMark("sbtongye", 1);
},
ai: {
order: function (item, player) {
if (player.hasCard(i => get.value(i) > Math.max(6, 9 - player.hp), "he")) return 1;
return 10;
},
result: {
player: 1,
},
nokeep: true,
skillTagFilter: function (player, tag, arg) {
if (tag === "nokeep") return (!arg || (arg && arg.card && get.name(arg.card) === "tao")) && player.isPhaseUsing() && !player.getStat().skill.sbzhiheng && player.hasCard(card => get.name(card) !== "tao", "h");
},
threaten: 1.56,
},
},
sbtongye: {
audio: 2,
trigger: { player: "phaseJieshuBegin" },
forced: true,
onremove: true,
content: function () {
"step 0";
player
.chooseControl("变化", "不变")
.set("prompt", "统业:猜测场上装备数是否于你下回合准备阶段前发生变化")
.set("ai", () => {
let player = _status.event.player;
if (game.countPlayer() > 3) return "变化";
if (
game.countPlayer(function (current) {
return current.hasCard({ type: "equip" }, "e");
}) < game.countPlayer()
)
return "变化";
if (
game.countPlayer() == 2 &&
game.countPlayer(function (current) {
if (current != player) return current.countCards("e", { type: "equip" }) + current.countDisabledSlot();
}) >= 5
)
return "不变";
if (Math.random() < 0.3) return "变化";
return "不变";
});
"step 1";
if (result.control == "变化") {
player.addSkill("sbtongye_change", 1);
player.chat("变!");
} else {
player.addSkill("sbtongye_nochange", 1);
player.chat("不变!");
}
var num = game
.filterPlayer()
.map(i => i.countCards("e"))
.reduce((p, c) => p + c, 0);
player.removeMark("sbtongye_count", player.countMark("sbtongye_count"), false);
if (num > 0) player.addMark("sbtongye_count", num, false);
player.addSkill("sbtongye_settle");
},
marktext: "业",
intro: {
name: "统业",
name2: "业",
content: "mark",
},
ai: {
combo: "sbzhiheng",
},
subSkill: {
broadcast: {
trigger: {
global: ["loseAfter", "equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
charlotte: true,
silent: true,
filter: function (event, player) {
var num = 0;
game.countPlayer(function (current) {
var evt = event.getl(current);
if (evt && evt.es) num += evt.es.length;
});
if (event.name == "equip") num--;
return num != 0;
},
content: function () {
if (player.hasSkill("sbtongye_change")) player.markSkill("sbtongye_change");
if (player.hasSkill("sbtongye_nochange")) player.markSkill("sbtongye_nochange");
},
},
settle: {
audio: "sbtongye",
init: function (player) {
player.addSkill("sbtongye_broadcast");
},
trigger: { player: "phaseZhunbeiBegin" },
forced: true,
charlotte: true,
filter: function (event, player) {
return player.hasSkill("sbtongye_change") || player.hasSkill("sbtongye_nochange");
},
content: function () {
var delta =
game
.filterPlayer()
.map(i => i.countCards("e"))
.reduce((p, c) => p + c, 0) - player.countMark("sbtongye_count");
if ((player.hasSkill("sbtongye_change") && delta != 0) || (player.hasSkill("sbtongye_nochange") && delta == 0)) {
game.log(player, "猜测", "#g正确");
if (player.countMark("sbtongye") < 2) player.addMark("sbtongye", 1);
} else {
game.log(player, "猜测", "#y错误");
player.removeMark("sbtongye", 1);
}
player.removeSkill("sbtongye_change");
player.removeSkill("sbtongye_nochange");
player.removeSkill("sbtongye_settle");
player.removeSkill("sbtongye_broadcast");
},
},
change: {
charlotte: true,
mark: true,
marktext: "变",
intro: {
markcount: function (storage, player) {
return (
game
.filterPlayer()
.map(i => i.countCards("e"))
.reduce((p, c) => p + c, 0) - player.countMark("sbtongye_count")
);
},
mark: function (dialog, storage, player) {
dialog.addText(get.translation(player) + "猜测场上装备数发生变化");
var delta =
game
.filterPlayer()
.map(i => i.countCards("e"))
.reduce((p, c) => p + c, 0) - player.countMark("sbtongye_count");
if (delta == 0) dialog.addText("(当前未发生变化)");
else dialog.addText("(当前已" + (delta > 0 ? "增加" : "减少") + get.cnNumber(Math.abs(delta)) + "张装备牌)");
},
},
},
nochange: {
charlotte: true,
mark: true,
marktext: '<span style="text-decoration:line-through;">变</span>',
intro: {
markcount: function (storage, player) {
return (
game
.filterPlayer()
.map(i => i.countCards("e"))
.reduce((p, c) => p + c, 0) - player.countMark("sbtongye_count")
);
},
mark: function (dialog, storage, player) {
dialog.addText(get.translation(player) + "猜测场上装备数不发生变化");
var delta =
game
.filterPlayer()
.map(i => i.countCards("e"))
.reduce((p, c) => p + c, 0) - player.countMark("sbtongye_count");
if (delta == 0) dialog.addText("(当前未发生变化)");
else dialog.addText("(当前已" + (delta > 0 ? "增加" : "减少") + get.cnNumber(Math.abs(delta)) + "张装备牌)");
},
},
},
},
},
sbjiuyuan: {
audio: 2,
trigger: { global: "useCard" },
forced: true,
zhuSkill: true,
group: "sbjiuyuan_recover",
filter: function (event, player) {
return event.card.name == "tao" && player != event.player && event.player.group == "wu" && event.player.isIn() && player.hasZhuSkill("sbjiuyuan", event.player);
},
content: function () {
player.draw();
},
subSkill: {
recover: {
audio: "sbjiuyuan",
trigger: { target: "taoBegin" },
zhuSkill: true,
forced: true,
filter: function (event, player) {
if (event.player == player) return false;
if (!player.hasZhuSkill("sbjiuyuan", event.player)) return false;
if (event.player.group != "wu") return false;
return true;
},
content: function () {
trigger.baseDamage++;
},
},
},
},
//孙尚香
sbjieyin: {
trigger: { player: "phaseUseBegin" },
forced: true,
locked: false,
dutySkill: true,
group: ["sbjieyin_init", "sbjieyin_fail"],
filter: function (event, player) {
return game.hasPlayer(current => current.hasMark("sbjieyin_mark"));
},
content: function () {
"step 0";
var targets = game.filterPlayer(current => current.hasMark("sbjieyin_mark"));
event.targets = targets;
"step 1";
var target = targets.shift();
event.target = target;
var str = target.hasSkill("sbjieyin_marked") ? "移去" : "移动或移去";
var num = Math.min(2, Math.max(1, target.countCards("h")));
target
.chooseCard("交给" + get.translation(player) + get.cnNumber(num) + "张手牌然后获得1点护甲或令其" + str + "你的所有“助”标记", num)
.set("ai", card => {
if (_status.event.goon) return 100 - get.value(card);
return 0;
})
.set("goon", get.attitude(target, player) > 1);
"step 2";
if (result.bool) {
target.give(result.cards, player);
target.changeHujia(1, null, true);
event.goto(4);
} else {
if (!game.hasPlayer(current => current != player && current != target) || target.hasSkill("sbjieyin_marked")) event._result = { bool: false };
else
player
.chooseTarget("结姻:是否移动" + get.translation(target) + "的“助”?", (card, player, target) => {
return target != player && target != _status.event.getParent().target;
})
.set("ai", target => get.attitude(_status.event.player, target) - 1);
target.addSkill("sbjieyin_marked");
}
"step 3";
if (result.bool) {
var targetx = result.targets[0];
var num = target.countMark("sbjieyin_mark");
target.removeSkill("sbjieyin_mark");
targetx.addSkill("sbjieyin_mark");
targetx.addMark("sbjieyin_mark", num, false);
player.line2([target, targetx], "green");
game.log(player, "将", target, "的" + get.cnNumber(num) + "枚“助”移动至", targetx);
} else {
target.removeSkill("sbjieyin_mark");
game.log(player, "移去了", target, "的" + get.cnNumber(num) + "枚“助”");
game.createEvent("sbjieyin_fail").setContent(lib.skill.sbjieyin_fail.content).player = player;
}
"step 4";
if (targets.length) event.goto(1);
},
subSkill: {
fail: {
audio: "sbjieyin",
trigger: { global: "dieAfter" },
dutySkill: true,
forced: true,
locked: false,
direct: true,
filter: function (event, player) {
return event.player.hasMark("sbjieyin_mark");
},
content: function () {
player.logSkill("sbjieyin_fail");
player.awakenSkill("sbjieyin");
game.log(player, "使命失败");
player.changeGroup("wu");
player.recover();
player.gain(player.getExpansions("sbliangzhu"), "gain2");
player.loseMaxHp();
},
},
mark: {
charlotte: true,
mark: true,
marktext: "助",
onremove: true,
intro: {
name: "结姻(助)",
name2: "助",
content: "mark",
},
},
marked: { charlotte: true },
init: {
audio: "sbjieyin",
trigger: {
global: "phaseBefore",
player: "enterGame",
},
forced: true,
locked: false,
direct: true,
dutySkill: true,
filter: function (event, player) {
return game.hasPlayer(current => current != player) && (event.name != "phase" || game.phaseNumber == 0);
},
content: function () {
"step 0";
player.chooseTarget("结姻令一名其他角色获得1枚“助”", lib.filter.notMe, true).set("ai", target => get.attitude(_status.event.player, target));
"step 1";
if (result.bool) {
var target = result.targets[0];
player.logSkill("sbjieyin_init", target);
target.addSkill("sbjieyin_mark");
target.addMark("sbjieyin_mark", 1);
}
"step 2";
game.delayx();
},
},
},
},
sbliangzhu: {
audio: 2,
enable: "phaseUse",
usable: 1,
filter: function (event, player) {
return player.group == "shu" && game.hasPlayer(current => current != player && current.countCards("e"));
},
groupSkill: true,
filterTarget: function (card, player, target) {
return target.countCards("e") && target != player;
},
content: function () {
"step 0";
player.choosePlayerCard(target, "e", true);
"step 1";
if (result.bool) {
player.addToExpansion(result.cards, target, "give").gaintag.add("sbliangzhu");
} else event.finish();
"step 2";
for (var target of game.filterPlayer(current => current.hasMark("sbjieyin_mark"))) {
target.chooseDrawRecover(2, true);
}
},
marktext: "妆",
intro: {
name: "良助(妆)",
name2: "妆",
content: "expansion",
markcount: "expansion",
},
onremove: function (player, skill) {
var cards = player.getExpansions(skill);
if (cards.length) player.loseToDiscardpile(cards);
},
ai: {
order: 9,
result: {
player: function (player) {
var num = 0,
targets = game.filterPlayer(current => current.hasMark("sbjieyin_mark"));
for (var current of targets) {
num += 2 * get.effect(current, { name: "draw" }, player, player);
}
if (num > 0) return 3;
return 1;
},
target: -1,
},
},
},
sbxiaoji: {
audio: 2,
audioname: ["sp_sunshangxiang", "re_sunshangxiang", "db_sunshangxiang"],
trigger: {
player: "loseAfter",
global: ["equipAfter", "addJudgeAfter", "gainAfter", "loseAsyncAfter", "addToExpansionAfter"],
},
forced: true,
locked: false,
groupSkill: true,
filter: function (event, player) {
if (player.group != "wu") return false;
var evt = event.getl(player);
return evt && evt.player == player && evt.es && evt.es.length > 0;
},
content: function () {
"step 0";
event.count = trigger.getl(player).es.length;
"step 1";
event.count--;
player.draw(2);
player
.chooseTarget("是否弃置场上的一张牌?", (card, player, target) => {
return target.countDiscardableCards(player, "ej");
})
.set("ai", target => {
var player = _status.event.player;
var att = get.attitude(player, target);
if (
att > 0 &&
(target.countCards("j") > 0 ||
target.countCards("e", function (card) {
return get.value(card, target) < 0;
}))
)
return 2;
if (att < 0 && target.countCards("e") > 0 && !target.hasSkillTag("noe")) return -1;
return 0;
});
"step 2";
if (result.bool) {
player.discardPlayerCard(result.targets[0], "ej", true);
}
"step 3";
if (event.count > 0) {
player.logSkill("sbxiaoji");
event.goto(1);
}
},
ai: {
noe: true,
reverseEquip: true,
effect: {
target: function (card, player, target, current) {
if (get.type(card) == "equip" && !get.cardtag(card, "gifts")) return [1, 3];
},
},
},
},
//吕蒙
sbkeji: {
audio: 2,
enable: "phaseUse",
filterCard: true,
selectCard: function () {
var player = _status.event.player;
if (player.hasSkill("sbkeji_discard")) return [0, 0];
if (player.hasSkill("sbkeji_losehp")) return [1, 1];
return [0, 1];
},
locked: false,
usable: 2,
prompt: function (event) {
var player = _status.event.player,
str = "出牌阶段" + (player.storage.sbkeji ? "" : "各") + "限一次。你可以";
var discard = player.hasSkill("sbkeji_discard"),
losehp = player.hasSkill("sbkeji_losehp");
if (!discard) str += "弃置一张手牌并获得1点护甲";
if (!losehp) str += (!discard ? ",或" : "") + "点击“确定”失去1点体力并获得2点护甲";
return str;
},
filter: function (event, player) {
return (player.getStat("skill").sbkeji || 0) < (player.storage.sbkeji ? 1 : 2);
},
check: function (card) {
var player = _status.event.player;
if (_status.event.player.hp == 1 && player.canSave(player) && player.hujia <= 3) return 0;
return 6 - get.value(card);
},
content: function () {
"step 0";
if (cards.length) {
player.changeHujia(1, null, true);
player.addTempSkill("sbkeji_discard", "phaseUseAfter");
event.finish();
} else {
player.loseHp();
}
"step 1";
player.changeHujia(2, null, true);
player.addTempSkill("sbkeji_losehp", "phaseUseAfter");
},
mod: {
maxHandcard: function (player, num) {
return num + player.hujia;
},
cardEnabled: function (card, player) {
if (player != _status.event.dying && card.name == "tao") return false;
},
cardSavable: function (card, player) {
if (player != _status.event.dying && card.name == "tao") return false;
},
},
ai: {
order: 1,
result: {
player: function (player, target) {
if (player.hujia >= 5) return 0;
if (
player.hp == 1 &&
!player.canSave(player) &&
!player.hasCard(card => {
return lib.filter.cardDiscardable(card, player, "sbkeji") && get.value(card) < 6;
}, "h")
) {
return 0;
}
return 1;
},
},
},
subSkill: {
discard: { charlotte: true },
losehp: { charlotte: true },
},
},
sbdujiang: {
audio: 2,
trigger: { player: "phaseZhunbeiBegin" },
derivation: "sbduojing",
juexingji: true,
forced: true,
skillAnimation: true,
animationColor: "wood",
filter: function (event, player) {
return player.hujia >= 3;
},
content: function () {
player.awakenSkill("sbdujiang");
player.addSkills("sbduojing");
player.storage.sbkeji = true;
},
},
sbduojing: {
audio: 2,
trigger: { player: "useCardToPlayer" },
filter: function (event, player) {
return player.hujia > 0 && event.card.name == "sha";
},
check: function (event, player) {
return event.target.countGainableCards(player, "he") > 0 || player.countCards("hs", { name: "sha" }) > 0;
},
logTarget: "target",
content: function () {
"step 0";
player.changeHujia(-1);
if (!trigger.card.storage) trigger.card.storage = {};
trigger.card.storage.sbduojing = true;
"step 1";
var target = trigger.target;
if (target.countGainableCards(player, "he") > 0) player.gainPlayerCard(target, "he", true);
player.addTempSkill("sbduojing_add", "phaseUseAfter");
player.addMark("sbduojing_add", 1, false);
player.markSkill("sbduojing_add");
},
subSkill: {
add: {
charlotte: true,
marktext: "夺",
onremove: true,
intro: {
content: "本阶段使用杀次数上限+$",
},
mod: {
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + player.countMark("sbduojing_add");
},
},
},
},
ai: {
unequip: true,
unequip_ai: true,
skillTagFilter: function (player, tag, arg) {
if (player.hujia <= 0) return;
if (tag == "unequip" && (!arg || !arg.card || !arg.card.storage || !arg.card.storage.sbduojing)) return false;
if (tag == "unequip_ai" && (!arg || arg.name != "sha")) return false;
},
},
},
//于禁
sbxiayuan: {
audio: 2,
trigger: { global: "damageEnd" },
direct: true,
filter: function (event, player) {
return event.hujia && !event.player.hujia && event.player.isIn() && player.countCards("h") > 1 && !player.hasSkill("sbxiayuan_round", null, false, false);
},
content: function () {
"step 0";
player.addTempSkill("sbxiayuan_round", "roundStart");
player
.chooseToDiscard(2, "h", get.prompt("sbxiayuan", trigger.player), "弃置两张手牌,令其获得" + get.cnNumber(trigger.hujia) + "点护甲")
.set("goon", get.attitude(player, trigger.player) > 0)
.set("ai", function (card) {
if (!_status.event.goon) return 0;
return 5 - get.value(card);
}).logSkill = ["sbxiayuan", trigger.player];
"step 1";
if (result.bool) {
var target = trigger.player;
target.changeHujia(trigger.hujia, null, true);
game.delayx();
} else player.removeSkill("sbxiayuan_round");
},
subSkill: { round: { charlotte: true } },
ai: { expose: 0.2 },
},
sbjieyue: {
audio: 4,
trigger: { player: "phaseJieshuBegin" },
direct: true,
content: function () {
"step 0";
player.chooseTarget(lib.filter.notMe, get.prompt("sbjieyue"), "令一名其他角色获得1点护甲然后该角色可以交给你一张牌。").set("ai", function (target) {
return get.attitude(_status.event.player, target) / Math.sqrt(Math.min(1, target.hp + target.hujia));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("sbjieyue", target);
target.changeHujia(1, null, true);
target.chooseCard("he", "是否交给" + get.translation(player) + "一张牌?").set("ai", card => 0.1 - get.value(card));
} else event.finish();
"step 2";
if (result.bool) {
target.give(result.cards, player);
}
},
ai: {
threaten: 2.7,
expose: 0.2,
},
},
//华雄
sbyangwei: {
audio: 3,
enable: "phaseUse",
filter: function (event, player) {
return !player.hasSkill("sbyangwei_counter", null, null, false);
},
content: function () {
player.draw(2);
player.addTempSkill("sbyangwei_effect");
player.addSkill("sbyangwei_counter");
},
ai: {
order: 9,
result: { player: 1 },
},
subSkill: {
effect: {
audio: "sbyangwei",
equipSkill: false,
inherit: "qinggang_skill",
charlotte: true,
nopop: true,
mod: {
targetInRange: function (card) {
if (card.name == "sha") return true;
},
cardUsable: function (card, player, num) {
if (card.name == "sha") return num + 1;
},
},
mark: true,
marktext: "威",
intro: { content: "使用【杀】的次数上限+1且无距离限制且无视防具" },
},
counter: {
trigger: { player: "phaseJieshu" },
silent: true,
popup: false,
forced: true,
charlotte: true,
onremove: true,
content: function () {
if (!player.storage.sbyangwei_counter) player.storage.sbyangwei_counter = true;
else player.removeSkill("sbyangwei_counter");
},
},
},
},
//黄忠
sbliegong: {
audio: 2,
mod: {
cardnature: function (card, player) {
if (player.hasEmptySlot(1) && get.name(card, player) == "sha") return false;
},
},
trigger: { player: "useCardToPlayered" },
filter: function (event, player) {
return !event.getParent()._sbliegong_player && event.targets.length == 1 && event.card.name == "sha" && player.getStorage("sbliegong").length > 0;
},
prompt2: function (event, player) {
var str = "",
storage = player.getStorage("sbliegong");
if (storage.length > 1) {
str += "亮出牌堆顶的" + get.cnNumber(storage.length - 1) + "张牌并增加伤害;且";
}
str += "令" + get.translation(event.target) + "不能使用花色为";
for (var i = 0; i < storage.length; i++) {
str += get.translation(storage[i]);
}
str += "的牌响应" + get.translation(event.card);
return str;
},
logTarget: "target",
locked: false,
check: function (event, player) {
var target = event.target;
if (get.attitude(player, target) > 0) return false;
if (
target.hasSkillTag("filterDamage", null, {
player: player,
card: event.card,
})
)
return false;
var storage = player.getStorage("sbliegong");
if (storage.length >= 4) return true;
if (storage.length < 3) return false;
if (target.hasShan()) return storage.includes("heart") && storage.includes("diamond");
return true;
},
content: function () {
var storage = player.getStorage("sbliegong").slice(0);
var num = storage.length - 1;
var evt = trigger.getParent();
if (num > 0) {
if (typeof evt.baseDamage != "number") evt.baseDamage = 1;
var cards = get.cards(num);
player.showCards(cards.slice(0), get.translation(player) + "发动了【烈弓】");
while (cards.length > 0) {
var card = cards.pop();
if (storage.includes(get.suit(card, false))) evt.baseDamage++;
//ui.cardPile.insertBefore(card,ui.cardPile.firstChild);
}
//game.updateRoundNumber();
}
evt._sbliegong_player = player;
player.addTempSkill("sbliegong_clear");
var target = trigger.target;
target.addTempSkill("sbliegong_block");
if (!target.storage.sbliegong_block) target.storage.sbliegong_block = [];
target.storage.sbliegong_block.push([evt.card, storage]);
lib.skill.sbliegong.updateBlocker(target);
},
updateBlocker: function (player) {
var list = [],
storage = player.storage.sbliegong_block;
if (storage && storage.length) {
for (var i of storage) list.addArray(i[1]);
}
player.storage.sbliegong_blocker = list;
},
ai: {
threaten: 3.5,
directHit_ai: true,
halfneg: true,
skillTagFilter: function (player, tag, arg) {
if (arg && arg.card && arg.card.name == "sha") {
var storage = player.getStorage("sbliegong");
if (storage.length < 3 || !storage.includes("heart") || !storage.includes("diamond")) return false;
var target = arg.target;
if (target.hasSkill("bagua_skill") || target.hasSkill("bazhen") || target.hasSkill("rw_bagua_skill")) return false;
return true;
}
return false;
},
},
intro: {
content: "已记录花色:$",
onunmark: true,
},
group: "sbliegong_count",
subSkill: {
clear: {
trigger: { player: "useCardAfter" },
forced: true,
charlotte: true,
popup: false,
filter: function (event, player) {
return event._sbliegong_player == player;
},
content: function () {
player.unmarkSkill("sbliegong");
},
},
block: {
mod: {
cardEnabled: function (card, player) {
if (!player.storage.sbliegong_blocker) return;
var suit = get.suit(card);
if (suit == "none") return;
var evt = _status.event;
if (evt.name != "chooseToUse") evt = evt.getParent("chooseToUse");
if (!evt || !evt.respondTo || evt.respondTo[1].name != "sha") return;
if (player.storage.sbliegong_blocker.includes(suit)) return false;
},
},
trigger: {
player: ["damageBefore", "damageCancelled", "damageZero"],
target: ["shaMiss", "useCardToExcluded", "useCardToEnd"],
global: ["useCardEnd"],
},
forced: true,
firstDo: true,
charlotte: true,
onremove: function (player) {
delete player.storage.sbliegong_block;
delete player.storage.sbliegong_blocker;
},
filter: function (event, player) {
if (!event.card || !player.storage.sbliegong_block) return false;
for (var i of player.storage.sbliegong_block) {
if (i[0] == event.card) return true;
}
return false;
},
content: function () {
var storage = player.storage.sbliegong_block;
for (var i = 0; i < storage.length; i++) {
if (storage[i][0] == trigger.card) {
storage.splice(i--, 1);
}
}
if (!storage.length) player.removeSkill("sbliegong_block");
else lib.skill.sbliegong.updateBlocker(target);
},
},
count: {
trigger: {
player: "useCard",
target: "useCardToTargeted",
},
forced: true,
filter: function (event, player, name) {
if (name != "useCard" && player == event.player) return false;
var suit = get.suit(event.card);
if (!lib.suit.includes(suit)) return false;
if (player.storage.sbliegong && player.storage.sbliegong.includes(suit)) return false;
return true;
},
content: function () {
player.markAuto("sbliegong", [get.suit(trigger.card)]);
},
},
},
},
//刘赪
splveying: {
audio: 2,
trigger: { player: "useCardAfter" },
forced: true,
filter: function (event, player) {
return event.card.name == "sha" && player.countMark("splveying") > 1;
},
content: function () {
"step 0";
player.removeMark("splveying", 2);
player.draw();
"step 1";
player.chooseUseTarget("guohe");
},
marktext: "椎",
intro: {
name: "椎(掠影/莺舞)",
name2: "椎",
content: "mark",
},
group: "splveying_add",
subSkill: {
add: {
trigger: { player: "useCardToPlayered" },
forced: true,
usable: 2,
filter: function (event, player) {
return event.card.name == "sha" && player.isPhaseUsing();
},
content: function () {
player.addMark("splveying", 1);
},
},
},
},
spyingwu: {
group: "spyingwu_add",
audio: 2,
trigger: { player: "useCardAfter" },
forced: true,
locked: false,
filter: function (event, player) {
return player.hasSkill("splveying", null, null, false) && get.type(event.card) == "trick" && !get.tag(event.card, "damage") && player.countMark("splveying") > 1;
},
content: function () {
player.removeMark("splveying", 2);
player.draw();
player.chooseUseTarget("sha", false);
},
ai: { combo: "splveying" },
subSkill: {
add: {
trigger: { player: "useCardToPlayered" },
forced: true,
locked: false,
usable: 2,
filter: function (event, player) {
return player.hasSkill("splveying") && get.type(event.card) == "trick" && !get.tag(event.card, "damage") && player.isPhaseUsing();
},
content: function () {
player.addMark("splveying", 1);
},
},
},
},
//手杀杨婉
spmingxuan: {
audio: 2,
trigger: { player: "phaseUseBegin" },
forced: true,
filter: function (event, player) {
var list = player.getStorage("spmingxuan");
return (
player.countCards("h") > 0 &&
game.hasPlayer(function (current) {
return current != player && !list.includes(current);
})
);
},
content: function () {
"step 0";
var suits = [],
hs = player.getCards("h");
for (var i of hs) suits.add(get.suit(i, player));
var list = player.getStorage("spmingxuan"),
num = Math.min(
suits.length,
game.countPlayer(function (current) {
return current != player && !list.includes(current);
})
);
player
.chooseCard("h", true, [1, num], "瞑昡:请选择至多" + get.cnNumber(num) + "张花色各不相同的手牌", function (card, player) {
if (!ui.selected.cards.length) return true;
var suit = get.suit(card);
for (var i of ui.selected.cards) {
if (get.suit(i, player) == suit) return false;
}
return true;
})
.set("complexCard", true)
.set("ai", card => 6 - get.value(card));
"step 1";
if (result.bool) {
var list = player.getStorage("spmingxuan"),
cards = result.cards.randomSort();
var targets = game
.filterPlayer(current => current != player && !list.includes(current))
.randomGets(cards.length)
.sortBySeat();
player.line(targets, "green");
var map = [];
for (var i = 0; i < targets.length; i++) {
map.push([targets[i], cards[i]]);
}
game.loseAsync({
gain_list: map,
player: player,
cards: cards,
giver: player,
animate: "giveAuto",
}).setContent("gaincardMultiple");
event.targets = targets;
event.num = 0;
} else event.finish();
"step 2";
game.delayx();
"step 3";
if (num < targets.length) {
var target = targets[num];
event.num++;
if (target.isIn()) {
event.target = target;
target
.chooseToUse(
function (card, player, event) {
if (get.name(card) != "sha") return false;
return lib.filter.filterCard.apply(this, arguments);
},
"对" + get.translation(player) + "使用一张杀,否则交给其一张牌,且其摸一张牌"
)
.set("targetRequired", true)
.set("complexSelect", true)
.set("filterTarget", function (card, player, target) {
if (target != _status.event.sourcex && !ui.selected.targets.includes(_status.event.sourcex)) return false;
return lib.filter.targetEnabled.apply(this, arguments);
})
.set("sourcex", player)
.set("addCount", false);
} else {
if (event.num < targets.length) event.redo();
else event.finish();
}
}
"step 4";
if (result.bool) {
player.markAuto("spmingxuan", [target]);
if (event.num < targets.length) event.goto(3);
else event.finish();
} else {
var he = target.getCards("he");
if (he.length) {
if (he.length == 1) event._result = { bool: true, cards: he };
else target.chooseCard("he", true, "交给" + get.translation(player) + "一张牌");
} else {
if (event.num < targets.length) event.goto(3);
else event.finish();
}
}
"step 5";
if (result.bool) {
target.give(result.cards, player);
player.draw();
}
if (event.num < targets.length) event.goto(3);
},
intro: { content: "已被$使用过杀" },
},
spxianchou: {
audio: 2,
trigger: { player: "damageEnd" },
direct: true,
filter: function (event, player) {
return (
event.source &&
event.source.isIn() &&
game.hasPlayer(function (current) {
return current != player && current != event.source;
})
);
},
content: function () {
"step 0";
player
.chooseTarget(get.prompt2("spxianchou"), function (card, player, target) {
return target != player && target != _status.event.getTrigger().source;
})
.set("ai", function (target) {
return get.attitude(target, _status.event.player) * Math.sqrt(target.countCards("he"));
});
"step 1";
if (result.bool) {
var target = result.targets[0];
event.target = target;
player.logSkill("spxianchou", target);
player.line2([target, trigger.source]);
target
.chooseToDiscard("he", "是否弃置一张牌,视为对" + get.translation(trigger.source) + "使用一张【杀】?")
.set("ai", function (card) {
if (_status.event.goon) return 8 - get.value(card);
return 0;
})
.set("goon", (target.canUse("sha", trigger.source, false) ? get.effect(trigger.source, { name: "sha", isCard: true }, target, target) : 0) + get.recoverEffect(player, target, target) > 0);
} else event.finish();
"step 2";
if (result.bool) {
if (target.canUse("sha", trigger.source, false)) target.useCard({ name: "sha", isCard: true }, trigger.source, false);
else event.finish();
} else event.finish();
"step 3";
if (
target.hasHistory("sourceDamage", function (evt) {
var card = evt.card;
if (!card || card.name != "sha") return false;
var evtx = evt.getParent("useCard");
return evtx.card == card && evtx.getParent() == event;
})
) {
target.draw();
player.recover();
}
},
},
};
export default skills;